Product Review
It’s
Deadlands: The Weird West in a post apocalypse Mad
Max Style. OK?
All right then, there might be a
bit more to it than that. The Wasted West story follows
one of the possible timelines from the original Deadlands:
The Weird West game. The American civil war ended
in stalemate and America separated into the USA and
CSA. The rest of the world progressed in much the
same way as ours only everything’s a bit weirder,
as the name implies.
Weird how? Well an Indian shaman
called Raven got annoyed when some white settlers
wiped out his tribe in colonial America. Understandably,
he wanted revenge and so unleashed the supernatural
power of evil on the world. Demons, known as Manitou’s
set about causing weird things to happen such as creating
zombies or other mythical monsters. Some people found
they could use these creatures to give themselves
magical powers, but at a cost to themselves.
One of the main differences between
the Deadlands world and our own is the discovery of
Ghost rock (no, not an ethereal wrestler). Think super
powered coal, but instead of releasing a bit of carbon
monoxide in to the atmosphere you get a load of screaming
Manitou’s. It has led to some strange progressions
in science, but the biggest impact it had was to cause
fights, from international incidents to claim jumping.
Now Deadlands: The Weird West was
all cowboys with special powers and walking dead,
but Mike will tell you about that elsewhere, all you
need to know is that it’s a good game. The Wasted
West game continues the storyline in the year 2081
after a huge war.
The war was centered around the
conflict for large concentrations of Ghost rock, most
of which could be found in the west of America. Almost
every country in the world was aligned with either
the CSA or USA. The conflict started when it was discovered
that only a couple of decade’s worth of Ghost
rock was left so things got pretty tense. It all kicked
off with some cross border fisty-cuffs between the
Latin American Alliance (Mexico) and the CSA.
The trouble really started though
when the CSA captured a leading LAA officer and found
out the USA had put the finance up for the Latin American
Alliance invasion of the CSA. War between the two
sides was all but inevitable with neither side willing
to back down. As more and more countries from all
over the world got involved the fighting got more
extreme and the first Ghost rock Bomb was used by
Pakistan against India.
Ghost rock bombs are like nuclear
weapons but they use supernatural energy to kill people
and leave the buildings standing. They didn’t
quite work as planned though. The cities became Deadlands,
areas of such fear that the physical structure of
the place was became twisted and they get infested
with all kinds of deadly creatures. The rest of the
world was soon to follow. In the end the world was
completely wrecked, six of the seven billion people
were killed.
Then the Reckoners turned up. In
the flesh, as the four horsemen of the apocalypse.
The Reckoners were the baddies in the Weird West.
They are the power of evil that the Manitou’s
serve. They need fear to survive and so need to create
areas of fear in the world, the most powerful of these
being Deadlands. Deadlands are not only created where
the Ghost rock bombs were detonated, they can be created
wherever a particularly powerful creature lives (or
unlives) or where some heinous atrocity or disaster
takes place.
The Reckoners started in the west
of the USA/CSA (see it was the Americans fault, not
the Canadians or the Mexicans but the Americans!)
and then stomped round the world killing people all
over and generally having a bit of a laugh. Basically,
the evil forces of the Reckoners (not the Deceptacons)
are one of the main reasons the world’s in the
apocalyptic state it’s now in.
The Good guys, well I don’t
know actually, it’s a bit of a mystery. There
are powers of good in the world that lend a hand to
those who fight the Reckoners but it’s hard
to stick a name to them or explain how they act. They
don’t have the powers of the Reckoners though,
so let’s just leave it there.
You step in after 13 years of post
apocalyptic survival getting some have-a-go hero type
to look after. Nearly everyone else is dead. The world
as you know it is very similar to the Wild West of
the old USA, with it’s scattering of lawless
survivor towns. One of the biggest towns around is
the Junkyard and it’s fairly in the middle,
where Salt Lake City is now.
This game has been designed for
true heroes. If you’re looking for a game about
deep political intrigue and Machiavellian cunning
look somewhere else. The game is based on heroes trying
to rid the world of fear. You see the Reckoners feed
on fear so by being a bit sparky-like and cheering
people up, killing a couple of zombies and a Liverpudlian
Mountain Screamer (I made that up by the way) your
heroes make a name for themselves and help fight unadulterated
Evil.
Players don’t have to do this
as your common or garden humans either. You’ve
got a host of archetypes with special powers to fight
the good fight. Fancy being an old soldier go for
it. But you could be a syker, trained in the ways
of focusing mental energy to improve combat abilities
or sneak around. Templars are psychotic knights who
only feel they should be defending people who really
deserve their help. There are priests who worship
radiation and harness its power, road vigilantes,
junkmen who create weird devices and a gut load of
others.
But unfortunately the forces of
Evil have got it in for them; and the forces of evil
are not impotent. They create evil creatures through
the power of fear. That Liverpudlian Mountain Screamer
will have abused you in a screeching Scouse accent,
ripped your arms off and legged it with your car stereo
before your Texas Ranger can shout, “Damn Yankee!”
There is also a chance that if your character isn’t
very nice he could get twisted into one of the Reckoners
servants.
The mechanics are almost identical
to those laid out in the Weird West, so if you’ve
got that game you won’t struggle with this one.
Character creation sticks to the nice safe attributes,
skills, edges and flaws. These are all given a twist
though to keep them in line with the games well-designed
theme.
Poker. Stop prodding the girl to
your left and re-read it (terrible joke). Poker, as
in cards. No they haven’t got rid of dice rolling
altogether, but they have cut down on it. Values and
suits of cards decide what the result will be. Spades
come up trumps are the best, Clubs are pants and the
other two suits fill in the stats sandwich. You even
get to use poker chips as the always-present fate
points. You pick cards for character creation and
there are a couple of jokers in the pack, literally.
Jokers are really good (red) or really bad (black).
This follows through to the combat system, where cards
are used to decide initiative. So there is always
an element of the unknown when the scrapping starts.
If it all sounds a bit complicated, don’t worry
it’s not when you’ve read it a few time.
The book supplies plenty of background
information for you to use when your planning games,
some extra stuff just for the Marshal (GM) and some
handy cheats for running your games. It also gives
you a load of heinously devious stuff to hit your
mates with from mutations to a whole crate of whup-ass
monsters. The monsters range from the run of the mill
zombies looking for some brain to munch on, to some
nice original ideas such as Blood wolves and Lurkers.
It doesn’t take itself as seriously as a lot
of games out there either, they seem to remember that
the point is to have fun and not have the most realistic
combat system EVER!
Overall the game is a fair continuation
of the Deadlands story and successfully keeps up the
western feel of the first game. There are bound to
be other post apocalyptic role-playing games out there,
but I doubt many give you the chance to feel like
as much like a hero. So if you ever felt like being
a bit of a Mad Max character or liked the Weird West
game and want to continue it with a Porsche and rocket
launcher instead of Dobbin and a shotgun I’d
take a look.
By the way, it might not have been
completely the Americans fault, but you’ve got
to blame someone.
Reviewed By Mark Jones |