Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf 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 Nest
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, OSR, & D&D Variants
*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!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
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, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Deadlands questions
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="countgray" data-source="post: 4021229" data-attributes="member: 18338"><p><strong>Options for Deadlands</strong></p><p></p><p>I happen to be playing in a Deadlands game currently. We are using the original (revised) ruleset.</p><p></p><p>There are 4 different options for playing this game:</p><p></p><p>1) There's the original rules (it had 1 revision, but the revision was not major and you can use all materials for that rule set together, just be aware of a handful of minor rules tweaks between the 1st and 2nd editions.) This is the version our group is using. We like it. It has by far the most available supplements, which are mostly out of print, but which you can find in used bookstores for cheap prices. You can also buy PDF downloads for all the books right here at the ENworld store, so all the books are easily available to you.</p><p></p><p>2) There's the d20 version of the rules. </p><p></p><p>3) There is a GURPs version of the rules, they even have 4 GURPS supplements for Deadlands</p><p></p><p>4) There's a brand new, in-print version of Deadlands called Deadlands Reloaded using the Savage Worlds rules set. I don't know anything about the Savage Worlds System, but it has been favorably reviewed by a lot of people. Here is a link to a review: <a href="http://www.rpg.net/reviews/archive/9/9637.phtml" target="_blank">Savage Worlds system review on RPG.net</a> It might be a very cool system, maybe worth a look.</p><p></p><p>My recommendation is to go with the original rules. They are not too hard to learn. They are a lot of fun and they have a lot of flavor that suits the game.</p><p></p><p>The original rules use dice, cards and poker chips. Most "checks" are resolved by rolling dice to generate a target number. Occasionally you draw cards (from any regular poker deck with jokers), which are used as a feature of character generation and some aspects of combat. (The red and black jokers have special effects, kind of like critical hits and misses). Poker chips are given as experience points and can be used to buy new features for your character, or can be spent like "action points" for rerolls and the like. </p><p></p><p>The original rules are not hard to learn, they lend a wonderful feel to the game, and while I agree they may be a little klunky some times, my group has all said that they have enjoyed learning and using the rules, we all agree it is a lot of fun.</p><p></p><p>I would only go with the Gurps or D20 versions if you like those rules and don't want to try a new system. The </p><p></p><p>But beyond the rules, the game offers a great deal of fun just based off the setting. The sourcebooks have a ton of ideas for adventures, and it is a richly detailed world. You might describe it as the "Wild Wild West" meets "Jonah Hex" meets "Gunsmoke" meets "Brisco County Jr." with a heaping helping of undead, indian magic, and supernatural monsters thrown in.</p><p></p><p>Some of the interesting character classes include gunslingers, hucksters (card magicians), mad scientists, preachers (basically clerics), voodoo doctors, shamans, and just about any kind of profession or archetype that you can think of from the old west.</p><p></p><p>I don't think it really matters what system you choose, as I think you will have fun regardless. The roleplaying potential is awesome, and it is really fun to get into character for this game. Practically everyone in my group has adopted some kind of accent, whether a southern drawl, an irish brogue, or a Lousiana creole lilt, and it really helps set a sense of place and time.</p><p></p><p>Whatever you choose, you are in for a treat. Good luck and good gaming!</p></blockquote><p></p>
[QUOTE="countgray, post: 4021229, member: 18338"] [b]Options for Deadlands[/b] I happen to be playing in a Deadlands game currently. We are using the original (revised) ruleset. There are 4 different options for playing this game: 1) There's the original rules (it had 1 revision, but the revision was not major and you can use all materials for that rule set together, just be aware of a handful of minor rules tweaks between the 1st and 2nd editions.) This is the version our group is using. We like it. It has by far the most available supplements, which are mostly out of print, but which you can find in used bookstores for cheap prices. You can also buy PDF downloads for all the books right here at the ENworld store, so all the books are easily available to you. 2) There's the d20 version of the rules. 3) There is a GURPs version of the rules, they even have 4 GURPS supplements for Deadlands 4) There's a brand new, in-print version of Deadlands called Deadlands Reloaded using the Savage Worlds rules set. I don't know anything about the Savage Worlds System, but it has been favorably reviewed by a lot of people. Here is a link to a review: [URL=http://www.rpg.net/reviews/archive/9/9637.phtml]Savage Worlds system review on RPG.net[/URL] It might be a very cool system, maybe worth a look. My recommendation is to go with the original rules. They are not too hard to learn. They are a lot of fun and they have a lot of flavor that suits the game. The original rules use dice, cards and poker chips. Most "checks" are resolved by rolling dice to generate a target number. Occasionally you draw cards (from any regular poker deck with jokers), which are used as a feature of character generation and some aspects of combat. (The red and black jokers have special effects, kind of like critical hits and misses). Poker chips are given as experience points and can be used to buy new features for your character, or can be spent like "action points" for rerolls and the like. The original rules are not hard to learn, they lend a wonderful feel to the game, and while I agree they may be a little klunky some times, my group has all said that they have enjoyed learning and using the rules, we all agree it is a lot of fun. I would only go with the Gurps or D20 versions if you like those rules and don't want to try a new system. The But beyond the rules, the game offers a great deal of fun just based off the setting. The sourcebooks have a ton of ideas for adventures, and it is a richly detailed world. You might describe it as the "Wild Wild West" meets "Jonah Hex" meets "Gunsmoke" meets "Brisco County Jr." with a heaping helping of undead, indian magic, and supernatural monsters thrown in. Some of the interesting character classes include gunslingers, hucksters (card magicians), mad scientists, preachers (basically clerics), voodoo doctors, shamans, and just about any kind of profession or archetype that you can think of from the old west. I don't think it really matters what system you choose, as I think you will have fun regardless. The roleplaying potential is awesome, and it is really fun to get into character for this game. Practically everyone in my group has adopted some kind of accent, whether a southern drawl, an irish brogue, or a Lousiana creole lilt, and it really helps set a sense of place and time. Whatever you choose, you are in for a treat. Good luck and good gaming! [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Deadlands questions
Top