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20:24, 19th April 2024 (GMT+0)

Deadlands: Reloaded.

Posted by BelirahcFor group 0
rabideldar
GM, 75 posts
Savage World Master
Thu 1 Dec 2016
at 22:26
  • msg #120

Re: Deadlands: Reloaded

Sorry about that. I simply copied it from the browser window. Apparently it just grabbed the whole threat rather than that specific one.
bashful_batrean
player, 23 posts
Fri 2 Dec 2016
at 01:07
  • msg #121

Re: Deadlands: Reloaded

In reply to rabideldar (msg # 120):

:)   I'm still figuring out how links and things work in RPOL - especially the ones that are 'within another post in this game' and what not, so completely understandable!  I just didn't see the "IC: Deadlands: Reloaded" when I followed the link initially and that's why I asked.  Looks like  I was just failing to see it....
rabideldar
GM, 76 posts
Savage World Master
Fri 2 Dec 2016
at 18:42
  • msg #122

Re: Deadlands: Reloaded

Here ya go fella's a link to the game:
link to another game
StalkThis
player, 4 posts
Sat 14 Jan 2017
at 03:18
  • msg #123

Re: Deadlands: Reloaded

Anyone have any opinions on Good Intentions?  Personally, I really enjoyed the way the final encounter is structured. I've been reading pretty much everything I can find on Hellstromme recently, and I'm interested in how his thoughts and motives have changed throughout both the in-universe story, and in the meta.
The Stray
player, 47 posts
Sun 15 Jan 2017
at 00:20
  • msg #124

Re: Deadlands: Reloaded

My opinions are mixed. Last Sons was stuffed to bursting with things to do and places to explore, and both Stone and A Hard Place and Good Intentions seem lacking on area information in comparison. With all the plot threads dangling in Classic, a few more of Savage Tales set in SLC would have nice. I'm a bit annoyed that Good Intentions lifted the Augmentation stuff from Smith & Robards largely without doing anything else new with it...I already own that book, thank you much.

As for the Plot Points themselves, I like that they resolved the Detroit situation, and the last plot point feels suitably epic, though I don't think the campaign gives enough attention to the girl -- the posse never interact with her, so I don't think there's enough for them to care about there.

Now, it gets a lot better in some of the supplemental material they made for the Kickstarter. The Land Beyond The Busted Doorframe is just an awesome idea, Sawed 'Em In Gomorra is a nice intro to the folks who do augments, and the Perilous Parcel series is fun. The Twilight Protocol seems a bit too much like a D&D adventure and not enough like a Deadlands one, but it's still solid.
StalkThis
player, 5 posts
Sun 15 Jan 2017
at 00:46
  • msg #125

Re: Deadlands: Reloaded

I hear that, and I totally sympathize. I felt like both the girl and the manitou got too little exploration, much in the same way I felt the Elders did in Flood, and the hidden ravenites did in last sons.

I've enjoyed the additional material, although I've mostly skimmed the stuff after Sawed. Detroit is good.

I agree that using their already compact space (163 pages, right?) for stuff that's in Smith and Robards was a little frustrating, and could have been used for the updated Voodoo rules at least, and maybe a handful of more Savage tales (I wanted a Biren fakeout, dammit).  I understood Clint's response, though, that the scrapper rules are important to a SLC game.

Honestly, I've felt that if Cutter's plot points have a unifying problem, it's that they read better for a Marshal (or a player that's read through the classic marshal sections) than they play for completely new players. How do I appreciate Hellstromme's story as a player, and the importance of the final scene with no interaction with him? What if my group never played Flood? I feel that it's too impersonal. What is the point of utilizing false ravens and last sons and betrayals if the players never get any insight into the Sioux Nations? Why kill Papa Rattlesnake?

All these things are cool moments if you read classic HOE or played a lot of classic Deadlands, but they lack some punch, I feel, for new players.

Also,

Spoiler text: (Highlight or hover over the text to view)
I don't like that Nevada survived, along with Sally. Did Stone just not get the 13 souls? Or was that what White Sands was for?



It would be interesting to see what Last Sons would have looked like if it was kept to the 160pg mark like Stone and Intentions. Cutter's stated he thinks Last Sons was the result of no one editing him.
This message was last edited by the player at 00:47, Sun 15 Jan 2017.
The Stray
player, 48 posts
Sun 15 Jan 2017
at 03:03
  • msg #126

Re: Deadlands: Reloaded

In reply to StalkThis (msg # 125):

I would have loved to see some info on the Mississippi, and hope it's slated for something in the future.

In the versions I'm running of Last Sons, I'm focusing more on the Ravenites and their plots (and with Custer and HIS plots) than sticking to the sequence.


Spoiler text: (Highlight or hover over the text to view)
I don't actually mind Nevada and Sally surviving Stone...I actually disliked the hard deaths of so many Classic characters and like the retcon in a later version that just listed them as "possible" souls.

StalkThis
player, 7 posts
Wed 14 Jun 2017
at 20:08
  • msg #127

Re: Deadlands: Reloaded

https://www.peginc.com/savage-...remieres-at-origins/

The phrase "New edition of Deadlands" causes me to quirk a brow, but since the Pinnacle forums are down, no one can bombard Clint with questions.
bashful_batrean
player, 30 posts
Wed 14 Jun 2017
at 20:22
  • msg #128

Re: Deadlands: Reloaded

I would imagine it's just story progression - maybe a re-release consolidating the rules that came out with the 4-point story-arc books.  Hopefully it's not a lot off from that (unless it's poor word-choice and it's a Lost Colony plug instead.. or a bridge from DL:R to DL Noir timeframe wise).
The Stray
player, 50 posts
Wed 14 Jun 2017
at 22:29
  • msg #129

Re: Deadlands: Reloaded

They've been hinting that they've been planning a new edition of the Deadlands: Reloaded stuff, in order to consolidate material from the Plot Points and update the setting now that the Big Four Servitors have had major stories told. They probably also want to bring the Arcane Backgrounds in line with current design philosophies.
StalkThis
player, 8 posts
Wed 14 Jun 2017
at 22:30
  • msg #130

Re: Deadlands: Reloaded

So that's looking like a "Reloaded Revised" situation? Like a new set of core books with all the goodies and the proper rules for Harrowed/Blessed/Voodoo etc?

I can live with that.
bashful_batrean
player, 31 posts
Wed 14 Jun 2017
at 23:08
  • msg #131

Re: Deadlands: Reloaded

I'm hoping it's just a consolidation.  I'd hate to buy the setting material yet again.  If it's a single release update, that might not be so bad, otherwise it's a lot of money to fork over again.....  :(
The Stray
player, 51 posts
Thu 15 Jun 2017
at 01:27
  • msg #132

Re: Deadlands: Reloaded

As a person who has gone through not one, but two D&D edition changes, I know what you mean. As I understand it, they are planning on splitting up the work like Rifts, into Player's Guide, Marshal's Guide, and a creature book.
drewalt
player, 15 posts
Thu 15 Jun 2017
at 01:30
  • msg #133

Re: Deadlands: Reloaded

The Stray:
two D&D edition changes


*chuckles*

You kids today.  Back in my day we had to change editions uphill in the snow both ways...

Also a consolidated revised Deadlands would be okay by me.  Don't know if I'd buy it right away but I probably would at some point.
StalkThis
player, 9 posts
Thu 15 Jun 2017
at 07:29
  • msg #134

Re: Deadlands: Reloaded

I'm a fan of the Player's Guide/Marshal's Guide split, as the Reloaded book is huge together. PLus from a practical standpoint I can hand the Player's guide to my posse and just let it hang out on their side of the table. A separate book for Monsters means the Marshal's Guide would consist of fluff, random encounter tables, Tables of Doom, and maybe some of the weather hazards and Servitor Domain rules from the plot points, then?
bashful_batrean
player, 32 posts
Thu 15 Jun 2017
at 09:20
  • msg #135

Re: Deadlands: Reloaded

I guess my issue with DL:R is that with the Plot Point campaigns, they pretty much eliminated the on-going games DL Classic led to.  I have the complete series of both and would rather see a "here's the guide to transition to DL Noir / HoE:RL if you fail to stop the Reckoners" as opposed to "we re-positioned the game presentation so you're going to stop the over-arching story, so we re-wrote nastier villains to guarantee it happens."

Granted, 'Good Intentions' might serve as that bridge (or Devils Tower / Last Sons) as I haven't read them in their entirities.

I understand there's some consolidation/clean-up rules-wise and like the 3-book concept, but hopefully the revised SWDX would get printed first with all the 'official' rules changes and updates before they do a new edition of Reloaded.  Otherwise we'll see eratta and re-releases to update for Core changes later on.

(Plus I'd rather see the Flash Gordon stuff come out first.  But they're probably selling out of stock on DL:R so need new enticements.)

I wonder if the Conan Rise of Monsters miniatures game is a prelude to licensing for an official SW Conan release.  I wouldn't think so, since licensees are having such luck with Beasts & Barbarians.
StalkThis
player, 10 posts
Thu 15 Jun 2017
at 17:20
  • msg #136

Re: Deadlands: Reloaded

I mean, this is not the best argument, but nothing in the Plot Points stops the 'ongoing' games structure from working. I ran Flood and it took a year of playing once a week. I'm about to finish Last Sons, and it took about 9 months, but if I wanted to or if my players were of a more exploratory mindset, I could have made it last another 6, easily. And not by padding; There's enough material to fill all that space as you travel from place to place. I've been handwaving travel and random encounters, and we've got something else in the pipeline, so I've been pushing them towards the final confrontation, but the last act of the campaign could easily last months worth of once-a-weeks.

It comes pretty close to those 'ongoings'.
bashful_batrean
player, 33 posts
Thu 15 Jun 2017
at 17:29
  • msg #137

Re: Deadlands: Reloaded

Oh I agree that you could play for years with what is currently out and stage out the Plot Points (or ignore them completely), but thee are a lot of folk who just play straight through - and I think those are the instances PEG is designing for.
StalkThis
player, 11 posts
Mon 19 Jun 2017
at 07:36
  • msg #138

Re: Deadlands: Reloaded

Got my hands on the Explorer. Read through the new adventure.

A bit wary if the next stage of deadlands is headed the way I think it might, but the adventure itself is good. A good mix of structure and freedom. Looks like it might have been something that got cut from the Stone and a Hard Place plot point, actually, and slots very neatly into it.

If anyone else who's read it wants to chat about the spoilers, I'm game.
bashful_batrean
player, 34 posts
Mon 19 Jun 2017
at 08:30
  • msg #139

Re: Deadlands: Reloaded

I'm guessing "The Cackler" storyline is also influential in the revision, although haven't read my digital copy of Insider yet.
StalkThis
player, 13 posts
Wed 20 Sep 2017
at 22:59
  • msg #140

Re: Deadlands: Reloaded

Hey, anyone know if Geronimo ever got a stat block in Classic or Reloaded?
bashful_batrean
player, 40 posts
Thu 21 Sep 2017
at 00:17
  • msg #141

Re: Deadlands: Reloaded

Not that I'm finding (but Adobe's free edition no longer allows searching of multiple pdfs at once... :P  ).  Geronimo is mentioned in greatest detail (or so it appears) in the Marshall's Handbook for Classic, but no stat block.
StalkThis
player, 14 posts
Thu 21 Sep 2017
at 00:55
  • msg #142

Re: Deadlands: Reloaded

Thanks for the help! I guess I'll just make him from scratch, then.
bashful_batrean
player, 41 posts
Thu 21 Sep 2017
at 01:04
  • msg #143

Re: Deadlands: Reloaded

I do know he's referred to as a "Warrior-Priest" in a couple of references, so you may want to use that as a guide.  Another point of emphasis in all the writings/references is how evasive he is & difficult/impossible to find.  Sounds like he attacks out of nowhere and always manages to escape without leaving clear trails.  Even the Flying Buffalos from Fort 51 & Baron LaCroix's operatives haven't been able to corner him ...
StalkThis
player, 15 posts
Thu 21 Sep 2017
at 01:58
  • msg #144

Re: Deadlands: Reloaded

Yeah. He's got a permanent Wilderness Walk effect, and as I'm building him, I'm using some of the stats of Matanza from Spirit Warriors.
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