The Pub RedM

Built, running, and countable

The Frontier

What a player actually meets here, with the numbers that sit behind it. Nothing on this page is a plan. Where a system is written but not yet switched on, it is listed at the bottom under its own heading rather than quietly counted here.

Progression

Twenty five skills, a hundred levels each

A number going up is not a reward, so every skill lists effects that some other system reads. Levelling mining changes how mining behaves, not how mining looks.

The curve

The experience needed for a level is a hundred times the level to the power of one and a half. Level ten is around three and a half thousand all up. Level one hundred is a shade under a million and a half, which is a long haul for the people who want one and safely ignorable by everyone else.

What a level buys

Mining at a hundred swings nearly two and a half times faster, turns up rare finds three and a half times as often, and wears a pick down at under half the usual rate. Bartering at a hundred buys at eighty two cents in the dollar and sells at a dollar thirty. Every effect is a plain multiplier, read by name.

The same rock, forty times

Repeat one action forty times inside ten minutes and the gains drop to a third until the window clears. It is not a lockout and it is not a daily cap. It just means the fastest way up is to do the work rather than to farm one node.

Things a level opens

Coal, stone and iron are there from the first swing. Copper wants fifteen levels of mining, silver thirty five, gold sixty, and platinum eighty five. The stables read the same idea against Horsemanship, which is why a yard will show you a Turkoman you cannot ride yet.

Two you cannot grind at a bench

Athletics comes off distance sprinted and swum, and toughness off damage survived. A long ride out earns something, and a fortnight of being shot at leaves a mark that is worth having.

Everything is server side

Experience, prices, loot rolls and skill checks are decided on the server. The client draws them. That is a design rule rather than a feature, and it is the reason the economy can be balanced at all.

The twenty five

  • Athletics Running, climbing, and staying upright afterwards
  • Toughness Taking a beating and getting up
  • Brawling Fists, boots, and bar furniture
  • Marksmanship Long guns, long distances
  • Gunslinging Sidearms, drawn fast
  • Archery Quiet work
  • Mining Reading rock, and knowing where to hit it
  • Blacksmithing Heat, hammer, and patience
  • Gunsmithing Tolerances measured in thousandths
  • Leatherworking Tanning, cutting, stitching
  • Hunting Tracking, and a clean kill
  • Fishing Mostly waiting
  • Farming Soil, seed, season
  • Cooking The difference between fuel and a meal
  • Herbalism What grows where, and what it does
  • Medicine Closing a wound in the street, with what is in the bag
  • Lawkeeping Bringing a man in, rather than burying him
  • Distilling Quietly, and away from the road
  • Logging Where it falls matters as much as that it falls
  • Horsemanship Staying on, and getting more out of the animal
  • Horse Breaking Convincing something that outweighs you
  • Teamstering A loaded wagon on a bad road
  • Lockpicking Patience applied to other people's property
  • Stealth Not being where they are looking
  • Bartering Knowing what a thing is worth, and what the man in front of you thinks it is worth

Eleven of them, one per kind of work

Work you do, not work you watch

None of these is a moving bar you press at the right moment. Each has its own mechanic and its own look, and how well you play sets the grade of what comes out: a good forge gives a better ingot than a poor one that still counted as a success. How hard the check is comes from your level in the skill it belongs to.

  • Forge Heat falls while you work, and how far the metal moves depends on how hot it is, so hot overshoots and cold wastes a strike
  • Fit the Action Seat gun parts inside a tolerance read off a vernier caliper
  • Work the Face Find a hidden seam from surface cues and a few listening taps, then a limited number of swings
  • Skin Trace a guide cut. Wander off it and the pelt is worth less; rush it and it tears
  • Cook Several pans, each with its own heat and its own window, arriving one after another
  • Break Counter a bucking pattern that is readable in the animal's wind up, and stay balanced
  • Train The horse offers a cue, you answer it inside a closing window, and trust decides how clear the next one is
  • Assemble Parts arrive on a belt and go into the blueprint in the right place and the right way round
  • Pick the Lock Tension and pin feel. Only the binding pin talks to you, so the order is discovered
  • Sow An even interval down a moving furrow, with spacing, rhythm and coverage scored separately
  • Run the Still Hold temperature and pressure inside a drifting band with two controls that fight each other

Inventory

A satchel with corners

Eight by five

Forty cells and fifty kilograms. The shape is the point: a rifle is one cell wide and three tall and eats a whole column, and a log makes you think. A single row of forty slots would be no decision at all.

Past eighty per cent of the weight limit you slow down. Past a hundred, the pickup is simply refused rather than dressed up as a status effect.

No saddle, no storage

A bare horse carries nothing at all. A saddle is three by two and eight kilos, saddlebags are five by three and twenty two, and the large bags are six by four and thirty five. Those you do not buy: a horse carries them once it has been raised past level fifteen and trusts you enough to stand still.

Carts are the real hauling. A farm cart matches your own satchel for shape and carries a hundred and fifty kilos. A freight wagon is twelve by eight and six hundred.

Dying costs you half

Go down and stay down and half the satchel ends up on the ground, where it sits for half an hour before it is gone. The rest stays with you, so a bad night is a setback rather than a wipe.

Money is not an item, which is deliberate. Cash, bank, gold and platinum are their own system, so there is one place a balance can change.

Banking

Money is in a town, not in the air

Deposit in Valentine and it is in Valentine. Ride to Saint Denis and that money is not there. One rule, and it gives the whole map a shape.

Seven vaults, all of them real

Valentine, Blackwater, Saint Denis, Rhodes, Annesburg, Strawberry and Tumbleweed. Each holds a visible balance up to a quarter of a million in cash, except Saint Denis, which holds twice that and is the hardest building on the map to leave. A new vault opens with a couple of thousand and forty gold in it, so an early robbery is not an empty box.

The wire, or a rider

Moving money between towns costs four and a half per cent plus a handling charge, and takes a minute and a half plus eight seconds a kilometre, up to a quarter of an hour. Five transfers can be in flight at once. A courier who carries the cash himself beats the wire and undercuts the fee, and can be robbed, which is the entire point.

Four currencies

Cash, bank, gold and platinum. Interest is small on purpose: four tenths of a per cent a day, accrued hourly, on the first twenty thousand only. It exists so a bank beats a mattress, not so sitting still is an income.

Platinum is never accepted by a bank and can never be taken off a player. It is the one thing on this server that is genuinely yours.

The economy

Thirty counters, and they run out

A general store's shelf holds eighteen tins of beans. Buy eighteen and there are no more until the wagon catches up, three at a time, every four minutes. If the shelf were bottomless nobody would ever buy beans off another player, and half the map would have no reason to exist.

Scarcity moves the price

An empty shelf costs up to forty five per cent more than a full one. That applies to buying only, never to what the shopkeeper offers you, because a shortage is not a windfall for whoever caused it.

You cannot loop a counter

No shop will ever pay more than seventy two per cent of its own asking price, no matter how good the bartering, so buying and selling at the same window is never profit. Sell into a shelf that is already full and you get just over half of the usual rate.

Seven kinds of counter

General store, gunsmith, doctor, butcher, stable goods, saloon and fence. A butcher pays well for a pelt because that is his trade and a general store pays badly for one because he has to find a buyer. A fence takes what nobody else will, pays poorly for it, and has no marker on your map. You find one by being told where it is.

Where you trade matters

Saint Denis has the cheapest goods and the worst payouts, because everyone sells there. Tumbleweed charges nearly half again on everything, because getting goods to Tumbleweed is work. Annesburg pays over the odds for ore, the works being right there. Hauling between them is a living.

Law and consequence

Two numbers, and one that never moves

What is seen brings lawmen now and cools off. What is suspected means the county knows something happened but has no name yet, and it becomes seen the moment a lawman lays eyes on you near the scene. A bounty is dollars posted on your head, and it does not decay at all.

Who saw it

Decided on the server, from the server's own idea of where everybody is. Inside a couple of hundred metres of a town there are always people about, so a crime in the middle of Valentine is very nearly always seen. Stealth shrinks both the radius and the odds, so a career thief genuinely works in a smaller circle.

Five stars, and a posse

One star is a fine and a stern look. By three there are three lawmen and they are mounted, which means they follow you out of town. By five it is five of them and two marshals. They arrive from a distance rather than appearing in front of you.

Riding out works

Heat falls slowly in town and roughly three times faster out past it, reaching the wild rate about a kilometre out, interpolated the whole way so the first mile already helps. Three minutes without anyone laying eyes on you doubles it again. Lying low is meant to be the best play available.

The poster stays up

A bank job puts seven hundred and fifty dollars on your head, and no amount of hiding takes it down. It comes off by serving the sentence, by paying the bond at a sheriff's office with the clerk's cut on top, or by somebody collecting it.

Bounty hunters

They are not the law. Past a hundred and fifty dollars they get dispatched now and then, they ride, and they find you in country where no lawman would bother. Alive pays the full poster and dead pays a little over half of it, which is a decision rather than a preference.

Jail is short and has work in it

Sentences run from two minutes to half an hour, scaled by how much heat you were carrying when booked. Coming quietly takes a third off. Breaking rock in the yard takes real time off the rest. Serving the whole term wipes the bounty, which is the reason to serve it.

There is a sheriff's office in eight of the nine towns. Van Horn has none, and that is on purpose. Somewhere on this map has to be lawless.

Medical

Nobody dies. They go down

A shot that would kill you puts you on the ground instead, able to look around and to talk and to do nothing else. From there there are two ways out, and two minutes in which to find one.

A doctor is the good ending. Reviving is twenty seconds of two people kneeling in the dirt in the open, needs a suture kit and a bandage, and pays the doctor for the trouble. If either of you gets up and walks off, it stops. Doctors on duty are told about anyone on the ground within sixty metres of them, and a downed player can shout for one every forty five seconds.

Otherwise the clock runs out and you are offered a bed at the nearest surgery, with a small bill and less blood in you than you started with. Offered, never forced: being teleported out of a scene mid sentence would be a second punishment nobody asked for. If your pockets are empty you still wake up.

Quitting while you are down buys nothing. The clock is held on the server and it stops while you are gone, so you come back exactly as broken as you left.

Horses and stables

A horse you raised beats a horse you took

Anything wild, or broken in the field and never registered, runs at four fifths of what the breed is worth. That is permanent and it is not a debuff waiting to wear off. A stolen animal has no reason to run itself into the ground for you.

Bought green, and worse than wild

A fresh horse off the stable floor starts slower than the one you could have stolen. That surprises people, and it is the design. You did not buy a fast horse, you bought a horse that can become one: twenty levels, four levels of bond, and it ends up half again better than anything on the plains.

Fourteen breeds, and a temper

From an Ardennes that will not die on you to an Arabian that will not stand still. Temperament is printed on the stall card, so a buyer can weigh a fiery racer against a placid draft animal instead of finding out later.

Condition, not statistics

Health and stamina fall as the animal is worked and come back with feed, rest and a brush. A horse ridden into the ground is slower than a wild one, which is the lesson. Board at a stable is free, because charging rent on a horse someone already bought is how you stop people owning horses.

Five stalls, turned over weekly

One stable per town, five stalls and three carts on the lot, and the stock rolls every three days. The good animals show up in Saint Denis and Blackwater, and what survives out west shows up in Tumbleweed and Armadillo. Missing the one you wanted costs you something, which is what makes riding to a yard worth doing.

Two smaller things that matter

Dinner, and the sound of the room

Food that does something

Food that only refills a bar is a chore with a bar on it. Every meal here grants a timed effect you notice while doing something else: wind back quicker, cuts closing faster, the cold working harder at you, a heavier load on your back, the pick lighter on the twentieth swing, horse and rider both lasting longer.

The cook's skill decides how strong the effect is and how long it lasts, and the stew wants meat from a hunter and vegetables from a farmer. Which is how a cook becomes someone worth having in a posse rather than someone worth being.

Voice, and no radios

Proximity voice with three ranges: a whisper carries two metres, a normal voice six, a shout fourteen. Tighter than the usual defaults, so a crowded saloon is usable and stepping aside for a quiet word means something.

There are no radios. It is 1899, a handheld set is sixty years early, and it would undercut a server where distance is the whole point. The law and everybody else coordinate by riding to each other. The dead do not talk.

Written, not switched on

These are in the repository and are not running. They are listed here because a feature list that quietly includes them would be a lie, and you would find out in about ten minutes.

  • Mining. The skill, the ore tiers and the minigame all exist. The pits are not open.
  • Crafting. Benches and recipes, including the forge and the workbench games.
  • Farming. Plots, seasons and the sowing game.
  • Deliveries. The wagon work that pays a teamster.
  • Housing and businesses. Property, storerooms and player owned trade.
  • Distilling. The still, and the reason the law cares what you smell like.

Everything else on this page is enabled on the server as it stands today. When one of the above comes on, it moves up the page.

Seen enough

The doors are not open yet. Getting on the list before they are takes about five minutes.

How to ride in Questions first