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[DL] Workin for the other side



Hi Folks, here's a rough draft of that proposed project of mine, give me yer thoughts.

Come on in pardners. hang up yer hero’s hat a while cause this is a tale fer the villan in ya.

Welcome Back to the weird west, you look different somehow.

Workin for the other side is an alternative campaign setting for Deadlands, the Weird West. It is suitable for veterans and greenhorns and anything in-between  and includes everything the marshal needs (exeptin the Marshals Handbook, Players Handbook, some playin cards, dice and some poker chips ) to get his Band ‘o’ Villains causin havoc on the trails. Yup, you heard right  , the timeline remains the same, the world remains the same and in-fact the only thing that is different is the possee.

In this campaign, they work for the Reckoners.

They might or might not know it,  but somewhere in the hunting grounds a few puppet strings are about to be pulled.

You’ve got it folks, it’s a chance to let your bad side shine through and spread a little misery and terror in the weird west. With some new Edges and Hindrances just fer the bad guys and a few new skills not to mention character concepts you’ll be ready to turn the west not just into a land of terror, but into the Deadlands themselves. There’s even a sample adventure to get ya goin.

Don’t think it’s gonna be easy though, after all, the hero’s who you have spent so long playing and associatin with are now your adversaries, and it’s your job to take em out. Think you got what it takes to make that coming of the reckoners that much sooner? Read on. 

Keep them dogs on a LEASH MARSHAL

It’s all to tempting to just let the posse run with their evil characters and go blowin things all to hell. Sure, they would scare some folks pretty good, maybe even find fame for their troubles, but they would also swiftly attract the attention of some “do goodin” lynch mob which would swiftly put em down. It’s also a common mistake for your players to assume that since they’re playing the bad guys then the Mojave rattlers and wendigos of the world must be their allies….sorry but no. The wild beasts of the Weird West  are just that, wild, and ain’t none to particular about who happens to look like lunch. Likewise with the other villains to, it’s a bit of a back stabbin business bein bad.

The best way to run a villains campaign is simple, marshal it as you always have, the players will create enough trouble and atmosphere to shake your lil picture of the west that you originally designed for the good folks.

With regards to fate chips, dish em out as you always have, fer good role-playing and  beneficial ideas, if one of the characters comes up with a particularly nasty scheme you might consider awarding some as well.

Obviously Marshal, the posses definition of success has changed, you can judge this in several ways, firstly, have they raised the fear level of the area that they are in, secondly, did they just do their job and destroy, corrupt or kill the hero’s, or did they make sure that everyone knew about it. Thirdly of course, are they still alive and kickin, well, kickin at least. 

With regards to some new Character Concepts, you can of course just convert yer old characters. If you fancy something different find complete Profiles at the back ‘o’ this here paper, but here for your thoughts are just some down right nasty folk.

New character   concepts

Well we couldn’t send you out there with the same ol’e characters could we, unless of course they turned bad. Naturally bad versions of yer regular characters will do, but if yer hankerin fer something different the here are a few fresh ideas. Complete templates fer the list below are located at the back.

X Agency/ Ranger Operative

Crazed Scientist

Insane Prospector

Follower Of Raven

Serial Killer

The Englishman

Corrupt Reporter



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