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Re: [Re: [[DL] Dealing With Wind]]



You quit at 10 or 11?  We run from like noon to 3-5 am.  Who needs sleep?

Ogy Joe

Jesse Burneko <jburneko@yahoo.com> wrote:
> Actually in my case it DOES happen every session
> because we only play once every 4 weeks on a Sunday
> from about noon until 10 or 11pm.  We play through 1
> entire scenario that I've written.
> 
> I tend to run my campaign like a TV show.  Each
> episode being 1 whole complete story unto itself with
> a few recuring themes here and there.
> 
> But I understand the fate chip build up thing.  I
> suppose that can help.
> 
> Jesse
> --- Patrick Phalen <pphalen@yahoo.com> wrote:
> > >I see the same problem potential in Deadlands. 
> > Now, I
> > > noticed that some creatures don't take wind, which
> > > solves the problem.  Also, the Marshal has fate
> > chips
> > > that s/he can spend to aleviate wounds and wind
> > but
> > > since the Marshal only has 3 for the whole lot of
> > the
> > > baddies he's running that will only work for so
> > long.
> > > So my question is, how do you other Marhsal's deal
> > > with preventing your climaxes from being
> > anti-climatic
> > > by having some supposedly powerful creature
> > droping
> > > unconcious with 1 or 2 shots.
> > 
> > If it *really* is a climactic battle, then it
> > doesn't
> > happen every session.  I pull three at the start of
> > night,
> > just like players.  Plus, don't forget your extra
> > every
> > time they spend a red (I'm one of those nasty
> > Marshalls
> > that pulls on ANY use of a red)Also, just like the
> > players,
> > I hoard my chips for the big battle.  
> > 
> > To make sure that the players run out of chips
> > faster than
> > I do, I whittle down their stacks with mooks. 
> > (Note: NEVER
> > spend chips on mooks)
> > Also, the Big Kahuna will be watching the battle
> > from a
> > hidey-hole for a few rounds, if possible, which
> > means:
> > 1.  He'll have a sleeve card
> > 2.  He'll have spend several actions drawing a bead,
> > so
> > that his first shot is a head shot, at the whichever
> > character he decides is his biggest personal threat
> > (i.e.,
> > if he can only be harmed by hexes, he will hit the
> > huckster
> > that he saw cast a hex, or out of general principal
> > shot
> > the guy with the Sharps, or the gattling shotgun...)
> > 3.  If he has a special abilities that needs
> > activation
> > (i.e., harrowed power, hex, black magic, etc.) they
> > will be
> > "powered up" before entering the fray
> >  
> > As far as wind itself is concerned, don't forget
> > that if
> > you negate the wounds you don't take wind.  Also,
> > use the
> > oft-forgotten "regain wind" ability of chips...
> > 
> > Patrick
> > 
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