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[DL] RE: Atmosphere
marshal-grim@firemail.de wrote:
>
> hi all
> for me as a german boy that has been learning english for 3
> years, it's sometimes a bit difficult to understand
> everything in those deadlands books. the biggest problem to
> me is the atmosphere in deadlands. for example, always when
> my players come into a saloon, no matter where in the weird
> west, it is nearly the same. i have some elements in every
> saloon: the poker players, the old drunken man, some miners,
> cowpokes and so on. these elements do never change, simply
> just because i don't have any idea how a saloon really looked
> like in those times (ok, i know them from western movies, but
> in those movies, the saloons also look like i describe them).
> it's the same with many other places (towns, mines...). so,
> is there anyone on this list who can explain some places
> (besides the places described in the marshal's book) or can
> give me a link to a page where there are pics or
> explanations? don't understand me wrong, the books create a
> deep feeling of atmosphere to me, when i read !
> them. but i can't give this atmosphere over to my players
> (maybe because we speak german, and not english).
> ok, that's all for now. thank you for you responds (at least
> i hope you will respond to such a silly problem :).
This is not a silly problem. You can help solve it by taking the "watch a
bunch of movies" suggestions. One that hasn't been mentioned yet (shame on
the rest of the list) is "Silverado."
However, you now have a great opportunity. You describe all of your saloons
the same. How will your posse react to a saloon that is slightly different?
Will they notice that there are no poker players? Or that the old drunken
man is missing when they get to a new town? If so, use those subtle changes
to establish an adventure or to heighten a mood in town. The town is having
troubles with rustlers - there are no cowboys in the saloon (they're on the
ranch to guard the herd). Bandits coming to town - nobody is in the saloon
(maybe not even the bartender). As I see it, this gives you a great
opportunity to show your players the plot hook - not just tell them about
it.
Hank Woolsey