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RE: [DL] New Marshal New Posse - Minor Spoilers
-----Original Message-----
From: owner-deadlands@gamerz.net [mailto:owner-deadlands@gamerz.net]On
Behalf Of Robert Zimmerman
Sent: Monday, October 25, 2004 11:55 AM
To: deadlands@gamerz.net
Subject: [DL] New Marshal New Posse - Minor Spoilers
Hello Everyone,
I just Marshaled my first DL Classic game this weekend for a group of hard
core D20 players (I'm a reformed hardcore D20 GM myself) and we all liked
it. I'm hoping for some guidance from the old hands on the mailing list. I
hope I'm not too long winded of you guys.
I plan on toning down the deadliness of the system slightly. There will be
risks. If a player chooses to wear a flame thrower and gets shot in the
back I hope they have a lot of chips. I want them to have respect for
combat, but not be so affraid they absolutly dread it. I'm just going for
some character longevity to encourage character devolpment. On too the
quetsions...
- I'm not going to make any changes to the system until I have a little more
experience. Any suggestions on making characters a little more survivable.
I was thinking of give one or two extra wounds per location.
>>>Those used to attrition style rpgs can find the Deadlands system a tad
jarring. Instead of altering the number of wound levels just give out more
Fate Chips. Reread the section on awarding Fate Chips and so long as the
posse members act like heros reward them with an extra chip or three. They
play up their hindrances throw a few more Fate Chips. Get into the habit of
rewarding the players for being creative, enthusiastic, punctual whatever!
- Too keep the characters advancing and keeping my longevity goals in mind
above how much bounte should a typical session had out? I don't want to get
too powerfull to fast.
>>>Again reread the relevant sections of the Marshal's guide and do a little
prep before each session. Each player should earn 1 white for participating
in the chapter, add another white for surviving the chapter and throw in
another chip for each chapter objective. If the objective was relatively
easy make it a white, difficult red, and absurd blue. For extra objectives
for side quests, roleplaying, timing, humor what have you throw another red
or white each.
- Only one of these guys has any idea what deadlands is. So I have the
chance for total discover of the secrets. They know about ghost rock, giant
spiders, rattlers, huxters, etc. They have no idea about the reconing,
harrowed, manitous, black magic, etc. I plan on faking them out for a
while. Introducing some "zombies" the locals fear only to find out they are
drugged living people like in the book "Serpent and the Rainbow". Any tips
on how to slowly introduce the mystery and keep them guessing. I'm looking
for anything and everything you have. Adventrue ideas, meta plot ideas,
techniques...
>>>Keep it simple at first and build slowly over time. The key to horror is
to keep the players in the dark and step up the unease and horror gradually.
Also remember this isn't Call of Cthulhu or Kult, the posse should have a
fighting chance and their efforts should be encouraged and rewarded
otherwise they'll lose interest. Deadlands is at it's heart a western soap
opera, watch a few westerns for inspiration.
>>Marshal Wolf