Using Classic Adventures

All discussions about the Wasted West and Way Out West settings. If system specific, please note in the subject line, [SW], [Classic], or [d20].

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Using Classic Adventures

#1 Postby Willis » Sun Jul 29, 2012 7:51 am

Hey guys. I'm wanting to run the classic adventures, but I'm not sure what to do about the canon changes. Some NPCs are either dead or missing in Reloaded, and I don't want to greatly confuse my players.

What advice do the people that know more about the world than I do have?

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#2 Postby ValhallaGH » Sun Jul 29, 2012 8:15 am

The only differences are the "When". You can simply start your campaign pre-Harvest (before New Years 2096).

If you refuse to adjust the campaign date, players will probably only notice the really major NPCs. So, don't run Boise Horror, because it relies upon Simon Mercer. The Destroyer could work just fine, simply replace Simon with Jo.
... Honestly, I can't think of any other adventures that rely upon Major NPCs killed during the story. Sure, most of the adventure-centric NPCs die by the time of Reloaded, but none of them are a big enough deal they they get mentioned in HOER - certainly not big enough that your players will notice.

Oh, and the Unity. Don't run that one - you can adapt it, to show what the PCs were doing during the Harvest, but don't run the whole adventure.
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#3 Postby PlatinumWarlock » Sun Jul 29, 2012 8:45 am

One of the best and brightest in the whole Deadlands run is Urban Renewal--I'm planning on running it with my group sometime when we get a spare moment.

It has very little to do with HoE canon and metaplot, but it's a fantastic take on the "haunted house" style of adventure and it really gives you an opportunity to play up the horror elements inherent in the setting.

Even for the other adventures, I can't say that I see too many problems that VGH hasn't already touched on. Unity's a cool adventure, but I wouldn't run it at this point. Boise Horror could work, though I find it's not particularly well-written: it's a basic escort quest, with a monster hunt tacked onto the end. It doesn't have a lot of context or meaning unless you have a Templar player who's really into the background lore.
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#4 Postby Amdramnar » Sun Jul 29, 2012 10:45 am

I am also looking at Urban Renewal but going to change the location. Years ago my posse was based in the Lady Luck saloon (haunted via Joker). Now that we are starting a new group in HoE, I am going to bring them all together as decendents of the original crew.

The same person got the Joker so I am going to bring back the Lady Luck Hotel/Casino in Dodge City and adapt Urban Renewal for that. Mostely drop the Junkyard tie in and adapt from there. Should be fun.

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#5 Postby Hellfire6A » Wed Aug 01, 2012 4:36 pm

I bought Urban Renewal and was psyched to see that I could use it for HOER with little to no change. Thanks to everyone that posted in the classic book thread and this one!

I also got Something About a Sword (already have one PC that wants to be a Templar) I am hoping that I can run it without too much trouble. I really haven't looked at it too closely yet.

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#6 Postby ValhallaGH » Wed Aug 01, 2012 6:38 pm

Something About a Sword should be a dirt-simple conversion. The only oddity is probably the final monster, and there are lots of starting points for that conversion.
And the titular weapon can be a challenge, depending upon how finicky you want to be.
"Got a problem? I've got the solution: Rocket Launcher."
"Not against a Servitor."
"... We're all gonna die."

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