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=== Setting === | === Setting === | ||
[[Pteris]] is the best fit for tradition Deadlands games. If you go too far west, it might look more like a sandy desert than the American west/southwest, but that geographically hasn't been sharply defined. The monsters out west make it an almost perpetual frontier. The Pacific coast of California can be swapped for the coast of the | [[Pteris]] is the best fit for tradition Deadlands games. If you go too far west, it might look more like a sandy desert than the American west/southwest, but that geographically hasn't been sharply defined. The monsters out west make it an almost perpetual frontier. The Pacific coast of California can be swapped for the coast of the Kharmaja, the dune sea where sandships sail goods. A sandworm is a nice swap for a maze dragon. | ||
There's two ways to adapt Deadlands in time. You can do it the reasonable way around the 800s PR, with guns and trains existing. DM Kevin actually ran it in the early BR era during the First Infernal Emergence. "Infernal firearms" are the guns of this time, essentially "guns" that ran on devil magic that disappeared at the end of the Infernal Emergence. Trains aren't a thing, but a particularly crafty necromancer might chop up a sandworm corpse, place train cars in between, sew it back together, and reanimate the worm. (This is a surprise for players, James - no snitching.) | There's two ways to adapt Deadlands in time. You can do it the reasonable way around the 800s PR, with guns and trains existing. DM Kevin actually ran it in the early BR era during the First Infernal Emergence. "Infernal firearms" are the guns of this time, essentially "guns" that ran on devil magic that disappeared at the end of the Infernal Emergence. Trains aren't a thing, but a particularly crafty necromancer might chop up a sandworm corpse, place train cars in between, sew it back together, and reanimate the worm. (This is a surprise for players, James - no snitching.) |