Built, not bought
Nothing here came off a shelf
Most RedM servers run a framework somebody else wrote and a script pack
everybody else is running. The Pub runs a framework written for The Pub.
Every system below was built for this server, which is why they fit together
instead of sitting side by side.
Twenty five skills
Levels one to a hundred on a curve that keeps going. Mining, blacksmithing,
gunsmithing, hunting, herbalism, distilling, marksmanship, lockpicking and
eighteen more. Each one changes what you can make, what you can carry and
how well you do it.
An economy with a floor
Every shop in every town holds its own stock, and that stock runs out.
Prices move with scarcity. Sell a shopkeeper forty pelts and he puts them on
his shelf, and the price he offers the next man drops. Buy him out of
ammunition and the next rider through pays for it.
A satchel with corners
Grid inventory. A rifle is one cell wide and three tall and it eats a whole
column. A log is six cells, which is why you want a cart. What you can
carry is a decision you make before you ride out, not a number you ignore.
Minigames, not progress bars
Eleven of them, one for each kind of work. Hammer strikes on a heat curve at
the forge. Reading the rock for the seam before you swing. Tracing a clean
cut on a pelt. Holding a still in its band. How well you play sets the grade
of what comes out.
Banks worth robbing
Every town bank holds a real vault with real money in it, and a transfer
between towns takes real time to arrive. Which means the stage between them
is carrying something. Four currencies: cash, bank, gold and platinum.
Law and consequence
A sheriff's office with ranks from Deputy to US Marshal, bounty hunters who
work the same board, and a wanted level that follows you into the next town.
Being caught is a story, not a respawn.