Deadlands:Reloaded What books are needed?

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Julian Grimm
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Deadlands:Reloaded What books are needed?

Post by Julian Grimm »

I have been seriously looking at Deadlands lately and have been wondering what books are needed to play. Pinnacle's website doesn't seem to make it clear. Also what do you guys think of the game and system?
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Re: Deadlands:Reloaded What books are needed?

Post by Treebore »

I only know Savage Worlds and its Solomon Kane variant, but is a pretty decent system. Over all I prefer CORTEX, but I have a good time with SW. As for Deadlands, start with the core book, and you will see what you need from there. What books any given person wants varies upon play preferences.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael

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Re: Deadlands:Reloaded What books are needed?

Post by kreider204 »

http://www.peginc.com/pdfstore/deadland ... s-edition/

See the note toward the end of the page.

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Re: Deadlands:Reloaded What books are needed?

Post by Treebore »

kreider204 wrote:http://www.peginc.com/pdfstore/deadland ... s-edition/

See the note toward the end of the page.
So to start you need the S&W core book, Marshall's book, and Players Guide? I much prefer the ones like Solomon Kane, where it is all in one book.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael

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Re: Deadlands:Reloaded What books are needed?

Post by kreider204 »

That's correct.

Very few of the SW settings are all in one book. Most require the core book plus a setting book. DL:R is a bit unusual in that it has a two part setting book (the Marshall's Guide and the Player's Handbook).

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Re: Deadlands:Reloaded What books are needed?

Post by Julian Grimm »

Thanks for the info guys. It looks like I didn't dig deep enough on the site to find what I needed. I do wish it was just a one or two book game but, it is what it is.
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Re: Deadlands:Reloaded What books are needed?

Post by Treebore »

Julian Grimm wrote:Thanks for the info guys. It looks like I didn't dig deep enough on the site to find what I needed. I do wish it was just a one or two book game but, it is what it is.
Its only 3, and it isn't like we haven't done that before. At least in PDF they don't cost a whole lot either. Personally I'd have to have print, but I am not interested in Deadlands anyways, even though I have bought several of its supplements, but I run a more conventional Western game using Aces and Eights as my rules set, and just add in a little bit of "weirdness" upon occasion.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael

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Re: Deadlands:Reloaded What books are needed?

Post by Julian Grimm »

I was looking because some of us in my group have played before and we loved it. I did look at the explorer's editions which are cheaper. Here is my next question; could you use Amazing Adventures to run a Deadlands like game?
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Re: Deadlands:Reloaded What books are needed?

Post by Relaxo »

I suppose technically, you could use any game to run any game, but some would be more work. (but you know that) :D

I'm only marginally familiar with Deadlands (but boy does it look cool!) but I love Amazing Adventures and I think it could work...ish. I'd have to read it again to see if anyone fills that gunslinger role... there are generic class abilities you can swap in to customize the classes, right? the Arcanist totally rocks.

I'm more inclinded to suggest Go Fer Yer Gun, which is a Siege Engine game on RPGnow for like, 3 bucks. That and Weird West off RPG for Free?ish? and you have some fun seeds to plant in the garden of your imagination.

Maybe grab those, add the arcanist, and some Dead Lands free one sheets and quickstart and you have a low cost stew of goodness to play with.

(what's up with the metaphors today?)

Oh, there's also Shotguns and Saddles by Dave Bezio of X-plorers fame. That's new, and really good too!
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Re: Deadlands:Reloaded What books are needed?

Post by Treebore »

Yeah, I haven't really looked at AA, as I only have it in PDF, so can't really say.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael

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Re: Deadlands:Reloaded What books are needed?

Post by mordrene »

here's my 2 cents.

You could run a deadlands game with aa but i have run one with the go for yer guns game. its a wild west game using the siege engine and adding magic and CNC monsters is simple.

Now having said that, i prefer savage worlds and and am currently running a deadlands game. To play you need the core rules, the players guide and marshal guide. As rules go, i disagree with Tree, the savage worlds are imho the best non d20 rules out there. they are easy to pick up and your players will love them. i converted a group of 3.5/pathfinders to savage worlds and now i can run any type of game and they will want savage worlds.

If you have any other questions, let me know.

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Re: Deadlands:Reloaded What books are needed?

Post by Treebore »

mordrene wrote:here's my 2 cents.

You could run a deadlands game with aa but i have run one with the go for yer guns game. its a wild west game using the siege engine and adding magic and CNC monsters is simple.

Now having said that, i prefer savage worlds and and am currently running a deadlands game. To play you need the core rules, the players guide and marshal guide. As rules go, i disagree with Tree, the savage worlds are imho the best non d20 rules out there. they are easy to pick up and your players will love them. i converted a group of 3.5/pathfinders to savage worlds and now i can run any type of game and they will want savage worlds.

If you have any other questions, let me know.
I didn't say they are bad, just not my favorite. I do play SW, such as Solomon Kane, and I do have fun. As I said above. So it isn't like I am saying don't play SW.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael

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Re: Deadlands:Reloaded What books are needed?

Post by mordrene »

Treebore wrote:
mordrene wrote:here's my 2 cents.

You could run a deadlands game with aa but i have run one with the go for yer guns game. its a wild west game using the siege engine and adding magic and CNC monsters is simple.

Now having said that, i prefer savage worlds and and am currently running a deadlands game. To play you need the core rules, the players guide and marshal guide. As rules go, i disagree with Tree, the savage worlds are imho the best non d20 rules out there. they are easy to pick up and your players will love them. i converted a group of 3.5/pathfinders to savage worlds and now i can run any type of game and they will want savage worlds.

If you have any other questions, let me know.
I didn't say they are bad, just not my favorite. I do play SW, such as Solomon Kane, and I do have fun. As I said above. So it isn't like I am saying don't play SW.
My bad.

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Re: Deadlands:Reloaded What books are needed?

Post by kreider204 »

Relaxo wrote:Go Fer Yer Gun, which is a Siege Engine game on RPGnow for like, 3 bucks. That and Weird West off RPG for Free?ish? ... also Shotguns and Saddles by Dave Bezio of X-plorers fame.
Thanks for pointing these out - I hadn't heard of them before. I just got GFYG for free, WW for $1, and S&S for $4 from drivethrurpg. Great deals!

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Re: Deadlands:Reloaded What books are needed?

Post by Relaxo »

Sweet!
If y'all (anyone) wants a Siege Engine Wild West game, GFYG works great.
If you want a skill based class-less one, S&S is yer game!
and WW is just good inspirations (i'm not sure it's a great stand-alone product)
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Re: Deadlands:Reloaded What books are needed?

Post by Treebore »

I played in a Go fer yer Gun game a few years ago. It worked pretty well. I remember there being a few things I'd personally house rule to work differently, but on the whole it worked well. Definitely had a good time playing.
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael

Grand Knight Commander of the Society.

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Relaxo
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Re: Deadlands:Reloaded What books are needed?

Post by Relaxo »

Treebore wrote:I played in a Go fer yer Gun game a few years ago. It worked pretty well. I remember there being a few things I'd personally house rule to work differently, but on the whole it worked well. Definitely had a good time playing.
Me too, the one that sticks in my craw is the cowboy class (or whatever it's called) must save or go on a drinking binge whenever they're in town.... a little too mcuh loss of player control IMO.

but I loved the rest.
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http://rpg.drivethrustuff.com/browse.ph ... rs_id=5781

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