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109+ Werken 1,996 Leden 8 Besprekingen

Over de Auteur

Fotografie: Roleplaying game author Shane Lacy Hensley at PLAY: The Games Festival in Modena, 11 April 2015 By Moroboshi - Own work, CC BY-SA 3.0, https://commons.wikimedia.org/w/index.php?curid=39528764

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Werken van Shane Lacy Hensley

Savage Worlds Explorers Edition (2007) 140 exemplaren
Deadlands: The Weird West (1996) 115 exemplaren
Weird West Player's Guide (1998) 57 exemplaren
Marshal's Handbook (1999) 52 exemplaren
Hucksters & Hexes (1997) 51 exemplaren
The Quick & the Dead (1996) 51 exemplaren
The Nightmare Lands (1995) 45 exemplaren
Fire & Brimstone (1998) 43 exemplaren
Smith & Robards (1997) 40 exemplaren
Ghost Dancers (1998) 37 exemplaren
City by the Silt Sea (1994) 36 exemplaren
The Wasted West (1998) 31 exemplaren
Adios, A-Mi-Go! (2000) 27 exemplaren
The Great Maze (1997) 27 exemplaren
Heart o' Darkness (1998) 25 exemplaren
50 Fathoms (2003) 25 exemplaren
Terror in the Skies (Earthdawn) (1994) 25 exemplaren
Night Train (1998) — Medewerker — 24 exemplaren
Lost Angels (1998) 24 exemplaren
Canyon o' Doom (2000) 24 exemplaren
The Road to Hell (1998) 23 exemplaren
City o' Gloom (1998) 23 exemplaren
Ground Zero (2000) 23 exemplaren
Fortress o' Fear (1998) 22 exemplaren
Savage Passage (2000) 22 exemplaren
Skinners (1999) 21 exemplaren
Savage Worlds (2003) 21 exemplaren
The Forbidden God (2000) 19 exemplaren
Army of Darkness RPG Corebook (2004) 19 exemplaren
A Fist Full O' Dead Guys (1999) 19 exemplaren
Perdition's Daughter (1996) 18 exemplaren
Shatterzone [BOX SET] (1993) — Medewerker — 18 exemplaren
For a Few Dead Guys More (1999) 18 exemplaren
South o' the Border (1999) 18 exemplaren
Doomtown or Bust (1998) 18 exemplaren
Leftovers (2000) 16 exemplaren
The Epitaph #1 (2000) 15 exemplaren
Evernight (2003) 15 exemplaren
The Temple of Rec Stalek (Torg) (1992) 15 exemplaren
Torg Eternity Core Rules (2018) 14 exemplaren
Worms! (1998) 13 exemplaren
Boomtowns (1999) 12 exemplaren
Deadlands: Hell on Earth Reloaded (2012) 10 exemplaren
Twisted Tales (1998) 8 exemplaren
Shatterzone Tech Book: Ships (1994) 8 exemplaren
Crosshairs (Shatterzone) (1993) 6 exemplaren
Sole Survivor (Shatterzone) (1993) 6 exemplaren
Blood of Tarrian (Bloodshadows) (1994) 4 exemplaren
Torg Eternity – GM Screen (2018) 3 exemplaren
Darkfall (Thunderscape, No 2) (1996) 3 exemplaren
The World of Aden (1996) 2 exemplaren
Necessary Evil: Breakout (2016) 2 exemplaren
Prisons 1 exemplaar
Deadlands: Raven 1 exemplaar
Wretched 1 exemplaar
Piekło na Ziemi 1 exemplaar
Cookie {short story} (2019) 1 exemplaar
Savage Worlds Horror Companion (2024) 1 exemplaar
The Junkman Cometh (1998) 1 exemplaar
Torg Eternity - Regelwerk (2019) 1 exemplaar

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D6 Space Ships (2005) — Medewerker — 8 exemplaren

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An excellent Land of the Mists accessory providing a wealth of mechanics and lore concerning dreaming. There are some innovative cosmological ideas concerning the dream plane geography (not restricted to Ravenloft) which deviate somewhat from canon. The setting itself is roughly split in two: the clinic for the mentally ill in Nova Vaasa, and the Nightmare Lands themselves, a colourful chaotic island which features a lot of extravaganza. The clinic does not deviate from the typical Victorian specimen, but the Lands have some twists, the most interesting of which is probably the "race" of Abber nomads with their unique worldview: believe only in what you see at any particular moment, don't trust in the falseness of the cause-effect chain and disregard both past and future.

All in all a very enjoyable reading, containing 4 mini-adventures. I assume that incorporating the material in the campaign may prove somewhat demanding of both players and DM, due to the need for tightwalk roleplaying, the danger of meta-thinking and the malleable terrain of dreams.
… (meer)
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Athotep | Sep 26, 2020 |
First Edition Deadlands: The Weird West. One of the great RPGs. It is the late 19th century in the American West. Outlaws rob banks and trains, pursued by hard-faced Lawmen who are only separated from them by a badge and a sense of honour. Sharp dressed poker players ride on riverboats or fleece the hick locals in a piano bar as a couple of high-kicking dancers flap their petticoats. Cold-eyed gunslingers face each other down a dusty street as a ball of dry weed is tumbled along by the wind. A mad scientist rides his steam-powered mech against and leads an army of zombies against some Indian shamans protecting their lands with the power of the spirit dance.

Wait. What?

Deadlands, as do many role-playing games, takes a familiar genre and blends it with odder fare. The world of the Weird West has as much to do with horror movies as with westerns, and throws zombies and various flavours of magic into the mix. As well as shamans, some hucksters cast hexes with their decks of cards, priests can call on the power of god and the saints and mad scientists can imbue machinery with enslaved manitou spirits. And some folk just prefer to face these outlandish critters with their two fists and their six-shooters.

Deadlands gives an excellent background and storyline, as well as a system which includes specialised strengths and weaknesses for characters that are completely part of the setting (the whole book is written in the cod-western vernacular of western B-movies, critters and varmints and shootin' irons, and this carries over into edges and flaws in such descriptors as 'tinhorn' and 'big britches').

But the real jewel of Deadlands is the system, which is, for my money, not only one of the best fast-and-fun gaming systems ever created, but so in tune with the milieu that the game isn't the same without it (as was proved when the game was relaunched with a far inferior generic system). In tandem with the usual dice (everything from 4- to 12-sided), the players and gamemaster (or Marshall) each have a pack of standard playing cards, and get to draw cards to determine certain actions (combat order, magic use, etc), making poker hands to determine the level of success. In addition, it was also the first game I came across to use 'fate chips' - again poker chips - being awarded for good game play (good roleplaying, bravery, reducing the whole group to howls of laughter), and exchangable for such things as changing dice rolls or avoiding damage. Always a good thing to shoehorn into almost any system if you want to encourage heroic play.
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Gemarkeerd
Pezski | 1 andere bespreking | Jun 8, 2017 |
"You know what a game about the Old West which already has magic, undead, monsters, a Civil War that's lasted for a decade, and wild indians needs? Mutants from beyond the stars!"

Umm...no. No, it didn't. Not a bad game, but just too much for the setting.
½
 
Gemarkeerd
BruceCoulson | Jan 31, 2014 |
The America West has been a fertile source of successful movies, TV shows, novels, pulp stories...everything but role-playing games. Deadlands for a time looked as if it might break that curse; a novel system that included cards for initiative, lethal and fast gunfights, combined with magic that used poker hands and weird science that could make jet packs made for a splash. It didn't last, but it was a gamer try than most.
½
 
Gemarkeerd
BruceCoulson | 1 andere bespreking | Jan 31, 2014 |

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Werken
109
Ook door
3
Leden
1,996
Populariteit
#12,897
Waardering
3.8
Besprekingen
8
ISBNs
137
Talen
5

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