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- May 13, 2017
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I was fine with the differentiation between the ABs in the original Deadlands: Reloaded. I felt the claim that they were "all the same" was seriously overblown. The underlying mechanics were more unified than in the original game, but they all worked differently. As I bought it at the same time as Savage Worlds, I found it to be a useful set of examples on how to customize ABs.
I ran Deadlands Classic back in the '90s, and it generally bogged down at the table. Combats were so slow, and a lot of the rules really weren't all the practical. For example the rules for mad scientists spending months designing inventions, making blueprints and working on protoypes were "flavorful" but utterly useless in the context of a group of PCs wandering around the Weird West having adventures. The Classic splatbooks had that '90s feel of someone cooking up a bunch of rules without really playing them much.
We ended up having a lot more fun with The Great Rail Wars, the Deadlands mini skirmish game which became the foundation for the Savage Worlds system.
I ran Deadlands Classic back in the '90s, and it generally bogged down at the table. Combats were so slow, and a lot of the rules really weren't all the practical. For example the rules for mad scientists spending months designing inventions, making blueprints and working on protoypes were "flavorful" but utterly useless in the context of a group of PCs wandering around the Weird West having adventures. The Classic splatbooks had that '90s feel of someone cooking up a bunch of rules without really playing them much.
We ended up having a lot more fun with The Great Rail Wars, the Deadlands mini skirmish game which became the foundation for the Savage Worlds system.