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<blockquote data-quote="Gothmog" data-source="post: 2847256" data-attributes="member: 317"><p>Yep, I picked it up today at my FLGS, and have a leatherbound limited edition on its way from Pinnacle. I got on the Deadlands ghost rock train to Hell when the game first came out, and have been a big fan ever since. It took a while, but I tracked down every Deadlands book and supplement printed, and my gaming group loves Deadlands.</p><p></p><p>The book is gorgeous, full-color, 256 pages, written in the same style as the earlier Deadlands material, and has been updated to 1879. About the first third of the book is dedicated to background and character generation, as well as a universal list of powers for hucksters, mad scientists, shamans, the faithful, and martial artists. In addition, hucksters can draw a poker hand to cast spells and preserve their power points like normal arcan background characters. I'm not sure how I feel about this- on one hand it means as long as hucksters are using their power points, they have normal chances of spell failure, but in the original game the cards were a big part of the game and could end up doing some really incredible things for the huckster with his spells. The new effects aren't quite as potent as the old ones, and hucksters seem safer to play now. It'll take some time to get used to it and see how it plays.</p><p></p><p>The last 2/3rds of the books are the Marshall's Handbook, and detail the Deadlands world and major secrets(60 pages), as well as having about 80 pages of beasties from the original Rascals, Varmints, & Critters I and II. Contrary to the ads, there is no Plot Point adventure in the book, but I count that as a big plus- putting in a long adventure/campaign in the book would have cut back a lot on background material. Future supplements are promised, each detailing different areas, and those will have Plot point campaigns in them.</p><p></p><p>The art in the book ranges from average to exceptional, with most of it being well above average. I haven't had a chance to read a lot of it yet, but I notice a few interesting developments in the timeline as they brought it up to 1879. I'll be interested to see how Deadlands plays in SW rather that its original system- some things will be easier, but I'm afraid it might lose a little of its original charm in translation to SW.</p></blockquote><p></p>
[QUOTE="Gothmog, post: 2847256, member: 317"] Yep, I picked it up today at my FLGS, and have a leatherbound limited edition on its way from Pinnacle. I got on the Deadlands ghost rock train to Hell when the game first came out, and have been a big fan ever since. It took a while, but I tracked down every Deadlands book and supplement printed, and my gaming group loves Deadlands. The book is gorgeous, full-color, 256 pages, written in the same style as the earlier Deadlands material, and has been updated to 1879. About the first third of the book is dedicated to background and character generation, as well as a universal list of powers for hucksters, mad scientists, shamans, the faithful, and martial artists. In addition, hucksters can draw a poker hand to cast spells and preserve their power points like normal arcan background characters. I'm not sure how I feel about this- on one hand it means as long as hucksters are using their power points, they have normal chances of spell failure, but in the original game the cards were a big part of the game and could end up doing some really incredible things for the huckster with his spells. The new effects aren't quite as potent as the old ones, and hucksters seem safer to play now. It'll take some time to get used to it and see how it plays. The last 2/3rds of the books are the Marshall's Handbook, and detail the Deadlands world and major secrets(60 pages), as well as having about 80 pages of beasties from the original Rascals, Varmints, & Critters I and II. Contrary to the ads, there is no Plot Point adventure in the book, but I count that as a big plus- putting in a long adventure/campaign in the book would have cut back a lot on background material. Future supplements are promised, each detailing different areas, and those will have Plot point campaigns in them. The art in the book ranges from average to exceptional, with most of it being well above average. I haven't had a chance to read a lot of it yet, but I notice a few interesting developments in the timeline as they brought it up to 1879. I'll be interested to see how Deadlands plays in SW rather that its original system- some things will be easier, but I'm afraid it might lose a little of its original charm in translation to SW. [/QUOTE]
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