Showing posts with label Deadlands. Show all posts
Showing posts with label Deadlands. Show all posts

Friday, November 11, 2016

Adrift: Shared Worlds



Going in to today's post, I expected to talk about an idea for a Deadlands sandbox that I have been kicking around, and I may still throw that out there as another post because it is a darned ambitious plan that may not happen for quite a while due to its scope versus my time.  The interesting bit was that, in thinking about the idea, I realized that it had its roots in the fantasy boom town idea that I wrote about previously in an Adrift post.  I also had a third idea based around a new game I picked up this past weekend called Monster of the Week that included a certain aspect of the previous two.  In that instance, I realized I had the potential to do something cool: create shared worlds.  How, you ask?  And why would you want to?  Let's take a look.

The core of the idea revolves around a common point of interest in each world:  a cave.  In the Fantasy Boomtown idea, that cave is part of a fluctuating, magical dungeon that suddenly appears, a source of treasure and magic previously unknown to the land.  A town catering to those willing to take on the dangers of the dungeon for wealth and power grows up, creating the game setting.  In Deadlands, a similar idea would be in effect: a mine in some remote place suddenly produces a strange new mineral that creates a boom town around the mine to cater to those delving into the mine, a place that is in constant flux, opening portals to random places and spewing strange dangers as a result of the powerful and unknown mineral.  The final idea I had is of a modern-day town in a world steeped in the urban fantasy tradition of Buffy the Vampire Slayer, Supernatural, or Harry Dresden where an abandoned mine or cave system suddenly erupts in magic and chaos, spewing dangers into the local town, but also providing strange and wonderful items never seen before. 

Each setting is a mirror of the other, with the connection being the cave system that suddenly erupts into a mysterious, chaotic flux.  This common connection creates the possibility of shared worlds.  In each world, the cave would randomly open portals to strange new lands, out of which come both dangers and treasures.  What if the portals connect not only to other places, but also randomly connect each of these three worlds?  What if the three worlds are actually the same exact place in three different possible universes (here we get into the Many Worlds interpretation of quantum mechanics, interesting stuff in and of itself).  The dangers are magically or otherwise twisted versions of creatures from each world, as are the treasures?  What if these unstable portals could act as temporary gateways to each world, allowing those from one to enter the other, at least for a time?  There is so much game potential here that it boggles the mind.  

Juggling each of these worlds, let alone a shared universe could be quite daunting to the game master, though it could be introduced gradually so as to build each world separately then connect them when the game is mature enough to open up new chapters in the games.  Drop hints and nods to each world as the games progress to see how long it takes the players to  figure out the connection.  Of course, this lends itself to the dangers of metagaming, another good topic for a later post, so some groups may be able to handle this idea better than others.  But I know personally I am a fan of dropping easter eggs in my games, nods to past games or pop culture references.  In this idea, I could freely do that, knowing that they aren't just head nods, but hints to something larger.  

Another possible way to handle this would be to partner with another game master, or game masters.  Each running their own games and worlds, but dropping some common element in each world to start the connection, allowing for each to borrow from the other games as sparsley or liberally as they wanted.  At some point, this could even lead to crossovers, players from one game suddenly playing in the world of another.  Game masters could even move with the players, allowing them to run games in each other's settings for fun and entertainment.  If you were feeling particularly saucy and had a good amount of time and energy, you could create an overarching campaign dealing with why these caves and portals are appearing, what they are actually doing to the worlds (probably nothing good) and how the players from each world need to help in order to end the danger.  

The idea of shared worlds is nothing new, not by a long shot.  But I wanted to share my version and how it could potentially be used in my (and potentially your) games.  I am categorizing this as an adrift idea right now due to the time and planning involved in really making this work on a macro level, but it is something I will no doubt work towards.  If you are a player in my games, my apologies for the potential spoilers, but you never know when, where, or how I might final realize this.  Hopefully this gives you something new to chew on for your games.  Happy many-worlds building!

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!