Deadlands thru the ages

All discussions about the Weird West setting for Savage Worlds. If specific to another system, please note in the subject line, [Classic], [d20], or [Protocol].

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madhatter
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Deadlands thru the ages

#1 Postby madhatter » Thu Oct 11, 2012 11:20 am

Hey all you marshals out there - quick questions

Has anyone out there tried a Deadlands campaign that was generational? Have the party start out in the 1870s then after that campaign has wrapped up have the players make their descendants in the Wasted West of Hell on Earth.

I'm curious how this worked out because I am considering doing this with Deadlnds jumped to Deadlands Noir.

-Jefferson

Amdramnar
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#2 Postby Amdramnar » Thu Oct 11, 2012 1:26 pm

I am doing that now even though they did not know it. In game, I have tied them to their original characters. They created characters and backgrounds independent of this knowledge they are all brought together and inheriting The Lady Luck Hotel/Casino in Hell on Earth. In Deadlands they owned and were based out fo The Lady Luck Saloon.

So an inheritence brought the characters together and owning the same "saloon" their original characters owned. Of course now, it is in the middle of a deadland...

Some of the same NPCs will be showing up from the original, a couple have survived since 1876. It will be interesting.


Dont know if things would have turned out different if they chose to roll up decendents. In the time that has passed, who really knows or are impacted by an ancester from 200 years ago. It might have added an interesting touch to character creation or their background but then again the surprise of finding themselves back in ownership of the "saloon" made up for it I think.

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Cutter XXIII
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#3 Postby Cutter XXIII » Fri Oct 12, 2012 9:49 am

I've only done this kind of campaign using the World of Darkness.

To start, each player created a Vampire Dark Ages character and a modern-day Werewolf: the Apocalypse character. We would play five or so episodes of one, then switch to the other. At first they thought it was just for variety, but as the game went on they figured out it was all the same Chronicle.

But yeah, it was one of the best, most memorable games we've done. Adds a lot of depth and really gives the sense of a living, breathing world with years of history behind it.
Matthew Cutter
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Pinnacle Entertainment Group, Inc.

synarchist
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#4 Postby synarchist » Tue Oct 16, 2012 2:49 pm

I'm doing something similar for my Deadlands Reloaded campaign. The basic premise is that the Posse is co-locating at all the important points in time-space where there's a Deadland simultaniously - those points being the Weird West, HOE/Lost Colony, and now Noir. The metaphysic is complex and not important to your post though, so instead let me talk about things you might want to consider from what I've learned through my experience.

First, you need to figure out your format. Are you going to run one campaign (say, a standard Weird West game), and *then* start a second generation campaign? Or are you going to be moving back and forth every few sessions? The advantage of the former is that it's easier on the book-keeping and requires a less obsessive eye for detail and planning ahead. Conversely, it can be a challenge to hold players' attentions through so long a series, and folks are more liable to forget details from the start of the first game.

Second, take the time to figure out *exactly* how connected each time period's story is going to be with the other(s). More connected = more meticulous planning required, but with a bigger payoff.

Last, I'd advise pondering what a PC death might mean for future games. If a member of the Posse dies and the player makes a new character, *which* character's offspring (or offspring's offspring, etc) gets the nod in future timelines, etc.

Anyhow, other than that just be aware that even the *least* detail-oriented options are going to require a lot of detail work. I hope this helps at least a little!


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