Every Week It's Wibbley-Wobbley Timey-Wimey Pookie-Reviewery...
Showing posts with label Deadlands. Show all posts
Showing posts with label Deadlands. Show all posts

Saturday, 22 December 2018

1998: Hell on Earth: The Wasted West Roleplaying Game

1974 is an important year for the gaming hobby. It is the year that Dungeons & Dragons was introduced, the original RPG from which all other RPGs would ultimately be derived and the original RPG from which so many computer games would draw for their inspiration. It is fitting that the current owner of the game, Wizards of the Coast, released the new version, Dungeons & Dragons, Fifth Edition, in the year of the game’s fortieth anniversary. To celebrate this, Reviews from R’lyeh will be running a series of reviews from the hobby’s anniversary years, thus there will be reviews from 1974, from 1984, from 1994, and from 2004—the thirtieth, twentieth, and tenth anniversaries of the titles—and so on, as the anniversaries come up. These will be retrospectives, in each case an opportunity to re-appraise interesting titles and true classics decades on from the year of their original release.

—oOo—

Published in 1998, Hell on Earth: The Wasted West Roleplaying Game is a roleplaying game with an identity crisis. On the one hand it is a standalone roleplaying game. On the other it is a sequel to Deadlands: The Weird West Roleplaying Game, which had proved to be a big hit for their publisher, Pinnacle Entertainment Group, two years earlier. It uses the same mechanics and it is set in the same background, only two hundred years later. It uses many of the same character archetypes as well as adding a few new ones and removing others. It is another genre mashup, but where Deadlands does horror and the Wild West to get the Weird West, Hell on Earth adds post-apocalyptic and fantasy to get the Wasted West. Hell on Earth also reveals all of the major secrets to the Deadlands storyline which had been hinted at in supplements released in the two years leading up to the release of Hell on Earth.

All of which raises two fundamental problems with Hell on Earth. The first is background versus mechanics. The rules for Hell on Earth are those for Deadlands, barring the new and changed character types and genre rules, so if Marshals and players already had that roleplaying game—which seems likely given that the audience for Hell on Earth and Deadlands were essentially the same. Arguably this space could have been better devoted to more of the new background of the Wasted West—there is some background in Hell on Earth, but it does not feel enough, especially considering that it took another supplement, Wasted West, to give that background. This compounds the second issue, that of too many genres, which made the roleplaying game difficult to access. The horror-Wild West combination of Deadlands was an easy sell and an easy buy-in, but the horror-Wild West-post-apocalypse, fantasy mashup of Hell on Earth or ‘It’s the sequel to Deadlands’ was not as much. Setting up, running, and playing a scenario  for Deadlands was easy because both Marshals and players knew both genres from years of exposure to both genres in film and television. Again, with Hell on Earth and its extra genres, not so much.

So in explaining the set-up for the 2094 of the Wasted West, Hell on Earth goes both into some details as how this future came about and how the set-up of Deadlands is the foundation of that. It explains how Native American shaman, known as the Last Sons, in 1863 performed a ritual known as the Reckoning which unleashed malicious spirits that increased the fear levels nationwide, let magic into the world, fuelled mad science with a newly discovered glowing mineral known as Ghost Rock, and created monsters, cultists, and madmen. Their influence prolonged the American Civil War and permanently divided the United States of America into the United States of America and the Confederate States of America with great swathes of disputed territory between them. The need for Ghost Rock would ultimately send mankind to war on Banshee, another world where more of the weird mineral was discovered—as detailed in Lost Colony, the third roleplaying game in the Deadlands series—whilst at the same time bring about the Last War. This was not just a war fought with nuclear weapons, but nuclear-Ghost Rock weapons, and the contained within Ghost Rock the spirits of the damned. When they burned in the irradiated flash of the nuclear explosion, they raised the levels of fear even further, in the process turning the planet into a series of ‘Deadlands’, areas warped enough to draw out monsters from mankind’s nightmares. This ‘wasted’ land enabled those responsible, known as the Reckoners, to reveal themselves and stalk the land in waves of War, Famine, Pestilence, and Death—literally the Four Horsemen of the Apocalypse.

Hell on Earth introduces numerous new character types. Doomsayers are ‘radiation priests’ who believe the irradiated and the changed will inherit the Earth and that ‘norms’ are normal humans are doomed. Most cult members see it as their duty to hurry norms to their deaths, but others have rebelled against this and want to protect both people and their future without the slaughter. Doomsayers can blast their enemies with radiation or technology with EMP, cause mutations, and can tolerate radiation. Junkers are ‘techno-wizards’ of the Wasted West who scavenge for pre-war technology, then use a G-Ray Collector to store the power of Ghost Rock into spirit batteries which power the devices they build. Typical devices include chainswords, motion detectors, junkguns, and so on—all powered by the arcane energy of Ghost Rock. Sykers are powerful psychics who were trained by various governments to fight against the insurgency on the Banshee. They can use powers like Arson, Brain Blast, and Tattletale, but suffer strain in doing so. Templars are holy warriors dedicated to helping those in need, but only if they are deserving of such help. Armed with a sword they forge themselves, they gain minor blessings like Lay on Hands and Armour of the Saints which help them in their mission.

Other archetypes in the Wasted Waste include Gunslingers, guns for hire; Indian Braves, Native Americans who eschew technology and stick to the Old Ways; Law Dogs, who wander the land keeping the peace; Ravenites are Native Americans who embraced technology and wealth rather than the Old Ways and are always well equipped; Road Warriors are nomads, ever travelling in search of parts and fuel for their vehicles; Savages grew up after the Last War and distrust technology, whereas  Scavengers search the ruins of the past for it; Soldiers are survivors of the Last War; Tale-Tellers are storytellers who spread hope and news with their tales; and Traders find and sell goods as they can. It is also possible to play certain other character types from Deadlands in Hell on Earth, primarily those with arcane powers. They include the Blessed, Hucksters, Voodooists, and Martial Artists, though to bring Voodooists and Martial Artists into the Wasted West, the Marshal—as the Game Master in both Deadlands and Hell on Earth is known—will need access to the relevant sourcebooks. Lastly, just as in Deadlands, a character in Hell on Earth can die and come as one the Harrowed, one of the ‘undead’ who constantly fights with the evil spirit that reanimated him for possession of his corpse and who is capable of developing his own unnatural powers.

As in Deadlands, the character creation process in Hell on Earth is slightly complex. A character has ten Traits or attributes. His Corporeal Traits are Deftness, Nimbleness, Quickness, Strength, and Vigor, whilst his Mental Traits are Cognition, Knowledge, Mien, Smarts, and Spirit. Each Trait has an associated die type—four-sided, six-side, eight-sided, ten-sided, and twelve-sided, and a Co-ordination, an associated number, typically ranging between one and four. Combine the two and the player has a number of dice that he rolls when his character is undertaking an action, for example, three eight-sided dice if the character has a Deftness of 3d8 and wants to shoot at some varmint. In addition, a character has Aptitudes that represent skills, talents, and trades, such as Fannin’, Shootin’, Teamster, Trackin’, and so on. These are rated between one and five and use the same die type as Trait that the Aptitude is associated with. So the character with a Deftness of 3d8 uses eight-sided dice for all associated Aptitudes, for example, Shootin’ and Speed-Load.

To create a character, a player draws twelve cards from a standard deck of playing cards, discarding two. Any two cards can be discarded bar draws of two and Jokers. The former grants or penalises the character with the four-sided die type, whilst the Joker grants the character the twelve-sided die type and one of two twists. If Black, then an obligatory dark backstory devised by the player and the Marshal together, although a Mysterious Past table is included in the book for the Marshal. If Red, the character is further affected by the supernatural and radioactive energies left over from the Last War. The suit and number of each card determines the type and number of dice for each Trait. So for example, ‘4 of Diamonds’ gives a Trait of 2d6, whilst the ‘Jack of Spades’ gives a Trait of 4d8.  Once generated, a player assigns them as he likes. In addition, a number of secondary stats are derived from the various Traits, notably the number of points to assign to Aptitudes, from the character’s Knowledge, Smarts, and Cognition die types. A character can also have up ten points’ worth of Hindrances, the amount spent on Hindrances generating a corresponding amount with which to purchase Edges.

Our sample character is Walter-5, a Psyker was once Doctor Walter Gallardo, a med student in pre-war Chicago. He was planning to become a surgeon but was discovered to be a Psyker, conscripted by the army, and after his training, was sent to fight the insurgency on Banshee. There he served as the squad medic, but the truth is that he did not want to fight and only did so when he was forced to. Otherwise Walter does not like to talk about what happened off world, although he still suffers nightmares about it. Since returning to Earth, he has walked the land offering to help where he can.

Walter-5

Corporeal Traits
Deftness 4d6
Shootin’ (Pistol) 1, Shootin’ (Rifle) 1, Speedload (Pistol) 1, Speedload (Rifles) 1
Nimbleness 4d6
Climbin’ 1, Fightin’ 1
Quickness 2d10
Strength 2d6
Vigor 4d12

Mental Traits
Cognition 4d8
Scrutinise 2, Search 2, Sneak 2
Knowledge 4d12
Academia (History) 1, Area Knowledge (Home County) 2, Blastin’ 5, Language (English) 2, Language (Spanish) 2, Medicine (General) 3, Medicine (Surgery) 3, Science (Biology) 2
Mien 4d10
Overawe 2, Persuasion 3
Smarts 3d12
Spirit 2d12
Guts 3

Grit 0
Pace 6 Size 6 Strain 12 Wind 24

Hindrances
Intolerance (Military Authority) (2), Self-Righteous (3), Vow (Do no harm to Gamma Squad) (1)

Edges
Arcane Background (Syker) (3), Fortitude (1), Gift o’ Gab (1), The Voice (1)

Powers
Brain Blast, Fleshknit, Mindrider, Slow Burn, Tattletale

Mysterious Past: Destiny
Mutation: Fused Synapses (Never Surprised)

Equipment
NA Pistol with nine rounds, thick winter coat, backpack, combat boots, compass, mess kit, mechanical watch, water purification kit

To undertake an action in Hell on Earth, a player rolls the dice for the appropriate skill. For example, if Walter-5 has to shoot a Radrat, his player rolls Walter-5’s Deftness/Shootin’ Aptitude (1d6), whereas if he wants to determine if the weapon that the Radrat has in its nest is the legendary possessed six shooter that he and his posse has been looking for, then the Marshal might have the player roll Walter-5’s Cognition/Shootin’ Aptitude (1d8).  In either case, the player rolls the dice and counts the best result, attempting to beat a Target Number set by the Marshal, ranging from Foolproof (3) and Fair (5) up to Hard (9) and Incredible (11). Beat the target and the character succeeds, but by beating the Target Number by five, he can get a ‘Raise’, and by beating it by ten, he can get two ‘Raises’. Each Raise improves the success of the skill attempt. ‘Raises’ are made possible because dice in Hell on Earth explode and become Aces, enabling rerolls to increase the total.

Combat in Hell on Earth builds on these basic rules, but uses the deck of Playing Cards, known as the Action Deck, to determine initiative order and a Quickness roll by each participant to find out how many cards they draw and thus how many actions they have. Cards and thus Actions can be held until a player wants to act in a round, whilst Red Jokers enable a character to interrupt another character or NPC and Black Jokers force a character to discard his highest other card and a reshuffle of the Action Deck. Rules allow for Drawing a Bead, Fannin’, Shootin’ from the Hip, two-gun action, the Rifle-Spin, and so on, all straight out of the Weird West of Deadlands, but updates the firearms rules to allow for pumping shotguns one-handed, automatic weapons, and so on. The rules introduce more armour, but also add armour-piercing rounds. When a character takes a hit, he loses Wind, but can also suffer Wounds to various parts of his body.

Other new rules in Hell on Earth cover new environmental dangers like Ghost Storms, which caused by the Ghost Rock Bombs, can inflict spiritual damage as well as radiation damage and mutations. Radiation on the Wasted West has a spiritual component to it also. Vehicle rules also allow travel via cars and vans, as well as supporting the Road Warrior archetype and Mad Max-style games. 

Every character also starts each session with three Fate Chips. These come in three colours. White chips allow a character to roll an extra die on Trait or Aptitude checks, whilst Red chips let him add an extra die to the highest die rolled on a check at the cost of allowing the Marshal to draw a Fate Chip of his own. Blue Fate Chips act like Red chips, but without the benefit to the Marshal. Both White and Red Fate Chips are earned when a player does anything clever or when his Hindrances make his life difficult, but Red chips can also be handed out when a character finds important clues, defeats a minor opponent, and so on. Blue chips are handed out for exceptional roleplaying, discovering a critical clue, or for defeating a major villain. Fate Chips can also be converted into Bounty Points which can spent to improve a character’s Traits and Aptitudes.

Beyond these basic rules are the rules for the ‘Weird’ things that the characters can do in Hell on Earth as Doomsayers, Junkers, Sykers, and Templars. In each case, the character makes the appropriate Aptitude roll—so Faith for both Doomsayers and Templars, Science (Occult Engineering) for Junkers, and Blastin’ for Sykers, and in general, the mechanics for each Arcane Background are roughly the same, although there are small differences for each. So each Doomsayer also has a mutation and knows the Tolerance Power in order to soak up all of that lovely radiation, but there is a limit to the number of times a Doomsayer can use his Powers, represented by his Strain. Sykers simply suffer Strain when using their Powers. 

The Arcane Background that is different is that of the Junker, who collects or scavenges parts, and then builds and modifies devices which are then powered by Spirit Batteries. Like the Mad Scientist of Deadlands, the Junker also gets to concoct theories, determine and buy powers to work the device, and assemble the components, all before building it. For players, this perhaps the most complex of the Arcane Backgrounds in Hell on Earth, involving a lot more than just selecting a power and then getting to roll it in play. There is though, the possibility of Backlash from the Spirit World when attempting to build a Power into a new device. One problem with the Junker rules is the lack of Powers to choose from. The three given—Damage, Sensor, and Trait (as in to assign a Trait like Deftness or Cognition, which then allows Aptitudes to be purchased for it)—provide a limited range of devices which a Junker can build. 

Each of the different Arcane Backgrounds gets its own chapter in the rulebook, each explaining how they work and how playing a character of that type works as well as one devoted to the Harrowed and another to Fear in Hell on Earth. They are in the middle section of the book labeled ‘No Man’s Land’, between ‘Posse Territory’ and ‘Marshal’s Territory’, for the players and the Marshal respectively, just as in the Deadlands: The Weird West Roleplaying Game. These two sections are specifically written for the players and the Marshal, and whilst the Marshal has to read all of the book, the players only need to read ‘Posse Territory’. It is only if he wants to play a character with an Arcane Background that a player needs to read the appropriate chapter in the ‘No Man’s Land’ section.

In ‘The Marshal’s Handbook’, the lid is lifted on the secrets of Hell on Earth—what caused the American Civil War to last longer than 1865, the true nature of Ghost Rock, who the Reckoners are, and so on. This though, as the book suggests, is a future, a possible future awaiting the nineteenth century of Deadlands. It is possible for the posse of player characters in a Deadlands campaign to prevent the events that lead to the Wasted West, which means that Hell on Earth can be played as an alternate timeline rather than as a sequel. The bulk of ‘The Marshal’s Handbook’ is dedicated to discussing various aspects of the roleplaying game’s rules as well as providing rules for both fear and terror—the former the environmental factor which can be escalated into creating Deadlands, the latter the rules for handling characters getting scared; what to do when a player character dies—the answer being to let them come back as undead or ‘Harrowed’ and have them fight their inner demons; possibilities for character mysterious pasts and mutations; and a short bestiary. In fact, at just thirteen entries, the bestiary is very short.

Physically, Hell on Earth: The Wasted West Roleplaying Game is as light as Deadlands: The Weird West Roleplaying Game felt in the hand. The book is decently written the editing is good, but the artwork does vary in quality. The black and white artwork often tends to be grey and murky, but unlike Deadlands, the colour illustrations in Hell on Earth are much, much better, not being as muddy.

Of course, being based on Deadlands, the mechanics in Hell on Earth not only suffer from exactly the same issues, but they are exacerbated by the switch to a new genre, from the Wild West to the Post Apocalypse. Now the mechanics were and are appropriate for Deadlands, but they are nevertheless often cumbersome and clunky, with dice and Playing Cards and three—sometimes four—different coloured Fate Chips. Indeed, having three types of Fate Chips just complicates the game, as does having a different ruleset for each of the four Arcane Backgrounds. Fundamentally though, there is a disconnect in the mechanics between a character’s Traits and Aptitudes since the two are never rolled together and Aptitudes have a more direct application in the game than Traits do. In fact beyond providing the die type for its associated Aptitudes, each Trait has relatively little effect on a character and thus even lesser effect on his Aptitudes. Instead Traits only really come into play when a character lacks an Aptitude, in which case the associated Trait is rolled and a heavy penalty levied. At the same time, a character has too many Traits all doing variations upon the same thing. Thus Deftness, Nimbleness, and Quickness are all variations upon a character’s dexterity, whilst Cognition, Knowledge, and Mien are variations upon his intelligence.

What is not really present in Hell on Earth though, is any real advice on scenarios or campaigns. There is a page on adventure set-up, but nothing on the types of games that can be played or the types of adventures or how to get a posse of disparate player characters together. In Deadlands this was not an issue because its combination of genres was simple and familiar, so it was easy for the Marshal to write for, but with its disparate array of genres and character types, this is definitely not the case for Hell on Earth. The consequences are that it feels underwhelming and that is a problem with Hell on Earth from start to finish. Certainly, the rules are all there and will cover most situations and there are plenty of interesting character options and there are roleplaying hooks for them in their particular sections. Yet the lack of overall background, the lack of adventure hooks, and the lack of monsters in combination with the underwritten background, combine to give the feeling that there is not enough to support a campaign and not enough to support the array of character options included. The fact that Hell on Earth reprints much of the content from Deadlands and that another book—the supplement, Wasted West—is needed if the Marshal and her posse want more background to the setting, not only compounds that feeling, but drives it home. Despite the fact that Hell on Earth makes a big thing of its secrets being revealed in this core book, the authors are at best economical with its contents, at worst, stingy. 

Where Deadlands proved popular, winning awards, and being supported by multiple supplements, Hell on Earth was less so. Like Deadlands, there was a d20 System adaptation published in 2002 and a version for use with Savage Worlds called Hell on Earth Reloaded, published 2012. Notably, this moved the timeline on to 2097.

Hell on Earth is proof that lightning does not strike twice, for Deadlands was a success, both critically and commercially, whereas Hell on Earth not as much. Deadlands is revered and remembered today, whereas Hell on Earth not as much. The problem was twofold. In Deadlands, the setting and its genres were familiar and easily accessible and gameable, and the mechanics were appropriate. In Hell on Earth, the setting and its genres were not as familiar, not as easily accessible and gameable, all because there were too many genres and not enough support in terms of the background and advice for the Marshal.

There are some great character options and a potentially interesting setting presented in Hell on Earth: The Wasted West Roleplaying Game. It is just a pity that not enough of that potential is realised in the core book and that it would take other supplements to properly realise it.

Saturday, 6 August 2016

1996: Deadlands: The Weird West Roleplaying Game

1974 is an important year for the gaming hobby. It is the year that Dungeons & Dragons was introduced, the original RPG from which all other RPGs would ultimately be derived and the original RPG from which so many computer games would draw for their inspiration. It is fitting that the current owner of the game, Wizards of the Coast, released the new version, Dungeons & Dragons, Fifth Edition, in the year of the game’s fortieth anniversary. To celebrate this, Reviews from R’lyeh will be running a series of reviews from the hobby’s anniversary years, thus there will be reviews from 1974, from 1984, from 1994, and from 2004—the thirtieth, twentieth, and tenth anniversaries of the titles. These will be retrospectives, in each case an opportunity to re-appraise interesting titles and true classics decades on from the year of their original release.

—oOo—


By 1996, the Roleplaying industry was in the doldrums. Primarily this was due to the effect of the first collectable card game, Wizards of the Coast’s Magic: the Gathering. Its popularity meant that the sales of other games, such as RPGs, suffered, whilst other publishers focused their attention of replicating the success of Magic: the Gathering instead of on either their existing games or on developing new games. Certainly the year 1995 will not be remembered for any RPG of note, but 1996 would be a whole other matter as would the years that followed in the lead up to the end of the millennium. Released at GenCon that year, Deadlands: The Weird West Roleplaying Game, the first RPG from Pinnacle Entertainment Group, heralded a renaissance in the hobby and the industry that would last until the release of Dungeons & Dragons, Third Edition and into the d20 System bubble beyond.

Famously inspired by Brom’s cover for the then-unreleased Necropolis: Atlanta, a supplement for White Wolf Publishing’s Wraith: The Oblivion RPG, the setting for Deadlands: The Weird West Roleplaying Game combined two genres—horror with the wild west. Specifically it described an America in its centennial year, 1876, with the appearance and then spread of horrors at Gettysburg on July 3rd, 1863, having served to prolong the Civil War and permanently divide the United States of America into the United States of America and the Confederate States of America with great swathes of disputed territory between them. In the years since, evil has spread across and infected the land, literally altering it be a darker, twisted place; monsters and other things stalk the land, including hostile Indian spirits, undead gunslingers, and strange cults; and magic has returned, practised by the Blessed, Hucksters, and Shamans. The Blessed can call upon Miracles to do the work of the Lord, Shamans bargain with spirits for magical favours, whilst Hucksters have learned the real secrets of Hoyle’s Book of Games to cast ‘Hexes’ that they hide behind hands of playing cards. In the West, earthquakes shattered much of California, throwing much of it into the Pacific and in the process creating the badlands known as the ‘Great Maze’ and exposing rich seams of a mineral known as ‘ghost rock’. Despite the fact that it seems to moan when burnt, ‘ghost rock’ is used as a fuel to power a rash of amazing new gizmos—many of them designed by Mad Scientists, from gatling guns and steam wagons to rocket packs and elixirs of healing. The discovery ‘ghost rock’ also drives a race to connect the East to the West, both in the North and the South, in a series of ‘Great Rail Wars’. Meanwhile, Federally sanctioned Pinkerton agents and Texas Rangers now prowl these territories searching for the horrors that threaten ordinary folk and their respective governments alike.

Deadlands is a game with plenty of secrets, the most well-known being that a player character can return from the dead as one of the Harrowed. Difficult to kill and capable of developing unnatural powers, a Harrowed constantly fights with the evil spirit that reanimated him for possession of his undead body. This though only comes into play should a player character be killed and have the strength of will to return from the dead. More basic character options include Wild West standbys such as Bounty Hunters, Cowpokes, Gunslingers, Indian Braves, Marshals, Muckrakers, Prospectors, and Saloon Girls, whilst the ‘Weird West’ additions include the Huckster, the Blessed (those able to cast Miracles), the Shaman, and the Mad Scientist.

The character creation process in Deadlands is slightly complex. A character has ten Traits or attributes. His Corporeal Traits are Deftness, Nimbleness, Quickness, Strength, and Vigor, whilst his Mental Traits are Cognition, Knowledge, Mien, Smarts, and Spirit. Each Trait has an associated die type—four-sided, six-side, eight-sided, ten-sided, and twelve-sided, and a Co-ordination, an associated number, typically ranging between one and four. Combine the two and the player has a number of dice that he rolls when his character is undertaking an action, for example, three eight-sided dice if the character has a Deftness of 3d8 and wants to shoot at some varmint. In addition, a character has Aptitudes that represent skills, talents, and trades, such as Fannin’, Shootin’, Teamster, Trackin’, and so on. These are rated between one and five and use the same die type as Trait that the Aptitude is associated with. So the character with a Deftness of 3d8 uses eight-sided dice for all associated Aptitudes, for example, Shootin’ and Speed-Load.

To create a character, a player draws twelve cards from a standard deck of playing cards, discarding two. Any two cards can be discarded bar draws of two and Jokers. The former grants or penalises the character with the four-sided die type, whilst the Joker grants the character the twelve-sided die type and an obligatory dark backstory devised by the player and the Marshal together, although a Mysterious Past table is included in the book for the Marshal. The suit and number of each card determines the type and number of dice for each Trait. So for example, ‘4 of Diamonds’ gives a Trait of 2d6, whilst the ‘Jack of Spades’ gives a Trait of 4d8.  Once generated, a player assigns them as he likes. In addition, a number of secondary stats are derived from the various Traits, notably the number of points to assign to Aptitudes, from the character’s Knowledge, Smarts, and Cognition die types. A character can also have up ten points’ worth of Hindrances, the amount spent on Hindrances generating a corresponding amount with which to purchase Edges.

Our sample character is Sister Henrietta, an Amish girl whose family was slaughtered by a creature that she cannot recall. The only survivor, she was blamed for what had happened and driven out of her community. Now she travels the disputed territories preaching against and fighting evil when she finds it. She also preaches the word of God and regularly performs at Prayer Meetings all over the West.

Corporeal Traits
Deftness 4d10
Shootin’ 2, Speed-Load 2
Nimbleness 3d8
Climb 1, Dodge 2, Horse Ridin’ 1, Sneak 1
Quickness 4d4
Quick Draw 2
Strength 1d6
Vigor 3d6

Mental Traits
Cognition 4d8
Scrutinise 2, Search 1, 
Knowledge 1d10
Area Knowledge (Home County 2), Language (English 2, German 2), Profession (Theology 2)
Mien 2d8
Persuasion 2, Tale-Tellin’ 2
Smarts 1d6
Spirit 4d12
Faith 3, Guts 2

Wind 18

Hindrances
All Thumbs (2), Loyal (3), Self-Righteous (3)

Edges
Arcane Background (Blessed) (3), Brave (2), Light Sleeper (1), Reputation (1), The Voice (Soothing) (1)

Equipment
Double Action .45 Peacemaker revolver, fast-draw holster, box of ammunition, gun belt, speedloader, horse, saddle, saddlebags, $38

Miracles
Exorcism, Inspiration, Lay on Hands, Protection

To undertake an action in Deadlands, a player rolls the dice for the appropriate skill. For example, if Sister Henrietta has to shoot one of the Walkin’ Dead, she rolls her Deftness/Shootin’ Aptitude (2d10), whereas if she wants to work out if said Walkin’ Dead is using the possessed six shooter that she and her posse have been tracking, the Marshal—the term for the Game Master in Deadlands—might have her roll her Cognition/Shootin’ Aptitude (2d8). In either case, the player rolls the dice and counts the best result, attempting to beat a Target Number set by the Marshal, ranging from Foolproof (3) and Fair (5) up to Hard (9) and Incredible (11). Beat the target and the character succeeds, but by beating the Target Number by five, he can get a ‘Raise’, and by beating it by ten, he can get two ‘Raises’. Each Raise improves the success of the skill attempt. ‘Raises’ are made possible because dice in Deadlands explode and become Aces, enabling rerolls to increase the total.

Combat in Deadlands builds on these basic rules, but uses the deck of Playing Cards, known as the Action Deck, to determine initiative order and a Quickness roll by each participant to find out how many cards they draw and thus how many actions they have. Cards and thus Actions can be held until a player wants to act in a round, whilst Red Jokers enable a character to interrupt another character or NPC and Black Jokers force a character to discard his highest other card and a reshuffle of the Action Deck. Rules allow for Drawing a Bead, Fannin’, Shootin’ from the Hip, two-gun action, the Rifle-Spin, and so on. When a character takes a hit, he loses Wind, but can also suffer Wounds to various parts of his body.

Every character also starts each session with three Fate Chips. These come in three colours. White chips allow a character to roll an extra die on Trait or Aptitude checks, whilst Red chips let him add an extra die to the highest die rolled on a check at the cost of allowing the Marshal to draw a Fate Chip of his own. Blue Fate Chips act like Red chips, but without the benefit to the Marshal. Both White and Red Fate Chips are earned when a player does anything clever or when his Hindrances make his life difficult, but Red chips can also be handed out when a character finds important clues, defeats a minor opponent, and so on. Blue chips are handed out for exceptional roleplaying, discovering a critical clue, or for defeating a major villain. Fate Chips can also be converted into Bounty Points which can spent to improve a character’s Traits and Aptitudes.

Beyond these basic rules are the rules for the ‘Weird’ things that the characters can do in Deadlands as Hucksters, Blessed, Shaman, and Weird Scientists. In each case, the character makes the appropriate Aptitude roll—for each Hex for the Huckster, Faith for the Blessed, Tinkerin’ for Mad Scientists, and Ritual for Shaman, but after that, the mechanics work differently for each Arcane Background. Hucksters need to draw from the deck of Playing Cards and assemble Poker hands to improve spells—better Aptitude rolls provide more cards. For example, with a single Pair, the Huckster can use the Corporeal Tweak Hex improve a target’s physical Traits by a single step, that is from one die type to the next. Two Pairs grants two steps, a straight three steps, a Flush four steps, and so on. Similarly, once a Mad Scientist has concocted a theory and devised a blueprint, he draws cards and attempts to create Poker hands, with better hands not only indicating that he has successfully built it, but improved its reliability and build time. In comparison, the Blessed simply has to have his Faith roll beat the Target Number for each Miracle and a Shaman needs to perform Rituals that will generate sufficient Appeasement Points that will allow one of the spirits to grant the Shaman a favour.

Each of the different Arcane Backgrounds gets its own chapter in the rulebook and what is interesting about this is the placement of these chapters, along with one devoted to the Harrowed and another to Fear in Deadlands. They are in the middle section of the book labeled ‘No Man’s Land’, between ‘Posse Territory’ and ‘Marshal’s Territory’, for the players and the Marshal respectively. These two sections are specifically written for the players and the Marshal, and whilst the Marshal has to read all of the book, the players only need to read ‘Posse Territory’. It is only if he wants to play a character with an Arcane Background that a player needs to read the appropriate chapter in the ‘No Man’s Land’ section.

As well as learning how a Arcane Background works, a player will also discover the dangers inherent to casting Hexes and building weird devices. Whereas the Blessed are in danger of losing their faith and the Shaman can anger the spirits, the Huckster and the Mad Scientist are dealing with ‘dark’ powers and when such dealings go wrong, madness and insanity can ensue… Each chapter also explains the life of the Huckster, the Blessed, and so on, giving some nice cues as to how each fits into the divided America of 1876 and thus be roleplayed.

Further secrets are explored in the ‘Marshal’s Territory’ section. Primarily this concerns the background to the events leading up to 1863 and the forces behind it, the Reckoners, but it also details various Abominations that the Posse might encounter, such as Dust Devils, Gremlins, Hangin’ Judges, Night Haunts, Tumbleeds, and more. Beyond the secrets,  the ‘Marshal’s Territory’ includes tips and advice on running the game and structuring adventures; on the role of fear in the game—important because essentially, the Reckoners are trying to increase the levels of fear whilst the player characters or Posse are working to reduce it by defeating horrors; and on beyond fear, on handling dementia in the game.

Physically, it is surprising just how light Deadlands: The Weird West Roleplaying Game feels in the hand. In comparison with contemporary RPGs and their density in terms of content and page count, Deadlands is lighter in terms of background and content. This does not mean that the book omits anything needed to play the game, but rather that the book is economical with its content. It is also well written and the editing is good, but the artwork does leave something to be desired. The black and white illustrations are fine, even excellent in capturing the pulp horror of Deadlands, but the full colour artwork, though suitably lurid, is somewhat murky.

There is a great deal to like about Deadlands. It is an enticing setting with a combination of genres that made it a commercial and critical success. In particular, in 1997 it received the Origins Award for Best Roleplaying Game and for Best Graphic Presentation of a Role-playing Game, Adventure, or Supplement of 1996. A second edition would follow in 1999 with adaptations written for Steve Jackson Games’ GURPS and Wizards of the Coast’s d20 System both being released in 2001. Two spinoff RPGs, Deadlands: Hell on Earth and Deadlands: Lost Colony were released in 1998 and 2002 respectively, but neither were as successful. Several other games, such as the miniatures wargame, Deadlands: The Great Rail Wars and the Collectible Card Game, Doomtown would also be released, all based on the Deadlands setting.

Yet despite its popular and critical acclaim, Deadlands: The Weird West Roleplaying Game is not a perfect game. The problem lies with the mechanics, because as thematically appropriate as they feel, they are nevertheless often cumbersome and clunky, with dice and Playing Cards and three—sometimes four—different coloured Fate Chips. Indeed, having three types of Fate Chips just complicates the game, as does having a different ruleset for each of the four Arcane Backgrounds. Fundamentally though, there is a disconnect in the mechanics between a character’s Traits and Aptitudes since the two are never rolled together and Aptitudes have a more direct application in the game than Traits do. In fact beyond providing the die type for its associated Aptitudes, each Trait has relatively little effect on a character and thus even lesser effect on his Aptitudes. Instead Traits only really come into play when a character lacks an Aptitude, in which case the associated Trait is rolled and the result halved. At the same time, a character has too many Traits all doing variations upon the same thing. Thus Deftness, Nimbleness, and Quickness are all variations upon a character’s dexterity, whilst Cognition, Knowledge, and Mien are variations upon his intelligence.

Given these issues it is no wonder that Deadlands Reloaded, essentially the third edition of the game which would itself win the 2006 Origins Award for Roleplaying Game Supplement of the Year, would use the Savage Worlds system. This would be appropriate given that the Savage Worlds rules are actually derived from the mechanics used for Deadlands: The Great Rail Wars, the miniatures wargame about the construction of the transcontinental railways that also won the Origins Award for the Best Science Fiction or Fantasy Miniatures Rules of 1997. The result, was a slicker, faster, and slightly cinematic version of Deadlands with more options within its pages and more background and in the decade since its publication, various supplements including three campaigns—The Flood, The Last Sons, and Stone and a Hard Place.

Another issue with Deadlands is that it was never a living roleplaying game in that its background and timeline never really advanced. The second edition of Deadlands reset the game’s starting date to 1877, whilst Deadlands Reloaded reset it to 1879. The sequel RPGs, Deadlands: Hell on Earth and Deadlands: Lost Colony, advanced the timeline into the near future and far future respectively. Deadlands: Noir, set in New Orleans in 1935 is a a more recent sequel. Nevertheless, between 1879 of Deadlands: Reloaded and the 1935 of Deadlands: Noir, the Marshal is on his own as what happens in North America. As to what happens in the rest of the world in the setting of Deadlands, the Marshal is given even less information. This leads to a more parochial issue—that Deadlands is a very American-set RPG which does not concern itself with the rest of the world. Now this is not really a design issue, but rather a desire to learn more about the setting in general and desire is actually given a nudge in the background given in the original rulebook, which mentions that as of 1871, Great Britain had it issues of its own in both Africa and India that prevented it becoming too involved in the ongoing American Civil War. Which begs the question, what were those issues?

Ultimately, there is the controversial question of how Deadlands: The Weird West Roleplaying Game deals with the issue of slavery, especially given that its Civil War is ongoing in 1876. It deals with it in a simple fashion, by having Confederate South abolish it as an institution in 1864, essentially to provide more manpower for the ongoing war with the northern states, to gain support from Great Britain, and negate the moral high ground held by the North over the issue. Further, the focus of the game is upon the ‘Weird West’ rather than the South and only in a later supplement, Back East: The South, do the game’s designers explore the issue, or rather the reasons for its abolition, in further detail. Essentially, the authors avoid the issue in Deadlands: The Weird West Roleplaying Game and that is understandable both because of the potential controversy in addressing the issue and because it is not what the RPG is about. This does not mean that the Marshal and his Posse cannot address the issue themselves, but in hindsight, perhaps Deadlands: The Weird West Roleplaying Game could have included a disclaimer about the subject of slavery as well as racism in the core rules, especially that it is possible to have both Black characters and White characters from the South in the game.

At the heart of the success of Deadlands: The Weird West Roleplaying Game is its superb melding of the horror and Wild West genres that make the game extremely easy to buy into, pick up, and play. This is despite the cumbersome nature of its rules—as thematically appropriate as they are. It is a formula that Pinnacle Entertainment Group would try and repeat with Deadlands: Hell on Earth and Deadlands: Lost Colony, but not with the same success, at least not critically. As the original of this trilogy, Deadlands: The Weird West Roleplaying Game remains the most powerful and most accessible of the three.

Monday, 28 April 2014

Big Easy Noir

Deadlands: The Weird West, the alternate history Wild West/horror RPG published by Pinnacle Entertainment Group is so good that it merited an Origins Award—twice. First for the original RPG in 1997, and then again in 2007 for Deadlands: Reloaded, the latter employing the Savage Worlds RPG rules that were derived from Deadlands: The Great Rail Wars, the skirmish rules that were themselves derived from Deadlands: The Weird West. It has been subjected to a pair of sequel RPGs, both set in the far future. The first was Deadlands: Hell on Earth, published in 1998 and more recently re-released as Hell on Earth: Reloaded; the second was Deadlands: Lost Colony, published in 2002. More recently though, the Deadlands franchise received another entry that explored the future of a North America in which the old United States of America were divided by the Civil War, California was cracked into a maze, the mysterious ‘Ghost Rock’ literally fuelled an explosion of inventions, and magic was known and feared. This future is not one to come, but one that pushes the Deadlands: The Weird West setting forward by fifty-five years into something not a little familiar. That entry is Deadlands Noir.

Published in 2012 via Kickstarter, Deadlands Noir is a Savage Worlds setting that takes the Deadlands setting way down south and along the shadow framed streets of the Big Easy. As a setting, New Orleans is perfectly ripe with gaming possibilities—it has all the exoticism of a European city on American soil, it is the heart of the practice of Voodoo, its politics come as dirty as they can, corruption is a way of life, and it has the gentility of a Southern city.  Which is exactly what the New Orleans of Deadlands Noir is, for it lies south of the Mason-Dixie Line in the Confederate States of America. It is a city in which the dead do walk at night, as well as many nastier things in the shadows. Worse, it is 1935 and like the rest of the world, New Orleans is deep in the Depression. Making a dishonest living, let alone an honest one, is a real struggle. Nevertheless, there are mysteries to be uncovered, truths to be told, people to be conned and robbed, entertaining to be done—now that Prohibition is over (though some states and counties are still dry), and new devices to be patented. That is if you do not fall foul of the law—like the C.S.A.’s Texas Rangers and their campaign against magic or the city’s organised crime—such as the Sicilian Mafia, the Black Hand, or the Voodoo gang known as the Red sect…

Apart from the shift in time and tone—from 1880 to 1935, from Weird West Horror to Pulp Noir Horror, the obvious differences between Deadlands Reloaded and Deadlands Noir are its character options. Bootleggers, members of the clergy, con artists, dilettantes, doctors, entertainers, escorts, lawyers, parapsychologists, private investigators, reporters, vagabonds, and writers all point to a distinctly urban setting. The Arcane Backgrounds available are also different. Grifters are supreme swindlers, capable of conning arcane power from dark spirits, though not without daily indulging in a vice such as alcohol or dice. Houngans and Mambos practise strange rituals that pay tribute to the loa and in return, can create small miracles. Patent Scientists are inventors, constantly striving to create and sell new devices that will make their name and reputation, although they are unknowingly tapping into the otherworld for their inspiration. They are renowned not just for their creations, but for the delusions they typically suffer.

What is not available to play is Deadlands Reloaded’s Huckster, their having been hunted to near extinction by the Agency in the North and the Texas Rangers in the South. Grifters have taken up their legacy. Faith has been driven to an all-time low by the events of the Great War and the Depression, so preachers capable of casting true miracles are all but unknown. Mad Scientists are now Patent Scientists, whilst Indian Shamans are very rarely seen in cities like New Orleans and the practitioners of Eastern martial arts have gone underground. Similarly, two Arcane Backgrounds are rare in New Orleans—the Blessed and the Syker, but both are described in the Deadlands Noir Companion. (It should be noted that the latter volume has a higher page count and is more expensive than Deadlands Noir itself).

Other new Edges that Deadlands Noir adds to fit the setting include Comfortable, Veteran of the Concrete Jungle, Hitman, Sleuth, and Grit. New Hindrances include Corrupt, Grim Servant of Death, Night Terrors, Schmuck, and Smart Mouth. It should be noted that all characters start with the Poverty Hindrance to represent the economic difficulties of the Depression. Plus a character also needs to describe his worst nightmare.

One last option available is the Weird Edge, Harrowed. A member of the Harrowed is all but dead, having refused to give up on this mortal coil. What keeps a Harrowed from finally dying is the pact he enters with a demon from the Hunting Grounds to enable him to keep his body moving. The Harrowed has not only suffered in hell, he must constantly battle with demon for control of his body, is marked by the wound that killed him, must consume meat to heal, and can actually pickle himself with alcohol as a means to preserve his body. A Harrowed can use other Arcane Backgrounds, though not faith-based ones like Voodoo if the demon is in control…

Our sample character is such one Harrowed. Antony Delvecchio never wanted to get involved with the Black Hand, New Orleans’ mafia family, but when your father is a ‘made man’, you have little choice. Antony though, wanted to be something else—to be a writer. This was much against the wishes of his father, and whilst he had the support of his mother, he could not avoid being forced to study law at Tulane. Antony was a good student, but still wanted to party and that took him deep into New Orleans. It was on one of these off-campus jaunts that he came to the attention of the Red Sect, who saw in him an opportunity, one that might see him turned against their criminal rivals. Antony found himself drunkenly inducted into the worship of the loa. It was something that he fought hard to keep from his father, but he could not hide his decision to not practice the law after graduating, despite passing the bar. His father called him a wastrel and resolved to bring back into the family fold, but despite his mother’s attempts, relations with his father and the rest of the family broke down. Antony found himself cut off and penniless, struggling to make ends meet through his writing. Who exactly fired the shot and why, Antony does not know, but it might have been one his father’s button men or someone from the Red Sect because he proved to be not as useful as they had hoped. Right now Antony is looking for his killer while he supports himself from submissions to the Tombstone Epitaph about the outré side of life in the Big Easy.

Name: Antony Delvecchio Nationality: American 
Rank: Novice Occupation: Revenant Writer
Attributes: Agility d4, Smarts d6, Spirit d8, Strength d6, Vigor d6 
Skills: Driving d4, Fighting d4, Intimidation d8, Knowledge (Law) d6, Knowledge (Occult) d4, Notice d4, Perform (Writing) d6, Persuasion d6, Shooting d4, Voodoo d6 
Charisma: 0
Pace: 6; Parry: 4; Toughness: 5
Power Points: 10 Dominion: 0
Hindrances:  Night Terrors (Major), Obligation (Minor), Short Temper (Minor)
Edges: Arcane Background – Harrowed, Arcane Background – Harrowed, Talented
Harrowed Edge: Spook
Spells: healing, warrior’s gift

Mechanically, it no surprise that Deadlands Noir uses Pinnacle Entertainment Group’s latest edition of Savage Worlds. What this means is that Deadlands Noir is a Pulp action game as well as a Pulp Noir one, and to support the latter, rules are provided to handle detective work—both hitting the books and legwork, knockout blows, gaining a second wind in a fight, tailing a suspect, and social conflict and interaction. In particular, interrogations and using patter; the latter nicely underlining the genre convention that any good shamus should be able to talk his way out of trouble—at least sometimes.

Beyond character creation and the new genre mechanics, Deadlands Noir supports its setting with an extensive description of the city and its neighbourhoods, from Tremé and the Lower Ninth to the French Quarter and the Garden District. Each of the descriptions of the city’s neighbourhoods is expanded upon in the GM’s section, itself some two thirds of the book. These descriptions include numerous individual locations and persons of note—many of the latter illustrated with images of those who pledged towards the Kickstarter for Deadlands Noir. (This does result in a lot of NPCs having beards which feels slightly out of keeping with the 1930s). What is mechanically interesting about descriptions of these neighbourhoods is that each is assigned a Fear Level, from normal and ordinary (Fear Level 0) to Deadlands (Fear Level 6). This is a measure of how weird each district is and how scared the inhabitants are of where they live. It also affects any Fear check that a character has to make whilst in the neighbour. One of the player characters’ aims in Deadlands Noir is to lower these Fear Levels, though this should not be obvious to the characters or their players, but rather should come about by their doing good—solving mysteries, rescuing dames, and so on.

The GM’s section also includes an explanation of the setting’s secrets, an array of its monsters and NPCs—major and minor; advice on running the game and handling mysteries. The latter is accompanied by a set of lists with which a GM can create a case with the roll of a few dice and some thought as to what clues might be found. These consist of five rolls to generate the Hook, the Event, the Perpetrator, the Motive, and the Evidence, with optional rolls for the Location and the Twist. Our sample Mystery begins with this set of rolls:

  1. The Hook—Stranger
  2. The Event—Kidnapping
  3. The Perpetrator—Friend
  4. The Motive—Political Gain
  5. The Evidence—Testimonial
  6. The Location—Riverside
  7. The Twist—Dark Secret (Silent Patron)

    A woman comes to the player characters. She wants help that she cannot gain from the police. Her husband, the project commissioner for the James McKendrew Memorial Bridge, has been kidnapped and she has been given the characters’ names as being of those who might be able to help. The kidnappers want a package which they claim her husband has, but she knows nothing about it or where it is. (The truth of the matter is that her husband has been kidnapped by her boyfriend, who is also his business partner. What they are after is a recording of Mayor McKendrew accepting bribes in return for the position of project commissioner, but in reality, the kidnapper is in league with the Mayor in return for something else).
Deadlands Noir includes not only fourteen individual Savage Tales, each tied to one of the locations described earlier in the book. These follow a full campaign adventure—‘Red Harvest’. It begins with a missing woman, a large debt, and a big score, before going onto reveal at one of Deadlands Noir's big secrets. It is a solid affair, with room aplenty for the GM to insert individual Savage Tales of his own, or the ones included in the book.

Physically, Deadlands Noir is by contemporary standards, a slim hardback. It is done in full colour and illustrated throughout. The artwork is decent, though occasionally it slips into a cartoon-like style. The map of the city is slightly difficult to read in places, but the other maps in the book are clear and easy to read. One nice touch is how the sidebars are each framed against a strip of film that with their black-silver wash emphasises the book’s noir theme.

One obvious use for Deadlands Noir would be to unplug the ‘Deadlands’ element and in its place put the Cthulhu Mythos of Reality Blurs’ Realms of Cthulhu. The result would be a Pulpy mish-mash of genres, but it could certainly handle something akin to HBO’s Cast a Deadly Spell. That is one option of course, but with the ‘Deadlands’ element kept in, Deadlands Noir feels complete in and of itself, presenting a well-written continuation of Deadlands Reloaded without repeating itself—a problem that Deadlands has not always avoided in the past. Above all, Deadlands Noir is as enjoyable a genre mix of pulp horror with Film Noir as the original Deadlands was of Wild West and horror.