At‑a‑glance: OSR/NSR • d20 saves and simple checks • 3–5 + GM • Low prep • Rules‑lite • 2–3h sessions
Frontier Scum is an acid‑washed Spaghetti Western where outlaws, drifters, and bounty scum scrape by on a hallucinatory Lost Frontier. It leans hard into dust‑choked towns, rattling coach roofs, and back‑alley deals that end in gun smoke. The world is cruel, surreal, and blackly comic—closer to Dead Man and El Topo than heroic pulp. Survival is mostly about reading the table, hoarding a few bullets, and knowing when to run.
The engine is rules‑lite OSR: quick character creation, classless play, and lethal consequences. Most resolutions boil down to simple ability saves, advantage/disadvantage‑style tweaks, and straightforward damage. Encumbrance and ammo matter just enough to push tough choices without bookkeeping. Tables do the heavy lifting—odd jobs, bounties, mishaps, wilderness hazards—so a session can spark from a single roll. Combat is fast and punishing: cover, timing, and nerve beat mathy builds.
Frontier Scum nails a specific tonal mix: weird west grime with a punk zine attitude. It’s visually loud, mechanically spare, and relentlessly practical at the table. The book stuffs in adventure sparks like “Escape the Organ Rail,” carousing fallout, and grim relics—each a ready‑to‑run hook. Instead of system mastery, it rewards player cunning and appetite for risk. You’ll jury‑rig plans, blow scarce coin on bad ideas, and wake up owing the wrong people.
If you like rulings over rules, fiction‑first problem solving, and a campaign that feels one bad decision from a boot‑hill burial, this fits. It’s ideal for quick‑start one‑shots, episodic bounties, and sandboxes that drift between towns and trouble. New players click with the tiny character footprint; veterans get a lean chassis that showcases improvisation. Expect gritty survival, black humor, and momentum—sessions that start with a job and end with a jailbreak.
Reviews consistently praise its razor‑thin rules, evocative tables, and grab‑and‑go adventure hooks. Common caveats: swingy lethality, gonzo tone, and sparse guidance for long‑term advancement—best for groups that enjoy improvisation and hard consequences.
Compare Frontier Scum with other great ttrpg games.
Shares the Into the Odd lineage: ultra‑light saves, fast danger, and item‑driven creativity—but trades industrial weirdness for dust, debt, and gunsmoke survival.
Both are classless, lethal, and exploration‑forward. Cairn leans woodland and folk‑horror survival; Frontier Scum rides the weird west with ammo, bounties, and bad jobs.
If you like Mörk Borg’s brutal vibe and art‑zine energy, Frontier Scum delivers a similar punch with Western grit and sandbox job tables over dungeon doom.
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