Showing posts with label Wasted West. Show all posts
Showing posts with label Wasted West. Show all posts

Friday, March 11, 2011

Weird vs. Wasted

One thing that I have been doing a lot of lately, and here at the keep, is look at the similarities and differences between Weird and Wasted west. One thing that is probably inevitable from all of this is the question of which one I prefer, and I’ll try to answer that but I will also be putting in qualifiers. When I talk about this it should be noted that both are actually very good and enjoyable and that there is a bit of unfairness in the judgement as Wasted West had a bit of time to learn from Weird West and some of the mistakes or hiccups there. In doing my comparisons and comments I will attempt to be as fair as I can, however I will admit that I have a fairly strong preference for Wasted West over Weird and I hope here to explain why.

One of the biggest reasons that I found Wasted West to work better was that by and large they removed the ‘muggle problem’ that existed in weird west. What I mean is that using the powers of an arcane background in a town was likely to get the people to think you were a witch or monster and thus needed to die. The exceptions for this were mostly the blessed and mad scientists though those weren’t always safe bets either depending on the communities temperaments. In Wasted West supernatural abilities are a bit more widely known, trying to assault a town is likely to get you kicked in the teeth by angry townsfolk merely using the powers isn’t going to get you forcefed into a wood chipper merely for using the power in front of the locals. One of the reasons for this is probably that most people have seen undead, many people have seen or heard about the four horsemen of the apocalypse literally RIDING ACROSS THE UNITED STATES CALIFORNIA TO THE EAST. Ahem, yes as you can see the supernatural is a bit more widely understood and accepted, not to mention things like Psykers being a part of the old militaries as well as cyborgs (more on those later). In essence people might have attitudes on various arcane backgrounds or have rumors but merely using them won’t get the townspeople to either faint dead away or turn green.

I understand that part of the reason for this is a bit of the thematics, in Weird West the people weren’t supposed to know that all this stuff was going on, showing that magic existed was likely to cause panics and havoc. But it also created some problematic situations as well as being a source of some of the imbalance between arcane backgrounds. I guess some of it is also that I prefer not having to have a great big book of euphemisms when I run for the players and the few NPCs in the know to use and/or having to figure out what each side is trying to imply when the group is trying to work out how much the town sheriff or local heroes know about the more… bizarre happenings. The other reason I prefer it is on some level I think that in a lot of ways the masquerade seemed almost to just be window dressing. A good enough stealth or bluff check could let you hide what your hands were doing for hucksters, Shootists (a later introduced arcane background) only had the guns spark or look interesting which is easily covered by mad science, and as for the blessed…well they can just take unnoticeable always on abilities and even if their powers are noticed people figure you’re just righteous and a servant of (insert deity/philosophical principles here). Not to mention that if a monster/cultist/whatever decides to be more overt in an attack on a town rather than just nipping at the edges, or goes for it as a climax half the time the only way to hurt it necessitates using arcane powers which might be why later stuff seems to downplay odd appearances.

The Arcane Backgrounds are also an improvement in a lot of ways too, I brought some of this up in my earlier post when I talked about some of the best and worst arcane backgrounds but I want to go into a bit more detail here. One of the biggest changes was the near universal adoption of the Strain mechanic among the various Arcane Backgrounds, essentially getting rid of a lot of appeasement points and the like and instead simply using strain. This change was big for a few reasons, one was that it made a clear limit to how many times you could use your abilities, strain could be recovered through rest or other means depending on the arcane background but now you didn’t have people able to use their abilities nigh continuously back to back as the Blessed and Hucksters were able to do, the latter only having to worry about backlash. The powers were more codified, you could pump in more strain for greater effects in a few cases and the better a power was the more strain it required but the powers were more in line with one another, less wild and prone to surges of luck. The powers and abilities were also more focused.

Doomsayers abilities were mostly blasting and energy based with a few exceptions, and had a strong theme of radiation and mutation. Doomsayers could develop any power in the base book easily enough through spending bounty points, the ones in supplements required a teacher or an area with radiation so severe that it might kill you, and in the latter there was still a chance that you might not learn the power but still lose the bounty points. Psykers were a bit more versatile, but they had to pick a discipline, they could easily learn any power in that discipline but learning others required teaching machines, training manuals or another psyker, all of this besides spending bounty points to learn powers. Toxic shamans learned from their spirit servants, and their powers were based on the various toxic spheres. Junkers, Templars and Witches were the three arcane backgrounds that went without Strain but instead had other limitations. Junkers needed parts to build their wonders and usually needed G-rays to power them which meant having to find ghost rock. Templars had primarily self only powers that were on constantly but their powers took a lot of work to raise and their one healing ability could only be used once per person per day. Witches were fairly underdeveloped but their concept was using materials to cast spells or work magic, love potions for example or finding baseballs and human skulls to be focuses for spell blasts.

By and large while the backgrounds were still pretty darn potent their limitations both in terms of sustained usage and versatility meant that it was easier or at least more workable for a mundane person to keep pace with them in a game. It could still be imperfect but the elements here did help the arcane backgrounds be more balanced against one another as well as helping make sure that the regular mortals still had practical use and a place in the group as a whole. Weird west did have this as well, but as mentioned in the comments a while back higher point levels things would swing more and more heavily to those with arcane backgrounds for varying reasons.

One other thing that I found useful was that the offense/defense ratios can scale a bit more cleanly than they do in Wasted. In Weird west a player that pours enough starting points into resources (5 points into belongin’s) can have body armor strong enough that it ignores small arms fire and can even let the wearer shrug off a shotgun slug with relatively little consequence, not to mention some nice weaponry and other defensive items. This is somewhat countered by the fact that the items are made by mad science, so they have to have their reliability tested each time they’re hit but it is fairly unlikely to kaput. Armor piercing weaponry is comparatively uncommon, and even what’s there is all mad science, subject to reliability rolls and the ammo that can punch through armor is only going to ignore one layer of armor, for regular guns it won’t work to punch through and for shotguns it only makes them a little better. In Wasted purchasable body armor that players could purchase at character creation were set up in such a way that against normal small arms a player could probably walk away fairly safe, however the minute armor piercing ammunition entered the fray much of it was negated. Armor piercing ammunition was also now ‘standard’ meaning that they didn’t need to worry about reliability and the cost for such ammunition was low enough that it was fairly easily attainable, and ubiquity among various enemies is reasonable.

Heavier armor, stuff that approached what was in Weird West, would either have to be temporarily conjured through the power of an arcane background, created by a junker, or would have to be one of the very expensive suits of power armor. The ones created through Arcane Backgrounds required spending energy to maintain, leaving them somewhat questionable for duration as well as meaning that they couldn’t do other things while the defensive field was up, or in the case of the psyker that an armor piercing bullet just tears straight through it. Junker built armor has to deal with stability rolls, it is also ridiculously heavy, even relatively low armor levels were fairly hard to lug around, a Junker that rolled ridiculously well MIGHT have been able to make a fairly potent lightweight suit of armor but there is still the issue of reliability making your suit fall apart, vanish, go flying around, vanish and leave a giant demon next to you…(the junker mishap table is odd). The third option was a suit of power armor, this was pretty damn expensive, either you poured just about all your starting points into a suit or you were a Veteran of the wasted west and had to deal with the table (and even then you had to spend a ton of points to get the suit). The power armor had some issues as well, it had excellent armor, weapons systems and even muscle and speed boosters but it also required a source of energy to recharge, as they tear through power quickly and recharging them is fairly hard. There was also the fact that the suits could get torn up pretty well, wounds meant that the armor was also damaged, so you had to spend a lot of the fate chips that would become XP in keeping yourself from being injured and the armor from getting wrecked, slowing your character advancement.

Related to armor scaling there is also the fact that it’s harder for the players to reach untouchable status. What I mean by untouchable is this, in my weird west game I had actually gotten to a point where non-supernatural opponents were practically pointless to put up against the group. The reasons were that simply put normal armaments couldn’t threaten them due to body armor and the fact that it also felt odd sending people who had dealt with a werewolf cult attacking a town, managed to fend off Stone twice, and do several other things against regular criminals. I could do things like load up bandits in mad science body armor and other gear, but given the expenses it feels a bit ridiculous if it happens more than once or twice. There are ways around it, maybe the group is backed by a mad scientist, that sort of works but mad scientists need labs and work areas as well as parts. The same sort of thing can happen with Arcane Backgrounds, there are times where it can work but there are a lot of situations where it ends up rather iffy. Supernatural opponents offer more consistent threat to established groups while more mundane ones are more likely to simply get overwhelmed and wiped out. I am however willing to admit that some of this might have also just been a mental block on my part so I am willing to concede that more of it might be me than the game.

In Wasted there are a few ways that threats can scale a bit more reasonably with your group. One thing is simply that mundane guns hit harder and mundane armor isn’t quite as heavy but it can be more common so road gangs with infantry battlesuits or kevlar vests aren’t out of the question. Junkers are another handy thing on this front, in my view junkers are a gift to marshals because in addition to being able to produce some fun and potent tech they also don’t need workstations or big labs to do their thing, so junkers backing road gangs or warlords are quite reasonable, they even reference that sort of thing in some of the books. There is also the handy fact that many of the basic military weapons pack quite a wallop, giving them to a group of normal enemies can still make the players keep their heads down. One other thing is a bit more subtle, I actually missed it when I first thought about it. The walkin’ dead in weird west started to lose effectiveness after a certain point in the game, even the veteran walkin’ dead with guns still had trouble making more experienced players worried, especially since the zombies went through chips like water if they didn’t just get their melons popped immediately. In wasted west the veteran undead, the zombies from soldiers, are now wearing body armor and thick helmets, wielding machine guns with grenade launchers. To be blunt they are a fair amount more threatening, not all of them need to have the full battle armor or grenades, but the fact that they can have it, or other military equipment, makes them far harder to kill and suddenly a lot more threatening to a group of people wandering through a battlefield digging for salvage.

Some of the things in the game can be used with less work on the marshals part, the two big evil armies, Silas Rasmussens Mutant Hordes and the mechanized legions of the Combine. With the mutant hordes there are the evil doomsayers with their radiation powers as well as large groups of aggressive mutants with other abilities, and the radiation priests are while not exactly ubiquitous at least common enough to be usable in decent numbers without feeling strange. With the combine, the standard troops have fairly effective guns as well as the automatons and other advanced tech bots and cyborgs, also giving you space to create bizarre technology to give them to wield against the players. These groups fit in the wastes, they represent the mutant apocalypse or machine uprising popular in post apocalyptic fiction and can actually be faced by the players in different ways. They can be occaisional nuisances that might be run into at towns, in ruins, etc. They can be used as a growing nemesis, telling a story of a dark tyrant wanting to remake the shattered world in their own image, they are a well placed tool for a marshal and their abilities and arsenals make them workable and useful with minimal modification at many different junctures in the game.

I should also though point out that a lot of this has to do with the kind of games that I prefer running and playing in. I like more pulpy action games. A game that is more based in mystery would find an easier home in the Weird West, not to mention my view that horror is probably easier to produce in that version as well. Wasted west can also be a lot more goofy in some regards, killer tomatoes, head cases, robotic killer clowns, while these can be interesting and fun opponents they can also be rather silly for a lot of people and there are plenty who would argue that they don’t belong in Deadlands. I should also point out that Wasted West can easily be considered a more high powered game, so if you prefer lower powered games Weird West might be more for you. I should also bring up the mutation table, mutations themselves are really almost a mini arcane background, though they can make you weak just as easily as making you potent. The standard mutations from the books as well as the major ones from a later supplement could alter the person using it heavily, at best augmenting their physical stats or granting them improved healing or a few special abilities, at worst physical weakness, disgusting appearance, fraility etc. Major mutations were even more severe in swings, a bad pull from the deck could turn you into a giant slug where a good one could give you levels of armor, the ability to regenerate limbs, etc. The mutations can offer incredible things, some made strain recovery easy so long as things died around you for example. I could easily see players either crippled by their mutations or greatly augmented, which also means that some players might just throw their characters into radstorms to try to get a mutation to make themselves better at something. I can see some marshals getting uneasy about the mutation feature and wondering about power balance. I also want it to be understood that while I do find a lot of things in Wasted West to be an improvement I definitely enjoy Weird West and would easily recommend either.

Wednesday, March 2, 2011

Harrowed, the Accidental Arcane Background

I guess I'll start with addressing the point brought up in 'Badass Normal or Arcane Asskicker' (hooray, a response!). I think that the point brought up is valid but it isn't always universally applicable. The first thing to note is this, Deadlands tends to have a very high rate of turnover and there isn't much saying what happens if a new character is made, in fact the default seems to be that you start over at the base again. In games where the Marshal is a bit kinder and/or where character turnover isn't quite as fast arcane backgrounds can end up becoming far more potent, if only because after you reach a certain level of oomph as a normal it can become quite prohibitively expensive whereas the one with the Arcane Background gets to keep buying powers at 5 points a pop. This might be an area where the system breaks down a bit, but I think that in general the argument I made still stands.

I think that maybe I should bring up the Arcane Background that isn't exactly, the Harrowed. The Harrowed is a bit of an odd duck in that you don't choose it, it really does choose you, or at least it is thrust upon you. A Harrowed is a formerly living person who died, they were someone who had done enough ass kicking in life that a demon of the reckoning decided that said person would be excellent for making mischief with. They enter the person as they die, re-binding the soul to the body and then the fun starts. If you have the time the idea is to run a dream sequence, the player stumbles through their literal worst nightmare. The nightmare is a see-saw game where they and the demon in their head vie for dominion points, the values at the end are used to provide bonuses to the dominion roll (IE who's in charge). The demon might be subtle or overt but they are always hateful, always evil, and if your character is any kind of hero they will not be happy about this. Now the question that might come up is why the hero doesn't just try to end it again, after all the idea of living again is somewhat tainted by the fear of an evil being using your body to cause pain and suffering. Not to mention the obvious concerns of the suffering one is likely to endure at the hands of those wronged by the demon in your head or the risk to people you're close to. The reason is simple, and the demon will often point these out in desperation, since now if you die it faces total oblivion so self preservation is on its end.

The harrowed has some basic advantages, they ignore 3 levels of wound modifiers due to their relative inability to feel pain which is pretty handy by itself. In addition you can heal nearly any injury so long as a limb isn't blown off and you recover quicker than a normal person. Not to mention, only a headshot can take you out now, a bullet to the heart might slow the harrowed down, destroy it and they'll be stunned until they get some meat to eat but it won't keep them down forever. That alone isn't it however, the harrowed also has access to powers, some they begin with and others they can use bounty points to purchase.

These powers run the gamut, some grant further increased healing and recovery even to the poiint of regrowing limbs that were lost (though only those that were lost post mortem, if you have no arm pre mortem you still have no arm). The ability to see in the darkness, being able to call on the fire and winds to strike down enemies, control over the insects that creep over the earth. There was also the old fashioned boost to stats, letting those that chose that go beyond the normal limits of mere mortals granting them some fairly potent physical and mental prowess. There were even powers that granted extra actions or souped up existing arcane backgrounds (hucksters got extra cards for example) as well as stuff that could let you shrug off magic, walk on walls, walk through walls...there were a lot of powers. Most of them tended towards the creepy angle but that made some sense, after all you were a walking dead man animated by a pissed off demon so your powers probably weren't going to look all sweetness and light.

That alone isn't even everything, the harrowed also have the ability to 'count coup.' This has to do with the fact that the Harrowed is now a supernatural being, at least in part. In Weird West the Harrowed is the only one that can count coup, in wasted west everyone can so this one is being mentioned separately. Counting coup works like this, there are some supernatural beings that are so potent that in death they leave a bit of themselves behind, maybe it's a last curse on the earth or maybe it's just that they had so much power you get to lay claim to some of it in their death. Whatever the case you can count coup and absorb some of their essence. Now a group of harrowed has to squabble over abilities, rolling opposed spirit rolls to lay claim to the essence of the being, the winner getting it and the losers not. These powers can be minor or major, they can give small bonuses or they can grant entirely new powers and abilities. While this does depend heavily on what is faced it is arguably one of the more interesting capabilties that a harrowed has.

Becoming a Harrowed though is tricky, it isn't just a matter of dying, if that were all then whole groups of players would have their characters in suicide pacts. The truth is that first of all the character has to die and the head must be intact in death, no gray matter, no harrowed. The next step is that the player draws cards from a shuffled deck (jokers included), they get 1 card base then one extra card for each point of grit earned, grit is capped at 5 for guts checks at least but some Marshals let it keep accumulating for the sake of becoming harrowed. If the player draws a black or red joker a manitou thought they were worth using and decided to make themselves at home. There are other things that can be done and used as well, the dead mans boots net 3 more cards, there is a huckster hex that grants a greater chance of returning but also gives the demon more a chance to stay in charge after the trainsformation, shamans with ghost medicine get an extra card for every ghost medicine favor they have, and even the blessed have a gift which can allow them a better chance to return harrowed.

The harrowed is fairly potent, but there are downsides that the player and group have to deal with. A basic one is distrust, if they discover what their comrade has become they now have to wonder what or who is looking at them from behind those literally dead eyes. There is also the problem that the demon has the ability to randomly try to grab for the reigns and can royally fuck up the group if it grabs at the right time. When the player is in control the demon sees and remembers everything done, when the demon is in control the player has no bloody clue what went on which only makes for more fun. There is also the meta fact that the marshal gets an extra chip that they can use to keep various villains alive or give them better rolls, or just to use to try to help the demon grab the reigns and screw the posse over.

The big advantage the harrowed faces is that most of their powers are fairly cheap considering what they do, a new power costs 10 bounty points and then advancing it costs double the level of the power. With some of these powers you quite get your moneys worth. The other thing to recognize is that this can offer quite a bit to any character, a gunslinger can suddenly become so fast that they can't be beaten on the draw by any mortal. Or perhaps a treasured weapon suddenly becomes infused with arcane power making it stronger, far more potent and maybe adding some abilities to it that didn't exist before. A huckster can suddenly do far more with their hexes, a mad scientist can gain far greater inspiration for creating their devices, in short there are a fair number of interesting options available here for anyone.

Wednesday, February 23, 2011

Deadlands, Weird, Wasted, Reloaded and more!

I enjoy a lot of different types of RPGs, I have played Gamma World, D&D (2nd, 3rd, 4th), Pathfinder, Dark Heresy, several whitewolf games (not a big whitewolf fan, just saying), a bit of Call of Cthulhu, Mutant Future, Labyrinth Lord, Rifts, etc. Now lately my main gaming group has been doing a lot of Deadlands. Deadlands is a somewhat obscure game but quite interesting put out by the folks at Pinnacle. My group plays the classic version, IE the non Savage Worlds version.

Deadlands is one of the first games I want to talk about here both because it's a game that I'm playing right now and also because it actually taught a fair amount in terms of game design, running a game, and even about aspects of different types of gaming. The next few posts are going to focus on different aspects of the game and some of my own observations and thoughts on it, as well as things I think they did really well and things that they kind of messed up. Any fans of the game are welcome to post, as are detractors come to think of it.

I think I'll start off by talking a little about the game itself. The central game is essentially a steampunk civil war torn US with cowboys and zombies. An event known as 'the recknoning' occurred during the battle of Gettysburg and weirdness started popping up all over the place. The dead began to walk, monsters of folklore began to appear, and magical power suddenly became available or more potent. The source of this is a bit more than I want to get into right here (probably a future topic) Now the thing is that by and large most people don't know/don't believe in this sort of thing and in many respects that's how the dark forces like it. A big monster charging into town might make the populace piss their pants but then a few people either get brave or angry enough to fight back and manage to kill the thing. Suddenly the people see that the creature wasn't so scary and that they can be beaten. Instead the monsters tend to lurk on the outside, a few people here and there might disappear and sometimes people see things they don't understand but most of them try to chalk it up to hallucination, accident, or some animal.

The heroes are the exceptions, these are the people that find out about the supernatural and try to push back, defending people as best they can and spreading hope. Some of these people are shamans, some are blessed by a higher power, some have learned to pull power kicking and screaming from the spirit world and a few are guided by maddening muses to create mind bending tech, and plenty more are just normal people armed with courage and a good shooting arm. Now all of this is more true in the weird west for Deadlands but the basic principles hold. The game also deals with the idea of evil in some fairly interesting ways and points out that sometimes evil can be very grandiose and sometimes in can be very banal and in both cases it can be terrifying.

The game itself is a bit of a mix of pulpy action and horror, I tend more towards the pulpy action side but that's more because I absolutely suck at running horror. That's about all I can say for now, hope to see you all again soon.