Showing posts with label deadlands noir. Show all posts
Showing posts with label deadlands noir. Show all posts

Saturday, May 22, 2021

Character Creation: Deadlands Noir

Got a little while before Cairn tonight, and Savage Worlds characters are hella quick, so:

The Game: Deadlands Noir
The Publisher: Pinnacle Entertainment Group
Degree of Familiarity: Some. I played a game of it at a con some years back, I've run and played Deadlands pretty extensively, and of course Savage Worlds is pretty easy
Books Required: Deadlands Noir and some version of the Savage Worlds core rules

Deadlands Noir fast-forwards the Deadlands Reloaded setting to the 1930s and narrows the focus to New Orleans. It also puts a lot of emphasis on being a detective and solving mysteries, which really puts the genre closer to hard-boiled than noir, but whatever (and honestly, it's a distinction suitable mostly for pedantry). Having now read the book, I have a better grip on the progression from Deadlands than when I played it. One thing I didn't see addressed much, though, was the fact that in-setting, the Civil War didn't end with the Confederacy losing, and New Orleans is still very much part of the CSA. Now, slavery was abolished in-setting, though there's not much said about that in Noir and I don't feel like digging through other books to figure it out. I just think that to set a game in the Confederacy, which only came about because the South won their war to keep people enslaved (oh, I'm sorry, did you think it was about state's rights?) and then not examine all that a bit is something of a missed opportunity. But perhaps on brand for Savage Worlds, which is generally not where one goes for that kind of roleplaying. 

Well, anyway, I think I want to make a grifter, this game's answer to hucksters. Hucksters, in-setting, have been basically hunted down and exterminated (it'd be interesting to run a pick-up of my old Deadlands game and examine what became of Nikolai, but that's a musing for another time). Grifters, unlike hucksters, pay the otherworldly spirits that enable their magic by indulging in vice. I don't want to make a drunk, I hate smokers in general, and I don't want to make a grifter addicted to something like lying or gambling. Fortunately, laudanum was still very much available in the 1930s, and I'm sure that an enterprising fellow could get his hands on it, even if it wasn't the cure-all that it was purported to be previously. 

Woo, big paragraphs for a SW character. Let's get into it! 

Race is human, natch. Traits, I'm gonna put bump everything to d6 and be boring about it, but I want this guy to be a pretty good all-rounder (might raise Spirit, though). 

Skills, I need to put at least a d4 into Spellcasting. I'll put a d6 in there for now. I'll put a d4 into Driving, Investigation, and Persuasion, and a d6 into Fighting, Gambling, Shooting, Stealth, and Streetwise. 

Skipping over  derived traits, because they go at the end, FFS. Hindrances! There's one in the Noir book called Corrupt, and that calls to me. I'll take Obligation and say that his mother also lives in New Orleans and is unwell, so he takes care of her. I still need a Major, though. Hmm. Night Terrors or Yellow? I think Night Terrors.

Doing a little background, we'll say that Johannes Keller was born in 1910 in Dodge City, KS. His father died shortly before he was born, and his mother, Irma, took sick when he was a boy. He started sampling her laudanum when he was a teenager, and got involved in some unfortunate criminal enterprises thereafter. 

Johannes was involved in a heist that went spectacularly wrong. The vault that he and the others broke into contained money, sure, but it also contained a horrible undead creature, locked away to protect the populace (supposedly by Wyatt Earp, but who really knows). Johannes was the only one to survive, and he still has nightmares about it. He packed up his mother and moved to New Orleans, figuring that the money he'd stolen would last. It might have, but he spent a lot on laudanum, booze, and pleasant company, and now he's doing whatever he can to make ends meet. Oh, and he goes by "John Kelly" now.

As for where he learned the grift, he doesn't actually remember. He just kind of started doing it, and he figures he must have learned from someone, but maybe when he was really off his head? He tries not to think about that too much. 

OK, cool. So now I get a free Edge, and then the "points" from my Hindrances. I'll take Arcane Background (Grifter), a-doy. I'll spend 2 and bump Spellcasting to d8 (I don't want to raise my Smarts because I don't feel like Johannes is especially smart), and I'll spend the other 2 to buy Notice d4 and Lockpicking d4. Nifty!

Oh, I get three powers. Hmm. I'll take...blind, succor, and smite. I like that he has a "healing" spell that doesn't actually heal, just makes you feel better. 

Johannes is a kind of small fellow, thin and weedy. He wears his hat pulled low and he has exactly one suit, which he overpaid for when he got to New Orleans. He carries a revolver in his jacket pocket, and always has at least a bottle of laudanum on him. 

And that'll do it!

Saturday, August 24, 2013

GenCon 2013! - GM Report Card

I'm a little late getting this one, and of course it's maybe a little funny I'm writing it while I'm at FanExpo (I've got some time before my first panel), but y'know, better to do it while I have a moment. So!

Early GenCon is as it often is: largely devoid of life (I mean, by comparison), and Cardhalla is still being built.

You only get a "before" picture this year because I wasn't around when it fell. 

But that isn't to say that thronging crowds of people were far off! I'm led to understand that attendance was up considerably this year.

Ah, throngs.

I wound up spending a good deal of time in the dealer's room, mostly on Sunday. But I did manage to photograph some strange and beautiful things, such as this freaking amazing cave thingie.

Admit it, you want to make a dwarf character now. 
Did some gaming, as well. I played in two games: Deadlands Noir and Better Angels. And now we get into the "GM Report Card" bit.

Deadlands Noir is, as the name suggests, the Deadlands setting but placed into a noir context, complete with detectives and grifters and femme fatales and so on. We were in New Orleans, and my character was one of the aforementioned grifters - somewhat like the hucksters of Deadlands Reloaded, but without the ability to deal with the Devil (which I missed, and would probably import if I run this). We also had an undead detective (Harrowed), a mad scientist (Michelle, talking fast) and a couple of other folks that I don't remember offhand - one was the femme fatale.

Basic plot: The Big Sleep. Maybe Chinatown, a little. Find the millionaire's missing daughter and wife. Things come to light; the wife was cheating and generally unpleasant, so maybe it's not such a big deal if she doesn't come home. Dude has a son that supposedly died in a flood on their old estate. We wound up at said estate, and the lost son had become an alligator-monster and tried to eat us.

All in all, this is fine and in-setting. The GM got into his NPCs, used a lot of different voices, and kept the names straight (which, given the number of secondary characters, is impressive)

The problem actually came with the system. Savage Worlds is a crunchy, minis-based game. It loses a lot, IMO, if you don't use it, including maps and tokens and so forth. And we just kind of winged positioning and movement during the fights, which means that some of us (the folks with spells and other wonky powers) kind of got shafted because we can't think tactically.

But the other issue is, the last fight involving the gator-dude just dragged out, because said gator-dude has a really high Vigor and armor and a high Parry, which means we can't hit him, and when we do we can't damage him. Which would be fine - we have to work for our hits - but then the GM spent bennies to soak and unshake, and now we're back to the grind. We got out by using some clever tactics, but it felt like the GM was really married to one moment and kind of shoved us into that. My grade: B+

Noir game, so kind of a dark picture. 
Food trucks! I love them, though the lines are long. But you do get to people-watch. Or rabbit-watch.

Hey, Rocky! Watch me pull a magician out of my hat!

Surrounded by severed legs. Art?

Ran afoul of a gorgon. 
Back to the dealer's room, we put some stuff up in the Cheese Weasel section. If you look carefully you'll see a copy of curse the darkness in there.


And in the dealer's room proper, you can see some of my favorite people!

Eloy's a saint. John and Kristen...aren't, but I love them both anyway. 
Friday night was the Ennies. curse the darkness was nominated for Best Electronic Product. It was really a contest for the Silver, because there was a Deadlands product in that category and I knew we wouldn't beat that, because of the way the voting is structured if nothing else (and I'm by no means upset about that - just means we need more visibility for Daedalus next year!).

The venue was really cool:

Waiting for a laser and big ball of popcorn. 
And we got to see Leonard Balsera sing "Take On Me" and completely rock it. So it was all good, even though we lost to Hobomancer and (as expected) Deadlands: The Last Sons.

Next morning (which I guess would have been Saturday), I had a game to run at Games on Demand. So!

Kira, stylin'. 

She's running Dresden Files. Note the awesome board for scene Aspects. 
I wound up running curse the darkness (it was that or Tragedy). I had three players, and they put us in Boston, following an earthquake, and were trying to get their doctor another doctor. None of them played Openers, and the Between was largely ignored. I never realized how great a source of Between Points having Openers really is; they went pretty much unnoticed by Them the whole time. The Removal Challenges came from aftershocks, and that worked just fine. 

Lined up on the wall, ready to die. 
 We finished up early, so I did a stint in the dealer's room.

Kristen, still not a saint. 

Topher and Renee, trying to fix a broken robot. 
And then it was time for Better Angels! This is a one-roll engine game in which you play supervillains possessed by demons. The demon in question (played by the person on your left) will help you out and activate your powers, but it'll ask you to do horrible things. If you're eeeeevil enough, you can avoid doing really terrible, actually evil things. It's a cool premise, and I backed the Kickstarter (and later picked up my copy).

The GM kinda got thrown into running at the last minute, and it sort of showed - pregens, but all handwritten. I personally think we should have made the characters, because the game's terms and systems aren't immediately intuitive and making characters might have helped with that. But the game was fun, the GM listened to us, and it went pretty well. My grade: A-

Also Michelle played a tennis-themed villain named "Zero Love."

And, finally, Sunday, official day of shopping.

Ballonthulhu! 
A Klingon, a Wookie, and a pirate playing in a band. I don't remember what song. 
Will, with his swag.