Today I’m dutifully doing a discourse describing Deadlands developments. Yep.
First, I would like to say that I have finally run a successful session of Independence Day, one of the Deadlands Dime Novel adventures. I ran it almost a year ago but the scenario really suffered because of issues with the The Butcher’s invulnerability. When I ran it last month, it fell flat because I kept trying to bail the players out of failure. But the third time’s a charm and I finally got the scenario right.
With my brother and his friend having to cancel their D&D game, they asked me if I had an adventure to run. We wound up deciding on doing Deadlands and I had Independence Day already prepped since I ran it last month. The duo wound up excelling in the investigation and were able to figure out The Butcher’s identity even before the last few clues came out. Unfortunately, they were not able to discover The Butcher’s weakness and died trying to fight him. This time, I didn’t bail the characters out of their failure. Ultimately, the game wound up being better because of that and, although they were a bit disappointed to have not stopped The Butcher, the players were happy with the scenario in the end.
Turns out that while I’ve been running some Classic adventures, Pinnacle has been hard at work with all sorts of new Deadlands stuff. The fan-maintained Big List of Pinnacle Products shows that there are a whopping 14 supplements/adventures in the pipeline! And that’s not counting Deadlands: Hell on Earth Reloaded coming out this summer.
But the big news this week was Pinnacle’s new setting: Deadlands Noir. Instead of being set in the Weird West, Deadlands:Noir is set in 1930s New Orleans. The description says that typical player concepts include “steely-eyed private dicks, fast-talking grifters, wild-eyed inventors, and shadowy houngans” and you can bet there’ll be mafia too. Oh, and lots and lots of obligatory New Orleans Hucksters (and I thought they were surprisingly many of them floating around the Weird West as it is!). As a fan of the general Deadlands metaplot, I have to say that I’m wondering how this will all fit in (and why Stone is going to be around, as has been hinted at). At this point though, it’s all speculation, so we’ll find out.
Unlike most Pinnacle products, this one is an experiment in crowd-funding using Kickstarter with individuals pledging money ahead of time so that the product can be created. Each project has incentives that backers receive for pledging more, like signed copies of the books. Turns out that their $8,000 goal was raised in less than 24 hours! As of this writing, they are 345% funded and are planning on releasing their “stretch goals” to give extra benefits to backers if they raise enough money. Pinnacle hasn’t announced them yet, but my guess is that it will be more adventures and cut-out “figure flats” like they have with their other products.
Now that the description is out of the way, it’s time for my take on the whole thing. Kickstarter seems to be an increasingly popular means of generating funds, especially from game companies, and I suppose it was only a matter of time before Pinnacle gave it a shot. And it’s clearly worked for them with support shattering their expectations with hundreds of backers willing to invest in their product, sight unseen (certainly the Deadlands reputation helped, but they don’t know what the product will actually be like yet). It was a pretty good business move I think. Overall, I think that Kickstarter is starting to become a bit too saturated and that eventually there is going to be some backer fatigue, but for the time being, Pinnacle took advantage of the situation.
The setting itself is interesting, but I can’t say the hardboiled genre it seeks to emulate is entirely my cup of tea. Maybe it’s the fact that’s it’s more gritty and less optimistic than I like my settings to be. Or the meandering monologues become a bit too much after a while. I went ahead and backed the project because it’s Deadlands, but I don’t think it will wind up on my must-play list (although for what it’s worth, it took me a long time to warm up to the idea of a post-apocalyptic Deadlands (that would be Deadlands: Hell on Earth), so maybe I will warm up to this as well).
I’m also a little concerned because the hardboiled genre involves a lot of investigation, which is often a difficult thing for GMs to run properly in a role-playing game. My guess is that there will be some new mechanics to keep things fast, furious, and fun (probably spend a Fate Chip to automatically get a clue or something). I also anticipate a modified version of the Social Conflict rules in Savage Worlds Deluxe to better handle interrogations.
At the end of the day though, I have to admit that playing a private eye huckster does sound really sweet!