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22:30, 26th April 2024 (GMT+0)

Deadlands: Reloaded.

Posted by BelirahcFor group 0
Belirahc
GM, 29 posts
Where savage fans go
for savage discussions.
Fri 12 Jan 2007
at 12:32
  • msg #20

Re: Deadlands: Reloaded

That's the thing with PbP games Seeker, no set times.  It's a little difficult to get use to, but once you do it makes things a little more relaxed.

Glad to see you still have the Doc, Brianna.  Sorry I couldn't keep the Reloaded game I was running... well... running, but I think that was lack of preparation on my part.  I rushed into it, and didn't seem to have the time to get everything right.

I kinda embarrassed myself on that one. *blush*
Dark_Fenix
player, 25 posts
Fri 12 Jan 2007
at 12:57
  • msg #21

Re: Deadlands: Reloaded

Bel - I think we both realised the amount of work in running Deadlands under the new Reloaded system.
Thats why I'm trying to work out as many ideas as I can for running a game and ensuring I think of everything that might crop up - Names, locations, scenes, random twists, etc.

Hopefully I will be able to give it another hot when I have converted HoE over ;)
Belirahc
GM, 32 posts
Where savage fans go
for savage discussions.
Fri 12 Jan 2007
at 13:01
  • msg #22

Re: Deadlands: Reloaded

Well, the probem I ran into was converting an established Deadlands adventure into a Reloaded one.  I didn't expect it to be quite that .... irritating at times.  Could have been that I didn't grasp the enormity of the task, it could have been that I didn't recognize a few weak points I had with the system.

But I understand about preparation, and if I start another game, I plan on being more than a little prepared next time.  I won't rush out and open a game just because I can.
Trilan
player, 10 posts
Fri 12 Jan 2007
at 13:28
  • msg #23

Re: Deadlands: Reloaded

I'm in the same shape for your game seeker. I can usually post multiple times a day (during the week) but only between 8AM and 4PM EST, and not in one solid chunk. So I'll have to withdraw my RTJ too.
SeekerKasumi
player, 4 posts
Fri 12 Jan 2007
at 14:33
  • msg #24

Re: Deadlands: Reloaded

Well, I am a bit let down by most people, here and on the PEGINC boards saying they won't be able to play if it has a set time, so I'm starting to think of how to handle things if I did run it free-form.

Normal roleplaying situations work out fine, obviously. The only issues I see are - dealing with Fate Chips, Experience, and combat.

I guess I can "refresh" everyone's Fate Chips and award XP every week or so (real time), based on what was accomplished. That might even kill two birds with one stone, as it also encourages players to make continual postings over the course of the week. Ok, guess that won't be as much of a problem as I thought. ^^;;

My main issue with combat is that I'm not totally comfortable with the idea of a single gunfight taking about a week to finish. I'm mainly worried about remembering what I had planned for it, expecially if this fight is closely tied to the main story.

I've always been a bad GM when it comes to writing things down, and keeping notes of my plans, so maybe this will be good for me on the whole, and help me improve my overall GM organization skills.

Ok, I've convinced myself, I'll try it freeform, see how it flies. Anyone who was interested, and only put off by the whole scheduled session thing, please PM me with a character writeup. Include stats, and a short backstory, and of course, your character's worst nightmare.

See ya on the trails.
Dark_Fenix
player, 27 posts
Fri 12 Jan 2007
at 14:50
  • msg #25

Re: Deadlands: Reloaded

I wouldn't think of open time as Freeform Seeker - You still have the full rules, dice rolls and so forth.
In regards to XP and Fate Chips, I would pick certain stages of the story. So when we complete our first big fight, that would be the end of a normal session and so XP handed out, and so forth.

If you are worried about having combat drawn out, then you can always have time limits on posts, like minimum every X days during combat. In a Streetfighter game I'm playing in, if we don't post after 48 hours of a new turn, we default to pure defence.

So, expect to see a new PM from me with details of my Texas Ranger ;) [Not call Walker, hehe]
Trilan
player, 13 posts
Fri 12 Jan 2007
at 16:14
  • msg #26

Re: Deadlands: Reloaded

I'm tied up right now but I'll get a submission later today.

I'll have to think about what I want to be specifically. I had been thinking a Ranger too (the local sherrif kind not the secret service) but that doesn't work with 1 riot 1 ranger ;). Maybe a hired gun for one of the rail companies.
Brianna
player, 7 posts
Fri 12 Jan 2007
at 17:32
  • msg #27

Re: Deadlands: Reloaded

*grin*  No, I wouldn't call it Freeform - that means something quite different to me.
Belirahc
GM, 35 posts
Where savage fans go
for savage discussions.
Fri 12 Jan 2007
at 17:43
  • msg #28

Re: Deadlands: Reloaded

Seeker... the best way to handle things like fate chips and xp and such stuff if to think in an episodic way.  PLaying in PbP games will take much longer than a table game, but you will cover the same ground.  When an episoide ends, just like when a table session ends, that is when you would do things like refresh fate ships and pass out XP.  That way, you don't overdo it, which can happen in PbP posts on occasion.

And even though you are not playing within a set timeframe, you are still using a set of rules that will help guide the game.  When most people in PbP games see freeform, they think 'no set rules'.  They can pretty much do whatever they want in a cooperative roleplay (where you have to get consent to do something to someone else).

Personally I don't think that there is such a thing as Freform gaming, because even freeform games have some rules (such as no godmodding, no killing without permission, etc).  Basicly they are extreme rules light games. ^_^
Brianna
player, 11 posts
Thu 22 Mar 2007
at 02:41
  • msg #29

Re: Deadlands: Reloaded

Repost of questions for one of my games, in case someone from here can help before someone in the game does.  Character referred to is a doctor.

quote:
OK, I'm still struggling with this 'level up' thing.

I understand that she gets four advancements, one of which should be to an Attribute since she can only do that when her rank changes.  Hmm, Smarts, I guess, so that she can keep upping her ability to fix you guys?

'Increase' skills - again this is up a die type?  And since normally these advances wouldn't come all at once, she can bump a single skill more than once (within the other limitations)?  So she can do six bumps for her other three advancements?  I suppose no more than three to one skill though, one per advance?  Hmm, bump the Healing skill, or take the Healer Edge?  I'm thinking the bumps, if she can take two.

Belirahc
GM, 82 posts
Belirahc@gmail.com
Anime Otaku!
Thu 22 Mar 2007
at 11:32
  • msg #30

Re: Deadlands: Reloaded

Reposted to help others as well.
Savage Keeper:
Skills with regards to bumping use the following rules.

1) You can bump two individual skills to the next highest die level, as long as the die does not exceed the attribute it is attached to.

EG>  Say you had Healing and Knowledge (Medical) at d6, and your smarts (the linked attribute) was at d8.  For a single advancement, you could bump both skills to d8.  However, if one of the skills was already at d8, you could not use this method to increase its die roll.  You'd have to use the following method.

2) You can bump a single skill to the next highest die level even if it would exceed its linked attribute.

EG> You Smarts and Healing are both at d8.  You want to boost your healing to d10.  YOu can do it, but that would be your advancement.

In all honesty, it is best to increase your atttribute before you increase a skill because of this.  Maximizing your potential and all, doncha know.  However you can only raise a single skill one die per advancement, regardless of the type of advancement used.  If your Smarts was at d8, and your Healing was at d4, you could not use option 1 to boost your Healing to d8.  You can only rise as high as d6 until your next advancement.

Hopefully this helps some.


And, since I missed this in the other posting.

Any time you advance something with a die attached to it, you increase the die one step:  d4 to d6, d6 to d8, d8 to d10, d10 to d12.  Advancing an attribute can happen once per level, and unless there is a reason for not doing it at the time, advancing an attribute is a good 'first' advance for a level, as you can increase multiple skills that way.

Also note that the only way to go above d12 is with legendary edges, so once you hit the d12 mark for an attribute, you can go no higher for a while.
This message was last edited by the GM at 11:33, Thu 22 Mar 2007.
Brianna
player, 12 posts
Thu 22 Mar 2007
at 20:53
  • msg #31

Re: Deadlands: Reloaded

OK, I understand the one die type up per bump, and the limitation possible if the related attribute isn't higher than the skill.  So, theoretically she could use her first three advances to bump the same two skills one die type each advance, or any total of six bumps to varied skills, and the fourth advance (the one that ups her rank) to raise an attribute.  Smarts seem the obvious attribute to up, but are there others I should consider?  Spirit or vigour, perhaps?  Advice would be gratefully accepted (whether followed or not *grin*)

And what about the skills?  Six bumps possible for the three advances - possibilities are, given that whatever the attribute bump is, it would come after the skill bumps:
Guts - 2 bumps (no good if the doctor is busy puking or running when you need her)
Healing - 1 bump
Medicine - 1 bump
But that leaves two, unless she buys another d4 skill.  However, I don't see any on the list that seem good for her; she already has at least d4 in the most likely ones for her.  So two of:
Shooting (*sigh*  but the dice would still hate me)
Indian Sign language
Notice
Survival
The first could only have one bump, but the others could have the two left - seems better to spread them out though.

Or would I be better to take another Edge instead of the last two bumps?  If so, any suggestions?
OggyBenDoggy
GM, 49 posts
Algiso/50F. Doc Brown/
HOE.  Sharpe/Rippers
Thu 22 Mar 2007
at 21:03
  • msg #32

Re: Deadlands: Reloaded

note that wth 4 advances, three are novice, and one is seasoned.  So you could go, for example
5 - bump spirt
10 - two sklls
15 - two skills
(now seasoned)
20 bump vigor

or, if you really want to raise a lot of skills, the 20 can also be two skills.

Guts - good to have, note that you do have Grit :2 (for being seasoned) which is plus to (but a lot of times there are minuses.

Notice and stealth are also pretty good.

(what is Medicine?  A knowledge skill?)

Personally, I'd go for 1 attribute, one edge, and 2 skills, and pick something else for the 4th.  the Healing edge is good; healing checks are at a penatly equal to the patients wound level; that's up to -3

Indian sign would be cool, I don't think anyone else has it.

FWIW, I did this:
5 - Strength d6
10 - Conviction
15 - Shoot d6, Faith d8

Seasoned
20 - Professional Edge: Scout

1 attribute, 1 set of skills, 2 edges.  One edge for my AB, and one for my role as "scout guy"
This message was last edited by the GM at 21:04, Thu 22 Mar 2007.
Brianna
player, 13 posts
Thu 22 Mar 2007
at 21:17
  • msg #33

Re: Deadlands: Reloaded

I could bump both Spirit and Vigour with these four advances??  Or more likely one of those and Smarts?  I thought I could only bump an attribute with the fourth one, the one that takes her to Seasoned?

AB?

I did look at the Healing edge, but might I not be better to bump her skill die as long as I can?  And I'm not sure of the value of other Edges, as compared to bumping a couple of skills.

Yes, Medicine is a Knowledge, and an obvious one for her to keep 'topped up'.  Hmm, maybe what I should do is just post the relevant part of the character sheet here?  *grin*
OggyBenDoggy
GM, 50 posts
Algiso/50F. Doc Brown/
HOE.  Sharpe/Rippers
Thu 22 Mar 2007
at 21:29
  • msg #34

Re: Deadlands: Reloaded

you can do one advance as novice, one of the first 3, and one at seaseond.  The other thing to do with the last advance is to take a "seasoned" edge, if there is one you want.  Or of course skills.

AB = arcane background.

The healing edge is +2 to all heal checks, and gives up to 5 companions a +2 to their natural heal checks.  Heck, just a +2 to your skill is about as good as two bumps in the die size.  Larger dice = less often openended, but when you do get openended, it's better.
the other thing that's nice, a bonus to skill also effects the wild die.  All bonuses and penalaites apply to the trait die and the wild die, so if you have wild and trait d6/d10, or d6+2/d6+2, the second might be better.

It also means that unless you roll snake eyes, you get a 4.
Brianna
player, 14 posts
Thu 22 Mar 2007
at 22:25
  • msg #35

Re: Deadlands: Reloaded

I think bumping attributes is my best bet, at least for now, since that also tends to give more scope to bump skills, right?

So:
1) Bump Spirit from d8 to d10 (or Vigour from d6 to d8??, if that's better?)

2) Take the Healer Edge

3) Bump Guts and Medicine one die each

4) Bump Smarts

How does that sound?
OggyBenDoggy
GM, 51 posts
Algiso/50F. Doc Brown/
HOE.  Sharpe/Rippers
Thu 22 Mar 2007
at 22:31
  • msg #36

Re: Deadlands: Reloaded

bumping spirit would help with recovering from being shaken, and I think resisting some spells.  and help with guts and I think social type skills

vigor would help aganst disease and points, and combat damage.

not knowing what stats you have now, I'd say it looks pretty good.

I've found it kind of useful to map out what I'm gong to buy, it changes soetimes, but that way I raise the rght stat for later skills, or get the prereqs for Edges, etc.
Brianna
player, 15 posts
Thu 22 Mar 2007
at 22:59
  • msg #37

Re: Deadlands: Reloaded

*grin*  Well, I did say what her Spirit and Vigour currently are, and her Smarts are at d10, going to d12.  Hmm, I'd looked at skills I probably want to bump in the future, but maybe I'd better have a look at the Edges, in case there's one at a higher rank that would suit her.
Trilan
player, 28 posts
Mon 2 Apr 2007
at 18:30
  • msg #38

Re: Deadlands: Reloaded

I've got to say... I was disappointed when they said that Slaughter Gulch isn't going to run on a version of the Savage Rules. I would have expected them to use it as a gateway game but it seems that's only very loosely the case.
Corwin
player, 2 posts
Tue 17 Apr 2007
at 15:28
  • msg #39

Re: Deadlands: Reloaded

Thoughts on a rules "situation"...

The Reputation edge is kind of cool. I would love to take it. But it seems weird to me.

In order for a "good guy" to be scary, you first have to be attractive and/or personable. Because the Attractive and Charismatic edges are really the only two ways to have a positive Charisma score.

That doesn't seems right to me. Wouldn't it make more sense to base it on rank or grit or some other measure? I mean, we aren't just talking about being scary because you can say "boo", we are talking specifically about a PCs reputation.

And a PC without a Charisma mod (most of 'em, I'd wager) can't benefit from the edge at all. Even if Legendary? Odd.

Heck, even your "rep" to the manitous, which determines whether they are willing to possess your dead body, is based on grit (described as them recognizing your baddassitude).

Thoughts?
OggyBenDoggy
GM, 60 posts
Algiso/50F. Caleb/ DLR
Sharpe/Rippers,  GM/WWII
Tue 17 Apr 2007
at 15:39
  • msg #40

Re: Deadlands: Reloaded

for that matter, a fair number of hindrances give minor cha penalties, and you can get those from a failed guts check.

so if you buy charismatic for +2 cha, then rep, then blow a couple of guts checs, you could end up wth a cha of 0.
Brianna
player, 16 posts
Tue 17 Apr 2007
at 17:31
  • msg #41

Re: Deadlands: Reloaded

I don't know the mechanics of that edge, but Attractive and Charismatic are quite different in my mind.  The charismatic person may not be attractive at all; it's more that s/he commands attention.  Whether that 'attention' is of the 'oh, I want to do whatever you say because I like you' or 'oh, I'll do whatever you say because I'm afraid not to/fascinated though horrified by you' or some variation of these is quite another matter.
Marshal Wordsmith
player, 1 post
Fri 13 Mar 2009
at 17:05
  • msg #42

Re: Deadlands: Reloaded

Hello All,

I'm a newcomer to rpol, but a long time Savage and (mostly) lurker at the PEG boards. I'm lurking to start up a Deadlands Reloaded campaign here. Something travel oriented, and fairly episodic with an overarching story that makes its presence felt here and there. Think Supernatural in the Weird West. I'v already got some interest from someone here after advertising in the Proposals forum, and once I get at least one other person interested, I'll get the game posted.
OggyBenDoggy
GM, 148 posts
Fri 13 Mar 2009
at 17:19
  • msg #43

Re: Deadlands: Reloaded

I posted in your Player's Wanted thread, I'll go ahead and post here as well
derfinsterling
player, 11 posts
Fri 13 Mar 2009
at 19:32
  • msg #44

Re: Deadlands: Reloaded

I'm interested as well.
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