Kamis, 17 November 2011

PDF Ebook Deadlands Reloaded (Savage Worlds; S2P10200)

PDF Ebook Deadlands Reloaded (Savage Worlds; S2P10200)

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Deadlands Reloaded (Savage Worlds; S2P10200)

Deadlands Reloaded (Savage Worlds; S2P10200)


Deadlands Reloaded (Savage Worlds; S2P10200)


PDF Ebook Deadlands Reloaded (Savage Worlds; S2P10200)

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Deadlands Reloaded (Savage Worlds; S2P10200)

Product details

Hardcover: 256 pages

Publisher: Pinnacle Entertainment (May 22, 2006)

Language: English

ISBN-10: 0976360160

ISBN-13: 978-0976360162

Package Dimensions:

11.1 x 8.6 x 0.9 inches

Shipping Weight: 2.3 pounds

Average Customer Review:

4.3 out of 5 stars

9 customer reviews

Amazon Best Sellers Rank:

#430,465 in Books (See Top 100 in Books)

It's not a horrible product, but the shift to savage worlds has taken a bit of the life out of it. Instead of the various mystical types having individual powers they are all lumped together with various powers only available to certain mystic types.. The mad scientist rules are sparse, hard to understand, and lead to insanity just from learning a new power. The good news is it still has all the classic flavor of Deadlands. Also the hucksters are now able cast a fair number of spells before they resort to gambling with evil spirits. (In older editions you tended to either not get your spell off or get backlash.) The book brings together a lot of the setting which required 3-4 books in the past. Note that you will need to own a copy the core savage lands rule book. Also note that this is a really good book, but it's just not as good as 1st edition.

Great book, well produced.

Tons of background stuff for people wanting to use it as a sourcebook. Savage system is a bit lacking for this game, however functions decent enough for a light horror game. One of the core rule additions for the system is the use of poker cards to potentially enhance/inhibit magical effects as well as determine initiative for a gunslinger showdown at high noon. Interesting concepts but could be easily translated into say... FATE Core.

First off you need the basic SAVAGE WORLDS to play this game. The book does a good job of updating the Deadlands franchise keeping some of the original content yet blending it with the Savage Worlds model. By the way, you should like Savage Worlds (which has several similarities to Deadlands like dice exploding, poker initiative, etc) or this game won't fly for you. Think of the Wild West with a twist in History and then toss in steampunk, horror, monsters and all types of Western cliches. I really like the poker method for initiative, the poker chips (which are like the Fate/Action Points in other games), the dueling, and, of course, the world of Deadlands, especially the extended American Civil War as I'm a big time enthusiast. Deadlands purists may not like this as its condensed down into one hardback (the original Deadlands was books upon books). CONCEPT: A minus; MECHANICS: B plus to A minus; PUTTING IT ALL TOGETHER: B to B plus; ARTWORK: B to B plus; THE EXTRA TOUCHES: B to B plus; WHEN READ: November to December 2011; OVERALL GRADE: B plus.

This is simply a notification that this particular version of Deadlands has been split and replaced by the Player's Guide and the Marshall's Guide. I bring it to your attention because I was misled for a moment. After some quick research I discovered this, and I'm saving you the trouble. (your welcome!)At any rate, the game itself is really fun, but I subtracted a star because it is not the most current version of this Savage World. (bad joke, sorry...)Seriously, unless you want a more... original... version of the text, search for the Deadlands Reloaded Player's Guide (S2P10204) and you will be good to go until you need details from the Deadlands: Marshal's Handbook. (note: links are examples, only, and may be obsolete or products replaced by future versions of the game)Reference:[...]Thanks for your time!

I have been playing Deadlands since it first launched and I own, in print, just about every deadlands book to come out. This is re-launch of the game with a new rules set that is slimmer and faster than pervious versions of the game, making it faster and more story intensive than prior versions of the game.To be fair the older version has much more story content than this version of the game, if you need details on a particular part of the country there is piles of details you can use if you just go looking. My point on the story is that with lighter rules the stories you are telling tend to be more intensive and engaging. The older rules system was very complicated to learn, once you learned how to run the game it was much more intuitive but it never quite became invisiable. At the time games were experementing with differant types of systems, for example L5R intorduced a roll and keep system that was differant than anything else around at the time. Deadlands original system had you asiging dice types and then rolling a certain number based on traits or skills (wording in the first edition was a little confusing) and then keeping the highest. It also used Cards for initive and chips for damage mitigation as well as experience.Savage Worlds refined the system dropping the extra dice for skills and traits. Before you would roll 3d12 for shooting, now you roll d12 to shoot. Combat resolution was refined by giving players only one card for initive instead of a dice roll and then multiple cards. Chips were dropped in favor of Bennies that do much of the same thing.With Deadlands the chips are back adding back the poker flavor of the system. Metaphysics also re-intorduces the Poker hand for spell resolution, other than that the game is very similar in feel to previous editions while keeping most of the feel of Savage Worlds.In short the game reinvents itself in the relm of Savage Worlds very effectively, old and new players will find much in common with this system. The writing remains effective, easily conveying the feel of the era. A great game all round.

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