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,
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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.