I've had three sessions of Deadlands since I posted last, so I'll be writing about all of them.
The posse had a severed finger that had given them directions that pointed them in a south easterly direction. I had no plans for what would occur between their current location and the location the finger was leading them toward. I decided to try out the tables in the book designed for creating adventures on the fly.
I have to admit that it was very fun rolling that big, over-sized, D20 over and over again—while my players watched on in horror. I didn't tell them what I was up to and they seemed to grow more nervous each time the die rolled.
What's fun about tables, is that they give you very basic and specific information, but really it's not enough to go on. I ended up having them rowing their canoes, running into a Tugboat (that may or may not be haunted—which was fun to run). They then spent some time lost in the maze, following a mystical compass and then had to travel across land to get to their location.
The next session was a fairly straight forward following of the information in the book. By straightforward, I mean that they solve all the problems in completely different ways than what the writers of the book seem to intend. They broke into the facility in a round about way, they took out a number of guards in an unintentional way, using something that was intended to be an obstacle to the players, but ended up not being an obstacle to them. (Thank You Bad GM Die Roll—I chose to roll the dice to determine that outcome, so I had to go with it.)
Then the next gaming session was the reverse trip through the maze, to complete the mission that they were running. This time, I did all the dice rolling ahead of time. (During a break at a 4E Dungeons and Dragons game earlier that day) They were to encounter a Mexican Ship that was sinking, being fought over by two other Mexican Ships (the reason this was happening was there for back-story but it never came up in game)—there was to be a Giant Octopus, and a Whirlpool.
P's character ended up jumping in the water to take on the cephalopod (No Swimming skill, but he aced the roll) and ended up taking it out almost singlehandedly. I'm sure there were some rules about running that particular encounter, that I missed, but it sure made for an exciting time had by all so it doesn't matter—I'm the sheriff and that's how I run my game.
There was a lot of box text that I just read straight out of the book at the end of the session, it made for a rather dramatic end to the evening, and I think a good time was had by all.
I had a very good time!
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