Showing posts with label The Sixth Gun. Show all posts
Showing posts with label The Sixth Gun. Show all posts

Wednesday, June 24, 2015

A Short Q&A Discussing THE SIXTH GUN for Savage Worlds

Yesterday, I wrote a brief review/overview of the upcoming The Sixth Gun campaign setting for the Savage Worlds role playing game.

To make a long story short, you need to back this project or buy it as soon as it comes out. It's a great mashup of Westerns, Fantasy, and Horror that provides a wonderful sandbox for creative play.

In addition to getting an advanced look at the rules and initial adventure campaign, both of which are up to Pinnacle's high production standards, I had the opportunity to engage in a brief Q&A with the creators. 

I'd like to share my chat with Shane, Jodi, and Scott.
Shane Lacy Hensley, owner of Pinnacle Entertainment Group and creator of the award-winning Savage Worlds and Deadlands roleplaying games.

Jodi Black, COO and Managing Editor for Pinnacle Entertainment Group, and Game Club volunteer for her kids' Middle School for the past 3 years

Scott A. Woodard, author of The Sixth Gun RPG


 1) What prompted PEG to seek a license for The Sixth Gun? Are you worried about brand dilution or cannibalization from your Deadlands line?
Shane: Oni approached us, and at first I was reluctant, of course. But as I said elsewhere, I DEVOURED the graphic novels, fell in love with them, and said "Who else SHOULD do this game besides us?" No one, of course. And the fact that they'd be 100% compatible with Deadlands (and vice-versa) is a huge advantage from my point of view.


 2) The Sixth Gun looks like it might be more "kid friendly" than a straight Deadlands game, but given that there is a Gallows Tree and a horror tone what age group do you think will be most appropriate?

Jodi: I think teens and preteens will love the dark elements of The Sixth Gun--but, with a little GM editing, Deadlands fits that niche too. One age group The Sixth Gun can adapt better to is the 6-10 age range, depending of course on the child's tolerance for dark. My youngest daughter would have gleefully embraced talking to hanged men at age 6, while my oldest daughter would have needed to be 8 or so. Now that they're 13 and 15, of course, they're at the perfect age for exploring the Weird West!


3) Could you tell me a little bit about the factions (Sword of Abraham and Knights of Solomon) in the game?

Scott: Both organizations are integral to the central plot of The Sixth Gun comic series. Because of that, they simply had to be present in the game. For those unfamiliar with the series, the Knights of Solomon are an order that seeks to acquire ancient artifacts and relics in order to exploit their power for personal gain, while the Sword of Abraham stands opposed to their efforts in order to prevent Armageddon! In the roleplaying game, we present details about both factions, information on their lairs, archetypal NPC stat blocks for both, and the option to actually play representatives from either group. In the comic, Drake Sinclair was once in the employ of the Knights of Solomon, but over time, their paths diverged. Perhaps your PC shares a similar backstory...

 4) The majority of Savage Worlds settings seem to be "high concept" combinations of multiple genres, what is it about the Savage Worlds system that encourages that?
Shane: I'm not sure it's Savage Worlds so much as my personal preference for not just doing another Tolkien knockoff. From the very beginning we've only wanted to do games with a twist. Deadlands and Sixth Gun are Western horror--which didn't exist in the RPG space at the time. Lankhmar is thieves' guild fantasy. 50 Fathoms is fantasy pirates. Sometimes that keeps us from taking on a genre until we have that twist. We'd like to do a classic pulp setting, for example, but haven't found anything with a good twist yet. There are plenty of early Nazi / zeppelin / Indiana Jones style pulp games out there already. What could we do that's different and unique? We haven't figured that out yet.

5) If I wanted to run a Savage Worlds game for 7 to 10 year olds, what is one rule change you would recommend to speed up the learning curve?
Jodi: Rules for magic, regardless of system or setting, tend to be the hardest to grasp so that's always the easiest change to make: Either no magic for their characters, or help them make an easy magic-using character to run (choosing entangle instead of bolt, for example). For The Sixth Gun, I'd probably not use the Critical Failures Setting Rule either, as not all kids do well with complete failure as a plot device. I also suggest taking Hindrances they can relate to, like Impulsive and Short Temper...or maybe that's just MY experience with kids. :)

Tuesday, June 23, 2015

Savage Worlds, The Sixth Gun, and Infinite Possibilities

"It was human suffering that called The Six into existence. And The Six gave the humans the power to recreate the world."


I've been a fan of role playing games produced by Pinnacle Entertainment Group since the first time I saw a copy of the Deadlands role playing game sitting on the shelf of a friendly local game store. My fandom only increased when they released the Savage Worlds role playing game in the early 2000s. The system, based on a very simplified version of the Deadlands rules, lives up to its tagline and is Fast, Furious, and Fun! It is one of the easiest role playing games to teach people how to play, and it runs combats swifter than any other system I've played. The mechanics are also incredibly flexible and can be used to simulate everything from Sword & Sorcery to Superheroes without missing a beat.

Over the years, Pinnacle has produced a number of settings for the Savage Worlds system, often featuring high concept mash-ups of other genre. Some of my favorites are the Cyberpunk meets Gothic horror Rippers and the Independence Day/V meets The Avengers setting Necessary Evil. Prior to this past month, they have only published one Western inspired setting in their Deadlands Reloaded adaptation of the original role playing game.

Pinnacle is currently finishing up a Kickstarter campaign for a new Western themed Savage Setting called The Sixth Gun based on the Oni Press comic book series of the same name. I've had the benefit of giving the rules a look over, and I can say that this may quickly become my favorite Savage Setting.

While The Sixth Gun is at its base a Western tale, it is far more than that. The quote at the beginning of this post is from the story and it is literally true. Those who control The Six have the power to recreate the world in their own image. In a way, The Sixth Gun is a Feng Shui meets Deadlands mashup and that is a beautiful thing.



While The Six are "guns" in the current setting, they have been clubs and swords in the past. Who's to say they couldn't be "Rings of Power" in another? Not me. I'm already prepping a Savage Supers Setting based on "The Sixth Ring." It's a Savage high concept mashup of Green Lantern, Deadlands, Feng Shui, and The Sixth Gun.

As is typical of Savage Settings, The Sixth Gun is rules are well written and written using active voice. This makes for quick reading. There are a number of small differences in the mechanics from the core rules. It is often said that Savage Worlds is not a "universal" rules set, rather a rules set that can be adapted to any setting. In The Sixth Gun, the standard Arcane Backgrounds are not allowed. Instead, there are specific Backgrounds that are better suited to the core The Sixth Gun setting. This allows the game to have magic "feel" different for the setting than it would using the rules from the core rule book. The setting also uses a couple of key rules like "Born a Hero" and "Critical Failures" to give the setting the appropriate grimly heroic tone.

As a father who is teaching his seven year-old daughters to play role playing games, this setting is slightly more cartoony than the Deadlands setting and allows me to role play "action ghost stories" with the twins instead of the more serious grimdark horror of Deadlands. I'm still waiting for a Savage Worlds "Moldvay/Cook Basic" equivalent to be published, but I've been working on an equivalent for my home game.



In addition to The Winding Way, an adventure campaign for The Sixth Gun game, Pinnacle have two free adventures available on RPGNow entitled Circle the Wagons and The One-Hand Gang. The Winding Way is a great introduction to The Sixth Gun setting and highlights the transformative nature of The Six. I cannot wait for these books to be published, and you have a couple more days to back the project yourself.