
4.1 The Supernatural
A downloadable game
The Supernatural
The use of Woe chips is not the only way that horror and supernatural elements can be introduced to a session of Texarkana. While the Woe mechanics provide a means for the Dealer to interject horrific and supernatural elements into the game, these can also arise as a consequence of the PCs' actions, or as a natural development of the narrative.
For example, if the Posse have heard rumours throughout the campaign of a ghostly Pale Horseman, deduce the Horseman's identity, and interfere with his burial site, then the Horseman may arise to take vengeance on them, resulting in a Free-For-All between the Posse and this ghostly foe.
As general guidance and a rule-of-thumb:
- If the Malignant Forces are reaching out to the Posse, then this will require the Dealer to spend a Woe chip;
- if the Posse proactively or recklessly take steps to contact with supernatural, or engage with horrific or metaphysical elements of the Frontier, or if these would arise as a natural consequence of the narrative, then this will not require the Dealer to spend Woe chips.
One rule always applies when dealing with the horrific or supernatural: failing a test when opposed by horrific or supernatural elements will always result in burning the played card (and subsequent loss of Will).
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