Well, it technically IS rolling a dice, in a way, I guess there is a randomly generated variable somewhere. Anyway, I wanted to recommend you Bay12sians a mod I'm currently playing (for M&B, not Warband though, so some things are just not included - say, new anims - but Warband-style own kingdom making IS worked in).
The mod, which I mentioned earlier, is 1866 mod. It transports you to the year 1866 (go figure), however, this is not a late XIX-century historical warfare stuff. Instead, you go to the Old West, specifically Texas and northern Mexico just after the Civil War. The author apparently likes his westerns (and spoofs - several Blazing Saddles references are dropped, e.g. one of the villages is Rock Ridge, and a black companion named Bart[holomew] mentions he'd love to be a sherrif there).
1866 attempts to stuff as many tropes as possible in the M&B format: there are 21 factions total, however they reflect not only nations (USA, Mexico, Apaches and Comanches) but also the classical Lawmen vs. Gangs struggle (and indeed, infighting between gangs and lawmen groups) and various minor groups you encounter: rustlers, cut throats, murderers, bounty hunters, desperados, mugs, pugs, thugs, nitwits, halfwits, dimwits, vipers, snipers, con men, Indian agents, Mexican bandits, muggers, buggerers, bushwhackers, hornswogglers, horse thieves, bull dykes, train robbers, bank robbers, ass-kickers, shit-kickers and Methodists.
Now seriously, beside all of the main factions, you can either side with or against the remnants of Confederate army, help out or torment the common man (that includes armed Vigilante posses too, effectively Manhunters, and if you are a known friend of the Commoners, you can hire them), the mexican Imperialists, Deserters from US Army and various Looters and Indian Raiders unafilliated with main factions.
The character's history can affect the relations: you can choose your character's race (affects skin/hair options, but also, for example, Mexicans can avoid Imperialists easier, some Indian companions only join Indian character, etc. Then the Persuasion skill is
much more useful than in native game: you can bluff your way out of fights you would otherwise lose.
I mentioned the possibility of creating kingdom of your own: however, you needn't to do so to have fun - first of all, the mod includes something like a crude Freelancer mod - you can join army or gang as a soldier/gunslinger respectively. Joining faction native style, on the other hand, has a huge benefit: you can only recruit from nation's (not faction - lawmen and bandits are recruited as usual) villages if you are a lord of the nation, and the troops are much better later on. Should you want something different, you can be a bounty hunter - similar to native's quest, but received in town by 'talking' to a Wanted poster. The bounties range from 5-15$ AFAIK (1$ = 100 native money, 1 being a cent). Oh, and they don't hurt your relations with the village. This is a good way of getting income early on (more on that later). The native Deliver Cattle (or Horses, alternatively) quest is good for cowboy style work. For quick buck, you can play Blackjack in saloons, but the arenas are gone.
Would rather have some EVULZ? Raid stagecoaches or rob banks (also work as well, banks), free prisoners from chain gangs or perform a good ol' stickup in the middle of the town (one more thing that uses Persuasion).
Another nifty feature is voicing: commands are now voiced, with some different voices to pick from, or a 'Silent Killer' for native, silent ones.
The gameplay feels very different to native: obviously, the inclusion and a major role of guns in the mod contribute to that. The selection of weapons is huge and quite balanced, though Colt Walker, although slow, is probably THE gun to get. Weaker pistols tend to have an accuracy bonus ('low penalty') on horseback, strong pistols have 'medium penalty' (i.e. small bonus), whereas rifles tend to be less accurate while mounted. The guns work well, without the ridiculous bullet drop of native flintlock pistol.
The second thing though, is that the game encourages small, companion-oriented parties. Companions don't complain AFAIK, and their upkeep is reasonable, meanwhile large armies of even tier 1 troops WILL deplete your funds unless you get a steady source of income (no enterprises for you!). Besides, due to range and power of guns, the troops die easily, while companions are knocked out.
The scenes are very well done, keeping the feel of Western instead of dropping you into random medieval village or Calradian forest: expect mesas, deserts, saloons in towns (merged with town - you can go into the town and just enter the saloon without magical teleports, and the people inside will walk the town.
Well, that's a runaway wall of text. TL;DR - try it out, available here:
http://forums.taleworlds.com/index.php/topic,166156.0.html