Deadlands: Lost Colony (SWADE) Post-Mortem

Retreater

Legend
As is my tradition, each time a game ends, I try to learn from it. This time I'm looking at the Deadlands: Lost Colony with Savage Worlds Adventure Edition (SWADE) and our 6-session campaign experience with it.

About the Group

Player A: my wife, a power gamer who likes butt kicking and action-packed adventure. Her favorite systems are Pathfinder 2 and D&D 4E because of the tactical combat options and big damage potential.
Player B: our neighbor (who grew up with THAC0-era D&D), enjoyed our first foray into SWADE with “Holler” (but wanted a different theme and setting if we were to revisit the system).
Player C: my neighbor’s co-worker (who also grew up with the same era of D&D, but prefers more story-focused games)

Since forming as a group about three years ago, we played two 5e campaigns, short forays into 7e Gamma World (based on 4e), Savage Worlds Holler, an 8-month campaign in 4e D&D, a handful of 1-shots (Dread, Monster of the Week, Alice is Missing), and Dragonbane (playing the entire campaign in the boxed set).

My Experience with Savage Worlds

I first picked up Savage Worlds Explorer’s Edition as a $10 paperback at a GenCon decades ago. I was curious about using a generic system, but I had been burned on GURPS a couple years before that. After reading the Edges & Hindrances system and finding that the Target Number 4 rule was buried – and not presented very clearly – I decided I wasn’t interested and forgot about it. Years later, I was brought back out of a desire to play Rifts, and I bought a stack of Savage Worlds Deluxe paperbacks for player use.

Then SWADE was released, so I purchased the updated Rifts for that – every supplement and setting. And then I got Deadlands, Lost Colony, Pathfinder, Holler, and Solomon Kane. I really went all-in on this system – though in truth I was most interested in Rifts and Pathfinder. The company seemed like good folks, the boxed sets were full of interesting components (tokens, cards, dice, etc.), and I didn’t want to experience FOMO with my friends who were also collecting them.

But, honestly, the system never felt comfortable to me. (More on that later.)

The Selection of Deadlands: Lost Colony

After Dragonbane, Player A wanted to play something a little more power-gaming and tactical. Player C wanted to play something sci-fi to get away from all the fantasy gaming we’ve been doing. One of Player A's fondest gaming memories was a convention game of Savage Rifts in which she was a Glitter Boy with a massive exploding Boom Gun. Remembering how crunchy Rifts was (as a variant of SWADE) and how Player B especially struggled with the vanilla SWADE used in Holler, I suggested we try another version of Sci-Fi SWADE, and once we can master that, then we can switch over to Rifts.

I had Deadlands: Lost Colony. I was thinking of it as a space western, like Firefly, but maybe it could be run like a Guardians of the Galaxy with space pirates. This would be easier than Rifts, right?


They Never Understood It

Trying to explain advancements, which we did at the start of every session, never made sense. And that’s okay, eventually you can just tell them “take an Edge or level up two skills” (because, that’s close enough I guess.) But combat – my God – they never got it.

Me: Want to multi-fire, it’s -2 to the shot. You only roll one Wild Die per Shooting test. The maximum number of raises you can get on an attack roll is 1. You add damage dice together, but your Wild Die isn’t added to your trait rolls. You did 23 damage to the enemy – what’s your AP?
Player B: What does that mean?
Me: Armor Piercing on your weapon.
Player B: I don’t think I have any.
Me: Okay, so I subtract the enemy’s 9 Toughness and 14 points of damage still come through, so that means he is Shaken and suffers 3 Wounds.
Player B: That doesn’t sound right.
Me: Here, look at the White Board, I’m going to use dry erase markers and show my math for every attack roll in the game.
Player B: That still doesn’t look right. I’m more confused than when we started. We’ll just say you’re right and move on.

And this was every damage roll in the game. EVERY. SINGLE. ROLL. I was teaching simple – but multi-step – mathematical processes for every roll. Nothing breaks immersion like having to go to a darn whiteboard and teach math. That’s not how anybody wants to spend free time.

Fast, Furious, and Fun? Not in these parts!

I just explained how exhausting explaining the rolls were. Would it surprise you that we had 1.5 hour combats? It took as long as 4th edition D&D. While the math lessons did slow the game, we did make it through multiple rounds. The real reason the game was so slow is because Toughness was too high, Damage was too low, and nothing happened.

“I hit. Ok, I don’t get over the Toughness, so nothing happens.” That was the most common refrain during most battles. After all the dealing of cards, deciding actions, rolling attacks and computing successes by multiples of four, rolling damage and counting exploding dice/reducing by AP/deducting Toughness/dividing by 4/explaining the match on a whiteboard – having all of that end with “nothing happens?!!!” It’s an insult and a darn waste of time.

In other games, a simple die roll (modified by a bonus) can tell you whether you succeeded or failed. Then you move on with other players. Not in SWADE. NO! You have to count multiple dice, have some explode, then add AP, subtract Toughness, divide by 4, roll Soak checks to avoid damage, and probably more that I’m not thinking about.

How Bad Is This Savage Setting?

Well, it never got to be “fun” for one thing. With the mathematical interludes and sluggish combats, that instantly put a dampener on the fun elements.

For a sci-fi setting, we didn’t have fun alien species, space exploration, starship combat, powerful weapons and lasers. Basically, it was a bore of a setting. Weapons were too weak to reliably get past armor. There was exactly one alien species that wasn’t meant to be interacted with, a space worm, and a space horse.

External Circumstances

Under the weight of my real world issues in recent months, I doubt any game would have succeeded at the level I wanted. We had snowstorms that limited our ability to meet in-person, two family deaths, I started a challenging semester of my master’s program, I contracted COVID for the first time, I had a minor surgery, and had to say goodbye to my first dog (R.I.P. to my sweet Kay). Under these circumstances, I honestly felt good that I was able to run a game at all. Ending the campaign and getting a fresh start felt necessary.

What Next?

Well, I don’t expect I will ever run Savage Worlds again. I’m debating whether to box these up and put them in storage or offer them as trade-in to my local game store. I’m feeling maybe the later. I’ve collected so much over the years and it’s taking up a lot of space for a game that I don’t enjoy that much. And honestly, many people love Savage Worlds – and it just didn’t click for us. Even when I’ve been a player, I’ve run into other groups with similar issues as ours. Maybe I can get rid of the Deadlands and Lost Colony stuff and hang on to the Pathfinder and Rifts lines that interest me more.

I told the group I want to “go back home” to a system and genre I’m more familiar with. We debated OSR, Castles & Crusades, and a return to Dragonbane, but Player A felt she would be underpowered. We settled on the “happy medium” of 5E, but we’re proceeding with a few changes. For my end, I’ll be using resources from Level Up and MCDM to add some more options, better balance, and more dynamic play options. To break away from traditional fantasy to appeal to Player C, I’m interested in trying Eberron for the first time.

I have more hope about starting a 5E game than I’ve had in years. I last ran a 5E campaign back in August 2023, so maybe I will appreciate it more this time around.
 

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I remember when you were posting about playing this. I am more convinced than ever that your group is just not a good fit for SWADE. I have never seen anyone have such a hard time grasping the concepts, or having such long combats. And since your group has played lots of different systems, it must be something about SWADE in particular. Too bad. It is a great system and I wish you guys found the joy in it.

Are you running a 2024 5E game next, 2014 or something else (ToV, A5E)?
 


I remember when you were posting about playing this. I am more convinced than ever that your group is just not a good fit for SWADE. I have never seen anyone have such a hard time grasping the concepts, or having such long combats. And since your group has played lots of different systems, it must be something about SWADE in particular. Too bad. It is a great system and I wish you guys found the joy in it.
Maybe had I slowed everyone down at the beginning and really "taught" it properly. Maybe had we not had gaps between sessions due to the external factors I mentioned. Maybe if we were playing in a setting like Pathfinder that I felt more comfortable to grok and that we better understood the archetypes. But all of these factors combined to make it a game that I found very frustrating.

Are you running a 2024 5E game next, 2014 or something else (ToV, A5E)?
I'm running A5E, but I'll dip in with 2014 compatible 3rd party stuff (such as MCDM's Flee Mortals) and certain official supplements (such as Eberron: Rising from the Last War).

I'm suggesting the players go with A5E whenever possible, but I realize I may need to port over some options from other sources. If the added complexity is too much, I'll let the players go to 2014 (none of us own ToV or 2024).

The primary difference between this campaign and the majority of others I've run of 5E, I'm going to write my own adventures. I'll design the encounters and make them as challenging as I feel they should be. I'll center the plots around my characters instead of trying to tie together loose threads from a published adventure. I'm going to take ownership of the game and flex my passion and creativity.

I'm tired of not loving this hobby. My hope is that I'll get what I give. The challenges of the last few months have reminded me that our time is precious, and it's time for me to find joy in gaming or minimize its influence in my life.
 

And this was every damage roll in the game. EVERY. SINGLE. ROLL. I was teaching simple – but multi-step – mathematical processes for every roll. Nothing breaks immersion like having to go to a darn whiteboard and teach math. That’s not how anybody wants to spend free time.
My group has been using Savage Worlds multiple times over a period of about a decade. One of my players still adds dice together on Trait rolls instead of taking the highest one, frequently asks if he's supposed to roll the Wild die on Trait rolls, and sometimes asks if he needs to roll the Wild Die on weapon damage rolls. I really started to lose my patience with him as I expect players to at least have a basic understanding of how the rules work. Especially for a game we've played on and off for years.

I really love Deadlands, but I never purchased any Lost Colony book let alone play it. Personally, I'd trade it away if you don't intend to play SW or Deadlands in the future.
 

I swear every group is randomly assigned a few systems which they will simply be confounded by, even though they have played more complicated or math-heavy or weirder/wackier systems with no problems.
True. They did grasp D&D 4E much easier - though I think its system is more uniform in its presentation while SWADE has many disparate subsystems.

Part of the difficulty could also be that SWADE is so unique in its resolution mechanics. We can compare it to other popular systems' resolution mechanics.

The d20 engine (Pathfinder, Starfinder, D&D, Baldur's Gate 3): Roll a d20, add or subtract a modifier, compare it to a Difficulty Class.

d% systems (Warhammer, Cthulhu): Roll d% and roll under your skill.

Savage Worlds: Roll two dice, which change depending on your Trait ranking. You're looking for a 4 unless it's a combat roll, then all Target Numbers change. When you roll damage, your target number is now the toughness of the enemy, which is modified by the AP of your weapon. And then you divide by 4 to get the actual number of successes you get. And don't forget that dice explode. You add the dice that exploded together, but you don't add your Trait dice and Wild Card dice together.

It's ... a little clunky.
 

Savage Worlds: Roll two dice, which change depending on your Trait ranking. You're looking for a 4 unless it's a combat roll, then all Target Numbers change. When you roll damage, your target number is now the toughness of the enemy, which is modified by the AP of your weapon. And then you divide by 4 to get the actual number of successes you get. And don't forget that dice explode. You add the dice that exploded together, but you don't add your Trait dice and Wild Card dice together.

It's ... a little clunky.
Ahhh I'm starting to remember why I own a couple of hundred dollars of SWADE books yet have never run SWADE!
 


I’m just coming to the climax of a SWADE game which has been running a year, and a as a player in another campaign which has been running for about two years. Both have been smooth experiences.

YMMV
 

I recently got Shadow of the Weird Wizard which is a pretty interesting medium weight fantasy game. Ever tried that, @Retreater ?

No. I have Shadow of the Demon Lord, but the grimdark feel turned me off. Weird Wizard would be a possibility, but at the same time, I know this group has "system fatigue" and just want to play something familiar.

I’m just coming to the climax of a SWADE game which has been running a year, and a as a player in another campaign which has been running for about two years. Both have been smooth experiences.

YMMV

I've had a few other experiences with SWADE. Overall, it's been a mixed bag.
  • I GMed this group from this Post-Mortem (and other players - so a big group of 7-8 players) with Holler. We had a good time, completed the Plot Point campaign, but about half the players never really understood the system. [Partial Success]
  • I GMed my wife and my nephew on a Savage Pathfinder one-shot (Hollow's Last Hope). We had a pretty good time with it. We didn't have any issues with the system that I recall. [Success]
  • I GMed a group of around 5 players with Savage Rifts. It ended up getting very confusing. The group had completed Tomb of Annihilation in 5E but this ultimately ended this gaming group. [Failure]
  • I GMed another group of friends with Savage Rifts for a gaming weekend. I was so lost I had to have another player be an "assistant GM." [Failure]
  • I played a one-shot with other players and an experienced GM running Dark Sun using the Fantasy Compendium and some houserules. We largely ran into the same issue that we couldn't reliably damage the enemies, but we at least had a satisfying ending - it was just tedious getting there. [Partial Success]
  • I played a game of Savage Rifts at a con. I had to keep looking at the GM or another player to tell me if I was successful with attack rolls. [Failure]
  • I GMed a fantasy game that ended in a TPK after 2 sessions. [Failure]
 

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