It seems like a fun adventure and is set around Deadwood.Īll in all this is a product that I am happy was put out and I look forward to getting my physical copy when the kickstarter delivers. The final chapter is an update for an old adventure that was published in 1996. I don’t know that this was the most useful chapter for me but hey if you need Calamity Jane in your game, hey her stats are here. The sixth chapter covers updates for a number of important non player characters and famous historical figures for the updated game. Some of the new information in this chapter has inspired some new scenario ideas for me. The only other major source of information is the plot point campaign The Last Sons. This chapter has the most information on the spiritual grounds of Deadlands. It’s a tighter, more refined version of the RPG I and so many others fell in love with. The fifth chapter covers information on the Hunting Grounds. Deadlands: The Weird West isn’t trying to completely reinvent itself. The chapter also includes some of what occurred in the Cackler graphic novel. But since I believe that at least a couple of these campaigns are out of print now, this is a good base information to get people caught up on what has happened. So while you get the highlights, you don’t get all the details and you get no information on all of the possible side jobs that the posse could end up doing to fill out a campaign. The fourth chapter gives information on the major plot points for the old plot point campaigns. Nothing stood out too much, but it seemed to have some decent advice. Both from a western game standpoint and a horror game standpoint. The third chapter provides some ideas on how to run the game. Anyway good stuff, though there was a couple of relics that I was looking for in here that did not make an appearance. The one thing I would have liked more in this chapter is some information about designing relics for your own games. Some are really cool and some are less so. The next chapter is about Relics and gives us a number of them. All of these additions bring something interesting to the setting, and I am looking forward to seeing how several of them play out. It then rounds off with the inclusion of rules for playing a US Marshall (not an Agent) and playing a heroic Witch arcane background like the one in the Cackler Graphic Novel. It also includes the Voodooist arcane background from the Reloaded core book that didn’t make it into the new book. Both of these sections here updated from previous plot point campaigns. The first chapter has some new harrowed edges and inclusion of the Metal Mages.
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