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RE: [DL] The Scart Table



Wow. Thats too bad. Sounds like a really tough posse. Maybe you should try
to emphasize that even Ash got scared, and if all those things were
happening to them, they wold probably be scared as well. Hence the purpose
of role play. Maybe you should award extra bounty points to players who act
in a more realistic fassion (not neccesarily tactically smart). Good role
play is always better than good tactics in my opinion. Tactics are for
computer and boad games. Role playing games are for Role Play. Also Deadland
is funny in an Army of Darkness sort of way, but more so scary in a manner
of The Ring (have them make a vigor/con check or take 1d6 damage and have
them cough up something strange (cotton, an ear, ghost rock, glowig yellow
goop, etc)). It may work. It may not. Give it a try.

-----Original Message-----
From: Justin Baldwin [mailto:innovmr@hotmail.com]
Sent: Thursday, April 17, 2003 11:29
To: deadlands@gamerz.net
Subject: Re: [DL] The Scart Table


I'm not sure if this can help but for me and my group nothing scares the 
posse more than rolling dice. They won't take anything seriously is I try to

set a mood by decribing spooky flavor text but if right before I give a 
description I tell them to make a listen check or have a monster just stare 
at them and have them make a saveing throw. Make up a mundane effect that 
could be happening anyway. These rolls have no purpose but a posse is made 
up of people who have seen Army of Darkness 1,209,876 times and are pretty 
jaded. To scare the posse you will have to scare the players and they won't 
be convinced by your Count Chocula but they will be scared if they think 
that their charectors are about to be attacked but they don't know from 
where.



>From: Brett Dixon <balance@tubas.net>
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>Subject: Re: [DL] The Scart Table
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>On Wednesday, April 16, 2003, at 08:51  PM, Jim Burzelic wrote:
>
>>I use the Scart Table from the Marshall's Screen. Unfortunately, my
>>posse doesn't like to play Deadlands the way I do and we have a hard
>>time compromising. I like a "darker" deadlands where things are really
>>scary and the posse has to use wagons full of ingenuity to beat the
>>baddie. They like to be classic western heroes who don't get scared of
>>anything and bull-head their way along, being as stoic against a group
>>of banditos as much as a horde of zombies. This discrepancy makes the
>>Scart Table hard to use. They would rather play their fear as
>>motivating them to defeat the villain and I'd rather use the table as
>>is, to make it harder. I hates me posse, I does!
>
>A good compromise might be to do as some people have suggested and run 
>several 'mundane' adventures for every 'weird' adventure... So they get to 
>do the hero schtick overawing bandits, starring down gunslingers, and 
>similar, but when a monster comes along, they aren't so tough. It might be 
>genuinely scarier for the group... If they don't know if the 'bad guys' are

>bandits in funny costumes scaring the townsfolk, a merely amazing 
>gunslinger, or an undead abomination that eats souls for dinner, they might

>be a bit more scared.
>
>Of course, if they want to be the kind of hero they seem to want, the 
>characters should be paying for Sand, Nerves o'steel, etc... It'll help 
>them ignore the Scart table for the most part, or at least minimize it.
>
>
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