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Author Topic: Deadlands  (Read 1194 times)
weeot
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« on: August 22, 2010, 09:09:21 PM »

has anyone done it? I know there was a gunsmoke and goblins- i want to be able to use d20 deadlands material.
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Microlite20
« on: August 22, 2010, 09:09:21 PM »

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SethDrebitko
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« Reply #1 on: August 24, 2010, 03:19:51 PM »

Not that I know of yet ( Wink Wink), I would assume using one of the post apocalyptic rule sets with the wild west one would make for a good fit.
« Last Edit: November 26, 2010, 07:57:18 AM by SethDrebitko » Logged

Seth Drebitko
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weeot
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« Reply #2 on: August 26, 2010, 07:53:43 PM »

here's what ive been working on. it includes some radical copyright infringement but its only  a rough draft- it will go away eventually.
just the classes for now.
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weeot
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« Reply #3 on: September 19, 2010, 03:02:05 PM »

if anyone cares... I simply decided to use DOMINOWRITING's class building system for the deadlands game im going to run, so i should have some feedback for him. i just could not get happy with any of the classes i made.
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SethDrebitko
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« Reply #4 on: September 28, 2010, 02:41:28 PM »

Sounds good let us know how the game turns out!
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weeot
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« Reply #5 on: November 26, 2010, 06:02:43 AM »

http://www.forum.koboldenterprise.com/index.php?action=downloads;sa=view;down=92
This is the core rules set i use to run Deadlands D20. - so far so good.
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LakeDragon
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« Reply #6 on: September 01, 2011, 03:40:22 PM »

The other day I found a pdf about card character generation for the new Deadlands game.  That got me thinking of how to bring those ideas to M20.  Here is the start of a few of the ideas I have had so far.
A 54 card deck is needed, 52 cards and the 2 jokers.  Jokers = 0, A = 1 not 11, and the rest are face value.
 The Dealer deals 7 cards to each player one at a time.  The player can arrange the cards into 3 groups of two(2 - 20), discarding the low card. The players can place the card pairs as stats as they like. Using poker chips or coins, each player is given 4 to start. They can use these to purchase another card to better their stats.  The player must choose and show the cards that they wish to get rid of before they purchase replacements.   If the low card is a joker, that player must draw another card to find out what perk or flaw they have gained.  The value of the card equals what type of ability it is and the color of the card whether it is good or bad.  The perk/flaw ideas so far - famous/infamous, lucky/unlucky, local/foreigner, quick/slow, .
The combat/action resolution is done by a 2 card draw(2 - 20) +/- modifiers against difficulty. These can also be improved(?) by card purchase if the player has any chips. 
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dominowriting
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« Reply #7 on: September 02, 2011, 11:20:57 AM »

weeot - thanks for turning to the stuff I wrote! Please let us know how it goes. Looking at what you posted on the Deadlands classes, it may be simplest to just use a class from "The Big Book of Races and Classes," if you like my stuff enough. They don't match up exactly, but for a quick and dirty conversion, this may do.

Blessed: Cleric
Brave: Ranger
Gunslinger: Gunslinger
Huckster: Sorcerer
Mad Scientist: Gadgeteer
Maverick: Swashbuckler
Rowdy: Fighter
Scout: Rogue
Shaman: Shaman
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weeot
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« Reply #8 on: September 04, 2011, 09:56:12 AM »

no, no, no, dominowriting, thank YOU! The game is going great! we started at lv 1 and people are just getting to lv 4 now. The players love the build your own class thing and it works great for Deadlands because of the Wierd-ness of the setting begs for wide variety in characters. I made the classes the way i did to mirror those in the D20 version of the game, so everything translates.

One guy is a mountain man that rides an elk. another is a trapper that knife fights. the rouge CSA Col. that only fights fair. its lots of fun. 

Last session the players took a hijacked autogyro and dropped a 10 gallon barrel of nitroglycerin and lamp oil on the Church of Lost Angels, killing Reverend Grimme, his high level officials, and lots of innocent parioshoners. They now own 3 autogyros, have "wrecked" the story line, and changed the landscape of plot hooks in the world. Now, the rail wars will likely rage toward the Maze, fanning the flames of the war between the states!

The idea of card resolution is neat. If i did it, I would:
Joker- critical failure, may not drop as lowest card.
Ace-Critical success.
Joker+Ace = HUGE critical failure.
   its fun to have criticals :-)

The thing that is tough about cards is actually getting the cards to the players, it takes a long time to go around the table and have everyone draw. with rolling, everyone just does it instantaneously. But i guess if you are adding card values together you can have multiple decks going, when you are using high card- you can't do that.
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