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A Harrowing situation for a new Marshal

 
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Grom
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PostPosted: Thu Feb 09, 2012 1:52 am    Post subject: A Harrowing situation for a new Marshal Reply with quote

Hey, guys.

This is my first post on these forums, though I've been lurking for a little while. I'm fairly new to Deadlands: Reloaded as a game system; I've been running an online game for a few months now, but that's not really that long in the scheme of things.

Recently, one of my characters found himself Harrowed. The decision to bring him back made sense - I could definitely see his character, a Danny Trejo playalike based on the character Machete but transplaneted into the West, coming back from beyond the grave to wreak a bit more mayhem before someone puts him down for good. The player can definitely handle the responsibility and was definitely excited about the new opportunities for his character. But there's a hitch.

My biggest problem is going to be keeping him in check. His character isn't exactly the heroic type; he robs, lies and kills in equal measure, mostly because he feels like it. This naturally means any 'heroic' plots, like saving the world, are a bit hard to involve him - he's really not that interested in being a 'good guy.'

That's one problem. The other is balancing his powers. One of the first Edges he took was Ghost, which as I'm sure you all know allows him to turn 'incorporeal'. The player got thinking and put it to me that, in theory, he'd be able to 'ghost' through a wall - say, into a bank vault - and grab the gold, then 'ghost' his way back out. Another one of his plots involves tracking down and killing a judge, which he's decided will be child's play if he walks up to him, uses his claws to slash the man's throat out, and then ghosts through the floor.

It's definitely creative application of the rules, but I'm not sure how his powers will affect the game. Being able to pull off flawless bank heists and kill targets with ease in non-combat situations could definitely affect the game's balance, but I don't really want to just outright block him or make things unfair. My only real ideas now are to involve the Agency or the Rangers, but so far the group's been bouncing through the Disputed Territories...

So that's what I need help with: how can I involve a semi-psychotic, 'evil' character in plots focussed on doing good and battling the Reckoners, and how can I deal with his newfound powers in a fair way? Any ideas or tips you guys can provide would be much appreciated!
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Sadric
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PostPosted: Thu Feb 09, 2012 3:42 am    Post subject: Reply with quote

You wrote your player could handle the responsibility. Does he know that he has a evil little demon in his head? Dominion rolls? Tell him every time he does something "bad" he need to make a Dominion roll. Dont take controll of his character if he fails. The Manitou simply take pleasure by the carnage the character does. Maybe give the manitou even a bonus because the character shows his black soul. The dominion score should go down fairly fast. Cool Twisted Evil
And then you could show the player the really bad things a manitou could do. Get to your senses bloodcaked a few miles from the last city and doesnt knowing what you had done is pretty unsettling.
Especially if the money from his last bankrobbery is still in the city (where he is probably searched for because of his unknwon cruel deeds)

BTW it doesnt sound like battling the Reckoner is high on the priority list of your player.
Do you have other players or is it a one on one game? How deal the other player with this unheroic player?
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lifthraser
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PostPosted: Thu Feb 09, 2012 6:08 am    Post subject: Reply with quote

I dont like evil characters in Deadlands, i dont even like neutral characters, i like my players to be heroes. There is so much evil in this world, adding more seems like overkill.

I never had a player harrowed in my games, even if i kill a lot of player no one ever drew a joker, or made so much sense as an harrowed to convince me to cheat the pull.

The ghost power seems really powerful... even dangerous to the scenarios lol.

If anyone has advice how to handle such a power i'm listening.
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Cutter XXIII
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PostPosted: Thu Feb 09, 2012 7:28 am    Post subject: Re: A Harrowing situation for a new Marshal Reply with quote

Grom wrote:
So that's what I need help with: how can I involve a semi-psychotic, 'evil' character in plots focussed on doing good and battling the Reckoners...

Talk to the player about the type of game you'd most like to run, and ask him to play along. Seems like it's the player who's uninterested in saving the world, not the character.

Quote:
...and how can I deal with his newfound powers in a fair way?

I'm not exactly sure why you need to "keep him in check" or "deal with" him. You say the player can handle it. The fair thing would be to let the player actually use the powers his character's got.

Just curious, because you mentioned a "decision": did the character die and the player drew a Joker, or did he become Harrowed by Marshal fiat?

Welcome to the forums! Smile
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geijhan
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PostPosted: Thu Feb 09, 2012 8:38 am    Post subject: Reply with quote

How do your other players feel about the evil cowpoke in their midst?

Honestly, if it was me and we were running around trying to save the world, I wouldn't really like it if the town where we just removed a threat went up in Fear level because the townfolk started to see ghosts walking through the walls, murdering lawmen etc., just because somebody wanted to get their Evil on.

Have an honest talk with the player. If he still wants to go through with this angle, explain that his dominion rolls WILL start going south (no dice fudging or GM fiat needed) and that he'll end up in NPC territory shortly.
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Grom
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PostPosted: Thu Feb 09, 2012 9:32 am    Post subject: Re: A Harrowing situation for a new Marshal Reply with quote

Wow, thanks for the prompt replies, guys! I was out and just got home, and typing on an iPod is a rather painful experience, so bear with me.
 
Now, let's see here...

Sadric wrote:
You wrote your player could handle the responsibility. Does he know that he has a evil little demon in his head?

That's a really good point. He hasn't really done much so far that'd warrant any Dominion tests, since he's really only had time to dig his way out of his own grave, but I'll definitely keep it in mind. I think although the character wouldn't really care if he slaughtered a town, he'd be pretty unhappy that someone took over his body to do so. I'll definitely keep this in mind.

Quote:
BTW it doesnt sound like battling the Reckoner is high on the priority list of your player. 
Do you have other players or is it a one on one game? How deal the other player with this unheroic player?

Battling the Reckoners definitely isn't high up on his priority list at present (I ran Coffin Rock as one of the early adventures, and he actually ended up trying to team up with one Reverend Cheval, who promptly 'agreed' and wandered off to finish summoning a demon while his blood men ambushed the rest of the gang!) - he's more obsessed with tracking down a judge who sentenced him to dance the hemp fandango and getting rich. However, the player is more than happy to deal with the metaplot; it's the character that's proving difficult to work in. My current thoughts are that the best way of drawing him in is to make it personal - I figure once he realizes he doesn't have full control of himself, he might take offence and start ruining some plans (though one would hope the world ending would provide sufficient motivation anyway).

Currently it's a party of six, which is fairly large but I'm coping so far. There's a rich Huckster noblelady from the CSA who, despite being a bit of a snob, is generally what could considered a 'good gal'; she's really the only one who has any idea of what's going on in the world, though she hasn't worked out how the Harrowed managed to come back from beyond the grave. Accompanying her is a former soldier turned mercenary, very much inspired by Lee Van Cleef - he's more interested in money than saving the world, though if push comes to shove I'm sure he'd see the wisdom in stopping the apocalypse. His original mission was to actually capture the Harrowed character for his bounty, but the noblewoman offered him a much nicer deal. He's also a Doubting Thomas, so dealing with him seeing the Harrowed alive should be fun (he's been separate from the group for two sessions due to absence, which I hope to rectify).

There's also a doctor and a mad scientist, who seem to be the most sane and good-intentioned members of the group. They haven't met the gang yet, as the doctor's original player bit the dust and the scientist started out playing as Shady Doug before rolling his own character. Finally, there's an Irishman who's a big fan of dynamite and tends to followed to follow the Harrowed's lead - he's little more than a crook, though he does admittedly control himself a bit better.

Most of the characters (except the Irishman) haven't seen what the Harrowed does in his spare time - predeath he tried to murder an old man for money, executed a prison guard ring an escape after he already knocked him out and he robbed a church for all its silverware. The Irishman has worked out hes a crook, though the more moral characters may be. Bit hesitant to trust someone who beats old bartenders to near-death for a few dollars. The players themselves get on fine - it's just a matter of the characters.
    
lifthraser wrote:
I dont like evil characters in Deadlands, i dont even like neutral characters, i like my players to be heroes. There is so much evil in this world, adding more seems like overkill.

I sort of agree - if I was playing instead of running the game, I wouldn't be an outright villain - there's too much at stake, really. A flawed hero appeals to me a bit more, but I have found the more selfcentered attitudes of my group's characters can be quite refreshing to run; it's a nice change of pace from heroic endeavours.

Cutter XXIII wrote:
Talk to the player about the type of game you'd most like to run, and ask him to play along. Seems like it's the player who's uninterested in saving the world, not the character.

Well, from my discussions with the player, he's not opposed to battling the Reckoners as the focus of the campaign - it's just how to tie the character in believably. At the moment, the adventures I've run haven't been very focussed on the metaplot, but it's defintely something I want to address in future. My biggest concern is not railroading the group - I've been fairly open with what they can do so far, which has led to some pretty interesting scenarios. I'd rather not shove them out into the world and say "fight these guys or else"; providing a genuine reason for them to want to save the world (besides the fact they'll be saving the world) is what I'm really struggling with for this character.

Quote:
I'm not exactly sure why you need to "keep him in check" or "deal with" him. You say the player can handle it. The fair thing would be to let the player actually use the powers his character's got.

On second reading, "dealing with" the character definitely brings some negtive connotions to mind I didn't really intend to put across. I suddenly have an image of snappily dressed mem sending a rival for a swim in concede shoes. Razz

I guess I'm mostly concerned with keeping the balance of the campaign. If this guy can rob banks with ease, momt won't be an issue, which could really skew things when it comes to equipment. The noblewoman is already quite wealthy, but her wealth has strings attached - I guess I'm really asking for a few suitable strings to tie around the Harrowed to keep him on his toes. The Agency and the Rangers definitely spring to mind, as do the Dominion rules, but do you have any other suggestions?    

Quote:
Just curious, because you mentioned a "decision": did the character die and the player drew a Joker, or did he become Harrowed by Marshal fiat?

Welcome to the forums!  Smile

It was a bit of both, really. His character definitely seeme like the sort a manitou would risk it's eternal existence to possess; a wanted criminal (he actually had a $2500 bounty in the Union, though the mercenary did turn his corpse in, so I'm not sure how I'll handle that - one of the players pointed out to me they could potentially move from city to city turning the 'dead' body in for unlimited reward money. I quickly put my foot down there! Razz) with a penchant for violence. After rye character died, the player talked to me for a bit and we decided bringing him back made sense and could make for some interesting roleplaying. I had him draw for a laugh, though, and guess what he pulled from the virtual deck...

geijhan wrote:
How do your other players feel about the evil cowpoke in their midst?

As I said above in this giant wall of post I've somehow produced, they haven't really worked it out yet. The player isn't being disruptive for the sake of it; his character's just very violent, interested almost solely in himself and has the social empathy of a potato. The group certainly aren't a gang of white knights, though; they're a bit of a motley crew out for themselves at the moment. Thanks to Coffin Rock, they know something isn't quite right in the west, but they don't have much of the lowdown on the Reckoners yet - any way to introduce the big bads of the Deadlands world would be much appreciated, too. I'm loathe to go down the route of a convenient vision or an all-knowing NPC, but I'm not sure what else to do besides hurl monsters at them. The biggest obstacle is really that besides the group Huckster and Mad Scientist, the other players are mostly 'normal' and don't have much in-character knowledge of what's really going on. 

Thanks for the warm welcome, guys. Sure is nice to get such detailed replies so quickly! 
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Sitting Duck
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PostPosted: Fri Feb 10, 2012 9:13 am    Post subject: Re: A Harrowing situation for a new Marshal Reply with quote

Grom wrote:
There's also a doctor and a mad scientist, who seem to be the most sane and good-intentioned members of the group.


Does anyone else find that mildly alarming?
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Marshal G
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PostPosted: Fri Feb 10, 2012 10:45 pm    Post subject: Reply with quote

Hi Grom, welcome!

Three small comments from me -

1) Your harrowed wouldn't mind much if a whole town was massacred, it would just piss him off that he doesn't remember having done it? Sounds like the wrong attitude for a character. Not all have to be heroes, sure, but that's outright psycho mentality (sorry if I turned around a few words and didn't cite the exact phrasing). Very tough to involve him in any campaign, if you ask me, and if you allow it, I'd build on the other players to control him or outright start to oppose him...

2) The idea of turning the dead body in again and again made me laugh, but you could actually use that to your advantage. Why not have a junior Texas Ranger NPC hear from the outlaw's bounty being collected but then the body disappeared? Makes him curious and he's on a mission, and - you have an ever potent (or ever quiet, if it currently doesn't suit the campaign situation for the Ranger to occur) enemy who might directly or indirectly take control of the critter-in-the-posse for you...

3) Knowledge of the metaplot... I always used what was in the adventures, so after much stuff earlier, Jackie Wells in the Heart of Darkness trilogy was their revelation. But I can picture a more subtle approach, too. Know the series Fringe? After introducing the "weirdness of the week" for a while, all started to focus on the metaplot and it was cornered around a weird book which revealed a strange theory.
How about letting them find it and from time to time revealing a little more, as the character who has it in his gear has read (or understood) a little more?
The good thing is, the book can contain red herings or wrong interpretations in some areas and be 100% correct in others. Plus, as described, you can use it continously, just as the Ranger Bible doesn't make its owner a 120% expert of anything, or like Hoyle's book sounds like a game theory for most, it might be difficult to catch the real meaning of sth in that book on first glance...

Keep us posted on your critter Wink
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Fists-of-Dorn
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PostPosted: Sat Feb 11, 2012 3:18 am    Post subject: Re Reply with quote

Miscreants can be difficult to handle as player characters, but remember that anyone can be interested in performing a task; how a person is received for performing the task is up to the individuals who hear about it. You seem to know what the character wants, so working that in should not be too difficult. From simple mercenary terms of "I pay you 'X' to kill 'Y' marauding injuns", to more subtle means of working in a big rich target for him to lock on to which happens to be right in the middle of the metaplot.
A person doesn't necessarily need to like someone in order to save them from being murdered, he just needs to hate the murderer more. Perhaps you can work up a plot where the character gets to try and frame the judge that sentenced him. The idea of getting to attend the smug judge's own hanging might settle the character down enough to collect his thoughts and do it right.
For the rest of the characters involved, perhaps the judge is actually involved in something sinister. Perhaps not the guy running the show, but somehow involved nonetheless. If so then everyone is happily pursuing the same goal of stopping whatever horror is going on, but each for his own reasons and using his own methods.


As for turning in the same bounty over and over, that would be some tedious work. I doubt the character would want to dig himself out of the grave every time, and if not then the other characters would have to do it. Most of the ones described seem like they would end up squabbling over who earned what share of the money because of this.
This isn't mentioning that after a few successes, word will have traveled far enough that the bounty would get rescinded. However going in with the notion that it would only work for a few towns, it could be worthwhile for them, though it could eventually come back to bite them all in the butt.

I do like the idea of a young Ranger/ Agent getting on the trail of the Ghostly Bank Bandit though. That seems like it would certainly provide some lasting entertainment as he crops up from session to session, getting closer to the truth of not only the harrowed criminal, but his cohorts as well.


I would say that as long as you work to give the characters motivation to act, you can expect a good end result. Be careful about feeling like you are railroading anyone into something even if you felt it was in their character's interest to do it. Humans are not always rational, so don't expect characters in rpgs to be either Razz As long as the characters have an in-character reason to pursue a goal, it'll probably get done later if not sooner.


Good luck with your game.


-Fists.
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catalac
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PostPosted: Mon Jun 18, 2012 3:36 am    Post subject: Reply with quote

hmm i know you have probably already found your answer to the roleplaying issues. but for some other things like stopping assassinations
two things i don't believe the rule book said anything about the ghost being invisible. i just thought that he looked real but people couldn't touch him like demons in the hollows series. also if not that (which was just my weird concept) how about this plenty of myths make it so two incorporeal beings can fight each other. i think this likely because if it wasn't possible people with the ghost ability could survive stone and as hoe assumes no hero, not a single one survives to try to stop the fall into chaos. there has to be a way for stone to kill incorporeals because stone can kill anybody.
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cloudshaper2k
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PostPosted: Mon Jun 18, 2012 10:48 am    Post subject: Reply with quote

One more twist, I'd suggest. Since the Ghost power says a successful magical attack turns him coporeal again, I'd lay a trap or two for him if he starts doing what he's thinking of. A Voodooist bounty hunter and his pals might take to dogging his trail.

And never forget that nothing occurs in a vacuum. For everyone he guns down in cold blood, there's a host of family members, grieving lovers, and enraged friends who'll come gunning for the Harrowed and anyone who rides the trail with him. Some of those are going to have powers of their own - perhaps similar ones that could be turned against the posse. (Players will come up with ways to defeat their own tricks when you turn them around and use them on the party.)
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ValhallaGH
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PostPosted: Mon Jun 18, 2012 11:15 am    Post subject: Reply with quote

Mmm. Shambling zombie threads. So very tasty. Razz


Seriously guys, stop resurrecting every thread that's been over for 2+ months. By this point the problem's been resolved, and it's not like anyone (successfully) searches the archives when they are seeking answers for a similar problem.
So, you'll get to post your insights in the new threads, where people will actually use them. Smile
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Jonah Hex
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PostPosted: Sun Jul 08, 2012 9:02 pm    Post subject: Reply with quote

geijhan wrote:


Have an honest talk with the player. If he still wants to go through with this angle, explain that his dominion rolls WILL start going south (no dice fudging or GM fiat needed) and that he'll end up in NPC territory shortly.


How so? I see nothing in the rules that will lower Dominion quickly just because he's committing evil acts. In fact, if the Harrowed insist on spreading the fear, the manitou might be less likely to interfere unless the harrowed is putting his life in jeopardy.
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catalac
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PostPosted: Sun Jul 08, 2012 10:10 pm    Post subject: Reply with quote

lol. well if valhallagh posted on it when i did it the first time i wonder what will happen this time Twisted Evil
the point is eventually it would be a danger to his life. if it becomes to overt... well people fear the unknown and they kill it when that unknown becomes real. the whole story of the reckoning is about how evil was defeated because humans fought back, this time their not going to be so direct. the demon will step in to stop him from ruining the reckonings plans even if its because he helped them toooo much.
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Big Bad Jack
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PostPosted: Sun Jul 08, 2012 11:30 pm    Post subject: Reply with quote

My old game had a similar Harrowed, though more petty, tricky, and greedy than out and out murderous.

The control rod?

"SCREW YOU, YOU AIN'T GETTING MY SOUL!" -- to save his own self, he decided to fight the Reckoners.

Usually in a vicious way, but still...
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