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Re: [Re: [[DL] Dealing With Wind]]
My group consists of people with children. Baby
sitters will only tollerate so much. :)
Hahaha.
Jesse
--- Ogy Joe <OgyJoe@netscape.net> wrote:
> You quit at 10 or 11? We run from like noon to 3-5
> am. Who needs sleep?
>
> Ogy Joe
>
> Jesse Burneko <jburneko@yahoo.com> wrote:
> > 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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