Showing posts with label savage worlds. Show all posts
Showing posts with label savage worlds. Show all posts

Wednesday, April 16, 2025

Deadlands Reincarnated!


Thanks to the combination of Deadlands and eBay the whole "no impulse buys in April" deal isn't going too well.

For a very reasonable price, I just picked up a brand new - still sealed - copy of Deadlands: Night Train, a glorious 25th anniversary box set, celebrating the original Night Train "dime novel" adventure for the first (pre-Savage Worlds) iteration of Deadlands.

It also came with Wendigo Tales, a hardback collection of short stories set in the Deadlands universe, these were the text part of the old "dime novel" series of adventures that Pinnacle published for Classic Deadlands back in the day (when I discovered and fell in love with the setting).

These digest-sized booklets were half-fiction and half-adventure module; Night Train by John Goff was number three in the series.

There were 10 published back in the late 90's, of which I still have four or five, including Night Train.

Me with my original copy of Night Train

The 25th anniversary box set, released a year or so ago, is a treasure trove of gamesmaster/player aids, as well as including a rewrite of the old adventure for use with Savage Worlds (and a couple of new, related, adventures).

We have battle mats, cardboard pawns (complete with stands; an economic alternative/addition to 28mm figures), prop toe tags to mark player-character deaths, a themed 'Wild die', cards, and wanted posters.

I haven't even gotten round to opening up these items, but am already excited that as well as the solid card pawns of monsters and non-player characters there's also tiles for the interior of the central locomotive and its cars. That's definitely something that can find a bonus use in Dead Man's Hand skirmish scenarios.

Wednesday, April 9, 2025

Deadlands Resurrected!


Reminiscing about Deadlands earlier this year reignited my love for this game-changing setting. While I still have a number of my original books (from the pre-Savage Worlds era), I had none of the later Savage Worlds material... until today!

Although April is supposed to be my month of "no impulse purchases" (just a few pre-orders, like yesterday's Al Swearingen book), I couldn't resist this box set when it popped up in one of my eBay saved searches.

Although I've looked at Savage Worlds bits and bobs over the years, I've never really had a handle on the system or even considered presenting it to the Tuesday Knights as an option.

Rather "fortuitously" one of my last 'impulse' purchases, on the final day of March, had been the hardbacked core rule book for the latest iteration of Savage Worlds.

As my superhero campaign with the Tuesday Knights is just taking off, I have no immediate plans to switch horses midstream (let's see how the gang get on fighting villains on the streets of Knight City for a few more 'issues' first), but I'm glad to know I have this hefty Deadlands box set in my collection now.

Fit to bursting with cards, bennies (poker chips that act as "fate tokens"), a new set of dice, a map of the Weird West, ammo counter dials, a hardback setting supplement, and a solid gamesmaster's screen (with an adventure booklet), the Bay trader I purchased this off of hadn't opened any of the contents, so everything was still sealed in plastic.

I love games that go that extra mile and Savage Worlds has always seemed to thrive on its useful, additional widgets (cards, tokens, counters etc) to help gamesmasters and players (gotta love an "ammo counter dial"!).

Honestly, I'm not so into the steampunk of it all at the moment, but Deadlands remains one of the most influential creations in my roleplaying development - even if I've never actually played in the setting or run it - that I'm sure, if nothing else, it can help inform my Dead Man's Hand skirmish gaming plans.

Saturday, March 15, 2025

PROJECT 60: PIVOT!!!

My parents' copy of A Pictorial History of The Wild West, which I treasure to this day

Honestly, it should come as no great surprise to anyone that in the last few weeks I've dramatically pivoted on my choices for my PROJECT 60 (geeky things I want to have up and running by the time I turn 60 in late 2026).

If you've been paying attention you'll already be aware that my much-talked fantasy heartbreaker/Frankengame is dead and my RPG focus is wholly upon my recently launched Villains & Vigilantes campaign for the Tuesday Knights: Knight City.

While superhero RPGs - primarily V&V - weren't the first I played as a youngling, they were the first where I felt we had the makings of a long-running campaign, thanks to the sterling work of my old chum, Steve (elder brother of fellow Tuesday Knight founding member, Pete).

I've ensured that there are traces of those original games evident in our current setting, Knight City, and some of the rules tweaks I've employed are based upon changes that Steve created four decades ago.

However, it's not just the roleplaying side of PROJECT 60 that has been flipped. While I'm still intrigued by the 16th Century Border Reivers of Scotland and am very happy with the painted figures I have, and large library of reference material, there was always something niggling at the back of my mind.

One of things that had drawn me to gaming the lawless shenanigans of the Border Reivers had been my perception that this was the closest we had gotten to the American Wild West on our island.

But then, if I was so inspired by the Wild West... why wasn't I gaming the Wild West?

One of my techniques for corralling my spiralling thoughts has always been the principle of returning to square one, remembering what first caught my attention.

And this reminded me that, when I was about six or seven, armed with a bag of plastic cowboy and Indian 'army men' figures, and some cool, clip-together Old West buildings and fences, the very first "wargame" I wrote for myself centred on lawless, Frontier gunfighters.

Years before I even heard of roleplaying games, this was a skirmish game where each figure represented a single gunfighter, and they all had access to certain skills, with "tests" being resolved with a combination of normal six-sided dice and "average" dice (my first exposure to 'non-standard' dice... I was hooked from an early age, thanks to the vintage wargames shop on The Pantiles in Tunbridge Wells). 

My interest in the Old West can be traced to my parents' copy of The Pictorial History of the Wild West, a battered, well-read, hypnotically-illustrated, "true account of the bad men, desperadoes, rustlers and outlaws of the Old West - and the men who fought them to establish law and order."

Young me could frequently be found pawing through this tome, marvelling at the period photographs and losing myself in the stories of Billy The Kid, Wyatt Earp, Doc Holliday et al. 

Since then, I've always had a penchant for Westerns, and - at the climax of my three-year Scriptwriting for Film and TV course at Bournemouth University - I even wrote a Western film script, inspired by true events, for my final assignment.

During my great roleplaying interregnum - the extensive period of reading, but never playing, RPGs between the end of our old superhero play-by-post game and then the launch of the Tuesday Knights - one of the games that I was really hooked on was Shane Hensley's first stab at Deadlands, the pre-Savage Worlds iteration of his Weird West setting.

I didn't fully grok the overly-complex rules system but I absolutely loved the backstory and the writing of the atmospheric 'fluff' of the setting. 

While, I guess, these might appear quite 'old school' to modern sensibilities, the rules books, supplements and box sets of that original Deadlands remain, in my eyes, some of the greatest RPG material ever produced.

What all this reminiscing has led to - after doing my due diligence and watching a lot of YouTube reviews and 'actual play' videos - is my investment in Great Escape Games' highly lauded Dead Man's Hand Redux.


This is a well-supported game, from a popular company, that most definitely has legs and scratches my itch for a skirmish game even better than the Border Reivers.

Like I said, the Border Reivers project remains ongoing, but it's on the backburner for the moment, while I dig into Dead Man's Hand Redux, turn my hand to painting the plastic buildings (boy, this takes me back to my childhood), and get the miniatures professionally painted.

With the plastic miniatures you get in the starter box, you're able to design your own gang and I already have ideas to base mine on Timmy The Flea and The Hole-In-The-Head gang, if my primitive modelling skills are up the task!

Tuesday, January 7, 2025

Introducing PROJECT 60


In the middle of 2024, I announced on Facebook - as much for myself as anyone else - that I was launching PROJECT 60.

The primary aim of this overarching idea was that by the time I hit 60 (in a few years' time) I will have assembled and researched an actual historical skirmish wargame... set in the age of the Border Reivers.

Superficially it's a Medieval (Tudor) "Wild West" on the border of Scotland & England (The Debatable Lands), with swords, horses, black powder weapons, lawlessness, family loyalty etc

Bizarrely, it was a random mention of this time on an episode of Antiques Roadshow that first piqued my interest.

I've since been circling this idea - as either a wargame or RPG setting - for several years now, but finally decided 2024 was the time to get stuck in.

For figures and rules I shall be concentrating on those produced by Flags of War, as those were the first I discovered for this little-known period.

While I have yet to fully grok the rules system (at first glance there's an air of Savage Worlds about it that I rather like), one of the joyous things about this game and its setting is that it's very much a skirmish game, for a handful of figures on each side.

So there's no need to invest in hundreds of minis, that would then bust the bank if I wanted them painted up nicely.

It actually turns out that several other manufacturers produce miniatures - and terrain - suitable for this period, but the Flags of War ones are my favourites by far, and so will be my primary focus.

My first batch of miniatures are currently with my figure painter, and I'll let you all know once they are done. 


I've organised the games room a bit, so the table is ready for the miniatures. At some point, I must try to drybrush the model church and graveyard, add some flocking and so on to make it look less plastic.

What's really surprised me, as I accumulated my library of historical tomes about the Border Reivers, is that while there are a handful of factual documentaries about them as far as I can tell there has never been a motion picture made about these characters.

I'm gobsmacked by this missed opportunity, as their stories are full of action and larger-than-life antiheroes, very much akin to the Western cinema that was the backbone of Hollywood in the "golden age" and still produces epic classics to this very day. 

Part of my research has also involved reading the late Robert Low's superlative trilogy of Border Reivers novels, which my old university chum, JJ, sent me when he heard I'd taken a fancy to this period of history.


On the roleplaying front, it has finally struck me (in the last couple of days actually) that the games I fiddle about about with, house rule, and generally rewrite aren't actually being designed for me to run!

What I'm actually doing (subconsciously until now) is creating rules systems and worlds (such as my defunct superhero setting Knight City) that I want to play in, that I want to create a player-character for and have the kind of adventures I've always fantasised as the ultimate manifestation of this marvellous hobby.

This is why I would often get frustrated when I ran a campaign (usually an aborted superhero one) because it wouldn't turn out how I imagined it should. It wasn't that I was railroading the Tuesday Knights towards specific outcomes or trying to dictate the emerging story, but that it wasn't emulating the genre as I perceived it.

Most recent batch of Tekralh booklets - a mix of new and updated material

If you know me on Facebook you will have (possibly) seen posts about my recent work on Tekralh (the name I'm sticking with for my Frankengame), as the RPG strand of my  PROJECT 60.

I've broken the mass of my writing down into smaller booklets, which - at a future date - makes them more cost-effective to edit and reprint.

The building blocks of my Tekralh house rules

And what got me excited about all this again?

Back in March, I ran a single session of Shadowdark for The Tuesday Knights. Everybody said they loved it, but there was something that didn't click for me.

It took me a moment to twig: it was a very good system... but it wasn't MY system. I'm certainly not knocking the multi-award-winning Shadowdark, but several of the things I liked about it were also things I liked about my own Frankengame.

Yes, my house rules are a lot crunchier than Shadowdark and maybe not as easy for people to instantly grok, but I kept coming back to the point that my Frankengame was my game... and, ultimately, if I only get one final shot at running an open-ended, mega-campaign, I'd really like it to be my own baby.

The original Arduin Trilogy - the biggest influence on my DIY RPG ideas


To try and explain what I'm going for with my bundle of house rules (that build off of Newt Newport's Crypts & Things and Matt Finch's Swords & Wizardry), I want to point you towards the main influences and inspirations for Tekralh:

  • Dave Hargrave's Arduin - my very first 'postal purchase', from a small advert in the back of White Dwarf, paid for with postal orders (!!!). I have no recollection what drove me to buy this (had I already read the introductory article by Dave in Different Worlds magazine?). But I've never looked back since those original three little booklets arrived at my parents' house. Over the years I went on to buy all the original booklets... and quite a lot of the later material (there's even a new edition on the horizon), but it's the original trilogy I keep returning to for ideas.
  • Dave Arneson's Blackmoor - another first for me. After I'd purchased my Holmes' Basic Dungeons & Dragons booklet, the first actual gaming supplement I remember picking up from the Dark Tower in Tunbridge Wells was, appropriately, Judges Guild's The First Fantasy Campaign, a delightfully rough and ready collection of notes from Arneson's ur-campaign, the foundation upon which ALL campaigns that followed were built.
  • Gary Gygax's Greyhawk - I've always had an interest in this campaign, for similar reasons to my love of Blackmoor: it was a campaign formulated before the rest of the gaming world knew what "fantasy roleplaying campaigns" were. Sadly, while there are early editions of the rules books that grew out of this available, there isn't the random notes and unfiltered enthusiasm of my first two choices. And, the deepest sorrow is the lack of a true rendition of the legendary Castle Greyhawk. I've seen - and own replicas - of some material, largely courtesy of Gary's co-DM Robert Kuntz
  • Robert A. Wardhaugh's The Game 

I'm not looking for replicate these games and settings, but I definitely aspire to emulate them... because I want to play in a version of them.

It explains why I've always found myself at a loss when it comes to dreaming up scenarios. I can picture odd set-pieces (which are MOMENTS I'd love to be a part of in a never-ending old school campaign), but creating an actual scenario whole cloth always leaves me at a loss.

And this is why: I can see how a story could start, but I want to be part of the group that discovers how events unfold from there. I ant to be an integral part of the developing story rather than the gamesmaster setting out all the pieces on the board for us to play with.

If you've made it this far you're probably wondering what this all means?

Honestly, I don't know. Even after a year away from blogging I'm still no closer to reaching any definitive conclusions on the gaming front.

I want to play in a game like the ones that have inspired me, like the one I've tried to create, but nothing on the Tuesday Knights docket comes to close to this "aspirational holy grail".

Monday, January 6, 2025

3.10 To Yuma (2007)


Yee-haw, I sure loves me some Western action!

It was the Deadlands roleplaying game (the original, pre-Savage Worlds, pre-d20 detour, version) that rekindled my childhood passion for the Wild West.

However, it really blew up when I was at university and researching my major, final third year project - a film script based on the life of Elfego Baca, the wannabe lawman who held off a veritable army of riled cowboys from within an adobe hut. The hut (a jacal) took about 4,000 bullets during the 36-hour gun battle but Baca was unharmed!

During that time at university, I watched wall-to-wall Westerns, from the true classics (such as Shane and Hombre) to the cult favourites (like Django and The Magnificent Seven), and read whatever text books I could lay my hands on, to immerse myself in the culture and language of those wild, frontier times.

Sadly, after University, my love of the genre kinda cooled. I'd probably rather overdosed and none of my old gaming buddies shared my interest in the genre (we are British, after all, so I guess it's not even our history!) so except for a few shoot-outs with a homebrew miniatures system I knocked up and the odd DVD purchase, the West rode out of my life and into the sunset.

However, as the 2000s dragged on, I noticed it sneaking back in on the coat tails of my 'discovery' of the whole 'pulp' thing (that is, putting a name and classification for a style of entertainment I already enjoyed), helped by Deadwood and several mainstream cinematic releases, such as Seraphim Falls and this one.

Turns out that as a cinema genre, Westerns weren't dead - they'd just raised their standards.

In 3.10 To Yuma, Christian Bale is crippled, ex-Union sharpshooter-turned-struggling-farmer Dan Evans, who volunteers to escort charming, stone cold killer and outlaw Ben Wade (Russell Crowe) to the train station to catch the 3.10 to Yuma prison.

Evans' 14-year-old son, William (Logan Lerman), who sees his father as a coward and rather idolises Wade, tags along in the small posse - which includes a grizzled bounty hunter (Peter Fonda) and the town's doctor (Alan 'Firefly' Tudyk).

The film starts in Unforgiven territory, but becomes increasingly Young Guns as the escort party's troubles escalate and numbers are whittled down by Wade's pursuing gang, renegade Apaches, troublesome railworkers and in-fighting.

It all builds to a dynamic, heroic and rather far-fetched climax as - having turned into a reluctant buddy flick - Evans and Wade make a final dash for the train, facing up to Wade's merciless gang and vigilante townsfolk.

The ultimate conclusion is suitably powerful and emotional, undermined only by a rather silly final scene.

Crowe is perfect as the supremely confident and calm killer, while Bale is, simply, superb as always; both of these actors are at the top of their game and guarantee a solid performance with every role they take.
My pop culture Odyssey: a slice of super-powered geek life with heavy emphasis on pulp adventure, superheroes, comic books, westerns, horror, sci-fi, giant monsters, zombies etc