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Re: [[DL] Dealing With Wind]



Actually in my case it DOES happen every session
because we only play once every 4 weeks on a Sunday
from about noon until 10 or 11pm.  We play through 1
entire scenario that I've written.

I tend to run my campaign like a TV show.  Each
episode being 1 whole complete story unto itself with
a few recuring themes here and there.

But I understand the fate chip build up thing.  I
suppose that can help.

Jesse
--- Patrick Phalen <pphalen@yahoo.com> wrote:
> >I see the same problem potential in Deadlands. 
> Now, I
> > noticed that some creatures don't take wind, which
> > solves the problem.  Also, the Marshal has fate
> chips
> > that s/he can spend to aleviate wounds and wind
> but
> > since the Marshal only has 3 for the whole lot of
> the
> > baddies he's running that will only work for so
> long.
> > So my question is, how do you other Marhsal's deal
> > with preventing your climaxes from being
> anti-climatic
> > by having some supposedly powerful creature
> droping
> > unconcious with 1 or 2 shots.
> 
> If it *really* is a climactic battle, then it
> doesn't
> happen every session.  I pull three at the start of
> night,
> just like players.  Plus, don't forget your extra
> every
> time they spend a red (I'm one of those nasty
> Marshalls
> that pulls on ANY use of a red)Also, just like the
> players,
> I hoard my chips for the big battle.  
> 
> To make sure that the players run out of chips
> faster than
> I do, I whittle down their stacks with mooks. 
> (Note: NEVER
> spend chips on mooks)
> Also, the Big Kahuna will be watching the battle
> from a
> hidey-hole for a few rounds, if possible, which
> means:
> 1.  He'll have a sleeve card
> 2.  He'll have spend several actions drawing a bead,
> so
> that his first shot is a head shot, at the whichever
> character he decides is his biggest personal threat
> (i.e.,
> if he can only be harmed by hexes, he will hit the
> huckster
> that he saw cast a hex, or out of general principal
> shot
> the guy with the Sharps, or the gattling shotgun...)
> 3.  If he has a special abilities that needs
> activation
> (i.e., harrowed power, hex, black magic, etc.) they
> will be
> "powered up" before entering the fray
>  
> As far as wind itself is concerned, don't forget
> that if
> you negate the wounds you don't take wind.  Also,
> use the
> oft-forgotten "regain wind" ability of chips...
> 
> Patrick
> 
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