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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