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Deadlands Deluxe
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Rohan
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PostPosted: Fri Apr 20, 2012 8:35 am    Post subject: Reply with quote

Cutter XXIII wrote:
Speaking of which, if anybody were interested in doing any playtesting of the Deadlands kind, we might just have something very cool coming soon along those lines. Nothing completely new... but several refinements.


Having never run Deadlands before, and my gaming group having never played it before, would you be interested in the opinion of some unfamiliar eyes to the setting? I have two gaming groups that I meet with weekly, and both groups are either familiar or very familiar with Savage...
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PlatinumWarlock
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PostPosted: Fri Apr 20, 2012 8:57 am    Post subject: Reply with quote

Cutter XXIII wrote:

Speaking of which, if anybody were interested in doing any playtesting of the Deadlands kind, we might just have something very cool coming soon along those lines. Nothing completely new... but several refinements.


Cutter, I'd be game for some play testing, if you need volunteers. I have a pretty regular Friday night Deadlands group, and can pull some volunteers from the Wittenberg gamers, I'm sure, if need arises.
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TheLoremaster
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PostPosted: Fri Apr 20, 2012 9:00 am    Post subject: Reply with quote

Cutter XXIII wrote:
Speaking of which, if anybody were interested in doing any playtesting of the Deadlands kind, we might just have something very cool coming soon along those lines. Nothing completely new... but several refinements.

Why, yes, yes I would be interested in subscribing to your newsletter. What do you have in mind?
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Cutter XXIII
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Joined: 27 Sep 2005
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PostPosted: Fri Apr 20, 2012 9:25 am    Post subject: Reply with quote

Jonas Albrecht wrote:
Are there any more plans to expand the Deadlands magic list to cover more spells? Or perhaps create more definite mechanical distinctions in the power selections?

No more powers or mechanical distinctions, necessarily. As the flagship setting, we like to keep Deadlands running as close to Core as we can.

But adding in the names of Classic hexes and powers to various Trappings? Absolutely.
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Cutter XXIII
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PostPosted: Fri Apr 20, 2012 9:29 am    Post subject: Reply with quote

Speaking generally on the "playtest," it won't be anything you need to sign up for, or sign an NDA. We'll be putting out a PDF in the near-to-middling future (translation: when I can get to it) as an optional system, and we'll be inviting comments and suggestions that are based on actual play.

And to be slightly less mysterious... it's all about the Arcane Backgrounds, amigos. Cool
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gnomestress
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PostPosted: Fri Apr 20, 2012 9:35 am    Post subject: Reply with quote

Cutter XXIII wrote:

And to be slightly less mysterious... it's all about the Arcane Backgrounds, amigos. Cool



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Cutter XXIII
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PostPosted: Fri Apr 20, 2012 9:48 am    Post subject: Reply with quote

gnomestress wrote:
Cutter XXIII wrote:

And to be slightly less mysterious... it's all about the Arcane Backgrounds, amigos. Cool



Laughing Awesome.
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Matthew Cutter
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Pinnacle Entertainment Group, Inc.
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Jonas Albrecht
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PostPosted: Fri Apr 20, 2012 1:07 pm    Post subject: Reply with quote

Cutter XXIII wrote:
But adding in the names of Classic hexes and powers to various Trappings? Absolutely.


Hooray!
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relativistic
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PostPosted: Fri Apr 20, 2012 2:17 pm    Post subject: Reply with quote

We have a regular group that meets every week or so. If the refinements are applicable to our current The Flood campaign, I'd be very interested in helping playtest.
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doc21g
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PostPosted: Mon Apr 23, 2012 10:48 am    Post subject: Martial Artists Reply with quote

I was just wondering. In the PDF Martial Artist is listed as not being available in the deadlands setting. I'm guessing that this is a typo, correct?

Looking forward to the powers playtest.

Thanks for this PDF update.
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Cutter XXIII
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PostPosted: Mon Apr 23, 2012 11:12 am    Post subject: Re: Martial Artists Reply with quote

doc21g wrote:
I was just wondering. In the PDF Martial Artist is listed as not being available in the deadlands setting. I'm guessing that this is a typo, correct?

Considering it also says, "or any Edge that lists it as a Requirement," that'd be one heck of a typo. Smile

It's not an error. The "Martial Artist" Edge from Savage Worlds is not used, nor are any Edges that depend on it. Use the Martial Arts Edge in the Deadlands Player's Guide instead.
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doc21g
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PostPosted: Mon Apr 23, 2012 11:56 am    Post subject: Reply with quote

OK. Sorry I was confused. Thanks for the clarification.
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RooftopTal
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PostPosted: Tue Apr 24, 2012 2:46 pm    Post subject: Reply with quote

SteelDraco wrote:
It's interesting to me that Deadlands power lists seem to favor Mad Science so much - they get access to all the new powers but one (Summon Ally), more than anyone else. They already had the longest list, too. Is this because it's easier to justify wacky devices, or is the fact that their powers are tied to physical objects depower them enough to the designers that they need a bigger power list, even with a much greater pool of Power Points to draw from?


My guess is that there's two reasons.

First, those scientists only start with one device, meaning that they're generally going to have less powers than the other classes. I reckon the large list helps to balance that out, giving them more of a selection to keep it interesting to players.

I figure that the second is to do with the fact that scientists really aren't hugely constrained by Deadlands lore. Shamans and the blessed can only really do things that their patrons consider "good". Martial artists can only achieve things that their bodies are capable of. Hucksters only get the powers that the manitous are willing to gamble with, and it's not much of a stretch to imagine that any cowpoke who's going to want to be throwing around healing and protection spells isn't the kind a manitou is looking to deal with, anyway.

Mad scientists, though? They're still inspired by manitous, sure, but the key is in the name. A healing power wielded by a sane man can only achieve good, but a healing power in a damaged mind can cause more trouble than it's worth (trust me, my current character is a doctor). Extend that logic, and there's not really any reason to deny them most of the powers.

On an entirely unrelated note, I'm kind of sad not to see Summon Ally for the madboys. I know, I know, automata are not that easy to make, but that's not going to stop me wanting steam-powered friends.
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