You lead a crew across a territory that doesn't forgive mistakes.
A frontier western solo RPG. Outlaws, marshals, settlers, and surveyors -- everyone is trying to survive something. What are you trying to survive?
Ride OutThree steps. Then you're in the story.
Who are you riding with? Build your character and the people you're responsible for.
The oracle generates your first contract -- a job, a chase, a crossing, or a confrontation already in motion.
What you decided last mission is waiting for you at the start of the next one.
You make the choices.
Wanderhold handles everything else.
Your crew has loyalties, skills, and limits. Push them too hard and they break. Protect them and they show up when it matters. The campaign tracks all of it.
Each mission is self-contained enough to play in a session. But the decisions you make -- who you work for, who you cross -- accumulate into a territory-wide reputation you have to live with.
The oracle puts you in situations without clean answers. Take the contract and feed your crew, or refuse it and keep your name. The engine doesn't judge. It just remembers.
You know what you want.
Getting there is the problem.
Western RPGs are rare and the good ones are hard to find a group for
D&D has a thousand groups. A frontier western campaign has three people who are into it and two of them cancel every week. The Territories is built to play alone.
Most games sanitize the genre
Deadwood, Blood Meridian, Lonesome Dove -- the best frontier fiction has weight. Real consequence. Violence that costs something. Most games give you a six-shooter and a bounty board.
Survival pressure needs mechanical teeth
Low ammo, bad weather, a wounded crew member who slows you down. The oracle generates real friction, not just enemies to fight.
The territory remembers every choice you made in it.
Sign up free. A story that's ready when you are.
Ride Out