![]() ![]() Interestingly, the brand persists, and there is even some suggestion that the memories of the previous branded character persist from body to body. However, once Jane's story of revenge against the Stillwaters concludes, the game immediately places the player into the body of another character - this time a pigman named Cl'erns Qui'g. For the first few hours past this introductory cutscene, the brand is largely ignored and its significance remains a bit of mystery. To set the stage of how the story is presented, Jane's story begins with her dreaming about herself being cattle-branded by a cult-like group of masked figures, but she wakes up to find out that this brand has actually appeared on her neck in the waking world. While Jane's story initially plays this pretty straight - dealing with a normal person simply trying to survive in a setting full of, well, weird circumstances - the progression of the narrative immediately started to hook me beyond this base description. However, as Jane's story progresses, it quickly becomes apparent that this version of the wild west is no stranger to all sorts of supernatural shenanigans from flesh-eating monsters to vengeful ghosts and bipedal pigmen. A gang of outlaws named the Stillwaters end up kidnapping Jane's husband, initiating a pretty typical scenario for a revenge plot. Weird West opens up with a bandit raid at the homestead of a former bounty hunter named Jane Bell. The art style was appropriately grimy and smeared, the lowly drawl of the voiced narration fit the spooky nature of the game perfectly while managing to avoid coming across as hokey, and the unorthodox nature of featuring multiple protagonists in the same setting allowed for a decidedly unique flavor of storytelling. This makes it all the more frustrating that Weird West was, unfortunately, one of the most tedious experiences I've played in several years. Screenshots may differ from what you see in-game based on the extension and ruleset you have loaded and if you are running Fantasy Grounds or Fantasy Grounds Unity.Despite my initial preconceptions, I quickly found myself genuinely enthusiastic about pretty much everything comprising the setting, story, and tone of Weird West. Compatible with Fantasy Grounds Unity or Fantasy Grounds Classic Requires: An active subscription or a one time purchase of a Fantasy Grounds Full or Ultimate license and a one time purchase of the Savage Worlds ruleset. This book requires the Savage Worlds Adventure Edition core rules to play.Īdapted for Fantasy Grounds by: Aki Heikkinen The core book for Deadlands: the Weird West is a hardcover book in our usual "graphic novel" size, with glorious, bloody, full-color art throughout. an adventure generator, and enough rascals, varmints, and critters to keep a posse busy 'til doomsday! For the Marshal there's a comprehensive overview of the Weird West. ![]() It includes all the Edges, gear, infernal devices, and powers players need to blast the tarnation out of those creepy crawlies. Think you've got what it takes to join them, amigo?ĭeadlands is the premier Weird West roleplaying game of action-packed horror. ![]() Such tough times also create great heroes, rising across the West to fight Evil's cold grip with a trusty six-gun, sacred tomahawk, holy miracle, or arcane hex. Out here night seems a little darker, the distance between towns a little farther, and something changes the very landscape itself. Some say there are monsters, creatures born of the darkest fears given life by some insidious and overwhelming evil. Some say there are more than just wild creatures on those lonely trails. Folks from all over the world journey to the American frontier in search of opportunity, freedom, and wide-open spaces. ![]() About This Content Deadlands: The Weird West (Core Rules Book) Welcome to the Weird, Wild West! ![]()
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