THE BLUE FACTORY wouldn't exist without WILD WEST 1873, and vice versa.
About 2 years ago, I was tidying up my desk to save space when I came across the rules and scenarios for "Middle West", a role-playing game originally created by a friend, then improved over time and games by a few enthusiasts including myself. I thought with nostalgia that it would be a shame not to bring this game back to life.
At the time, we were in a role-playing club. First there was (at the dawn of time .... ) "Advanced Dungeons & Dragons", then we got to know and play the great classics "Call of Cthulhu", "Star Wars", "Golden Heroes", "Flashing Blades", "Warcraft", "Middle Earth" etc. ... and "Middle West"!
After Advanced Dungeons & Dragons" years, I've mainly focused on "Call of Cthulhu" and "Star Wars" (and to a lesser extent on "Flashing Blades", a much lesser-known but really excellent game if you like intrigues ...) because they're simple games, i.e. not (too) technical, and which always give priority to atmosphere and action.
"Middle West" has finally become "WILD WEST 1873". The system, although much more complete than the basic game, has remained simple and intuitive. You'll really play a role in Westwards. The atmosphere can quickly become stressful, and the Colt is always at hand. The game is also very funny at times, because there's a lot of bluffing and suspicion between the characters, with everyone making little films of themselves...

After reformatting and clarifying the rules (and adding to them), I launched "THE BLUE FACTORY", a small company to get a foothold in the professional world, which opened a lot of doors for me to understand the mechanisms of sales, deliveries, publishing and so on.
Reviewing the Rules Manual, I was, I must say, quite satisfied, but it seemed to me that one stone was missing. And a big one. The Game Master's manual. I thought I'd come up with something fairly quickly, but I soon realized that, while it's easy to grasp an imaginary world, it's much more complicated to follow History with a capital H. In the end, it took me over a year to write the book, whose sole (but great) ambition was to help GMs. I hope I've done my best. The West is vast ....
This is the story of "THE BLUE FACTORY" and "WILD WEST 1873" game.
The editor Alain GUITTOT

THE BLUE FACTORY wouldn't exist without WILD WEST 1873, and vice versa.
About 2 years ago, I was tidying up my desk to save space when I came across the rules and scenarios for "Middle West", a role-playing game originally created by a friend, then improved over time and games by a few enthusiasts including myself. I thought with nostalgia that it would be a shame not to bring this game back to life.
At the time, we were in a role-playing club. First there was (at the dawn of time .... ) "Advanced Dungeons & Dragons", then we got to know and play the great classics "Call of Cthulhu", "Star Wars", "Golden Heroes", "Flashing Blades", "Warcraft", "Middle Earth" etc. ... and "Middle West"!
Personally, after Advanced Dungeons & Dragons" years, I've mainly focused on "Call of Cthulhu" and "Star Wars" (and to a lesser extent on "Flashing Blades", a much lesser-known but really excellent game if you like intrigues ...) because they're simple games, i.e. not (too) technical, and which always give priority to atmosphere and action.
"Middle West" has finally become "Wild West 1873". The system, although much more complete than the basic game, has remained simple and intuitive. You'll really play a role in Westwards. The atmosphere can quickly become stressful, and the Colt is always at hand. The game is also very funny at times, because there's a lot of bluffing and suspicion between the characters, with everyone making little films of themselves ...
After reformatting and clarifying the rules (and adding to them), I launched "THE BLUE FACTORY", a small company to get a foothold in the professional world, which opened a lot of doors for me to understand the mechanisms of sales, deliveries, publishing and so on.
Reviewing the Rules Manual, I was, I must say, quite satisfied, but it seemed to me that one stone was missing. And a big one. The Game Master's manual. I thought I'd come up with something fairly quickly, but I soon realized that, while it's easy to grasp an imaginary world, it's much more complicated to follow History with a capital H. In the end, it took me over a year to write the book, whose sole (but great) ambition was to help GMs. I hope I've done my best. The West is vast ....
This is the story of "THE BLUE FACTORY" and "WILD WEST 1873" game.
The editor Alain GUITTOT