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Re: [DL] Another Silly Question
On Sunday, September 29, 2002, at 12:11 PM, Old Kethcum wrote:
> My personal vote would be for you to not use the "PC Train of Doom and
> Gloom and All Other Things Bad and Nasty" AKA "Night Train". Try to go
> for an adventure with smaller combats scenes until you and your group
> get a little used to keeping Deadlands combat moving. Of course, a
> couple of trial runs through some mock combat could alleviate this
> problem. Deadlands is my all-time-hands-down-no-question-about-it
> favorite RPG ever, but combat can be a bit intimidating to just jump
> into with practice. There are an awful lot of modifiers and options to
> remember, and it can get confusing. I would recomemend making a cheat
> sheet for your players with common combat modifiers (both positive and
> negative), and different options they have in combat, i.e. test of
> wills, dodging, running away (why does the posse never think to
> turn-tail when thier dieing, sheesh). Okay, enough rambling from and
> old Marshal. Have fun, it's dang-near impossib! le not to.
This might be a good reason to do some solo-adventures with one or two
of the planned posse before you have the whole group. Most groups have
certain members that are more willing to go slow and steady through
combats to let you all learn before the big thing... These don't have to
be supernatural slug-fests, just roleplaying the background that
introduces one or two characters before the actual campaign starts.
--
Brett
LORD, WHAT CAN THE HARVEST HOPE FOR, IF NOT FOR THE CARE OF THE REAPER
MAN? (Reaper Man, Terry Pratchett)