Chapter 25 — Dust Devil's Bargain (Weird West Demo)
Part VI — Starter Worlds
A walkthrough of the weird west starter.
Setting
Section titled “Setting”A frontier town hides a cult summoning something from the red mesa. You’re a drifter caught between law, spirits, and a rising supernatural dust that claims anyone who lingers too long. The desert doesn’t forget.
Contents
Section titled “Contents”| Element | Description |
|---|---|
| Drifter’s Crossroads | Starting zone — hitching post, dusty road, vultures |
| Saloon | Social zone — bar, poker table, wanted board |
| Sheriff’s Office | Authority zone — desk, cell, strongbox |
| Red Mesa Trail | Wilderness zone — cult territory, rattlesnakes, burning sun |
| Spirit Hollow | Supernatural zone — bone circle, whispering wind, spirit anchor |
| Bartender Silas | NPC — informant, lore 5, mesa cult intel quest |
| Sheriff Hale | NPC — law with a secret, grit 6 |
| Dust Revenant | Enemy — cursed gunslinger (draw-speed 7, grit 5) |
| Mesa Crawler | Enemy — spirit beast (lore 8, grit 7) |
| Sage Bundle | Item — reduces Dust by 20 |
| Gunslinger | Progression tree — quick-hand → iron-will → dead-eye |
Ruleset: weird-west-minimal
Section titled “Ruleset: weird-west-minimal”| Stat | Role |
|---|---|
| Grit | Toughness, willpower, endurance |
| Draw-Speed | Reflexes, reaction time, quick-draw ability |
| Lore | Supernatural knowledge, spirit communication |
| Resource | Range | Notes |
|---|---|---|
| HP | 0–30 | Physical health |
| Resolve | 0–20 | Mental fortitude, regens 1/tick |
| Dust | 0–100 | Inverse pressure — accumulates, 100 = claimed by the desert |
Unique verbs: draw (quick-draw duel), commune (speak with spirits).
How the Systems Interact
Section titled “How the Systems Interact”-
Dialogue — Bartender Silas interrogates you about your business, then reveals what he knows about the Red Mesa congregation. Choosing to investigate sets the
mesa-missionglobal flag. -
Environment — Two hazard types: dust storms raise the Dust counter for human entities, spirit drain reduces resolve near supernatural zones.
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Cognition — The spirit perception presentation rule makes spirits perceive all living entities as “echoes of the future.” This inverts the normal horror dynamic — the supernatural isn’t malicious, it’s confused.
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Combat — Two enemy archetypes: the Dust Revenant is a fast gunslinger (draw-speed 7), the Mesa Crawler is a lore-heavy spirit beast. Different verbs suit different enemies.
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Factions — Townsfolk (low cohesion 0.4, reflecting frontier individualism) vs the Red Congregation (high cohesion 0.9, cult discipline).
Install
Section titled “Install”npm install @ai-rpg-engine/starter-weird-westimport { createGame } from '@ai-rpg-engine/starter-weird-west';const engine = createGame(42);