11 thoughts on “Are there any Deadlands PbtA games/hacks?”
There’s a “cowboy world” in playtesting. You could probably thinly reskin something like Urban Shadows if I’m remembering Deadlands well enough
Willow Palecek has been working on one off and on. The working title is “How The West Was Lost”.
We are working on a Weird expansion for Cowboy World. It is still very early days. We have only a couple of sessions under the belt. (We’ve been playing Cowboy World in many forms for 2 years now.)
The biggest problem is thematic: what supernatural powers should PC’s have? Some feel none, or only limited to artefacts. Others feel we should limit it to Native shamanism. Our consensus so far is that spells (as in DnD or Harry Potter) are out. So at this stage we have the following Weird powers: Telekinesis, telepathy, harm and healing.
Weird creatures are things like vampires, skin walkers, zombies (demon infested corpses) and demons in a myriad of forms. We also have steampunk gadgets etc. One character has a Gauss Rifle, the other has a clockwork leg prosthesis.
If you have thoughts on what needs to go into a weird west game, let me know!
In meantime I send the straight up mundane Cowboy World playtest stuff go all who ask.
People who send me feedback will be credited in the final product.
Cool! I’ll give it a read and try to run it soon!
Thanks Lonnie!
Wynand Louw Seems a lot like FATE in a quick browse. Is it a love-child of Fate and AW?
Jimmy Ringkvist
Yes! The reason I imported the Fate stuff was to get away from playbooks. Skills only go so far to make the unique fictional features of your character mechanically significant in the game. Being able to play fictional aspects to alter dice rolls make a huge difference to make characters unique.
There’s a “cowboy world” in playtesting. You could probably thinly reskin something like Urban Shadows if I’m remembering Deadlands well enough
Willow Palecek has been working on one off and on. The working title is “How The West Was Lost”.
We are working on a Weird expansion for Cowboy World. It is still very early days. We have only a couple of sessions under the belt. (We’ve been playing Cowboy World in many forms for 2 years now.)
The biggest problem is thematic: what supernatural powers should PC’s have? Some feel none, or only limited to artefacts. Others feel we should limit it to Native shamanism. Our consensus so far is that spells (as in DnD or Harry Potter) are out. So at this stage we have the following Weird powers: Telekinesis, telepathy, harm and healing.
Weird creatures are things like vampires, skin walkers, zombies (demon infested corpses) and demons in a myriad of forms. We also have steampunk gadgets etc. One character has a Gauss Rifle, the other has a clockwork leg prosthesis.
If you have thoughts on what needs to go into a weird west game, let me know!
In meantime I send the straight up mundane Cowboy World playtest stuff go all who ask.
Wynand Louw I’d love to check out cowboy world!
Hi Lonnie
I cant seem to PM you, so here is the link:
https://drive.google.com/file/d/0B9G77aR8Ygmbem02dVJzdEE5MVk/view?usp=sharing
Wynand Louw awesome! Thanks!
People who send me feedback will be credited in the final product.
Cool! I’ll give it a read and try to run it soon!
Thanks Lonnie!
Wynand Louw Seems a lot like FATE in a quick browse. Is it a love-child of Fate and AW?
Jimmy Ringkvist
Yes! The reason I imported the Fate stuff was to get away from playbooks. Skills only go so far to make the unique fictional features of your character mechanically significant in the game. Being able to play fictional aspects to alter dice rolls make a huge difference to make characters unique.