Friday, October 21, 2016

The Favored: Deadlands

Image Copyright Pinnacle Entertainment Group



I was staring at a blank page, struggling with what I should write about today.  There are times when the well is dried and there is not much you can do to fill it.  I started down some paths and quickly gave up.  Nothing was hitting me.  In frustration, I glanced at my email to see if anything new showed up, and lo and behold I see an email from a recent Kickstarter that I backed: the 20th Anniversary edition of Deadlands, the Weird West RPG that won my heart long ago with the simple subtitle, "The spaghetti western...with meat!"  I had just received my pdf copy of the book, and paging through the copy, taking in the new art while the latest album from the Pine Box Boys played in the background (The Feast of Three Arms, of you want to check it out...horror-themed country folk), I realized I might as well talk about one of my all-time favorite systems and settings.  So here it is, one of my top 5 RPG systems and settings:  Deadlands Classic.

Now, before you go off and google Deadlands, let me clarify which I mean, because there are two versions of the western setting (as well as a couple of versions of a post-apocalyptic setting using the same world and system).  Originally, there was what is now called Deadlands Classic.  As the years progressed, the creator sought to streamline the system and make it more accessible, as well as usable in a number of ways, so he created the Savage Worlds system.  The version that I favor is the Classic system.  Savage Worlds is a decent generic system but suffers the generic system issues of losing setting-specific flavor and unique systems in favor of lighter rules that lean towards bland in order to fit into a number of settings.  Though I would happily play a Savage Worlds game, I much prefer the older system.

Deadlands Classic is a bit of a mess, system-wise, let me tell you that up front. The combats are probably the roughest part, with each attack action taking a number of dice rolls to determine to-hit, damage, location, magic rolls if needed, etc.  So one combat can go on for hours, if you let them.  The system is also ranged-oriented, so the melee rules are a little wonky, at least in the original version.  A later update smoothed some of the issues out, but the system remains close to broken in a few ways, but if you aren't above house ruling, then you should be fine.  

What it does right is add a number of setting-specific mechanics that give the system its flavor.  You use poker chips to represent experience gained, as well as chances to change dice rolls, avoid damage, etc.  Since gambling is a big theme in the mythology of the west, you have to decide whether to hang on to those chips for that experience at the end, or burn in them in a chance to alter your fate.  To keep with the gambling theme, you use a deck of cards to determine initiative.  In addition, one magic class, the huckster, actually plays a hand of cards with a demon in order to cast their spells.  Those that hate randomness in games may want to steer clear of this class because you can get anything from an epic, god-like cast off of a hand in one cast, and a complete dud in the next.  But that wildness, to me, is part of the flavor and the fun.  Beyond these unique mechanics is a skill-oriented system augmented with a merit and flaw system to build depth in a character, and a way to be rewarded for actually playing to your flaws.  

Beyond the system is the heart of the game:  the setting.  Deadlands is the epitome of "weird west", combining history, magic, horror, and a touch of humor to create a wonderful backdrop to tell stories.  The best Deadlands game can move successfully from a straight western to pure horror as a normal situation is turned on its ear by something beyond the norm.  In Deadlands, fear is food for the dark entities causing the horror in the west, making nightmares real in an attempt to sow more fear in a bid to terraform the Earth in preparation for their eventual return.  Player characters represent the light in the darkness, doing their best to fight fear with hope.  Their strongest weapon is storytelling, telling everyone the see of their victories against the darkness and lowering fear levels.  Otherwise, fear can reach a high enough level that an entire area is claimed by the darkness and only the strongest can push it back.  

The alternate history setting gives game masters (called Marshals in Deadlands) the leeway to play with historical events and figures, giving them different outcomes or backgrounds to suit the story they are telling.  In addition, death is not necessarily the end for characters.  If they die, they have a chance to come back as a sort of sentient undead called Harrowed.  If they are chosen by a dark spirit (called manitou), they must play through their worst nightmare in order to fight the manitou for control when they return to the world of the living.  Harrowed enjoy some powers and benefits, but they must constantly fight the manitou riding inside.  If they fail, the manitou can take temporary control use the character to cause the very fear they are fighting.  

I could keep going, but I will spare you my gushing.  Suffice it to say, Deadlands is one of my favorite systems.  Is it perfect?  Absolutely not.  But the unique system mechanics, combined with the wonderful version of weird west storytelling it offers makes it rise above its faults in my opinion.  So if you have never had a chance to play or run Deadlands Classic, look for the 20th Anniversary edition coming soon from Pinnacle Entertainment Group and dive into your own spaghetti western...with meat! 

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