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Re: [DL] The Worldview



> The Weird World Project:<

>I wish this project well, but I hope you can avoid 
the issues that have kept Pinnacle from covering the 
rest of the world (Err, not including shortage of 
staff, but that counts, too).<

Thanks for the support. 

>Basically, I hope it doesn't turn out like some 
other RPG efforts to cover the world where many 
setting books have a radically different tone that 
essentially might as well be another game.

As an example, back in the day I was lured into the 
fold of Palladium books, and have a sizable chunk of 
the original After The Bomb series. The first few 
tried to keep the setting deep in a very post-
apocalyptic feel, specifically the world so far after 
the cataclysm that new cultures are sprouting up and 
moving on. Not bad, and one of Palladium's better 
lines, even if the rules seem somewhat antiquated by 
modern standards.

The setting books often took a radically different 
tone. Much of North America remained the same, but 
some of the other areas had a very different tone.

Shadowrun did it a bit better... I only have a few of 
their setting books, one covering the UK and one 
Germany, but they seem to work a bit better. They do 
a very good job of describing the setting from the 
viewpoint of the 'generic' runners that were the core 
of the setting, so while your Seattle sprawl street 
sam might have some problems getting into the UK and 
would be a foreigner and treated as such, he wouldn't 
be completely out of his genre.<

Since it&#8217;s planned as a volunteer project with dozens 
of sections that might come from dozens of writers, 
there will be a element of this problem no matter 
what. That why I&#8217;m hoping using the List serve as a 
feedback device for the writers will correct most 
problems. For the most part the members of the list 
have always been polite so using them for feedback 
should be painless (your post being a case in point, 
I had not thought out this specific problem and can 
see the need for a better guideline for volunteers. 
Thanks) 

>Are these being looked at for use in existing games, 
as alternate settings, or both? use in standard games 
may be difficult... Travel to these locales could 
take weeks, and really removes the focus from the 
American frontier, which is really pretty big when it 
comes down to it...

Anyways, best of luck, but please keep in mind that 
Deadlands is a 'western' game so 'western' themes 
win. Please try to avoid adding Arcane Backgrounds 
when the current ones work, if possible.<

I think the main idea is to provide inspiration to 
players and Marshall for background information on 
what&#8217;s happening elsewhere in the world, if I decide 
to play a Russian immigrant character, it might help 
to know what&#8217;s been happening in the country he came 
from. Then its to provide a overview of a area for 
Marshall who want their posses to go on a one shot 
trip to say, Scotland, so that if they cause a lot of 
trouble, the Brits with black umbrellas show up to 
chew them out and clean up the mess.
Thirdly the overview is meant to provide a Marshall 
who does want out run outside of North America a 
starting point for him to assemble his game on.

As far as New Arcane Backgrounds go, I was thinking 
more about variation of a theme, the hexslinger is a 
variation of a Huckster, but their both Arcanes who 
contest the Manitou to get them to power spells. 

If I want to make a Cabbalist Arcane background, I 
think about the whole decoding the bible for secret 
words that can command spirits to do tasks, that 
sounds like a Huckster.

The Cabbalist AB: become a huckster that recites 
unnatural sounding words to do spells instead of 
having ghostly cards appear in his hand, different 
flavor, same game mechanics.

> Europe:
> The far north: (Norway, Viking)
>Allowing a VERY rare shaman in these regions might 
be flavorful. The main question is if the local 
spirits have the pact the Native American shamans do, 
or are using other techniques. <
Pretty much how I was thinking, with the addition of 
using the Old Norse gods as the Totems for local 
flavor.

> The southeast: (Return of Greek myths, Transylvania)
> The rest of it. (The Black forest, Grimm&#8217;s 
fairy
> tales, Prussians)
>One specific concern is that I wouldn't want to see 
things get too 'happy' at any point. The tone of 
Deadlands is ultimately somewhat grim, and I worry 
that some fairy tale critters could ruin it.
Admittedly, the original version of the Grimm's Fairy 
Tales are 
generally quite dark.<

I was thinking along the lines of a &#8220;Weird World&#8221; Law 
of the supernatural. Anything supernatural is at best 
indifferent to you well being (nature spirits), or on 
average is out to kill you. (Manitou)

For the most part the supernatural element of the 
Weird west is based on Indian mythology, the Grimm&#8217;s 
fairy tales comment was just a suggestion to use the 
local myths as a basis for creating the supernatural 
creatures who want to pop open the characters skulls 
and stir up the contents with a clawed finger.

> The orient:
> China (boxing day, return of magic, celestial
> bureaucracy)

>Isn't Boxing Day that thing they do in Canada? Do 
you mean the Boxer rebellion, or am I jsut hopelessly 
ignorant? Both are equally possible, and not 
exclusive...

There's some notes on China ad the asian conturies in 
the Great Maze, 
as I remember. My personal opinion is that the magic 
never left these 
areas, but has become easier to access with the 
reckoning, allowing 
things like Kang;s Ogres to be much more common.<

I knew it was boxing something, the whole deal had 
something to do with a violent revolt in the early 
1900&#8217;s against foreign occupiers of china, but the 
conditions that caused the rebellion existed long 
before that. Besides, angry natives fighting the 
white invaders while the zombies run wild would make 
china seem like home for a posse of Weird West 
characters. 

I agree with the &#8220;magic never left part&#8221;, at least as 
far as the belief in magic having never left. I would 
think of china as being better able to deal with the 
sudden return of magic then any other non-tribal 
civilization.

> Gypsy: (Tarot hucksters, crystal balls, curses)
> Secret societies: (World crime league, The 
Illuminati)

>I think you're really drifting into the 'pulp' genre 
more than Western here...<

I don&#8217;t think I can stop that, pulp fiction was 
written by people who grew up reading dime novels and 
Victorian fiction, and I grew up reading the Pulp 
fiction, I don&#8217;t think I can avoid adding 
in &#8220;backwards echoes&#8221; when some pulp elements are 
written into the system.

Deadlands is steampunk set in a Western horror game, 
If you add Captain Nemo to it, it will start to drift 
back toward Victorian literature, but a crazed Mad 
scientist destroying warships to end all war just 
fits into the Deadlands setting so well, its just the 
scale that don&#8217;t. Make captain Nemo a crazed miner in 
a minisub out to blow up both confederate and union 
naval vessel in the maze, and he fits in seamlessly.

But again, thanks for the feedback.

To try to keep the project under control here are 
some guidelines I&#8217;m thinking about.

1: The majority of all supernatural elements should 
be out to harm mankind.
2: All advanced devices created by Mad science should 
be used only on a personal scale, they should not 
chance the real historical setting on any major scale.
3: As the Recongners have concentrated their efforts 
on North America, real world history should closely 
match Weird world events.
4: Remember that not every Historical figure becomes 
Harrowed or otherwise acquires Arcane powers.

Anyone have suggestions for revision of the above or 
additional guidelines?