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Re: [DL] Our first foray into DL Original Recipe
On Tuesday, September 24, 2002, at 08:16 AM, Rich Borges wrote:
> Well, me and my group (formally a DL d20 group) tried our hand at
> the PEG
> way of doing things with a sort of "combat exercise." I wanted everyone
> one
> to get a rough idea of the way combat runs and what they can do. This
> was
> the first time through for everybody including me (the Marshal.) To say
> it
> went a little rough around the edges would be an under statement. But,
> everybody seems willing to learn and found some things they like about
> it. A
> couple of the guys are even going to be picking up the book (not bad if
> you
> ask me.) And hear I thought I was doing all wrong.
> If anybody has any suggests for running combat smoother or any
> easy way to
> keep track of stuff...I am all ears. Thanks...
A couple of useful hints:
* Keep it moving! When cards are out, call the ace, and give'em maybe
three seconds to claim it before you move on... My group plays open
faced, even for my cards, so I can usually see what's coming.
Keep in mind that one round of Deadlands Classic is a lot more 'actions'
than one round of d20, generally. A LOT of my players regularly get 2-3
actions, and some seem depressed when they don't max out at five.
I also try to limit in-battle lookups. If I know there's a rule for a
situation somewhere, but I don;t know where, I fudge it, then look it up
alter. Spells ad other special effects are something of an exception,
but most of my players note where their effects can be found to make it
quicker.
* Plan, plan, plan... at the right time. If the players are trying to
create complex plans in mid-scenario, let'em try, but that will take
actions. They should do the planning BEFORE the lead starts flying, not
after!
* Reward creativity. I had a scenario where my posse fought an automaton
that resembled the classic Deadlands automaton mini mixed with an
ironclad ship. One player was resourceful enough to throw his jacket
over the steam exhaust for the things' shoulder-mounted Steam Gatling,
so I made sure to reward this by both removing the Gatling from play and
giving the character some post-adventure chips. I hadn't planed for this
bold action... but it deserved reward. Except for a few games (Feng Shui
being one) msot games make stunts difficult enough to be impossible (at
least, without chips.fate/brownie points) so most players won't even
consider a lot of stuff beyond the basic primary attack and similar
actions.
* Use the Mooks: Every version of DL classic has a mook system. This
makes them a bit weaker (they can't take the same abuse) but you can
actually run a dozen opponents if necessary... They act at the same
time, their shots do normal damage if they hit, but they just can't take
the same level of abuse. Major villians are damged the same as players,
however, and you can build a nice chip surplus while the posse whittles
down the mooks earlier in the adventure...
And most importantly of all:
* Have a good time.
--
Brett
LORD, WHAT CAN THE HARVEST HOPE FOR, IF NOT FOR THE CARE OF THE REAPER
MAN? (Reaper Man, Terry Pratchett)