This page is dedicated to Pinnacle Entertainment Group's Weird West Setting:

The Deadlands Role Playing Game

and

The Great Rail Wars

Some Unsolicited Advice for Marshals

So you want to be a Marshal. Good for you. Being a player in a Role Playing Game (RPG) can be fun but there is something very rewarding about creating a world for others to enjoy.

As fun as Marshaling will be for you, it will also be a lot of work -- more work than just being a player. Ironically, you will also have less freedom than your players. They can try to do anything to get out of a tricky situation. They can be unfair to the other people around the table if the mood strikes them. You, however, must always remain impartial and fair. This doesn't mean that you can't cheat occasionally to further the flow to the story or to preserve an important NPC (More on that later....). No matter what, you must remain fair.

Character Creation

Cheating

Stay a Day Ahead

Character Creation

The first piece of advice I have for Marshals is to give each of their players a brief history of his or her character. This is not for you to control or dictate their background. It is to aid the players. After all, you know far more about the game world than they ever can.

You should begin by getting the broad outlines of the player character's history from the player. The type of information you are looking for includes:

  • Where and when were they born?
  • Are their parents living or dead?
  • What are their motivations and why?
  • Where were they educated and how much did they learn?
  • What was their favorite subject?
  • Where have they lived?
  • What do they do for a living?
  • What are their current and long-term goals?
In short, ask them the questions you would of anyone you were getting to know.

Your players may not have answers to all of these questions. Ask them if they mind your offering suggestions or advice.

After you get the basic information, sit down and think about the player and the character and your campaign. Brainstorm for a bit and try to determine how the player character's information fits into your world. You can also give them bits of information about the world. Doing this now will make your work easier later.

For example, Greg, a player in my campaign, decided to create a Mad Scientist. Greg is a comic book collector and animation fan (in addition to being a Professor of Mathematics). As such, he decided to combine the names of two of his favorites (Doctor Victor von Doom from Marvel Comics and Dexter from the Cartoon Network's Dexter's Laboratory) to make the name of his character. He chose a Steam Wagon for his invention during character creation and purchased a Belongin' -- an Electrostatic Gun. We decided that he had invented both.

He also drew a joker, which turned out to be a rival. Given his chosen name, it was a no-brainer to create Mandark Richards (Mandark is Dexter's rival and Reed Richards, of the Fantastic Four, is the good to Dr. Doom's bad.

Here's the write-up I gave Greg after the first adventure (Where he met his rival.):


Professor Dexter Doom (Assumed Age: 33. b. 1844)

Things You Know
The discovery of Ghost Rock has instituted a scientific revolution unseen since Watt's improvement of the steam engine. Your specialty, mechanical engineering, has been improved by leaps and bounds. You have been fortunate enough to have worked in three of the current centers of advanced study in North America - the Massachusetts Institute of Technology, the University of Chicago, and the College of Engineering at Deseret University. At MIT, you developed your early theories on how to develop independent suspension - a necessity for wide-carriage steam wagons. While you toyed with new applications in electrostatics, the difficulties of constructing a drive for two independent axils, took up most of your time (A lab explosion, caused by Mandark Richards, almost ruined all your work.).

The theory and model were enough for you to get your Ph.D. and a post-doctoral research and teaching position at the University of Chicago. While there, you perfected and patented your design. The licensing fee to the Carey Steel and Steam Carriage Works in Cleveland, now a subsidiary of the Flynn Corporation, allowed you to develop and build an electrostatic pistol (It is based somewhat on the Smith and Robards model - mostly because you ordered many of the components from them.) prior to setting out for a post as a visiting lecturer at Deseret University.

At Deseret, you lectured on your developments as part of a seminar on Steam Wagons. The Council, headed by Dr. Darius Hellstromme, held the three-week series as a way to "advance technology through the sharing of knowledge." It didn't take a rocket scientist to tell you (although one did) that this was clearly an attempt by Hellstromme Industries to profit from others' knowledge without having to pay. It was also a chance for you to profit as well. You still have your notes from these lectures (treat as an issue of New Science with three articles on steam wagons). While there, you were introduced to Dr. Hellstromme, Dr. Ben Matheson (acting head of the Council), and Prof. Gregory Tremane (developer of the Smith and Robards Electrostatic Pistol). You also renewed your acquaintance with Dr. Jacob Smith (you met while at MIT) and Sir Clifton Robards (a brief "How do you do" sort of meeting). You also listened to an opening lecturer on Mormanism by Brigham Young.

Rumors

  • Your independent suspension system has been incorporated into the Union Land Ironclads that took part in the failed offensive of '76. You are pretty sure about the Carey Works' involvement in the Land Ironclad project because of the number of Union Cavalry you "met" on your way to Deseret and the "interest" many of the officers had in how well your trip was going. It seemed innocent enough at the time but now, you are no longer as sure (Although it did make for a safe and uneventful trip.).
  • Some Land Ironclads were captured by the Confederacy, which is probably reverse-engineering the system - wherever their scientists set up after the reported destruction of their "secret" base at Roswell, New Mexico Territory. You suspect Hellstromme Industries and Smith and Robards are also reverse-engineering your design.
  • You have seen Automatons and Clockwork Tarantulas from a distance while in Deseret. You also talked with some of those who use steam wagons to hunt Salt Rattlers - a smaller version of the famed Mojave Rattlers.
  • You have heard of a group called "The Collegium," who are trying to set up a new University/Think Tank out in the Great Maze.
  • You have it on very reliable sources that human body parts can be replaced with steam powered and clockwork mechanisms (You have no idea how and have not seen one.). Many are being used in the blood sports rumored to take place in the City of Gloom.
  • You have heard some nonsense about "Gremlins" messing up machines. You would like to dismiss this out of hand as ill-educated excuses for improperly constructed or maintained machinery but respected scientists have whispered of them. (Doubtless excuses for failed experiments, egos incapable of accepting failure, or dangerous fumes -- but some seemed genuinely frightened.)
  • The blubber or the Maze Dragon is an excellent lubricant.
  • Fort 51, in the Nevada Territory, is the Union equivalent of the Roswell base. Once you sign on, it is very difficult to get away.

Invention Directions
Make the steam wagon amphibious; set up a weapon mount controllable by the driver (requires a new Shootin' skill); four-wheel drive; a converter that allows your wagon to travel along the rails; winch; smoke screen; steam sprayer (rear defense).

Skills and Edges to Develop
Languages: Latin, Greek, German; Science: Mathematics; Area Knowledge: Boston, Chicago; Professional: Professor, Scientist; Friends in High Places (Smith and Robards, Union Military-Industrial Complex)


In giving Greg this sheet, I have made his player a part of the Deadlands world, given him some possible directions for his character, and given myself a number of adventure hooks (Mandark Richards, the search for the Collegium, the design conflicts with other inventors, the hunt for a Maze Dragon). I may never use any of these but they are there.

Cheating

While we're on the subject of Mandark Richards, a quick word on cheating. My posse's first adventure was finding a Smith and Robards Design Template (A pianola roll that is the "software" for an experimental system for mass production). Mandark Richards was out to get it as well. As he was climbing up the rope ladder to his personal airship, he was shot at by Hildy -- a range gal with a really big gun (played by my wife). I had already burned almost all of my fate chips when she shot him with a rechambered .69 Colt-Patterson. After hearing the damage total, I knew he was dead. I spent the last of his chips and ruled she hit his arm, forcing him to drop the roll.

I cheated. He should have died. However, this is one case where cheating is necessary. After all, Mandark Richards is effectively a hindrance -- a recurring villain that, in true comic book fashion, will always return to bedevil the hero. As a result, he is effectively invulnerable. The players can (and should be able to) defeat him and his nefarious plans.

Stay A Day Ahead

One night, I planed a simple, mundane shootout. No magic, no monsters. Just a wild west standby. The town's well was dry and a group of brothers were charging obscene amounts of money for their water. While Dexter Doom used his Steam Wagon do drill a deeper well, the rest of the posse would have to hold off the gang of brothers.

Then the heroic "Doc" Wilder (Brevet Major, USA, ret.) stepped forward with the town's drunken sheriff (he had a bad time in the war) and attempted an unskilled Overawe roll. After all the rolling was done, he had rolled something like a 64. The brothers instantly backed down and I was out of an adventure.

Fortunately, I had an encounter I had downloaded from the PEG website and used that, winging it as best I could.

As such, I'd recommend writing up some simple notes for a quick encounter or two to cover yourself in such moments. These will also be helpful for those moments when your posse decides to go and do something other than the approaches you thought they would take....

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