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SW & DL Advice needed
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GMSam
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Joined: 23 Dec 2011
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PostPosted: Fri Dec 23, 2011 10:28 pm    Post subject: SW & DL Advice needed Reply with quote

I've convinced my gaming group to take a break from Pathfinder to try Savage Worlds! I chose Deadlands for the one shot game to hook them in (good choice?). I do not have any Deadlands books, but I printed the pregens and a bunch of the one sheet adventures, but I'm having a tough time choosing and I like to invite any pointers/advise/encouragement for me as the GM? Thanks!

I own Deluxe and played the system only a few times - love it.
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MrDNA
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PostPosted: Fri Dec 23, 2011 11:46 pm    Post subject: Reply with quote

I've only used one of the one-sheets, but it was a good time: Lynched! The terrible tree beast ended up being the least of the PCs problems, but your PCs probably won't murder an innocent boy to squelch rumors that they're witches. Probably.
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Wibbs
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PostPosted: Sat Dec 24, 2011 3:48 am    Post subject: Reply with quote

I'm quite partial to The Gatling Decision, but it would need a good 3 or 4 hours depending on the speed of your group. It can be found here:

http://www.savageheroes.com/adventures/the%20Gatling%20Decision.pdf
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GMSam
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PostPosted: Sun Dec 25, 2011 2:09 am    Post subject: Reply with quote

Thanks,any advice on selling the setting better? How should I tell the group that the PC's are together? What is a Posse in this world? I'm using the pregens from the site.
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Ronin84
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PostPosted: Sun Dec 25, 2011 8:19 am    Post subject: Reply with quote

GMSam wrote:
Thanks,any advice on selling the setting better? How should I tell the group that the PC's are together? What is a Posse in this world? I'm using the pregens from the site.


There is one way that is easier if you ask me, and that is being on the same train.

Vasquez and Johnson are both wanted and the sight of a known bounty hunter playing cards with Liveaux might be fun (he isn't looking for either of them). Plays with Fire and Lightning could be speaking to each other, Fire talking to the weird scientist about one thing or another.

They all end up getting off at the same stop and that's when the session starts.

A little rough I know but hopefully that helps! (kids got me up way too early!!)
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GMSam
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PostPosted: Mon Dec 26, 2011 12:28 am    Post subject: Reply with quote

Thanks! So, The term posse in the one sheets doesnt refer to a particular organization or team, just the "party" of PC's?
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Wibbs
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PostPosted: Mon Dec 26, 2011 6:17 am    Post subject: Reply with quote

Yeah, 'posse' is just the general way of refering to a group/party of players in Deadlands.
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GMSam
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PostPosted: Mon Dec 26, 2011 11:17 am    Post subject: Reply with quote

ok thanks,

Next. You all play allot of the Deadlands universe, what iconic/memorable things should I include for my groups first taste of the setting? I also want to sell them on the Savage Worlds system, what rules should I be sure to include to capture the systems strong points?

Thanks to you all for the help.
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newForumNewName
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Joined: 22 Oct 2010
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PostPosted: Mon Dec 26, 2011 11:31 am    Post subject: Reply with quote

Gunfights. And brawls. Possibly with zombies.

EDIT: And use minis. Minis (paper, plastic, or metal) are awesome.
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ValhallaGH
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PostPosted: Mon Dec 26, 2011 8:21 pm    Post subject: Reply with quote

newForumNewName wrote:
Gunfights. And brawls. Possibly with zombies.

Preferably in a bar. That bursts into flames due to burning Ghost Rock (a coal-like substance that howls like the damned when burned; a key ingredient in many of the New Science developments of the Weird West timeline).


One of the sweetest things about the various Deadlands settings* is that you can tweak them to suit your group's tastes and style, usually with very little effort.
Need some Turok action at your tables? Apache braves versus Utah Raptors is just a minor story-point away (mad science; huckster backlash; military bio-weapon experiment; ancient curse; random abomination).
Want everyone to play some kind of shaolin monk, wandering around the west? Once they make characters and back-stories you're ready to run.
Are your players obsessed with Pirate vs. Ninja vs. Robot? Deadlands: The Weird West lets you play that from either the pirate or ninja side. Deadlands: Hell on Earth will let you play that from any of the three sides. Without having to alter the settings in any way.

*there are three Deadlands settings, The Weird West (a magical old west), Hell on Earth (a.k.a. the Wasted West; post-apocalypse version of the weird west), and Lost Colony (a.k.a. the Way-Out West; the only extra-terrestrial colony world founded before the apocalypse. As you would expect, it has its own problems). All three are awesome, all are different, and they manage to be my three favorite RPG settings of all.
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Ronin84
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PostPosted: Mon Dec 26, 2011 8:30 pm    Post subject: Reply with quote

Gambling, it is something that seems to always come up at our games! Playing poker with personalities has been a favorite of ours!!

The other little bit that has made it in is a Train and two gents that seem to always be around a little bit of trouble...it has appeared at the beginning of two of our sessions and once at the end...

We are such kids of the seventies and eighties...

Smile
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GMSam
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PostPosted: Mon Dec 26, 2011 9:21 pm    Post subject: Reply with quote

This is great you guys, thanks! I will work in a train and gambling if the one sheet doesn't have it. Do you actually play a poker hand with the players? How do you use their gambling skills?

On a side note: I just got the DL wild dice for each player, I bought a bag of .45 shell casings for bennies and I cut out the little pregen and glued them to a small "wooden fence" I made out of pop-cicle sticks. I'll post a picture if anyone is interested.

I really appreciate everyones help, It's building my confidence. Apperently, like most of you, I've been running/playing rpgs on and off since the 80's and I've never been so nervous about starting a game! Embarassed
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Wibbs
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PostPosted: Tue Dec 27, 2011 8:36 am    Post subject: Reply with quote

There are special gambling rules in the Deadlands Player handbook. I think they come right after the rules for Duelling and use a lot of the same mechanics.
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GMSam
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PostPosted: Tue Dec 27, 2011 10:47 am    Post subject: Reply with quote

I haven't bought those books yet. Im not sure my group is gunna like it. If I bait the hook and get a bite, ill buy it all.
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ValhallaGH
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PostPosted: Tue Dec 27, 2011 6:29 pm    Post subject: Reply with quote

The core Savage Worlds include the rules for the Gambling skill (in the skill entry, thankfully).

Deadlands has a number of (very cool) setting rules that alter how Savage Worlds works. Which means that, when you play it for real, there will be some changes to get used to.


My advice is to choose an adventure and read through it ASAP. That way you have time to figure things out, ask questions that get answered, and make changes to make the game more appealing to your friends.

Best of luck, and feel free to bring up any other questions.
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GMSam
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PostPosted: Wed Dec 28, 2011 1:58 pm    Post subject: Reply with quote

OK, I'll choose and repost. If there are any setting rules that would be helpfull for a quality one-shot, please share. Thanks.
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Wibbs
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PostPosted: Wed Dec 28, 2011 2:25 pm    Post subject: Reply with quote

One the main reasons I like the Gatling Decision is because of the variety of what people get up to. As written there's:
- Gambling
- A fist fight
- Haggling over money
- An attempted train robbery
- A moral decision to make
- Probably a reasonably large scale fight at the end

It wouldn't be too hard to add in a duel if you have a character who is that way inclined.

I've recently run a heavily adapted version of this for the start of a new campaign, and if you choose it I would be happy to let you know some of the other tweaks I've made.

Cheers,

Wibbs
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Jordan Peacock
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PostPosted: Wed Dec 28, 2011 4:31 pm    Post subject: Reply with quote

For the sake of adding to the brainstorming, if I were going to pick up Deadlands again and introduce it to a new group, it might be worthwhile to do some "pop culture research." That is, do you have any favorite Western movies? If so, try watching one or two of them again, taking note of interesting details in the movie that really help to flesh out the feel of this being in the Wild West. There might be some interesting turns of phrases that you could work into NPC dialogue, or some of the characters might inspire you as NPC archetypes to fill in the background.

I'm not suggesting any SPECIFIC movies, because what really matters is YOUR vision of what the Wild West is like, and what you're enthusiastic about - and all the better if any of your players have seen the same movie(s). All you'll need to do is toss in some weird science and some supernatural strangeness, and you're in Deadlands territory.

Then, to echo ValhallaGH's suggestion, if you're going to run an adventure, be sure to read it through all the way first. I find that really helps to avoid quite a few awkward "speed bumps" in the session if I've already familiarized myself with the adventure. Knowing the whole "story" also makes me better prepared to salvage an adventure when the players take things "off the rails" and head off in an unexpected direction.

Also, if you're going to work in some action on a train at some point, I just thought I'd point out that there's a handy pdf of some tiles for the interior of a train (originally from "Murder on the Hellstromme Express") in the Downloads section.

By the way, the idea of using shell casings for Bennies sounds positively AWESOME. Very Happy If I had some lying around, I'd have to try that out.
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ValhallaGH
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PostPosted: Wed Dec 28, 2011 8:34 pm    Post subject: Reply with quote

Bennies as Fate Chips is the big setting rule that comes to mind; there are the various arcane backgrounds, the gunfight rules, and the harrowed, but the Fate Chips is the big thing.

And your casings as bennies idea is too cool and too appropriate to not use. So, stick with that for your one-shot.
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GMSam
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PostPosted: Tue Jan 03, 2012 9:59 pm    Post subject: Reply with quote

OK guys, I love the "Gatling Decision" adventure, it's great. My only comment is that it doesn't seem very "weird" west, no zombies or steampunk-ish stuff. I may add some, any suggestions? Do you guys think that starting just one of the characters off already in a heated card game. is "fair" to the player or the party? Couldn't the players just say "I wouldn't play a card game with this guy"? Still don't get how to have the PC "loose" the card game so he can go nuts, what if the PC's win the card game?
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