
GM-Peanuts |

Greetings fellow forum goers! After watching a couple Clint Eastwood classics (The Good, the Bad and the Ugly ftw!), and a desire for more Savage Worlds goodness in my life I'm looking at starting a Deadlands Reloaded game here on the forums.
That's where you guys come in, I have The Flood plot point campaign, but have a few other ideas as well, and am open to suggestions, so if you're interested in playing some Deadlands, then post and let me know what you want to try :) The ideas I've had are for things such as:
- The Flood plot point campaign
- Military(Union or Confederacy)
- Monster Hunters(Agents or Texas Rangers)
- Native American Braves
- This town ain't big enough for the both of us
Warning: I'm Australian, so most of my knowledge of this time period in America comes from watching movies, I'm bound to get details wrong, horribly bungle 'accents' and have characters that are horrible, offensive stereotypes. I mean no disrespect to anyone. You have been warned ;)

Davachido |

Sounds interesting, I'm up for some savage worlds since I've only ever DMed it never gone in as a player.
Since this is deadlands I'd be interested to play as a gunslinger with the happiest past ever, he just decided to start fighting to even out his life from all the happy. Instead of having the brutal past a lot of gunslingers seem to have. So a happy, likely positive charisma score character that thinks life is a game to be won and there is no life in no challenge. Monster Hunting in Deadlands would be cool, I'd put in a vote for trying that out.

GM-Peanuts |

Heh, maybe a run-in with Ned Kelly caused him to reconsider his vocation ;) Hmm, now I'm wondering what effect the Reckoning would have had on Australia... similarities between the Native Americans and the Aborigines, wouldn't have quite the same feel though.
Anyway, those are character ideas, any thought on the campaign itself? Not sounding like a military or Native American campaign at the least

Davachido |

"This town ain't big enough" is the only one I wouldn't really want to play since I think it's a tad overdone even in the movies.
I personally like the idea of the reason why the colonies are moving at a slow pace to expansion is because of stuff like monster attacks and there is a slew of bounty hunters that try to take advantage of this. At the same time there are bounty hunters who hunt other hunters to take them out of the running. So is a vicious cycle of hunt or be hunted so if you are in the business you are bound to be in for a fierce ride.
Saying that I'm open to whichever, I mean the monsters can be the local wild life protected and empowered by Native Americans after all since it is a fantasy game we can make up the Flora and Fauna.

GM-Peanuts |

Ahh don't worry about the Flora and Fauna, the Marshal's Guide is full of that stuff *grins* You'll be running into some of that stuff regardless of the type of game, just depends whether you want that to be a focus or not.
For those not familiar with it, the Flood adventure is set in what's left of the Californian coast, which after a great quake in 1868 largely collapsed into the sea, leaving behind a strange Maze of towering landmasses, and ocean filled trenches.
It also had the side effect of uncovering masses of gold ore and ghost rock deposits, resulting in the creation of undreamed of mechanical contraptions by so-called 'mad scientists', the advent of the Great Rail Wars to be the first to create a transcontinental railway in order to secure some juicy government contracts, and rumors of 'dragons' and other terrors lurking amidst the crumbling spires, and pirate stalked waters. With food a scarcity, no government to speak of outside the major cities of Lost Angels and Shan Fan, and a greedy Mexican General eying the riches on offer from across the border, the region is not a place for the faint of heart.

Anthony Krast |

So, I saw someone mention Gunslinger earlier, so this is using Pathfinder?
Is Deadlands a setting, or an entire game in itself?
How different is the world with things like magic in it? Is there a shortish write up somewhere of the setting?
All that being said, no matter what anyone else things, I simply LOVED the movie Wild Wild West, and am think the setting is somewhat like that? With magic being the explanation for why things like gigantic steam spiders work (instead of the "cuz its a movie" explanation)
I am personally looking at Alchemist with greedy eyes...playing a Dr Loveless-esque character would be awesome!
To wrap up, count me in!

Mark Sweetman |

Anthony Krast |

Well, the setting has me hooked in enough to actually be open to having to learn an entire new game system.
That being said, you could probably play the setting using Pathfinder rules with fluff changes for classes and adding some house rules. Just thought id put that out there.
Anyway, gonna see if I cant find the rules somewhere and start having a look.
Still thinking Alche...I mean Mad Scientist.

GM-Peanuts |

As much as I like Pathfinder, really not interested in converting this. I said above half the reason I want to play it is because I like the savage worlds rules (which this uses), they're really simple and flexible, and just easier to run than PF.
It is an interesting setting, and you should be able to 'find' the rules somewhere online, just make sure you get the rule for Deadlands Reloaded, not one of the other variants or the 'classic' rules which use a different system completely. Savage Worlds is pretty easy to learn too, so if you're interested then I suggest you check it out (you can also buy the latest version of the core rules, Savage Worlds Deluxe for $10 in print, which has most of what you need)

Mark Sweetman |

Yes... you could... but you'd lose out on all of the specifics of the Savage World system and how they tie intrinsically into the Deadlands setting and the way the crunch unfolds.
If you're intrigued - have a look at the Free Downloads and the Savage Worlds Test Drive rules.

Rigor Rictus |

I have always wanted to try deadlands. I think I have the PDF, though I haven't read it in quite a while. Got it because I too am a big fan of Westerns. However, like most niche games, I could never find anyone who wanted to try it with me. Might try one of those card based gambler/caster characters I remember seeing.
For a take on the Western Movie in Australia, have you ever seen Quigley Down Under? I enjoyed it a lot, though it may be full of all sorts of inaccuracies about Australia and her peoples of course. It's an american movie, so of course depicts a good american coming down to Australia and killing all the evil Australians. There are good Australians too, but they need an american to save them... ;) All in all, its an interesting take on the Western.

Anthony Krast |

1d52 ⇒ 3
Just gotta number the cards and we are golden on that front. I cant remember how, but isnt there also a function to exclude a number from a roll? So if you need to draw several cards, you can preview each, then exclude that number from the next roll. May take a little while to do, like a few minutes, but shouldnt be too troublesome (I think)

Rigor Rictus |

I think the Reloaded version got rid of using literal cards. If I'm wrong, a chart on the campaign info page could be made pretty easily to depict cards.
1d54
1-13 Spades,
14-26 Hearts,
27-39 Clubs,
40-52 Diamonds
53-54 Jokers.
Just reroll any doubles.
5 Card hand: 5d54 ⇒ (53, 27, 34, 41, 43) = 198
Joker, Ace of Clubs, 8 Clubs, 2 Diamonds, 4 Diamonds.
Pretty lousy hand, but easy to figure out.

Davachido |

Actions are resolved with dice, you don't pass or fail with cards. They are for initiative (which I assume the DM will 'roll' for us) and for duels which give bonus damage.
Edit: Rigor I think the game can still run with actual cards considering for duals you play a variation of Texas hold'em with three cards face up and two cards face down as the DM flips them over. Where's the table found though?

GM-Peanuts |

For a take on the Western Movie in Australia, have you ever seen Quigley Down Under? I enjoyed it a lot, though it may be full of all sorts of inaccuracies about Australia and her peoples of course. It's an american movie, so of course depicts a good american coming down to Australia and killing all the evil Australians. There are good Australians too, but they need an american to save them... ;) All in all, its an interesting take on the Western.
Can't say I've heard of that, no. Sounds fairly typical for representations of Aussies outside of Australia though :p
As far as cards go (which are used for a lot more in Deadlands than they are in most other savage worlds; duels, and hucksters/magic being the primary additions) I was intending to make draws from my own deck and post them. I normally like to narrate character's results anyway, so while it would slow things down it shouldn't be too bad.
Posting requirements everyone should be checking the site at least once a day, you may not have to post depending on what's going on but that ensures we're not waiting 3 days for someone to post or respond to a question because they thought it wasn't their turn. Weekends are likely to be a bit slower as I'm usually either working, or gaming with my RL group. I work shift work so when I get 2 or 3 long (8 to 12 hours) shifts in a row it tends to sap by ability to post as well, I'll try to keep you guys informed when that will be the case. If you're going to be doing something or going somewhere that will leave you with reduced internet access or otherwise unable to post I just ask that you post and let us know beforehand.
Other administrative thoughts while we're on it:
- You should only read a spoiler if it has your name, or you make the appropriate check (eg a spoiler that is labeled "Notice roll at -2", you should only look in there if you get 6-2=4 or higher on your notice (4 is considered a standard success for those not familiar with Savage Worlds, please check out the testdrive rules Mark linked upthread)
- Please try to be descriptive of your character's actions. A post is much more interesting if you describe how your character punches the bad guy than just rolling some dice. I enjoy the fighting and mechanics side of things as much as the next guy, but I'd really like to see some good, descriptive roleplaying.
I would also really like to see some in depth character backgrounds, and some initiative from the players. Savage Worlds is a very flexible system, and while some of the events in the campaign need to happen at specific points (the start is all largely scripted to get the group together), the game is otherwise very open, and I would really enjoy being able to personalize this campaign to your input. I have recently been introduced to the The Minute Background, so if you want to take a look at that for some ideas then please go ahead :)
- I will on occasion be making rolls for your characters. To this end please keep your character sheets (or a link to them) in your alias, and keep said sheet up to date. I will be doing this in order to speed up gameplay (a grenade goes off at the party's feet, you all have to roll so it is simply easier if I make the rolls for you. You are still able to spend fate chips (the deadlands equivalent of bennies) if you would like to modify the roll.
I will also be doing this on occasion for things like ambushes, and other circumstances where you won't necessarily know the outcome.
Any other questions please feel free to ask. Since nobody has expressed disinterest in it, or a strong interest in one of the other options, I am going to be running The Flood plot point campaign. You can all start to work on your characters, the only thing you need to work into your characters is a reason for them to be on a Denver-Pacific train bound for California. Character creation is standard for starting characters (Characters are all Human and get a free edge, 5 points for attributes, 15 points for skills, and $250 in the currency appropriate to their background. If you are a foreigner with the outsider hindrance, then I suggest putting some skill ranks into Knowledge (English Language), otherwise communication could be troublesome.).
Just two House Rules that I can think of for the moment:
- Bonus knowledge skill ranks:
Each character receives a number of bonus skill ranks equal to half his smarts that can only be spent on Knowledge skills. Knowledge skills are largely undervalued in my experience. Please remember that languages also fall under Knowledge skills, so if you want to speak one of the Native American tongues, spanish, chinese, or some other language appropriate to the setting then this is a valid choice.
- Goals and Instincts
I'll elaborate on this one later, it something I've stolen from another game system and trying to cobble onto Savage Worlds. Success has been... limited.

Anthony Krast |

While I usually like games with botaloads of rules to mix and match to create a character based on a concept, im digging this rules system, very lean and to the point.
For my character, im thinking a russian middle aged scientist, who managed to get himself blown to smithereens several years back. He lost an arm and a leg in the explosion (+ his nose, an ear, and other assorted bits and peices) When all the weirdness started up in the west, with stories of all sorts of inventions being made that couldnt possibly work, he traveled there to see it for himself.
After he figured out how to apply this new "x-factor" to his own designs, he crafted himself a new prosthetic set of limbs. He will ofcourse be wearing some sort of metallic mask or visor, for that awesome deep russian voice with a metallic ring to it.
"Da, I lose leg in exploseon..Vhat? No, arm dey cut off later, very bad, very painful"

Davachido |

Cool, so to put some points into there so I don't run like a coward. Now do I chance the doom deck or not for some extra xp.. hmmmm? ;)
I'll also write down the believes and instincts when I get the character sheet up (tonight GMT probably), I'll just use the BW standard creation of them, if you don't mind me doing that?

GM-Peanuts |

Oh the Veteran of the Weird West edge Davachido? Heh, go right ahead *smiles at you over steepled fingers*
So at the moment we have a Russian Mad Scientist with some prosthetic limbs, a wiseguy Hexslinger, a happy-go-lucky (though probably not if he goes for Veteran of the Wierd West) gunslinger, and two as yet undclared others that have expressed interest.

Davachido |

Oh he'd still be happy-go-lucky, just might be missing a hand or his sanity. I'm still not sure if I'll take it yet, as I like quite a few of them from a story perspective but some of them are just boring, like paranoid or marked for death. Night terrors, Insane, Forsaken, Debt, Cursed, Harrowed are all cool though.
(1/54 chance of being an unknown harrowed and having a secret backstory of how I died is almost worth it on it's own. Dammit temptations with luck of the draw!)
Actually looking at the chart the ones I don't like are Jinxed, Addicted, Paranoid and Marked for Death. So 4/15 that I don't like isn't too bad I suppose.

Davachido |

I've only ever DMed Savage worlds (and it's variants), I wanted to give it a go as a player so yea I have most of the books and read through them.
Edit: To be fair though, unless it had an obvious effect on my character like stat negatives or I have no hand I'd be perfectly okay for you to have drawn the card and I have no clue what has happened.

Poor Wandering One |

Hello Peanuts. Chiming in and voting for more savage goodness!
I know it may be crossing the streams a bit but I hope you don's mind one of your NE players tossing their hat in the ring?
As far as campaign goes I am open. I would need to read up on the tribes if we If forced to vote I would go with Flood as Cutter is one of the better writers in the RPG biz right now.
As far as character I am torn between a preacher bring the good word and and occasional buckshot to the people of the west, a simple cowboy down on his luck, and a Coyote Confederation brave. These concepts would work in any of the campaigns mentions with minimal tweaking. In a military campaign the preacher becomes a chaplain and the brave a scout, while in the native campaign the preacher is a mission-raised tribe member recently returned.
I am somewhat familiar with Deadlands but mainly in it's pre-savageworlds incarnation. I have been looking for a reason to buy reloaded however so if I get in then my FLGS gets a sale. So pick me and help boost the economy. :7)

GM-Peanuts |

@ Davachido: Well, just make sure you keep the player knowledge separate :)
@Rigor: Well if you need any help let me know. Assuming you still have the book I suggest rereading the setting information to refamiliarize yourself, particularly with the California info. Character creation starts on page 29 in the Explorer's Edition (the latest printing of the rules, believe the content is the same as the larger format though) with character archetypes.
Hey PWO, no not at all, Mus'ad AKA Mark Sweetman already found this too :p I'm not too sure how much has changed since the classic deadlands, I know at least a year has past in setting but other than that I don't really know. It looks like we're going ahead with the Flood at this stage, so as I said above, submit whatever you'd like, just make sure your character has a reason to be on a train bound for California.

Poor Wandering One |

Woot in it's most heartfelt interpretation. Will snag reloaded on the way home tonight and see what I can see.
There have been MAJOR rule changes with the move to reloaded. Deadlands used to be one of the more complicated popular rule sets. On par with GURPS or maybe a bit above it on the complexity scale. Savage worlds grew out of "The Great Rail Wars" which were the stripped down miniatures rules for Deadlands. Setting wise I think the game has moved on from the "Pale Rider"/"High Plains Drifter" feel/timeframe to a later Maverik/Call of Jaurez/Wild Wild West (tv series) feel. Esp in Flood which takes place after the rail wars I think.
Oh and Hi Musad!

Davachido |

@GM: Don't worry will do, also I think I'm going to do it! What is the wild west without tempting lady luck!?
Draw my fate from the deck of doom and I will roll with punches as I don't think I've ever played a strongly flawed character. His major hindrance I've chosen as 'wanted' just so you know, so not only might I be crippled by the deck but I'm on the run too! I'm just praying I don't get negative charisma card draw. As that would make my Edge choices rather moot.

GM-Peanuts |

The Flood is set somewhere around the end of the Rail Wars, yeah, won't say more than that. I do remember looking at a PDF of the original Deadlands book and it's horrendously complicated, card based character gen system. So yeah, mechanics-wise it's a completely different system with only a few similarities to it's precursor (poker hands for duels and hucksters, fate chips instead of bennies are the ones I'm aware of)

Rigor Rictus |

Ok, so to translate to other game's terminology, it's the difference between a Hero/Villain and a mook or minion.
Edit: So reading through the main book it seems clear I'll need a copy of the Savage World book to be able to completely understand the rules. Every section seems to say, this is unchanged from Savage worlds, and only this is different... Seems like you could make a character from the Deadlands Reloaded book on its own, but you'd be missing a hug list of options from the core game. Is there anything like an SRD for Savage World?

GM-Peanuts |

I'm... not really sure on the SRD front, but it's relatively cheap to pick up the Savage Worlds rules. The latest version, Savage Worlds Deluxe can be picked up for just $10 in what is called the Explorer's Edition format. Doesn't look like Paizo has that version for some reason, but it's the latest printing so if your LGS has anything Savage Worlds it should have it. You can also order it onling from the publishers directly, or buy the PDf for the same price.