Tell me about Redline or/and Spellslinger


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I have Spellslinger and while I have yet to run it, I really love pretty much 95% of it. The only thing I wish is that they would have put a little more details in the background BUT it is ok.

The game only have 3 full-blown classes... the Gunslinger (name says it all, they have the best BAB, has really high hit points and has average saving throws), the Maverik (kind of a rogue/con artist, who has the most skill points, best AC and Initiative bonuses, one good and two poor saving throws), and the Trailbrazer (outdoors guys with some kewl abilities). There are also six ONE level spellcaster classes. Basically you have to take this class at first level and then all spells and spell-like abilities are Feat driving. It is a really cool idea. One thing I REALLY like is that each class as some "core" abilities that you only gain if you take the class at first level, it really helps to make the classes different even with all the multiclassing.
 

I have both. I do not regret either purchase.
Redline is lean and mean. It is very focused in the Mad Max vein. I would recommend it to audiences receptive to that level of violence. The Creep rules are very neat. I don't know how long of a campaign you could sustain. Investing a lot of depth in NPCs would probably be wasteful.

Spellslinger fills in all the holes I found in Deadlands d20 for me. Deadlands is a fine product, but just not my cup of molakko. Spellslinger pares down skills and feats like Redline. It is lighter in tone than Redline and Deadlands, and I would recommend it for first time players to get the feel of D20 without being overwhelmed. The Brands system is nothing less than genius. I really am excited about it.

Tim.
 

Redline & Spellslinger

Both games are great.

Redline presents the "Mad Max" type post-apocalyptic world in a simple, straightforward way. It was a great read, but I find Omega World to be the best game of that genre out there for me. Redline seems better with vehicles if you want that element (remniscent of Car Wars).

Spellslinger is genius. I can't wait to run it. The power levels seem a little higher that standard D&D. The simple classes are great as are the consolidated skills. The brands are an inspired way to present a feat-based magic system. Firearm combat is nicely altered to be more challenging. The book presents just enough setting to be intriguing without getting mired in details. Spellslinger has good economy of presenting enough information to be useful without becoming redundant.
 

What I like more is that they link up the Brand magic system to the game world. In the past, mages COULD cast spells like they do in regular DnD, but not anymore and it's a mystery why ... (insert GM's campaign plot here.)

There is also a special place, the Gray Hills, that is a Gold Rush waiting to happen, anything that dies in the Gray Hills becomes undead. The natives say something sleeps under the hills and all of the dwarven mining will wake it up (insert GM plot here.)

better yet, are the two linked?

I also liked Redline, but you can tell here and there that it was their first attempt at their "metasystem" -- you will notice that the pared down skill system follows a pattern that is tempting to port back into your regular d20 game.
 

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