The Basics

Welcome to the High Dawn Frontiers game, an adaption of the Star Frontiers role playing game to play out Wild West adventures. Before you lies the frontier of western adventure with lost gold mines, bandits, desparados, stagecoaches, and dustly little towns. Keep your six gun handy, the sun at your back, and never let your guard down or you just may end up buried on Boot Hill.

WHAT THE GAME IS ALL ABOUT
Each player in a High Dawn Frontiers game  plays a character; a cowboy, a prospector, a desparado, an army veteran, a gambler or even a tin horn from back East. Characters can do anything a real person can do if he was living in the High Dawn Frontiers world: shot a six gun, ride a horse, carouse in a tavern, or rob a bank. Players are not limited to a few actions by the rules. A player has complete conrol over his character, and makes all the decisions for him.

Unlike many other games there is often no clear winner in a High Dawn Frontiers game; often enough there is only the quick and the dead. In most games the players will have a goal like helping the sherrif capture bank robbers or riding shot gun for the stage and preventing trouble. A skillful player that uses the same character in several adventures will see that character grow, become richer or be rewarded in other ways.

HOW TO USE THE DICE
The dice used in the High Dawn Frontiers game are ten sided, numbered between 0 and 9 (referred to as d10). Two are needed to play and one should be dark colored while the other is light colored.

If the rules say, "1d10" roll one die to get a number between 1 and 10. A zero is read as a 10.

If the rules say, "2d10," roll two dice and add the results to generate a number between 2 and 20. A zero is read as a 10. For example , if the rolls were 0 and 4, the result would be 10+4=14. More dice can be rolled to give results of 3-30 (3d10), 4-40 (4d10), etc.

If the rules say, "1d5," simply roll a normal 10 sided die and divide the result by 2 , rounded up. A Roll of 1 or 2 is treated as a resutle of 1, etc.

If the rules say, "d100," roll both dice. Instead of adding the results, roll both dice. Instead of adding the results, read the dark colored die as the first (tens) digit and the light colored die as the second (ones) digit. A zero is read as a zero. The following table shows several examaples of rolls.

Dice Example Table
Dark Die
 Light Die
 Result
 5 3 53
 6 0 60
 0 6 6
 0 0 100

THE REFEREE
One player plays the role of the referee, a special kind of player responsible for storytelling, playing side characters (non-player characters, or NPCs), and judging situations in which the player's characters find themselves. Refer to the referee's section for further details on this important job.