Wednesday, January 3, 2024

Savage Worlds - Deadlands as a Game Setting

 


I wanted to make one more point after wrapping up our campaign and that was to discuss Deadlands as a setting for an RPG because after running these 30+ sessions I am  somewhat unexpectedly - not tired of it. I've thought about why so let's talk about that.

I've been picking up Deadlands books since the game was released in the late 90's - 1st edition, 2nd edition, and multiple Savage Worlds editions. There are a lot of Deadlands books out there with campaign material in them but each edition has done a pretty good job of presenting the whole setting in just one of the core books. It was "The Quick and the Dead" first, then the Marshal's Guide, Then Deadlands Reloaded covered it and added some updates, and now the current "Weird West" book paints a nice broad picture with some more timeline updates and some changes to the past as well. 

The early material had a healthy dose of that popular 90's thing "The Metaplot". In this case the Reckoner's machinations to turn the world into a deadland by upping the fear level everywhere over time. This would enable them to enter the world and do even worse things to it directly. 

One of the fun parts of the Deadlands settings is that the Deadlnads: Hell on Earth campaign is a depiction of what happens if they succeed and it's rare to see a game company put that kind of thing out as a real product. 


The general direction in a Deadlands campaign is the idea that the PC's will become aware of this larger scheme at some point and take an interest in opposing these plans. That's the big picture, anyway. In the meantime your PC's can do pretty much whatever they want. 

  • Want to do classic western things? There's a campaign built around a cattle drive (Blood Drive). There's a big adventure built around figuring out what's going on in one town and solving their problem (Trouble at Headstone Hill). Plus there are various shorter adventures that involve tracking down criminals and getting into gunfights.
  • Want to focus on particular parts of the west? The four big plot point campaigns from Reloaded edition each focus on a different region of the U.S. with various complications tied to both the power groups in the area and the particular reckoner casing the most trouble. The Great Maze is awesome but classic Tombstone, Deadwood, and Dodge City are all pretty amazing too. 
  • Looking for a particular type of adventure? Gunfights are certainly easily available but there are creepy horror encounters, political intrigue, and chases/hunts out there too. A little bit of online research can guide you to an adventure that will likely cover a variety of opportunities for any determined posse out there.
Just as an example in our Flood campaign we opened with a gunfight, then got involved in a train derailment and robbery, tangled with some religious fanatics, did a prison break, defended a ranch from raiders & rustlers, spent a fair amount of time involved in Shan Fan triad politics, snuck into a pirate city and blew up an ironclad, came in 2nd place in a martial arts tournament, helped defend an area during a local warlord's invasion of a city, and helped set up and run fair elections for mayor in a new and growing town on the coast of the maze! Note that this is outside of the main plot of traveling Deadlands California to set up the conditions for the Flood that will wipe out a major evil - these were the things that were happening "along the way".


To me a good setting should get a GM excited about the opportunities they see and Deadlands does this every time I dig into it thinking about running a new campaign.  A lot of what I have listed above is tied to published adventure material but that's not a limiting factor. Just looking at the general setting notes followed by a flip through the critters section has me jotting down notes for future runs and it has been this way for years This last campaign let me finally pay off some of my notes like this from years ago.

The last point I will share is that I ran this game for about two years and there is still probably a third of the "Flood" book that I didn't even touch. It's full of cool stuff and I ended up not having a good place to use some of it as the campaign developed - but I still want to. That, to me, is a sign of a strong adventure. I think of all of these creatures, locations, and NPC's I didn't use and I can't help but think that we need to revisit this one at some point, even if we wait a while in between.

So there's my ringing endorsement of Savage Worlds as a system, Deadlands as a setting, and The Flood as an adventure. I normally am tired of a setting and a campaign by the time I wrap them up and ready to move on but this time I was not and it's a very welcome surprise and I am looking forward to my next walk through this world.

2 comments:

thekelvingreen said...

I've been toying with running a Deadlands game in an "old school" style; a central town as a hub for exploration and adventure, not quite a hex crawl but something close.

Do you think the game would support such an approach, or would it require too much work to twist it into that sort of shape?

I am aware that one big difference is an OSR game rewards exploration with treasure, which then drives advancement, which then leads to further adventure, and so on. I would have to replace that loop with something, but in general you could run Deadlands as a Westcrawl, couldn't you? 🤔

Blacksteel said...

I think you could do a location-based campaign for sure but the hex-crawl part might be a little tricky.

I've toyed with the idea of a more static campaign before - think Bonanza or Rifleman - where the PC's are tied to a town or a ranch and keeping things going in that place. This is definitely different than the travel-focused game I've typically seen like Rawhide, Have Gun Will Travel, or Kung Fu but it seems pretty workable.

With a more D&D style hexploration approach I think there are some challenges just from the time period - Railroads and the telegraph are a thing, plus settled areas might take up a lot of land with various ranchers fencing off big sections. Plus as you mention Savage Worlds isn't really loot-driven so you'd have to think about how to set things up to have enough unknown territory to keep it interesting plus some reward for going into that space.

Thinking through it I wonder if a settlement in the Maze might be the best place to try it. Dangerous territory, travel is tricky, lots of ability for threats to appear out of nowhere, yet the lure of ghost rock is big there. Might be worth sketching it out at least.