THE LONG RIDE DOWN
An open-world Western RPG set in the Red Dead Redemption 2 universe.
The year is 1899. The frontier is closing. Telegraph wires hum along rail cuts that didn't exist a decade ago. Pinkerton notices are tacked to every post between Valentine and Blackwater. The law is spreading, and the men who once rode free are being squeezed into corners that get smaller every year.
You are not Dutch van der Linde. You are not Arthur Morgan. You are someone else — a former outlaw, a disgraced lawman, a drifter, a rancher's child with nothing left. You enter this world alone, on a road, in a town, on a ridge, with whatever your past gave you and whatever your future might hold.
The Van der Linde gang is out there at Horseshoe Overlook, licking its wounds and planning its next move. They don't know you. Whether you find them, join them, oppose them, or ignore them entirely is your choice — and they may not want you either way.
This is a simulation of the dying West. Every town has a economy. Every road has a risk. Every NPC has a name, a motive, and a memory. The world moves whether you move with it or not. Canon events unfold on schedule. The Pinkertons are hunting. The gangs are fracturing. The railroad is coming. And you are somewhere in the middle of all of it, with a gun, a horse, and a decision to make.
What this simulation offers:
A dense, living world where trains run on schedules, stagecoaches follow routes, rival gangs patrol territory, and the consequences of your actions ripple outward whether you're watching or not The question is simple: who are you, and what are you going to do about it?

PHASE 0: IDENTITY
Let's start with who you are.
Name: What do they call you? Gender: Male, female, or any? Age: How old? (18+) Appearance: Describe yourself. This drives how NPCs react to you — a scarred gunslinger gets different looks than a clean-cut drifter. Difficulty: Heroic, Standard, or Grim? Romance: Enabled or Disabled? Take your time. Tell me as much or as little as you want for appearance.

Name: Cole Rourke. Male. 34. Lean and weathered, sun-dark skin, a thin scar across his jaw. Brown hair pushed back, stubble. Wears a worn leather duster and a faded shirt. Quiet eyes. Standard difficulty. Romance enabled.
PHASE I: ORIGIN / BACKGROUND
Where do you come from? Pick one:
Former Outlaw — Ran with a small gang before it dissolved. Knows the life, the code, the risks. → [Flag: Outlaw Ties] Disgraced Lawman — Wore a badge once. Lost it to corruption or circumstance. → [Flag: Law Knowledge] Bounty Hunter — Tracks men for money. No allegiance beyond the contract. → [Flag: Tracker] Drifter — No past worth mentioning. No roots, no debts, no friends. → [Flag: Unknown] Rancher's Child — Grew up working land that was taken or lost. Knows horses, cattle, and hard labor. → [Flag: Horsemanship] Custom — Define your own. Which one fits Cole?

Former Outlaw. Ran with a gang out of New Austin that got scattered by the law. Been on his own since.
PHASE II: ATTRIBUTES
You have 40 points to spread across seven attributes. Base 0, max 8 each. Cost is 1:1.
STR — Brawling, lifting, forcing doors, carrying bodies, physical intimidation. DEX — Quick draw, reloading speed, horse handling, lasso work. END — Sprinting, riding distance, soaking damage, staying awake. INT — Safecracking, engineering, strategy, reading people. WIS — Tracking, spotting danger, reading terrain, gut instinct. CHA — Talking your way out, gambling, recruiting, bonding. LUK — Random finds, gambling odds, narrow escapes. Derived stats will calculate automatically:
HP = 10 + END×5 Willpower = 5 + WIS×5 Stamina = 10 + END×3 How do you want to distribute your 40 points?

STR 5, DEX 7, END 6, INT 3, WIS 5, CHA 6, LUK 8.
Locked. Here's what that gives you:
HP: 40 (10 + 6×5) Willpower: 30 (5 + 5×5) Stamina: 28 (10 + 6×3) Mods: STR +0, DEX +2, END +1, INT -2, WIS +0, CHA +1, LUK +3 Cole is quick, tough, and lucky. Not a thinker, but he doesn't need to be.
PHASE III: CORE COMPETENCY
Pick one:
Gunslinger — Novice in Revolvers and Repeaters. Tracker — Novice in Tracking and Hunting. Silver-Tongue — Novice in Persuasion and Deception. Brawler — Novice in Knife/Brawling and Intimidation. Horseman — Novice in Horse Breaking and Riding. Custom — Define your own. Which fits Cole?

Gunslinger.
Locked. Cole starts with Novice Revolvers and Novice Repeaters.
PHASE IV: PATH SELECTION
How do you enter this world?
Lone Drifter — Starts alone with a horse, a bedroll, and background gear. The Van der Linde gang is at Horseshoe Overlook but doesn't know you. To join, you must find and bond with a primary member (Arthur, Dutch, Hosea, or Micah post-Strawberry). Rejection is possible. Gang Leader — Starts alone with a campsite, a small cache of supplies, and a plan. You must recruit NPCs through encounters, persuasion, or mutual desperation. Your gang runs parallel to the Van der Linde timeline and may intersect with it. Which path?

Lone Drifter. Cole's been on his own since his gang scattered. He's not looking to lead anyone. But he might be looking for something.
Locked. Cole enters the world alone — a free agent on the road. The Van der Linde gang is out there. Finding them is your choice. Earning their trust is your challenge.
PHASE V: TRAITS (Select up to 2)
Quick Draw — +1 to initiative in gunfights. First shot is faster than most. Iron Stomach — Resists alcohol poisoning, food spoilage, and disease. Scout's Eye — +1 to WIS-based tracking and spotting checks. Silver Lining — Once per chapter, reroll a failed CHA-based check. Born in the Saddle — +2 to all horse-related checks. Mounts stay calm around you. Scavenger — Finds extra ammo, provisions, or valuables when looting. Roll twice, keep better. Tough as Nails — +5 max HP. Shrugs off minor injuries without Stamina penalty. Gambler's Hand — +1 to all gambling checks. Custom — Define your own. Pick up to two.

Quick Draw and Scavenger.
Locked. Cole is fast on the draw and has a knack for finding what others miss.
PHASE VI: FLAWS (Select up to 2)
Alcoholic — Loses Willpower if sober for 24+ hours. Drinking restores it but impairs DEX and WIS checks. Wanted Man — Active bounty in one region. Lawmen recognize you on sight. Eagle Eye — Crack shot at close range. Significant penalty to ranged combat and tracking at long distances. Bad Knee — -1 to DEX checks involving running, climbing, or crouching. Stamina drains faster on foot. Illiterate — Cannot read documents, maps, ledgers, or contracts without help. Superstitious — Disadvantage on Willpower checks in graveyards, at night, or during storms. Indebted — Owes money to a named NPC or faction. They will collect. Vengeful — Obsessed with a specific target. Must make a WIS check to ignore leads on them. Custom — Define your own. Pick up to two.

Wanted Man — bounty in Armadillo, New Austin. And Vengeful — the lawman who scattered his gang. U.S. Marshal named Hargrove.
Locked. Cole is wanted in New Austin — bounty hunters and lawmen will recognize him there. And he's hunting Marshal Hargrove. Any lead on the man pulls at him.
PHASE VII: GOAL / DRIVE (Select 1)
Revenge — Someone wronged you or took everything. You will not rest until it is settled. Revenge — You are chasing the big score — enough to disappear and start clean. Redemption — You have done terrible things. You are looking for a way to make them mean something. Survival — No grand plan. Just make it to tomorrow. Freedom — The world is closing in. You will not be caged. Custom — Define your own. What drives Cole?

Revenge. Marshal Hargrove took his gang, his freedom, and his best friend's life. Cole wants him dead.
Locked. All seven phases complete. Here is your finalized character:
<USER_PERSONA_BLOCK> <identity> Name: Cole Rourke Gender: Male Age: 34 Appearance: Lean and weathered, sun-dark skin, thin scar across jaw. Brown hair pushed back, stubble. Worn leather duster, faded shirt. Quiet eyes. Difficulty: Standard Romance: Enabled </identity>
<origin> Background: Former Outlaw Flag: Outlaw Ties </origin>
<attributes> STR: 5 (Mod +0) DEX: 7 (Mod +2) END: 6 (Mod +1) INT: 3 (Mod -2) WIS: 5 (Mod +0) CHA: 6 (Mod +1) LUK: 8 (Mod +3) HP: 40 Willpower: 30 Stamina: 28 </attributes>
<competency> Class: Gunslinger Skills: Novice Revolvers, Novice Repeaters </competency>
<path> Path: Lone Drifter Starting Gear: Horse, bedroll, revolver, repeater, ammunition, basic rations, worn leather duster. </path>
<traits> 1. Quick Draw: +1 to initiative in gunfights. 2. Scavenger: Roll twice on loot, keep better result. </traits>
<flaws> 1. Wanted Man: Active bounty in Armadillo, New Austin. Lawmen recognize on sight. Bounty hunters may track. 2. Vengeful: Obsessed with U.S. Marshal Hargrove. WIS check to ignore leads on him. Failure overrides logic. </flaws>
<goal> Goal: Revenge — Marshal Hargrove scattered Cole's gang and killed his best friend. Cole wants him dead. </goal> </USER_PERSONA_BLOCK> Does this look right? Confirm and the simulation begins.
Character Opening
The year is 1899. Spring.
The frontier is dying. You can hear it in the telegraph wires humming along the rail cuts — a sound that didn't exist ten years ago. You can see it in the fresh paint on the Rhodes sheriff's office and the Pinkerton notices tacked to every post between Valentine and Blackwater. The law is spreading like a stain, and the men who once rode free are being squeezed into smaller and smaller corners of a world that no longer has use for them.
Somewhere in the woods west of Valentine, hidden in a horseshoe bend of rock and timber, a gang is licking its wounds. Dutch van der Linde is planning something. Arthur Morgan is cleaning his revolver. The campfire burns low and the coffee is bitter and the future is a question no one wants to answer out loud.
But that's their story.
You are somewhere else. On a road, in a town, on a ridge, in a saloon — wherever you are, you are alone, and the world is moving around you whether you move with it or not.
The question is simple: who are you, and what are you going to do about it?
| CHARACTER CREATION |
Before the simulation begins, you will create your character. There are seven phases:
Phase 0: Identity Phase I: Origin / Background Phase II: Attributes Phase III: Core Competency Phase IV: Path Selection Phase V: Traits Phase VI: Flaws Phase VII: Goal / Drive
You may answer all phases at once (Bulk Mode) or one at a time (Conversational Mode).
How would you like to proceed?