Learning a new game, especially a roleplaying game can be daunting with a bunch of new rules, and a world that is all fleshed out. It can take the wind out of the sails pretty easy to think you have to read 400 pages to play a game.
So sure, I have 30 extra sourcebooks for extra equipment and character options, but that is probably worth keeping on the shelf until the new player is hooked and wants to dig in deeper.
Sometimes it is best to just get the game going and go from there. In one such case it turned into a fairly funny anecdote.
I had a group that was all new to playing Deadlands. I tried to contain my excitement that they were willing to play something other than Dungeons and Dragons so I kept the tagline simple by telling them that it is the Wild West with zombies and other monsters and weirdness, and that we'll learn as we play.
To keep things simple I had everyone just pick an archetype character that we could either modify or toss after the first session and started playing.
The first session was meant to be pretty simple and introduce the mechanics to them. They were on a train from Missouri to points out west. At one point the train was going to be robbed by some steam-car bandits so they could get a feel for combat, the train would be damaged and have to make an unscheduled stop which would introduce the hook for the adventure next session, but first I wanted them to get the idea of non-combat skill rolls while they got to know each other. There was the dark mysterious gunslinger, the Chinese martial artist/laundry worker, the reporter, and the saloon dancer. The saloon dancer quickly got a reputation for having a very large chest because every time her player mentioned an item she needed she pulled it out from between her breasts.
On the train there was a kid who was playing with a tin horse. He was an irritating little scamp who was more than his mom could handle and was running around the whole train asking questions and generally getting in the way. When the player conversation slowed, I notified the group that the boy was now crying, wailing, bereft of all hope that joy would ever enter his life again. He had lost his horse.
So the ever helpful players started looking for it. I explained how the skill rolls worked, and asked each player where they were looking. I had settled on a easy to moderate difficulty as the point was to show how the dice rolls worked. It didn't really matter WHERE they searched, just that they did it, and when one of them hit the target number they would be the one to find it.
Everyone picked a location, under a chair, in the baggage rack, the sleeper cabin, etc. and rolled the dice. Fail, fail, critical fail, fail. Any one of them should have easily accomplished the task but the dice were against them. So we tried again, the players stretched their brains a little thinking of other places to look and we rolled again. Again the dice were only coming up with 1s and 2s, and no one could find the blasted tin horse. Finally, the player the rather busty dancer in frustration said that she was checking her cleavage. Roll the dice and success! No one could figure out how it got there, but the roll had it.
We all had a good laugh and the gal playing made it part of a running joke for the rest of the adventure.
Thoughts on Role-playing games. Mostly Fantasy Role-playing like Dungeons and Dragons and horror like Call of Cthulhu.
Showing posts with label Deadlands. Show all posts
Showing posts with label Deadlands. Show all posts
Saturday, January 28, 2017
Saturday, October 15, 2016
Rules heavy or rules light?
I started playing Dungeons and Dragons back in 2nd Edition, but it isn't my favorite rule system (I mean really, does anyone love Thac0?). 3rd Edition (3.5 or Pathfinder if you prefer) was the high point for me, in the dungeons and dragons franchise, even though it has its own problems. 4th edition just didn't interest me at all and although I've heard good things about 5th ed I just haven't gotten around to playing it at all.
While I like a lot of different systems for a lot of different reasons, my two preferred systems for fantasy games are Hackmaster 5th Edition, and Lamentations of the Flame Princess (LotFP).
Hackmaster 5th Edition. Still in its relative infancy, the core books are all out, it was born from the previous edition that spoofed a lot of the classic TSR rules and modules (and is actually a pretty good set all on its own), and their original western game Aces and Eights. What you get is a rule set that captures a lot of the feel of the original dungeons and dragons, but with lots of detail. The game repeatedly makes the point that it is a game of tough choices. You do have to choose between armor to protect yourself or the freedom of movement to not get hit. While it is fairly rules and dice heavy, there are a lot of tools to keep things moving and everyone engaged during combat. It provides a fine level of granularity to the game. The gamemaster book has great advice on how to set up adventures and make them engaging and award players not just for combat but for clever thinking and story advancement. The only downside of the game I would say is that I am too old. I don't just feel like whipping up a new monster or converting stuff over to the rules from other systems.
On the other end of the spectrum is LotFP. It is an OSR clone that takes a very rules light approach to the game. When I first introduced it to players some balked at it because the fighter class was the only class that advanced in combat abilities. I saw this as a feature though, as in many other systems the magic user classes soon eclipse the non-magic classes in versatility and power. In this way the fighter remains the king of combat. The balance come in little things like there are no monsters with armor better than plate mail, so even a non-combat class has a chance to affect physical combat at any level. Pretty much any adjustment I need to make on the fly during the game can be made with a +/- 1 or 2 to a roll and move on. The adventures published by LotFP is where the game really shines. Most of the adventures are system neutral and so can be easily ported to any game (I might even take the effort to port them to Hackmaster!) because they aren't filled with combat for combat's sake. If a monster is present, there is generally only one and it is an important part of the story rather than just an encounter. Like Call of Cthulhu though, the adventures are harsh and unforgiving.
The downside is that I have had players quit because of these adventures.
There are plenty of other systems that I like for specific games too. Usually because the rules provide incentive to, or not to do certain types of behavior in the game, or help establish the feel the game is going for.
I like Deadlands classic for this reason, it uses a poker decks and chips to assist in the game mechanics, which provide a unique system that helps with the whole wild west theme. It is far more complex then the streamlined savage worlds rules, but I think it also provides a lot more depth. One of my favorite bits is the use of "wind" and "wounds" which is much like non lethal vs. lethal damage, but also handles the wider range of terror, needing to catch your breath etc. compared to a broken leg or a shot up gut.
While I like a lot of different systems for a lot of different reasons, my two preferred systems for fantasy games are Hackmaster 5th Edition, and Lamentations of the Flame Princess (LotFP).
Hackmaster 5th Edition. Still in its relative infancy, the core books are all out, it was born from the previous edition that spoofed a lot of the classic TSR rules and modules (and is actually a pretty good set all on its own), and their original western game Aces and Eights. What you get is a rule set that captures a lot of the feel of the original dungeons and dragons, but with lots of detail. The game repeatedly makes the point that it is a game of tough choices. You do have to choose between armor to protect yourself or the freedom of movement to not get hit. While it is fairly rules and dice heavy, there are a lot of tools to keep things moving and everyone engaged during combat. It provides a fine level of granularity to the game. The gamemaster book has great advice on how to set up adventures and make them engaging and award players not just for combat but for clever thinking and story advancement. The only downside of the game I would say is that I am too old. I don't just feel like whipping up a new monster or converting stuff over to the rules from other systems.
On the other end of the spectrum is LotFP. It is an OSR clone that takes a very rules light approach to the game. When I first introduced it to players some balked at it because the fighter class was the only class that advanced in combat abilities. I saw this as a feature though, as in many other systems the magic user classes soon eclipse the non-magic classes in versatility and power. In this way the fighter remains the king of combat. The balance come in little things like there are no monsters with armor better than plate mail, so even a non-combat class has a chance to affect physical combat at any level. Pretty much any adjustment I need to make on the fly during the game can be made with a +/- 1 or 2 to a roll and move on. The adventures published by LotFP is where the game really shines. Most of the adventures are system neutral and so can be easily ported to any game (I might even take the effort to port them to Hackmaster!) because they aren't filled with combat for combat's sake. If a monster is present, there is generally only one and it is an important part of the story rather than just an encounter. Like Call of Cthulhu though, the adventures are harsh and unforgiving.
The downside is that I have had players quit because of these adventures.
There are plenty of other systems that I like for specific games too. Usually because the rules provide incentive to, or not to do certain types of behavior in the game, or help establish the feel the game is going for.
I like Deadlands classic for this reason, it uses a poker decks and chips to assist in the game mechanics, which provide a unique system that helps with the whole wild west theme. It is far more complex then the streamlined savage worlds rules, but I think it also provides a lot more depth. One of my favorite bits is the use of "wind" and "wounds" which is much like non lethal vs. lethal damage, but also handles the wider range of terror, needing to catch your breath etc. compared to a broken leg or a shot up gut.
Wednesday, September 28, 2016
Deadlands
Spoilers ahead
Deadlands Classic is one of my favorite games. It was around 1999 that I picked up the rulebook at a used bookstore in Berkley. The freedom of the wild west mixed with zombies and other monsters just makes for something that catches my imagination. I was hooked and had to get just about everything I could for the setting regardless of how much playtime I could get.
I was impressed with the Doomtown card game that was already going out of favor by the time I found it. With each of the games core concepts divided up into different fractions you vied for control of a single boom town. One of these factions were "the bad guys" -The Whateley family. They didn't beat around the bush with a subtle connection. They Whateley family, much like their Dunwitch Horror counterparts mixed with things not of this world and were suitably creepy.
So here it is 2016 and I get a Deadlands comic "The Cackler" It is a suitablely creepy bad guy who as the comic goes on is revealed to be the progenitor of the Whateley clan. Ok this guy is something to be reckoned with. As the comic continues is reveals that The Clacker is in fact Mordrid the son of Morgan LaFey. It turns out Shane Lacy Hensley (the creator of Deadlands) had planned this bit all along and had just waited about 20 years into the games existence to reveal it! Talk about playing the long game...
A "new" edition of Deadlands has been out for several years now. While I don't have anything against the Savage Worlds rule system, it is watered down compared to the Deadlands: Classic rules which I prefer. I do like though that instead of just re-hashing everything from the previous edition, they continue to move the story of the game world forward with their Plot Point books, which satisfyingly let you encounter (and even defeat) the big bads set up in the classic campaign books.
In this way Deadlands reminds me of another lost gem of roleplaying: Torg. In both of these the players are faced with a bleak world with enemies much larger and powerful then they are, and quite possibly ever will be, and yet they can affect the world for good, and bit by bit rally the human spirit to push back the creeping intrusion of reality. It is a step away from the every popular grim-dark settings that let you valiantly fight against the inevitable dying of the light into the slightly silver lined realm of shall we say, grim-twilight, where the light may yet still be returned to the world.
Best of all they are running a kickstarter for a re-release of the classic version (something I totally don't need, yet need all the same) as well as a new plot point campaign for one of my favorite villians/settings in Deadlands: Dr. Hellstromme and the City of Gloom.
Why my favorite. Well, firstly I like Dr. Hellstromme's style. He knows what is really going on, and in a very Faustian way is willing to sell out the entire world to get his wife back (awwww). That and Hellstromme represents one of the great sleeper hits of Deadlands, the weird science. Deadlands was well into steampunk before it was even a thing (I dare say it is one of the un-credited founders of the genre).
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