




1.4 The game system
1.4.1 Characteristics and skills
WILD WEST 1873 is based on a system of characteristics (e.g. "SPEED") and skills (e.g. "observe") that enable characters to perform actions. To avoid ambiguity, characteristics are capitalized and skills are lower-case.
Generally speaking, every character in the game (farmer, cowboy, hitman, trapper, Indian, etc.), whether "player" or "non-player", has characteristics and skills.
The use of the characteristics and skills game system is described in Chapter 3 ADVENTURE.
1.4.2 How to use dices
The WILD WEST 1873 game system requires the use of dice (D4, D6, D8, D10, D20 and D100) to manage the situations encountered by characters during an adventure. Sometimes, however, only one characteristic can be used, without the need for a particular dice roll (cf. the last example for throwing a pebble).
The following examples are intended to help you understand the vocabulary associated with dice. You'll see later when to use a particular die. Everything will become clear very quickly, as the rules are full of examples. D100s are represented by two D10s, one for tens and one for units.
Roll 1D100: this means you roll a 10-sided die (D10) for tens, then a 10-sided die (D10) for units.
Example: you throw the 1st D10 and roll "3", then throw the 2nd D10 and roll "7", the result is "37"
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1.5 Elements you need to play
To play WILD WEST 1873, you need the following items:
The "Game Master's Manual" and the various cards other than the general map of the West are optional to play. They are mainly used by the GM to prepare the scenario or give information to the players when necessary.