Deadlands & Earthdawn

Thanks Matthew. Got there in the end. When I have the $ (well I have the $...so I will start again). When I butter the wife up enough to be able to spend $ on Rp again, I will be paying a visit to your site. :) Deadlands looks good for me :)
 

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Sorry. I didn't mean to hikack this thread - so I am giving it a BUMP, in the hope that others might post their thoughts on the OP....esp Deadlands ;). C
 

The original Deadlands was where I met the system the first time and I loved it because it fit the premise very well - the decks of cards, the poker chip, etc.

The Savage Worlds system does away with the thematics to make it more generic, however it is quite easy to add your own thematics as you need to. You cannot go past drawing a Deadman's Hand when your Huckster is trying to just cast a simple hex on a BBEG - I lost Diego that way *sniff*.

But what was even greater was that the strong storyline that moved through the Apocalypse setting and the Psykers setting (both names escape me right now) was great. There was good history, strong story.

Unfortunately the d20 system really took away the flavour for me because the mechanics were just not right. The Deadlands/Savage Worlds system had great rules to handle pulp action, d20 did not.

I've been looking at Savage Worlds Solomon Kane for a while now and that's where I might be headed next.

D
 

I am in a Deadlands group ATM, it's an awesome game, lots of fun, it takes itself a LOT less seriously than most RPs, and the Marshal(GM) HAS to understand that, otherwise the game WILL suck hardcore. There's an "updated" version of Deadlands(Reloaded I think) that is more refined and easier to understand, and overall works better, but we're playing the old one. And it really is an unfinished game, there are a lot of questions a GM or a player could ask that the books simply don't answer.

There are a few features I LOVE about it, and will probably integrate into the next D&D game I run, such as open-ended damage rolls(you roll high-number on dice, you get to roll again and add it. Headshots and the like, a lot more fun than "i hit you" attacks. Basically, rolling more dice makes combat more fun. Fate (poker) chips are great for keeping players from dying but putting it on their heads instead of relying on "hand of god" GM to intervene.
 
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I am in a Deadlands group ATM, it's an awesome game, lots of fun, it takes itself a LOT less seriously than most RPs, and the Marshal(GM) HAS to understand that, otherwise the game WILL suck hardcore.

That's not true.

Our Deadlands games are western horror games. Mad scientists are out. Combats are deadly.

And we have lots of fun.
 

Do people use miniatures with Deadlands?

If so, where do you get good western minis?

If by "minis" you mean paper printouts folded into triangles. Otherwise no clue :p

That's not true.

Our Deadlands games are western horror games. Mad scientists are out. Combats are deadly.

And we have lots of fun.

That's not what I meant. I meant you can't be a rules-lawyer DM as the game's rules aren't even close to being able to answer most questions.
 


BTW - anyone done a "Deadwood"-inspired game for "Deadlands"?

A lot of folks. Some of them choose to set it in Deadwood, and deal with a very pissed off (and dead) Bill Hickok, among the many other issues.

Connorsrpg said:
Do people use miniatures with Deadlands?
Some do. It's more of a matter of group tastes than necessity, since the Classic rules will support a purely narrative approach easily (and even the Savage version is able to handle it without much trouble).

As for where, that's a bit difficult. There are a few vendors that specialize in western minis, but your best bets are probably printable figure flats.

Good lukc.
 

Thanks for that. I really like minis and I like the paints on some of those, but I haven't the time, patience or will to paint them myself...so are there any pre-painted minis suitable for Deadlands?
 

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