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15

There is some pedigree between Deadlands (commonly called Deadlands Classic) and Savage Worlds. Deadlands Classic was a standalone roleplaying game with its own setting. A simplified, stripped down version of of Classic was created as a minis game called The Great Rail Wars. The simplified rules were then expanded into a genreless roleplaying game called ...


10

None of the published FAQ or update materials clarify this issue. In the worked examples of Character Creation I've found on the net, including this one by White Wolf developer Matt McFarland, all of them presume that the color of the second card drawn is the one that determines the nature of the Mysterious Past where that's relevant. I believe the caution ...


5

No. In fact, it's the opposite. In the original Deadlands rulebook, each spell was its own Aptitude, to be bought up individually. That rule was changed to the Hexslingin' attribute for Hexarcana and the Deadlands Player's Guide. So you're right to keep using Hexslingin', as that's the newer rule.


4

On page 70, in the character creation summary, in Step Three: As a man who makes his living dispensing his own kind of justice from the end of a gun, Ronan is a student of all forms of slug throwing weaponry. For an additional 6 Aptitude points, we buy him two other shootin' concentrations, shootin': rifles and shootin': shotguns So, there you go: you ...


3

According to the Player's Guide, as of 1879 there is an unofficial ceasefire. Confederation president Jefferson Davis urged peace between the American nations on his death bed (p4) (he was assassinated in late 1878, p6). His wish was fulfilled by his successor, Eric Michele, who ordered Southern forces to stand down. Union president Ulysses S. Grant returned ...


3

There is a simplified version of the Deadlands mechanics for use as a minis game. It's called Deadlands: The Great Rail Wars. It's often said to be the precursor to Savage Worlds, mechanically; it's even been called the stepping stone from Deadlands Classic to Savage Worlds. Another option to consider would be to apply the group action rules from the ...


3

The huge variety of hexes means choice is a function of what kind of huckster you want to play. The tweaks, and hunch mean that you want to generally be a helpful buffer to the party. Grab some tricks (there's a huge list), Draw, Hex Sense, Disrupt, Foil, and Achilles Heel to round out the "I'm generally helpful" list. Draw can give you actions, Hex Sense, ...


2

To be quite honest, I think this is fairly unavoidable in a group with 6 or 7 people. Just about any RPG with any kind of mechanical depth is going to really slow down when you have that many people; I don't a copy of the Deadlands rulebook handy, but if it has any player number guidelines, that's probably more than the listed reccomendation for group size. ...


1

You only get one roll. I'm going to add emphasis to parts of the text you quoted. Real wounds are trickier. A medicine roll can be made for an attempt to offer aid to someone up to one hour after an injury. A character with the medicine: general Aptitude can heal light and heavy wounds. Only a sawbones with medicine: surgery can heal more severe wounds. ...


1

Does your GM/Marshall take each player one at a time? IE could the game be speeded up if players not yet announcing thier action turn to one another and roll thier results in readiness? Combat goes much quicker for the ST/marshall if he just turns to each player and they can quickly say "I shoot X gun for X success and did X damage, Charlie saw me" than if ...



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