Ohhh, good point. I sometimes forget that opposed rolls just don't happen in AW. Against an NPC, no problem, 10+ is drawing faster and shooting the guy, 7-9 probably makes you make some tough choices about speed/accuracy/taking harm, and a miss is whatever bad news the MC (Marshall?) feels like.
Now, between PCs, I can see a couple of options:
1) Have each player make a +quick roll, and possibly allow interfering with each other. This seems clunky
2) Come up with a brand spanking new subsystem for duels. This might get too far away from the 'core' rules, but I'm envisioning something where players make some choices about their approach, which are revealed simultaneously and have differing interactions. I dunno, something like "try to draw first and accept the potential legal consequences" vs "wait until I know it's legally self-defense" for the classic stare-down type duel rather than the "clock strikes whatever" or other signal duel.
This would be distinctive, but possibly too much a different game
3) Perhaps a compromise, where the +quick roll determines how many distinct choices about the duel you can make, and those are then compared somehow. Real specific ideas here, no?
