![]() ![]() That was actually the goal, as "ill" vastly outnumbered "good". The Weird West starts out as a sort of Alternate History: long ago, around the time of the Renaissance, a group of Native Americans finally succeeded at closing the doors to the "next world", referred to almost ubiquitously in the game material as " The Hunting Grounds." Doing so sealed the mystical gates between worlds, which made all magic, good or ill, much, much harder to perform. This began in 2006 with Deadlands: Reloaded. Since then, Pinnacle (and its affiliate, Great White Games) has begun re-releasing the settings with the much lighter (but less detailed) Savage Worlds rules system. The rules were very detailed (to the point of being cumbersome, at times), and the setting was more so (to the point of being awesome, most generally). The brainchild of Shane Lacy Hensley, Deadlands was, at the time, praised as a breath of fresh air amidst the various Dungeons & Dragons and Old World of Darkness clones and derivative works. Originally released in the 1990s by Pinnacle Entertainment Group, Deadlands: The Weird West Roleplaying Game was the first setting in what would become a trilogy. The year is 1879, but the history is not our own. ![]()
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