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It will be here when it can be purchased: Deadlands: Blood Drive for Fantasy Grounds
It is in QA right now.
Not to press, but is there any word on the Horror at Headstone Hill setting and when it might be available?
I don't know if this is by design, but I bought the DL Bundle & I ran into issues with dependencies not being loaded. Turned out that the 2 main books (DLWW Players Guide & Marshal's HB) weren't in the bundle! So I had to go buy those to be able to use the Hexslinger Archetype. Since those 2 books are critical for SWADE, it would have been good to know beforehand.
I'm also running into issues with the images not existing for the train floor plans during the game last night but today I can pull the image up (For Whom the Whistle Blows). Several Images seemed to cause errors last night with 3 players & myself but I can't tell if this is because of how FGC opens files to distribute them to the clients or if during the night FGC updated those files and/or released the locks. can you provide some insight? Is it read only, multiple simultaneous read or sequential read (player 1, then player 2, etc)?
This might have accounted for why FGC locked up on me for the first time in 3 years.
Lastly, Is there a way to force clients to download files such as the DLWW Player's Guide & the Archetypes 1 & 2? IIRC you used to be able to force clients to download critical files but that was when we played The Last Parsec setting which has a lot less content!
The Deadlands bundle is for "Deadlands: Reloaded". That's the older version of Deadlands, and originally used Savage Worlds Deluxe.
"Deadlands: The Weird West" is the new one that is built on SWADE. It's not included in the "Reloaded" bundle because they're different editions.
Then why is the SWADE Core book included in the bundle? That's what convinced me I was getting the right set. I just would have liked to know up front. Not sure if it would have changed my purchased decision but it certainly confused the issue.
The Horror at Headstone Hill setting is available now in the store!!! Bought... Yippee!!!
:rv:
Hmmm, so I bought it, loaded my ongoing campaign, went to "Library" and loaded both HatHH modules, clicked on "Modules" to view them, and they view fine there. But, critically, there are no HatHH entries under my "Story", "NPCs", "Encounters", "Tables", or "Images" buttons. When I go to Library->Modules->HatHH GM guide, I can see that there is a "Tables" link there, for example, and that does show a bunch of tables like Twilight Events, but none of that content is listed in or accessible to my right sidebar buttons. I don't have any filters set on any of those windows. Anyone else whose bought it seeing similar issues? Next thing I'm going to try is creating a new campaign and loading it and seeing if the data is there.
OK - the entries are there for NPCs, Images. They are just categorized with a long string that starts with "Deadlands, The Weird West" with the module name at the very end of that string, and I didn't spot them. Weirdly, the "Group" drop down list didn't have that category listed initially, but eventually after tooling around a bit, it showed up.
However, there are no "Story" entries as far as I can tell for Horror at Headstone Hill, where there are for "Blood Drive". This seems odd. All the data is there, it just needs to be accessed by viewing the module in the sort of "PDF view" mode where you have the table of contents and the next page / prev page views.
I guess how modules get imported varies. For HatHH, I'd have probably created Story entries and Encounters at least for the "Savage Tales" portion of the book, and likely creating "Encounters" for the Heaston Hill locations, and dropping encounter pins on the map in the appropriate spots, and also one or more Story items that list the locations at HH in various categories (alphabetical, all the saloons, etc.) would be hugely helpful.
Before my posse gets to Heaston Hill, I'll create those things myself.
That's a shame. I was looking forward to this. Since I tend to run games by referring to the pdf on my iPad, the integration with FG is why I would purchase a module. I don't want to just have the module copy/pasted into FG for viewing. That's not worth it to me. If I still have to create the Story entries, encounters, etc. myself, I'm not sure I'll be picking this up after all
I think it was worth it for me, if for no other reason than all the NPCs are ported to FG for it. It would take a long time to do that myself, and the cost pretty small in FG store for it. But I am surprised that there was no story structure created - even just an index of the town locations and regional locations without having to view the module graphically for that.
I'll be creating a town index story item(s) in the next week or so - if I can figure out how to export it I'd be happy to provide it to folks. Only thing is I've created one or two of my own stores in HH that aren't in the module, but maybe I could export the stuff before I add my custom items in.
Ah, there is more coming then - that is good. I'm pretty new to FG, so I'd assumed things like modules were released in one big bang without a lot of subsequent updates - but since there's an update mechanism built into the tool, having something early (particularly NPCs) is better than not!
Yes, NPCs seem like for every system, not just SW, where the biggest time sink to translate would be. It would be awesome if there were some accepted data format for adventure modules / stats that was not system-specific, and that a module creator could create, then every tool like Roll20, FG, whatever would have a single data format to work with that could bootstrap the import process. Problem is, nobody has any incentive to create such a standard format...
There is typo in the Improved Fan the Hammer edge. It requires Heroic, rather than Seasoned advance.
There may be bugs with the damage dice for several firearms. Just had a DLWW session, and someone fired a shotgun, which has damage string expressed as "1-3d6". What was rolled was 1 - 3d6 ;-). So they got -12 damage. I'm not certain if there is a way to fix it - there may not be a way to express damage that is range conditional, or even give three alternate damage options for the player to choose from when rolling damage. What we did is just edit the damage dice field per range as needed before rolling.
But, if there's no way to support how it's supposed to work, it might be better to have a string in the damage field that is not a valid dice expression, so people aren't confused why they have negative damage results!
I think its just a shotgun thing (so SWADE would do it was well). I just modify it to be 3d6, then make two sub-attacks at the lower damage for the longer ranges.
That's true - I didn't check to see if the core SWADE shotgun item was expressed the same way in its "Damage" field. How to you make "sub-attacks"? If there's a way to fix it to do something meaningful - seems like the items should be updated in SWADE core and DLWW library modules to do so.
Right click on the main attack on the combat tab. It opens a radial menu. About the 4 o'clock position is an arrow symbol. Mouse over it - it should say sub attack. It nests the new attack under it. You can use that for all sorts of things like frenzy, or sweep, etc.
I'm new to Deadlands and I need to know which version of the Savage Worlds rules I need to get - Savage Worlds Deluxe Ruleset, or Savage Worlds Adventure Edition?
Mmm, you'll have to be more specific - as Deadlands has multiple editions. For the latest edition of Deadlands, which is called "Deadlands Weird West", you want "SWADE" - Savage Worlds Adventure Edition. There are at least two earlier editions of Deadlands, including Deadlands Reloaded, which was released for two or three different game systems - I'm not well informed on any of those. But beware that the Fantasy Grounds store has Deadlands content from prior editions, and the rulesets they use are different. Only the more recent DLWW stuff will be SWADE compatible.
that helps some. So if I get reloaded campaigns, I need deluxe if I understand correctly
You are correct.
The differences between SWD and SWADE are easily managed by someone who is well-versed in Savage Worlds of the various editions.
My current campaign is in the DLWW era, but I have converted material from the Classic edition following there conversion guide. We're currently in the awesome Devil's Tower Trilogy!
If you're not well-versed with Savage Worlds, the Deadlands Reloaded Complete Bundle in the Fantasy Grounds store is an excellent place to start if you are a fan of telling "bigger" stories, and the very latest DLWW edition has excellent starting material for telling "smaller" stories.
Hope that helps.
Not sure if its just my group or everyone but we are running Deadlands Horror at Headstone Hill and its going great but we are having an issue with the Winchester Lever Action rifle. Whenever we roll damage it come out as a negative value. So far this is the only weapon we've had the problem with and I have had 3 different players try it just to make sure. Is there a fix for this? Is it something we've done? Its not terrible but its annoying to have to redo the math and manually enter it during a good combat flow. Appreciate any help the community can give
The level action rifle is capable of damage from 3d6 to 1d6 depending on the range. The reason you get negative is, because the item damage is listed as 1-3d6 which, which you shouldn't use as is, but create custom attacks based on the range. There is no automation at the moment for this feature, this is what I have been told in Discord. Attached is screenshot how this is set up properly to work.
Strangely I get odd behaviour with my group playing SW:DLTWW with the Adventure Card Deck.
I as Gamemaster see the Images of the Adventure Cards without problem, but my players either just see them very small, fractioned, or don't even see the cards. Just the Text in the small Textbox is visible with no problem, but the images themselves are broken.
Thats very sad. I already re installed the whole ruleset and adventure deck extension. stays the same :(
Hi folks,
I have an error with the CT. Every time I put a PC or NPC to the CT, I get the following error:
Attachment 47974
In addition, there are no names or stats of the characters shown on the CT. The error only occurs with Deadlands Reloaded. It doesn't occur with 50 Fathoms oder pure SWD.
Kind regards
N.
@Ikael provided a hot fix for DLR extension; and it should be Live in the patch system now. Have the GM run a Check for Updates.
Regards,
JPG
For DLWW - in my test, the Jackalope Foot item does not provide the extra bennies (it uses the reference [$GreatLuck]). I had the item on the character and equipped. When refreshing bennies in the Party Sheet the PC still only received the normal 3 bennies.
I am interested in this as I was curious to make a bad luck charm and stumbled on this. Once working, would is just be the reference ][$BadLuck]? Is there a list of Edges/Hindrances can be called upon for items?
Thanks.
Read here. Meanwhile, you could add [Benny +2] effect to it to grant extra Benny but it would not understand if you already have Great Luck Edge.
Thank you. That will work for what I need it for near term :)
The horror at Headstone Hill shortcuts in the Uinta County map don't work and some seem to be missing like Hilliard
When clicking on the mini button on the Archetype character sheet, the attached error occurs. This occurs on both Set 1 and Set 2. I tested this on a newly created character. The noted error does not occur in that situation. Logs attached.