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Re: [DL] How do you run a Rattler? [mild spoilers]



 >(1) Armour. I had thought that Rattlers had more armour than 1. In this
 >instance, it may not have made a serious difference, but rolling 5d10 rather
 >than 5d12 might have. NEVER forget armour.

Ladies and gentlemen of the Weird West

Wear armor

If I could offer you only one tip for the future, armor would be it.
The long-term benefits of armor have been proved
  by scientists, whereas the rest of my advice has no
  basis more reliable than my own meandering experience.
  I will dispense this advice now.

  Enjoy the power and originality of your Huckster.
  Oh, never mind. You will not understand the power
  and originallity of your Huckster until they've dead.
  But trust me, in 20 games, you'll look back at a copy
  of your Huckster and recall in a way you can't grasp
  now how much possibility lay before him and how fabulous
  he really was.

  You are not as fast as  you imagine.

  Don't worry about the future. Or worry, but know
  that worrying is as effective as trying to solve an
mystery by throwing dynamite.
  The real troubles in your game are apt to be things that never
  crossed your worried mind, the kind that the marshall blindsides
  you with while your not paying attension.

Do one thing every game that earns you a chip for humor.

         Reload.

Don't be reckless with other people's charaters.
  Don't put up with people who are reckless with yours.

               Overawe.

Don't waste your time on chips hoarding.
  Sometimes you're ahead, sometimes you're behind.
  The race is long and, in the end, it's only with the Marshall.

Remember the Legend chips you receive.
  Forget the Black chips.
  If you succeed in doing this, tell me how.

Keep your old charater sheets.
  Throw away your old notes.

               Mosy.

Don't feel guilty if you don't know what your charater goals are.
  The most interesting charaters I know of didn't know
  at the first game what they wanted to do with their lives.
  Some of the longest lasting ones still don't.
Get plenty of ammo. Be kind to your posse.
You'll miss them when they're gone.

               Maybe you'll die, maybe you won't.
          Maybe you'll become Harrowed, maybe you won't.
          Maybe you'll retire at the end of this campaign,
          maybe you'll become a Legend of the wierd west in the Hell on Earth
setting.

Whatever you do, don't congratulate yourself too
much, or berate yourself either. Your choices are
half chance. So are everybody else's.

Enjoy your Tempest ability.
  Use it every way you can.
  Don't be afraid of it or of what other people think of it.
  It's the greatest instrument you'll ever own.

               Quickdraw, even if you have nowhere to do it but your
               saloon room.

  Lisen to the flavor text, even if you would rather ignor it.

  Do not read the Marshall's section.
  It will only ruin your enjoyment of the game.

Get to know your sidekick.
  You never know when he'll be gone for good.

  Be nice to your NPCs.
They're your best link to your past and the people
   most likely to stick with you in the future.

  Understand that villian come and go, but with a
  precious few you should let them get away.

Work hard to bridge the gaps in geography and lifestyle,
  because the longer you've been around,
  the more you need the people who knew you
before you were wanted.

Live in Lost Angels once,
  but leave before it makes you hard.
  Live back east once,
   but leave before it makes you soft.

         Dodge.

  Accept certain inalienable truths: The threat level will rise.
  The Marshall is out to get you. You, too, will get Harrowed.
And when you do, you'll fantasize that when you
were alive, Threat were reasonable, and the Marshall
took things easier on the Harrowed.

               Respect the Agency.
Don't expect the Recongners to ignor you.
  Maybe it will be a El Diablo.
  Maybe it will be Stone himself.
But you'll  never know when either one might show up.

Don't mess too much with your charater or by the time
you're done you'll be a munchkin.

Be careful whose advice you buy,
but be patient with those who supply it.
Advice is a form of background information.
Dispensing it is a way of letting the Marshall
get the adventure back on track,
or even giveing out a red herring.

               But trust me on the armor.

From: brom clancy  spleen23@usa.net


-------------------
Allan Seyberth
darious@darious.com
Deadlands fan site - http://www.darious.com/

People who are wise, good, smart, skillful, or hardworking don't need 
politics, they have jobs.
                 -P.J. O'Rourke