fmitchell
07-11-2008, 11:31 AM
Aces & Eights: Showdown and Deadlands: Book of the Dead have reawakened my interest in a Weird West campaign where the PCs are recently risen "Dead Folks" hated by "Live Folks" and mindless undead alike. I'm trying to remedy the problems that plagued a one-shot (http://www.frank-mitchell.com/games/dead-end/) that I ran, and make the game world more interesting.
The Problems
First off, I chose PDQ as a base system, but married to a combat system using hit locations and hit points to simulate walking corpses that didn't bleed but could be shot apart, hacked up, or burned. During the one-shot, I couldn't remember my own rules, and while the basic idea has some merit, calculating damage from the results of a Contest ended up being too complicated. For example, hand-to-hand combat used a Quality vs. Quality roll, while ranged weapons matched the attacker's Quality against a Difficulty for the shot; Quality vs. Quality has a greater variance than Quality vs. Difficulty, yet bullets do greater damage with greater success.
Secondly, I had anticipated that the PCs would want to save the town from the wave of mindless undead, or "ghouls", that would soon descend on them. In fact, a pregenerated character of an old miser killed everyone in his path and absconded with his gold; the other two PCs joined him after nearly "dying" in a burning building.
Another problem is that I had an initial idea that "Dead Folks" would rise in various states of decay, and would only get worse; they could "repair" disabled hit locations (save the head) through mechanical means, and embalm themselves (at a cost to their appearance), but those who could "pass" would eventually look like patched-up wrecks. However, apart from Quality adjustments for certain classes of tests (Strength, Speed, and Social), and the slow loss of hit points, I never developed a mechanism for decay, or for patching themselves up (which would presumably never "heal" them completely).
Finally, I mainly handwaved what would happen to "Live Folks" who got shot. I'd like something approximating "gritty reality" without having to keep track of lots of individuals. As an example, "Ghouls" and other NPC undead had a pool of hit points without hit locations. Groups of undead had collective hit points, and rules on how many could attack at once based on the number and arrangement of their targets ... essentially, arrange their targets on a hex grid and count the hexes around each target, with a simple formula for the assumption that targets stood back-to-back.
Systems
The Harrowed of Deadlands have far more interesting abilities than simply absorbing damage, some of which I might lift. However, Deadlands leans more towards supernatural horror, with Reckoners, manitou, shamans, poker magicians, and holy preachers. I'd like my world to have more of a materialistic, Weird Science feel: aliens or pre-human life forms instead of spirits, and steampunk technology not magic. So the idea of Dead Folks wrestling with a literal inner demon every night doesn't work for me ... although perhaps the agent that grants them their pseudo-life has its own agenda. Perhaps it eats fresh raw meat (hence the ghouls), and as it grows stronger it can repair damage and grant uncanny powers. However, feeding it also allows it to take over. Spreading fear wouldn't necessarily benefit an alien organism ... but there are darker agendas it might have ...
Aces & Eights definitely goes for gritty realism in its combat rules ... but it's meant for Live Folks, not Dead Folks. Would Dead Folks have more total hit points? Bleeding wouldn't trouble a corpse, unless it had some sort of fluid to replace blood. Infection wouldn't bother it, although it might bother people around it. Organ damage wouldn't bother it either. Perhaps it would even survive a spinal injury, although it might not be able to walk until someone braces its spine and its pseudo-nerves grow back. So most of the sting would go out of the wound tables. (The not-healing part, though ...)
So A&8 would complicate shooting Live NPCs (unless the full game has "minion" rules) without providing guidance on how Dead PCs or NPCs take damage ... and the dead would be prime targets. (Of course, if wounding Live Folks were so complicated, maybe players would be more hesitant to do it.)
GURPS might be a better system, since it already has templates and rules for the undead. BRP, FATE, D6, and PDQ (again) could also be pressed into service. Primetime Adventures would fit perfectly if I wanted to concentrate on the uneasy relationship between Living and Dead instead of ghoul-slaying.
Ideas
However, systems won't address how to keep Dead Folks in town, helping the Live Folks despite themselves. A crude ploy might be to make Dead Folks weaken the further they get from the Old Mine or the Graveyard; a few miles out of town, they're just strong enough to crawl back. Another, equally crude ploy, would be introducing a patron of the Dead Folks who makes it easier to stay in town. (The Prospector from Deadlands is one model; Dead Folks who woke up first and already forged a sort of truce is another.) Finally, I could insist each PC has ties in the town: family, friends, enemies, or just somebody who owes them money.
Then again, a travelling troupe of revenants wouldn't be a bad campaign either ... especially if I made the threat larger than just one town.
Anyway, I've blathered on long enough ... any ideas or suggestions?
The Problems
First off, I chose PDQ as a base system, but married to a combat system using hit locations and hit points to simulate walking corpses that didn't bleed but could be shot apart, hacked up, or burned. During the one-shot, I couldn't remember my own rules, and while the basic idea has some merit, calculating damage from the results of a Contest ended up being too complicated. For example, hand-to-hand combat used a Quality vs. Quality roll, while ranged weapons matched the attacker's Quality against a Difficulty for the shot; Quality vs. Quality has a greater variance than Quality vs. Difficulty, yet bullets do greater damage with greater success.
Secondly, I had anticipated that the PCs would want to save the town from the wave of mindless undead, or "ghouls", that would soon descend on them. In fact, a pregenerated character of an old miser killed everyone in his path and absconded with his gold; the other two PCs joined him after nearly "dying" in a burning building.
Another problem is that I had an initial idea that "Dead Folks" would rise in various states of decay, and would only get worse; they could "repair" disabled hit locations (save the head) through mechanical means, and embalm themselves (at a cost to their appearance), but those who could "pass" would eventually look like patched-up wrecks. However, apart from Quality adjustments for certain classes of tests (Strength, Speed, and Social), and the slow loss of hit points, I never developed a mechanism for decay, or for patching themselves up (which would presumably never "heal" them completely).
Finally, I mainly handwaved what would happen to "Live Folks" who got shot. I'd like something approximating "gritty reality" without having to keep track of lots of individuals. As an example, "Ghouls" and other NPC undead had a pool of hit points without hit locations. Groups of undead had collective hit points, and rules on how many could attack at once based on the number and arrangement of their targets ... essentially, arrange their targets on a hex grid and count the hexes around each target, with a simple formula for the assumption that targets stood back-to-back.
Systems
The Harrowed of Deadlands have far more interesting abilities than simply absorbing damage, some of which I might lift. However, Deadlands leans more towards supernatural horror, with Reckoners, manitou, shamans, poker magicians, and holy preachers. I'd like my world to have more of a materialistic, Weird Science feel: aliens or pre-human life forms instead of spirits, and steampunk technology not magic. So the idea of Dead Folks wrestling with a literal inner demon every night doesn't work for me ... although perhaps the agent that grants them their pseudo-life has its own agenda. Perhaps it eats fresh raw meat (hence the ghouls), and as it grows stronger it can repair damage and grant uncanny powers. However, feeding it also allows it to take over. Spreading fear wouldn't necessarily benefit an alien organism ... but there are darker agendas it might have ...
Aces & Eights definitely goes for gritty realism in its combat rules ... but it's meant for Live Folks, not Dead Folks. Would Dead Folks have more total hit points? Bleeding wouldn't trouble a corpse, unless it had some sort of fluid to replace blood. Infection wouldn't bother it, although it might bother people around it. Organ damage wouldn't bother it either. Perhaps it would even survive a spinal injury, although it might not be able to walk until someone braces its spine and its pseudo-nerves grow back. So most of the sting would go out of the wound tables. (The not-healing part, though ...)
So A&8 would complicate shooting Live NPCs (unless the full game has "minion" rules) without providing guidance on how Dead PCs or NPCs take damage ... and the dead would be prime targets. (Of course, if wounding Live Folks were so complicated, maybe players would be more hesitant to do it.)
GURPS might be a better system, since it already has templates and rules for the undead. BRP, FATE, D6, and PDQ (again) could also be pressed into service. Primetime Adventures would fit perfectly if I wanted to concentrate on the uneasy relationship between Living and Dead instead of ghoul-slaying.
Ideas
However, systems won't address how to keep Dead Folks in town, helping the Live Folks despite themselves. A crude ploy might be to make Dead Folks weaken the further they get from the Old Mine or the Graveyard; a few miles out of town, they're just strong enough to crawl back. Another, equally crude ploy, would be introducing a patron of the Dead Folks who makes it easier to stay in town. (The Prospector from Deadlands is one model; Dead Folks who woke up first and already forged a sort of truce is another.) Finally, I could insist each PC has ties in the town: family, friends, enemies, or just somebody who owes them money.
Then again, a travelling troupe of revenants wouldn't be a bad campaign either ... especially if I made the threat larger than just one town.
Anyway, I've blathered on long enough ... any ideas or suggestions?