Post Script
Weird West’s life hopping tackles some big RPG questions
You begin Weird West as a retired bounty hunter, forced to leave the quiet farmer’s life behind after a gang kidnaps her husband and kills her son. Although, actually, that’s not quite true. You begin Weird West as a robed figure, their face unseen, slumped in a chair placed at the centre of a room where five portraits hang. Two women stand over you, talking enigmatically, before one of them takes a cattle brand and applies it your neck. And then you begin, as a retired bounty hunter with her life forever changed and a burning mark on her neck.
When her story wraps up, half a dozen hours or so later, you simply move onto the next life. You slip into the leathery skin of a pigman, trying to piece together scraps of who he was before. Then a young man of the Weird West’s indigenous people, hunting the Wiindigo spirit of greed that has overtaken so many of its colonisers. A church-going werewolf and his opposite number in the Oneirist witch clan. It’s an anthology format that suits the game’s horror fantasy well, each chapter introducing some new monster of the week, and overcoming the rather rote setups of each campaign.