Username:    Password:      Remember me       
Great White Games/Pinnacle Entertainment Group Forum Index Great White Games/Pinnacle Entertainment Group
Discussion Forum for PEG/GWG
 
 FAQFAQ   SearchSearch   MemberlistMemberlist   UsergroupsUsergroups   RegisterRegister 
 ProfileProfile   Log in to check your private messagesLog in to check your private messages   Log inLog in 

[Classic] Night Train

 
Post new topic   Reply to topic    Great White Games/Pinnacle Entertainment Group Forum Index -> Deadlands: The Weird West
View previous topic :: View next topic  
Author Message
Waxahachie
Novice


Joined: 03 Dec 2009
Posts: 57

PostPosted: Wed Jun 13, 2012 10:54 am    Post subject: [Classic] Night Train Reply with quote

I'm thinking of running Night Train soon as a standalone play-by-post game, and I thought I'd turn here and see if anyone that had any experience with it could answer a couple of questions about it.

(1) What kinda power level are we talking? I know this is a pretty high powered adventure from what I've read, so starting Deadlands characters might not be well equipped to handle it. I thought I'd power them up a little bit. They'll probably still die, but they should at least have a fighting chance at it.

(2) How many PCs in the posse? I was thinking maybe 4-5, though I thought I'd get some input from these quarters first.

Thanks!
Back to top
View user's profile Send private message
ValhallaGH
Legendary


Joined: 25 Apr 2010
Posts: 4568

PostPosted: Wed Jun 13, 2012 1:40 pm    Post subject: Reply with quote

1) The adventure itself is ... rough. Grizzled characters with 5+ Grit can die by the wagon-load, and a single nose ferret is a mean hombre that can challenge a posse. Having dozens of them is just terrifying.
That said, there are ways that starting heroes can succeed brilliantly. Characters with 0 Grit and 0 Bounty can make it look easy, as long as the players have good ideas and the dice treat them tolerably well.

No other adventure showcases the Deadlands attitude of "this is the world. It's very dangerous. Deal with it," the way that Night Train does.

2) Whatever. The Dime Novel example had 3, but you could run it with anywhere from 1 to 8. Though posses greater than six become a real pain in the neck to Marshal for; really any more than four gets to be annoying, but stop long before you get to a dozen. Don't repeat my mistakes. Embarassed


Good luck!
_________________
"Got a problem? I've got the solution: Rocket Launcher."
"Not against a Servitor."
"... We're all gonna die."
Back to top
View user's profile Send private message
Waxahachie
Novice


Joined: 03 Dec 2009
Posts: 57

PostPosted: Wed Jun 13, 2012 2:34 pm    Post subject: Reply with quote

Thanks! Good to know. I think I'll be looking at a posse of 5, and I'm going to experiment with empowering them a little bit to start and see how that plays out. Either way, this kind of gives me a bearing on how hard it'll be.
Back to top
View user's profile Send private message
Snate56
Legendary


Joined: 11 Jun 2006
Posts: 3708
Location: Monroe, Washington

PostPosted: Sat Jun 16, 2012 3:07 pm    Post subject: Reply with quote

You might foreshadow a little bit, show them a ranch that's been overrun with dozens of shell casings but no bodies, barn doors that have been pried off, a dead horse up on the roof, etc.



SteveN
_________________
"We've got a blind date with destiny... and it looks like she's ordered the lobster." <The Shoveller>
Back to top
View user's profile Send private message
iamfanboy
Novice


Joined: 18 Sep 2011
Posts: 86

PostPosted: Sun Jun 17, 2012 11:23 pm    Post subject: Reply with quote

I actually dropped several hints along the way while planning to run Night Train, and it was more suspenseful because of that - I'd introduced Varney Flats before the adventure, had an abandoned town, etcetera.

They didn't have a GREAT deal of trouble, mostly because the nosferatu panicked after the PCs used dynamite to blow up the train, their shelter, in the middle of the Colorado plain with daylight approaching.

But this was in Reloaded, where the PCs made good Knowledge (Occult) rolls to know what the Nosferatu's weaknesses were, made GREAT rolls to pierce their hearts (Seriously, I've never seen a 6-sided dice Ace IN ANY GAME 5 times in a row before), and had no real problems handling them. Nosferatu don't seem all that scary in terms of Reloaded stats, aside from the half-damage of piercing weapons.

...in Classic, though, pretty frightening.
Back to top
View user's profile Send private message
catalac
Seasoned


Joined: 05 Jun 2012
Posts: 253

PostPosted: Mon Jun 18, 2012 12:38 am    Post subject: Reply with quote

ah yeah fan boy i know how you feel... except maybe i don't because my mind didn't even compute my record. my party got 5 aces with a d12. and they got extra damage for each raise because of the home rules we were playing with... well you know it was sort of funny because the bad guy was invulnerable. Laughing
Back to top
View user's profile Send private message
ValhallaGH
Legendary


Joined: 25 Apr 2010
Posts: 4568

PostPosted: Mon Jun 18, 2012 9:27 am    Post subject: Reply with quote

iamfanboy wrote:
Nosferatu don't seem all that scary in terms of Reloaded stats, aside from the half-damage of piercing weapons.

A) What half damage? Or are you using the first printing, with the (old) undead trait, which has that half damage from piercing weapons note?
B) They have Invulnerability. They are completely invulnerable to anything that doesn't pierce their heart, except the sun. What more do they need to be scary?

Undead in Classic are always a pain because of the combination of needing to hit the Focus and the crazy penalties for called shots (especially in close combat, which is already the most difficult thing in the game). That said, anytime someone aces a lot, they'll make it look easy.
_________________
"Got a problem? I've got the solution: Rocket Launcher."
"Not against a Servitor."
"... We're all gonna die."
Back to top
View user's profile Send private message
iamfanboy
Novice


Joined: 18 Sep 2011
Posts: 86

PostPosted: Mon Jun 18, 2012 11:16 am    Post subject: Reply with quote

ValhallaGH wrote:
iamfanboy wrote:
Nosferatu don't seem all that scary in terms of Reloaded stats, aside from the half-damage of piercing weapons.

A) What half damage? Or are you using the first printing, with the (old) undead trait, which has that half damage from piercing weapons note?
B) They have Invulnerability. They are completely invulnerable to anything that doesn't pierce their heart, except the sun. What more do they need to be scary?

Undead in Classic are always a pain because of the combination of needing to hit the Focus and the crazy penalties for called shots (especially in close combat, which is already the most difficult thing in the game). That said, anytime someone aces a lot, they'll make it look easy.

...Apparently, I'm using the first printing.

It also mentions in the text that they're only 'half vampires' and can be harmed by normal weapons. Is that a first printing thing too?
Back to top
View user's profile Send private message
ValhallaGH
Legendary


Joined: 25 Apr 2010
Posts: 4568

PostPosted: Mon Jun 18, 2012 11:30 am    Post subject: Reply with quote

It is. They're still Invulnerable and Undead, so they cannot be more than Shaken (barring attacks to their Weakness) and get a +2 to recover from shaken.
That crappy spirit is the only thing that slows them down when they try to eat the posse alive - which is why they can't be mindlessly aggressive. They need to use their Stealth skill to creep up on the victi- I mean heroes, lest they spend so long "regenerating" that their prey manages to vanish.
They strike me as being about as mean as their Classic predecessors. You just happened to run across a posse that lucked into knowing how to handle them, and then handled them quite brilliantly. (Dynamite the engine, derail the train, and blow up their hide out? Hank Ketchum would only disapprove of their failure to rescue the kidnapped victims.)

Aside: I always saw vampiric Invulnerability as a kind of fast healing. The creature regenerates so quickly that they can't actually be wounded. Remaining Shaken for any length of time represents an especially troublesome injury, and may incur fanged wrath. Twisted Evil
_________________
"Got a problem? I've got the solution: Rocket Launcher."
"Not against a Servitor."
"... We're all gonna die."
Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic    Great White Games/Pinnacle Entertainment Group Forum Index -> Deadlands: The Weird West All times are GMT - 5 Hours
Page 1 of 1

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum