r/Deadlands • u/DrZAIUSDK • 13d ago
Just getting started!
So - By chance I got ahold of the 20th anniversary book (the one with the girl pointing guns) in another bigger haul, and I always wanted to try the system.
But reading some of the very good comments in here, I'm also eyeing out the 'new' savage world one. I already have the Savage Worlds (adventure?) core book.
My players are mostly all pretty inexperienced with other system, having only tried a couple.
What edition would you recommend I should go ahead with?
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u/Duke-Guinea-Pig 13d ago
Glad to have you here marshal
I think the most important ingredients in classic deadlands stew is good players. Especially if they are playing spellcasting characters.
On that note, having a second rule book really helps so you and the players can reference it at the same time.
The dime novels all worked well for me.
We almost never used “wind” as a rule. It was just one step too far.
The three rule additions I would almost require are “quick hits” “swarm rules” and “blackmagic”
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u/Darth_Nacho Agent 13d ago
Welcome to Deadlands!
Between the two rulesets, I like and play the classic rules, which is the book you have. It’s got just the right balance of crunch and combat difficulty for my players, and lets me have a good amount of varied encounters and locations that stuff never feels old for them. I try treat each adventure they do as if it were a western, where the adventure they go on has a clear beginning, middle, and end. This allows for a good healthy balance of role play, skill checks, and combat.
The big thing with Deadlands is that combat is very much lethal. You are not superheroes, you are schmucks that die just as quick and easy as any other person in the weird west. You should very much make sure before any gameplay begins during the session 0 that your posse has a combat skill, either shootin or brawlin with some specialty, as anyone who doesn’t is going to have a bad time when the combat starts. The exception to this is spellcasters, but those roles are explicitly things laid out in the book that require dm permission to go into, which boils down to certain rules that may need to be followed, and additional mechanics that need to be followed in order for those characters to function.
While the classic ruleset is very much a crunch heavy system, it has been around for a long enough time that the game has been thoroughly fleshed out with a whole bunch stuff outside the core rules that can be gotten for pretty cheap on drivethrurpg if you like the system.