# Rimworld: old west meets sci-fi

**URL:** <https://boards.straightdope.com/t/rimworld-old-west-meets-sci-fi/730244>\
**Category:** The Game Room\
**Tags:** video-games-e-games\
**Created:** [September 7, 2015, 4:17pm UTC](https://boards.straightdope.com/t/rimworld-old-west-meets-sci-fi/730244 "2015-09-07T16:17:13Z")\
**Posts on this page:** 1\
**Showing post:** 609

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**Author:** ![Skywatcher](https://sea3.discourse-cdn.com/straightdope/user_avatar/boards.straightdope.com/skywatcher/32/254_2.png) [@Skywatcher](https://boards.straightdope.com/u/Skywatcher)\
**Post date:** [July 9, 2026, 5:33pm UTC](https://boards.straightdope.com/t/rimworld-old-west-meets-sci-fi/730244/609 "2026-07-09T17:33:44Z")

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> [@Palooka](#):
>
> I can’t figure out any scenarios that seem amusing.

These might interest you if/when you feel like playing again.

> **[Steam Workshop::Better Traders Guild](https://steamcommunity.com/sharedfiles/filedetails/?id=3684587591)**

> New Scenarios
> 
> 1. **Independent Traders** - Leave the Guild to strike out on your own. Start with a shuttle, silver, and allied standing with your former employers.
> 
> 2. **Exiled Traders** - A salvage job gone wrong awakens a mechhive. The Guild cuts you loose. Scavenge what you can and survive with mechanoids on your tail. Not for the faint of heart.
> 
> Reusable scenario parts: shuttle arrivals, unique weapons with traits, apparel coloring, faction goodwill, and xenotype pawn slot configuration.

I’ve been using #1 as a jump-off point when creating my own scenarios. The default consists of five pawns, whose xenotype pool can be edited (that’s the “configuration” mentioned above), with 2000 credits, a rusty shuttle, some rusty equipment, two (not rusty) unique weapons of normal quality or better, and not much else.

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