Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Reload The Savage World Of Deadlands
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="J.L. Duncan" data-source="post: 7742276" data-attributes="member: 6855185"><p>It’s been five years since I first read <strong>Savage Worlds</strong> and until rather recently my experience was left to that of an appreciative reader. I’m certain some of you know this experience. You have something and want to run (or play), and paid good money for it, but everyone in your group is non-pulsed… That’s recently changed since my longtime friend and Fantasy Grounds GM introduced <strong>Savage Rifts</strong> (reviewed <a href="http://www.enworld.org/forum/content.php?4182-Playing-With-Savage-Rifts#comments" target="_blank">here</a>) and Deadlands into our somewhat regular sessions. This Review is a brief delve into <strong>Deadlands Players</strong> and <strong>Marshals, Reloaded</strong> handbooks for <strong>Savage Worlds</strong>.</p><p></p><p style="text-align: center">[ATTACH]96396[/ATTACH]</p><p>[PRBREAK][/PRBREAK]</p><p><strong><a href="http://www.drivethrurpg.com/product/82745/Deadlands-Reloaded-Players-Guide?affiliate_id=815972" target="_blank">Deadlands</a></strong> offers an alternative history, and horror themed setting in the wild and weird west (late 1800’s). The civil war concluded in a draw. The confederate states didn’t join the union, and America is split into six separate nations. The dead walk, things go bump in the night and by no mere coincidence, the discovery of a mysterious mineral, Ghost Rock which is worth a bit more than its weight in gold, fuels many of the “modern” innovations of this weird west setting.</p><p></p><p>The setting encourages a very specific type of game. Player characters will likely be a part of a secret agency, discovering and going about battling supernatural horrors. While also, keeping somewhat of a tight lip in regards to the horrors they face. The biggest point being that if ordinary folks learn too much about these supernatural threats, this increases evil’s influence on humanity. I’m paraphrasing, but essentially that’s the premise. With this, <strong>Deadlands</strong> serves up a handful of interesting character Archetypes, setting specific Hindrances, Edges and Powers; as well as equipment, weapons and (magical, ghost rock powered) Infernal Devices. </p><p></p><p>Tacked onto the Savage Worlds ruleset are few elements, which distinguish Deadlands. First, is the concept and measure of Grit, each characters capability to stay their nerve and avoid (mechanic) penalties, versus any potential horrors. As anyone familiar with <strong>Savage Worlds</strong> knows modifiers (+1, +2) carry much more significance than most systems. Grit is important in regards to each character’s Guts Check. <strong>Deadlands</strong> incorporates Fate Chips (three colors of poker chips) instead of bennies. Though the application is a bit different and expanded; Fate Chips carry the same idea: modify rolls, remove conditions.</p><p></p><p>Two elements we haven’t yet utilized are the guidelines for gun duels and gambling. Our group and our character builds are emphasized with investigative horror in mind. Also, we found the re-emphasis in this ruleset in regards to Taunt and Intimidate carried enough mechanical significance that we’ve stuck to that. What’s written just hasn’t hit our table, yet. </p><p>Both the <strong>Deadlands Players Guide</strong> and the <strong>Marshal’s Handbook</strong> are full color PDFs with hyperlinked Table of Contents. Art is plentiful and great at giving the vibe of the material. Text is standard two column format. Both of these books are decent as to layout, but will require sometime for adequate familiarity.</p><p></p><p>Though I’m relatively certain it’s a design choice about the only major criticism I have for these products was that the best elements of the setting, are left to the <strong><a href="http://www.drivethrurpg.com/product/82747/Deadlands-Reloaded-Marshals-Handbook?affiliate_id=815972" target="_blank">Marshals Handbook</a></strong>; you can run your own take on the basic setting from the <strong><a href="http://www.drivethrurpg.com/product/82745/Deadlands-Reloaded-Players-Guide?affiliate_id=815972" target="_blank">Players Handbook</a></strong>, but you’ll be missing the biggest and best ideas of running this material.</p><p></p><p>Overall, if you enjoy <strong>Savage Worlds</strong> and desire to run a horror themed wild west setting, or even ( I would guess) just strip out some of the horror for a straight up wild west RPG, I certainly recommend giving Deadlands a shot.</p><p></p><p><u>Disclosure</u>: This review uses affiliate links. The Deadlands Players Guide is a Savage Worlds setting. A Savage Worlds core book is required to run this setting.</p><p></p><p><em>contributed by Jeff Duncan</em></p></blockquote><p></p>
[QUOTE="J.L. Duncan, post: 7742276, member: 6855185"] It’s been five years since I first read [B]Savage Worlds[/B] and until rather recently my experience was left to that of an appreciative reader. I’m certain some of you know this experience. You have something and want to run (or play), and paid good money for it, but everyone in your group is non-pulsed… That’s recently changed since my longtime friend and Fantasy Grounds GM introduced [B]Savage Rifts[/B] (reviewed [URL="http://www.enworld.org/forum/content.php?4182-Playing-With-Savage-Rifts#comments"]here[/URL]) and Deadlands into our somewhat regular sessions. This Review is a brief delve into [B]Deadlands Players[/B] and [B]Marshals, Reloaded[/B] handbooks for [B]Savage Worlds[/B]. [CENTER][ATTACH=CONFIG]96396[/ATTACH][/CENTER] [PRBREAK][/PRBREAK] [B][URL="http://www.drivethrurpg.com/product/82745/Deadlands-Reloaded-Players-Guide?affiliate_id=815972"]Deadlands[/URL][/B] offers an alternative history, and horror themed setting in the wild and weird west (late 1800’s). The civil war concluded in a draw. The confederate states didn’t join the union, and America is split into six separate nations. The dead walk, things go bump in the night and by no mere coincidence, the discovery of a mysterious mineral, Ghost Rock which is worth a bit more than its weight in gold, fuels many of the “modern” innovations of this weird west setting. The setting encourages a very specific type of game. Player characters will likely be a part of a secret agency, discovering and going about battling supernatural horrors. While also, keeping somewhat of a tight lip in regards to the horrors they face. The biggest point being that if ordinary folks learn too much about these supernatural threats, this increases evil’s influence on humanity. I’m paraphrasing, but essentially that’s the premise. With this, [B]Deadlands[/B] serves up a handful of interesting character Archetypes, setting specific Hindrances, Edges and Powers; as well as equipment, weapons and (magical, ghost rock powered) Infernal Devices. Tacked onto the Savage Worlds ruleset are few elements, which distinguish Deadlands. First, is the concept and measure of Grit, each characters capability to stay their nerve and avoid (mechanic) penalties, versus any potential horrors. As anyone familiar with [B]Savage Worlds[/B] knows modifiers (+1, +2) carry much more significance than most systems. Grit is important in regards to each character’s Guts Check. [B]Deadlands[/B] incorporates Fate Chips (three colors of poker chips) instead of bennies. Though the application is a bit different and expanded; Fate Chips carry the same idea: modify rolls, remove conditions. Two elements we haven’t yet utilized are the guidelines for gun duels and gambling. Our group and our character builds are emphasized with investigative horror in mind. Also, we found the re-emphasis in this ruleset in regards to Taunt and Intimidate carried enough mechanical significance that we’ve stuck to that. What’s written just hasn’t hit our table, yet. Both the [B]Deadlands Players Guide[/B] and the [B]Marshal’s Handbook[/B] are full color PDFs with hyperlinked Table of Contents. Art is plentiful and great at giving the vibe of the material. Text is standard two column format. Both of these books are decent as to layout, but will require sometime for adequate familiarity. Though I’m relatively certain it’s a design choice about the only major criticism I have for these products was that the best elements of the setting, are left to the [B][URL="http://www.drivethrurpg.com/product/82747/Deadlands-Reloaded-Marshals-Handbook?affiliate_id=815972"]Marshals Handbook[/URL][/B]; you can run your own take on the basic setting from the [B][URL="http://www.drivethrurpg.com/product/82745/Deadlands-Reloaded-Players-Guide?affiliate_id=815972"]Players Handbook[/URL][/B], but you’ll be missing the biggest and best ideas of running this material. Overall, if you enjoy [B]Savage Worlds[/B] and desire to run a horror themed wild west setting, or even ( I would guess) just strip out some of the horror for a straight up wild west RPG, I certainly recommend giving Deadlands a shot. [U]Disclosure[/U]: This review uses affiliate links. The Deadlands Players Guide is a Savage Worlds setting. A Savage Worlds core book is required to run this setting. [I]contributed by Jeff Duncan[/I] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Reload The Savage World Of Deadlands
Top