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 No.222683

I'm running a Deadlands : reloaded campaign for a few neckbeard friends, and have most resources I need except for a big chart of Edges and Hinderances. Can't really find one because of all the additions and shit, and I was wondering if you of you fa/tg/entlemen might be in possession of just such a resource.

ALSO DEADLANDS GENERAL

LET THE GOOD TIMES TUMBLE

 No.222695

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>Deadlands

fuck yeah mein neger

I'm currently running a Deadlands: Classic campaign. I've posted it about it a couple times here on the /tg/.

Last session the PC's met a lady who was a traveling evangelist who preached about the evils of gambling. She's actually a witchunter/huckster hunter, and though good aligned, will probably try to fuck with the huckster of the posse.

Pretty hyped about my campaign. Centered around a deck of magical tarot cards and is a collectathon sort of.

Posting some pictures from my Weird West Art folder.


 No.222700

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 No.222710

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 No.222884

My group has been playing Deadlands every other week while our GM/Marshal prepares for our Rogue Trader Sessions. The relative simplicity of Deadlands is greatly appreciated by everyone.

One thing we have issues with is finding good maps. We are currently in the year 1863. Anyone have some good maps?


 No.222891

Ah Deadlands. This takes me back. Out of ample curiosity are you going to use the official setting, or are you going to use canon? Because some elements were really quite poorly written (South abolishing slavery made no sense what so ever). Are you also going to cross over into WOD or Castle Falkenstein?


 No.222923

>>222884

Wow, that is actually what was happening with the group I'm GMing, but we just decided we preferred Deadlands to Rogue Trader.

We are currently in what can only be described as a tumblebleed invasion, and shit is about to get fucked up.


 No.222970

Hi fa/tg/uys,

I've recently taken an interest in the subgenre and I am hoping to get some input on how to sell it to the local group? "Wild west with magic" won't fly, I don't think. Any suggestions there, and any suggestions as to good fiction (books/shows/movies) that could spark some interest?


 No.222972

>>222970

>Wild west with magic won't fly

Seriously? That's all I had to say to my group to get them on board.


 No.222976

>>222972

Yeah, unfortunately. I think I'd have to do something more like WW with Voodoo to get some flame outta them, but I don't think that would be accurate enough to the game to get it going. I suppose I could some Twain Riverboat/Voodoo type of game along those lines, but I'm hoping for something broader, hence asking for fiction recommendations. I think with something cool along those lines they'd be up for it more.


 No.222990

>>222976

There are two ways to properly introduce players to Deadlands. Now, I"m talking about the first games, not getting them to sit down but the approach you're going to take to the first sessions influences how you get them to sit and vice versa so..

Option one: Have them make cowboys. for the best effect you'll want to hand them char gen packets with a few advantages/diaadvantages being absent. Veteran o' the Weird West should be right out, and if you're running reloaded, the mysterious past special power ones like Breach Birth (to make up for that you'll want to offer a side quest Backstory Reveal type thing where the players that really want one learn about the powers they didn't know they had.) For the full experience, leave all the magic out as well, only mad science because that's an open and excepted part of the world (no one realizes it's not natural save a few wise old Indian shamans) again with an option for characters to be called in play for blessed, go on a spirit quest for shamans, or crack Hoyle's code for Hucksters. I will admit, only use that last option if you've got an A rank or higher class group.

The first few sessions, have them be cowboys. Watch old westerns for inspiriation. Let them be Kevin Costner, Clint Eastwood, and John Wayne. Set Gene Hackman against them. Range wars, Rail Wars, Bounties, being in the bank/on the train when the robbers show up, Indian attacks, independent miners trying to fend off corporate assholes who want to run them off their claim. Plenty of normal everyday shit with mundane human badguys (possibly armed with flamethrowers, Gatling guns, or ridding on Mechanical Horses)

Slowly work the wierdness in. Work in a fluff scene where some dude playing cards does the "YOU CHEATIN' VARMINT" bit stands up and unloads his pistol itnto the dandy sitting across from him. The dandy who calmly looks at his hand while all the bullets miss him, before pulling out his derenger and shooting the guy right between the eyes. Or there could be revival come to town, and everyone's going on about the Faith Healer and how their corns don't hurt no more since seein' 'im. Or a drunken Indian passed out on the board walk wakes up, grabs a PC and hiises out some important clue/bit of prophecy/ backstory secret no one knew before getting arrested and hauled off. Of course, fate chips/bennies are a thing, none of the players ,are injured at the time, and when he's sobered up come morn the indain can't remember the last week. Ratchet it up from there.

The other method is the feet first into the deep end way. Harowed Party. Super Happy Zombie Fun Time. Again, don't spill 'all the beans at char gen. Have them make normal chacracters, just with everything on the table. There's a stock NPC that can smooth this along. The Prospector. So what happens a bunch of strangers all wake up in a cave together with no idea who anyone else or how they got there. They leave the cave and find a town outside that has been completely massacred. Men, women, children, livestock, even the rats are pinned to walls with forks or some shit. Pick up a newspaper and "If this date is right we all have amnesia going back months/years. As they investigate drop hints that point to the horrible truth. Until last night, the demons powering their dead bodies were in charge, and this is their handiwork. Even got an NPC already in the lore to excuse the lot of them coming to their senses at once. The Prospector. Old dude, wants a zombie army to fix the weird shit that broke free and fucked up history. Has a special elixir that gives the human soul a better chance of wresting control of their body from the demon. Knows more about the Harrowed than anyone else, including weakness. Has implied he knows how to stop harrowed powers from working, even if he can't do that he's got plenty of other experienced harrowed to call in should someone decide to take his "gift," say thanks, and go rouge.

The arpoach you take depends on how you sell it. More emphasis on the cowboy aspect leans you to the first, but every secret about the world you have to spill to the players takes you closer to the second.


 No.223766

>>222990

With my game I am running, we kinda just agreed it would be kinda weird to being with, because you probably would of seen some spooky shit no matter how far from the spookiest parts you were, but we are slowly working in a bit of strange and occult things into it to make it nice and mixed between the two.

One thing I would recommend, is the savage worlds horror companion. Even if you are playing Deadlands Classic, you can still tweak the monsters and rituals a bit for your purposes, but it has some really nice ideas and critters. And if your party is so inclined, working in some of the 'Intelligent/Cursed Relics' from the Savage Worlds fantasy companion can be worthwhile. My posse ended up with an intelligent undershirt that wanted to start a new religion, had a high spirit, smarts and persuasion die, and whose personality was cruel and creative. It took all of 10 seconds before someone declared that the shirt was clearly a previous incarnation of Ron L. Hubbard, and much fun was had with that garment.


 No.227232

YouTube embed. Click thumbnail to play.

I just started thinking about running a wild west campaign yesterday. Does anyone have some PDFs? I don' have any of the deadlands resources

Song kinda related




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