Since the release of the original Deadlands RPG, it's been one of my favorite games. It's a great western/horror blend with a dash of steampunk (full disclosure--I'm not a big steampunk fan), but it all works well together to make a great setting. One of the most attractive features of Deadlands is its system, which involves resolving some features of the game with hands of poker and using cards to determine initiative. This fits very well with the wild west theme, given the prevelance of poker in old-west movies--and this makes Deadlands one of the most fitting settings for the Savage World system. It helps that the game's original rules were the basis for the Savage World gaming system, of course.
The setting of Deadlands is an alternative history in which a cataclysmic event brings magic and monsters back to the world, and much of the supernatural activity is centered in the American West--which is still a point of contention between the USA and Confederacy, given that the war never ended in this reality. Territories are disputed for the supernatural mineral--ghost rock--that is used to build technological wonders. Players are given a lot of leeway in building characters, and can play pretty much any sort of character found in a Western, such as gunslingers, cattle rustlers, and Native American braves--but also can play supernatural characters if they pick an edge (a character feature in Savage Worlds terms) that gives them the ability to use magic. This makes character creation very flexible, and there are a lot of options for players, including things like nuns and preachers with divine power, Kung-Fu monks, Native American shaman, vudu priests, mad scientists who create technological wonders, and sorcerors called 'huxters', who use decks of cards to work their magic.
The Savage Worlds system provides a set of generic rules on which individual settings build their own additions. Deadlands does so very nicely--especially in the rules for magic, which give a list of magic power options, and how they manifest by caster class. For example, the 'armor' power for a for a player with divine powers will manifest in attacks simply missing them, but the same power for shaman will appear as a shimmering war vest, while a mad scientist will simply wear a bullet-proof vest. Deadlands plays close attention to this sort of flair in their games. The writing does a great job of evoking the old west, with it's use of wild west vocabulary such as using terms like shootin' iron instead of 'gun'), and the renaming of Savage Worlds' 'bennies' as 'fate chips'--poker chips that grant benefits on rolls, with some expanded rules for different colored chips, which again evokes the popularity of poker in Westerns.
Overall, like the original Deadlands RPG, Deadlands Reloaded does a great job of building an old west fantasty setting, and giving it rules that thematically fit the setting. That has always been Deadland's strength, and it contiues to be the case with this edition.
Read the complete review at Geeksagogo.com!
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