Goto [ Index ] |
Note: If you’re going to play in an upcoming Deadlands campaign and don’t want to know anything about the setting (including metaplot secrets) I recommend skipping this review as it does contain spoilers.
The Physical Thing
This is a 255 page full color hardcover book showcasing the very best in RPG production standards. Frequent high quality art litters the book, showcasing a variety of interesting scenes from the weird west. The text and formatting make the book very easy to read. Applicable charts, an index, and a table of contents are all included to make the book very easy to use. Absolutely top notch.The Ideas
Deadlands is an alternate history western setting with a strong horror theme. Way back in the middle ages magic existed and was drawn largely from demons that inhabit a mystical realm often called the Hunting Ground. The big nasties that controlled this realm released all manner of horror on the world, and eventually the world had enough. A bunch of tough Indian Shaman got together and entered the Hunting Grounds in an attempt to put the evil to rest. They succeeded, after a fashion, by forcing the baddies into a stalemate with them. As long as the Shaman remained in the Hunting Grounds the evil couldn’t touch the world anymore.That’s a bad deal for the big ole’ evil fellas behind everything, what a Texas Ranger in the know would call the Reckoners, because they subsisted off the fear their manitous (smaller demons) brought them. With the maintou trapped by the Shaman the Reckoners fell into a deep sleep, and the world kept going along just like our history books say.
Then along came a fella named Raven who, to make a long story short, went on a vengeance quest after his tribe was slaughtered by white men. Ultimately Raven went to the Hunting Grounds and whacked these old Shaman while they weren’t looking, releasing the evil back into the world.
Evil was a bit smarter this time and decided to go about things all subtle like. Instead of giant monsters attacking towns, it has things lurk out in the wilds. Instead of outright killin’ folks, it has them just disappear one day. It’s the sort of horror folk whisper about, not the sort they build fences to keep out.
Raven’s big thing happened around the Battle of Gettysburg, and rumor has it General Lee’s soldiers just wouldn’t stay dead. Other weird stuff started happening. A great quake in California dropped a fair bit of that Commonwealth into the ocean, revealing mazes full of a new fuel source called Ghost Rock. This stuff was so strong it could power all manner of new scientific invention, from giant steam powered war machines to gattling pistols.
The civil war continued, changed by these unexpected events. Deadlands: Reloaded updates the setting a few years from the original product. Now the Civil War is over, but the great Rail Wars are still in full swing. Fans of the original setting need not fear, however. First, it would be extremely easy to just use the original setting. This product absolutely supports that with all the information on critters and such. Second, the updated setting is very adventurer friendly. There’s a lot to do now that the big war has come to a close (or perhaps just stalled).
In Deadlands: Reloaded players take on the roles of Texas Rangers, Mad Scientists, magic using Hucksters (think wizards that use cards), Preachers, Shaman, Indian Braves, Saloon Girls, Gun Duelists, Snake Oil Salesmen, Muckrakers… just about anything you can think of, or any combination of ideas. These characters are the Good Guys and their job is to Fight Evil. No, really, the book presumes you’re playing heroes that want to do good. There’s still all kinds of shades of grey, but at the end of the day the Reckoners and their minions are the sort of evil that everyone can raise a fist against.
Under the Cover
To reiterate, this product requires the Savage Worlds rulebook. This is not a complete game, but is more of a setting book for Savage Worlds.Deadlands: Reloaded is divided into three main sections, each with several subsections. Here’s what you get:
Part 1 Player’s Handbook 63 pages.
This is the part of the book that everyone should read, though folk will get by just fine if the skip to character creation. It gives an overview of the setting, presenting information that any PC would know as well as general world background so the players can get a feel for Deadlands. Character creation and equipment round out this section.
Out West
This is a general introduction to the setting, giving players an overview of all the regions of what we call the United States. The Confederate States of America, the Union, the Sioux Nation, and the Republic of California make up just some of the geopolitical areas that makeup North America. This whole section is well written, interesting, and an excellent overview of the world for anyone new to the setting or just trying to come up with character ideas.
Makin’ Heroes
It’s character creation! The process is largely unchanged from standard Savage Worlds. New Hindrances and Edges are introduced, most of which would be appropriate for a Western themed Savage Worlds game that doesn’t even use the Deadlands setting. The biggest change to character creation is the addition of a stat called Grit. Characters have one point in Grit for every rank they achieve, modified by Hindrances and Edges. Grit is used to help characters deal with the horrors they encounter, so experienced heroes that have been around for a while are more likely to be able to deal with the face eating horrors they encounter.
Gear & Goods
In addition to the standard equipment lists giving players information on the cost of train travel, chaps, and guns of all manner this chapter gives examples of many of the steam powered wonders plays may acquire by ordering from Smith & Robards.
Setting Rules
This subsection covers grit, fate chips, and combat rules for Deadlands: Reloaded. Grit, as mentioned previously, is a character’s resolve against horror and is based upon his experience level. Fate chips work similar to bennies in normal Savage Worlds, only there different types. Before each session the GM mixes up blue, red, and white poker chips and has the players draw some out. Each color allows for different effects, and there are smaller numbers of the more powerful chips. Combat rules are a bit different in Deadlands: Reloaded. The Way of the Brave subsection increases melee damage so as to make it deadlier than in normal Savage Worlds. Guns have small rules changes, mostly just the ability to “fan” certain types of revolvers.
A simple and interesting system for resolving gun duels is included. Like Huckster magic, it involves being dealt cards from a play deck and trying to build the best hand possible. Beating your opponent in the poker based minigame (influenced by certain character values) can give you an increase in damage when you land a hit, but speed and accuracy are still important. The most enjoyable part of the duel for me is that intimidating and taunting your opponent are both of great importance.
Part 2 No Man’s Land 49 pages.
This section details the specifics of each of the special organizations and backgrounds that might involve player characters. For example, there are four pages dealing with Hucksters. This is largely background information on the group, meant to be read only by players playing that specific type of character, but some rules are included.
Example: A player who has chosen to play a Mad Scientist should read the two page entry dealing with Mad Science. That entry explains the basic mechanics of it and what a Mad Scientist is like. Such a player need not, and if they want to be surprised by the world should not, read the other sections here.
The setting supports five different magical backgrounds. Blessed channel the forces of good, Huckster’s use arcane secrets to gamble with demons for power, Mad Scientists use Ghost Rock to power their creations, Martial Artists use Chi channeled directly from the Hunting Grounds, and Shaman strike bargains with good spirits that reside in the Hunting Grounds.
One of the reasons each of the entries is so brief is that the whole special effects system is unified in Deadlands: Reloaded. This section also lays out the special powers available to characters, which background may select them, and the general manifestation effects involved with those powers.
Example: The Dispel power can be used to get rid of enemy powers. The power is described in a generic manner and at the end of the entry it explains how each of the groups invokes the power. Blessed speak an oath, Hucksters give a wave of their hand, Mad Scientists use a negative energy discharger, and Shaman perform a dance to Coyote. Martial Artists are not allowed to have this power.
Beyond that each of the magical backgrounds gets a different number of spell points to use to power their spells and must select them in different ways. Mad Scientists get a little crazier every time they invent a new contraption. Hucksters have to work to expand their spell knowledge while Blessed know many spells from the start.
The actual mechanics of spellcasting vary somewhat as well. The simplest is the Mad Scientist, who at start has one power that can be used frequently. The most complex is the Huckster, who has a smaller number of abilities and may bargain with demons (through a poker playing minigame) to try and cast more spells than he otherwise could.
On the whole I find the magic system to be simple yet flavorful and fun. The Huckster mechanic in particular looks like a blast to play, and I suspect would not harm the flow of play. The entries on each of the groups are interesting, and there are things here even for non-magic users. Groups like the Texas Rangers and the Agency have their own flavorful entries that really make you want to belong to the organizations.
Part 3 Marshall’s Handbook 139 pages.
This is the game moderator’s section, focusing on geopolitical regions of North America and setting secrets. It’s very well done, presenting more plot hooks than a group could go through in a lifetime.
There Will Come A Reckoning
The whole skinny on the backstory, the basics of which I laid out in the “The Ideas” section above.
More Setting Rules
This section discusses a few rules the GM needs to be aware of, including Fear Levels. Every region has a Fear Level that determines how downright scary it is. How deep the shadows are, how strange the inhabitants, and just how dangerous that place is. Other rules discussed include ways to increase or decrease the Fear Level through character actions and a few fun tables such as an insanity table.
The Weird West
Many, many entries are presented ranging from a couple of paragraphs to a half page each describing a different place in the Weird West. Some focus on huge areas, like the Commonwealth of California while others focus on individual cities or other smaller areas. Each one easily stimulates the imagination, providing numerous plot hooks and adventure ideas. I found all of these to be well written, interesting, and of such quality that I would often refer back to them if I were running a game.
Encounters
Monsters and varmints of all types! Deadlands fans will instantly recognize the lineup here, and with many interesting foes those who are new to the setting will certainly be entertained. Each entry has a multi paragraph writeup as well as a concise but complete Savage Worlds stat block. In addition to monsters there are write ups for other commonly encountered foes, such as Indian Shaman and Mad Scientists. Finally various famous people in the setting have their own write up should the GM choose to use them.
My Take
I like both Deadlands and Savage Worlds, so I was anticipating liking this product as well. Nevertheless, I was stunned at how solid of a product this is. Frequent full color art, excellent writing, and fun game mechanics come together to create a fantastic RPG.

