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Deadlands | ||
Author: n/a
Category: game Company/Publisher: Pinnacle Entertainment Group, Inc. Cost: $30.00 Page count: 224 ISBN: 1-889546-01-1 Capsule Review by SeanMike Whipkey on 06/25/98. Genre tags: none |
_Deadlands_ is the award-winning game of the Weird West by Pinnacle Entertainment Group, Inc. It's self-described as the "Spaghetti Western with meat".
Let's start with the nits first: The biggest problem with the book is that it doesn't have a table of contents or an index. This is essential, I feel, for a book like this, otherwise you spend a lot of time thumbing around, trying to find that rule you know is in there. However, one of the mailing list participants has graciously compiled an index that you can download. The weapon lists are kind of scanty; it gets kind of boring when everybody has the exact same gun. Similarly, the ammunition types aren't fully detailed; what type of ammo do you buy for a gatling pistol, for example? Lastly, some character information could be clarified. At one point, it will make reference to your "strength in yards" (or something to that effect). However, strength is measured in dice - how many yards with 3d10 strength? Or 4d4? Good stuff: Everything else.:) This is a great game. As you may or may not have heard, it is an alternate timeline game where a group of Indians brought back supernatural forces on July 3rd, 1863 - during Gettysburg. The game itself takes place in 1876, while the CSA and USA still fight, and various supernatural creatures exist. The game itself is a more of a horror then a fantasy type game. Supposedly, the majority of people (probably out east) don't believe in the supernatural, but you still have undead gunslingers, jackalopes, Hangin' Judges, etc. Characters are rated in traits given by a number of dice and the die type (from d4-d12). Traits, when generating a character, are represented by drawing cards. Aptitudes tell you how many dice you roll for your skills. There are also a number of "edges" and "hindrances" that you can take to get extra abilities and more points. There are no set classes of characters; you can play anything you want. Some full color templates are given - characters like gunslingers, Hucksters (gamblers who can use hexes, or magic), Indian shamans, priests, muckrakers, etc. The skills, traits, etc, are written like a character would speak them - you don't have a "firearms" skill, you have a "shootin'" skill. The book is broken into three parts - "Posse" which the players can read at will, including combat and character generation, "No Man's Land" which includes information on restricted characters like priests, shamans, hucksters, and harrowed (undead), and "Marshal's Law" which is for the Marshal (GM) only. Each player also gets poker chips. These function like karma or fate points in other games - they help reduce damage, increase skill abilities, etc. Combat seems to run quickly and smoothly. Each side uses "action decks" of poker cards (much like what the more mystical people use for spells, etc.) to determine what their initiative is, then take their actions in turns. It is straight forward and often messy. Also included are rules for fear and terror; your gunslinger isn't, at least at first, just going to be calm and cool when facing down a werewolf or Mojave rattler. All in all, this is a damn good game. It takes a lot of extra "stuff" (all types of dice, poker cards, and poker chips) but the flavor they add is well worth it. The game is already heavily supported (though not that greatly organized) and has a definite move that it's making, supposedly to be revealed in August.
I guess we'll see.
Style: 4 (Classy and well done)
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