Well, I've come up with a crazy idea for a Wild West/fantasy world, and I've decided to flesh it out a bit and run a game in it. So first, a bit about the world:
The continent of Titan, at first, looks like nothing more than a giant desert. Plant life is scarce, and sand is abundant, creating massive dunes that fight against rocky crags for the tallest feature on the land. Living in such a place isn't as difficult as it seems at first, however, thanks to an abundance of oases scattered about the sands, the only source of plant life. In fact, the continent is rather full of human settlements, scattered all over the area, the lack of abundant water in one place keeping most of them small, and settlers heading out to find new places to live a common sight. Most technology had advanced pretty far, various firearms abundant and steam power a common sight.
At least, that's how life was some few hundred years ago, before the worms came. Giant sandworms that could burrow underground at frightening speeds and tear apart a city in a day suddenly started to appear, and with them the other animals in the world began to grow more fierce, their old homes destroyed by the worms. But not all of that was bad; for some reason, the worms left behind chunks of a rare magical material in their wake, and that unlocked the ability to avoid the worms entirely: flight. Entire cities took to the skies, powered by what we now call "avius crystals", and the mages were able to learn even more about their craft. Trains that were once powered by steam now flew from city to city along magical skyrails, and the world below was mostly ignored. People have even figured out how to create magic using even more advanced technology, wizards carrying around magically-powered tomes and simply tapping on a floating screen to practice their craft.
Of course, not everything could be found in the sky. Enough food to keep starvation at bay could be made using what little plants could grow in the floating cities, but it tastes horrid and does little for nutrition. Plus, the cities need more avius crystals to keep themselves afloat, and there's plenty of other useful materials that the worms manage to bring to the surface. So, the Hunter's Guild was formed, finding brave souls willing to venture down to the surface and brave the wildlife and worms to gather fresh meat and materials for the cities. That's where you come in.
So, a few notes about how the world works. The technology level and aesthetics are mostly wild west era; revolvers and rifles are relatively common, as are cowboy hats and leather outfits. However, everyone lives on floating cities powered by magic, and traveling between cities uses flying trains (although the trains are still on rails, they can't just go anywhere). Magic, on the other hand, uses heavy technology instead of old tomes; wizards carry around something that more resembles a computer than a spellbook, and spell gestures are replaced by tapping icons on a floating screen. Some mages instead use special "spell bullets" in an enchanted gun to fire off their spells (think something like Outlaw Star's caster guns). I'm thinking that perhaps wizards use the pre-made bullets as their spell preparation while sorcerers use the magic computers, but I'm not going to force players to go by that.
And now, character creation rules:
-Pathfinder level 6
-4d6 drop lowest for stats
-All first party classes and features allowed
-Firearms are relatively common (although melee weapons are still popular). In other words, "commonplace guns" level. Simple firearms and ammunition are at 25% of list price, while advanced firearms and ammunition are 50% of list price.
-Magic works much differently flavor-wise, but mechanically is unchanged. Spellsinger
archetype is encouraged, and I can make similar variants for other magic-using classes if anyone's interested.
-"Common" fantasy races (humans, elves, dwarves, etc) are allowed, but if you've got something unusual run it by me first.