Players can freely pick edges and aren’t limited to ones based on the current level of character advancement. They all seem to embrace pushing the game into epic tales of adventure quickly. They are presented as a series of encounters and trials for players to tackle along with brief descriptions of NPCs, villains, and locations.Īs new rules go there are fortunately very few. Along with this are five more detailed adventure offerings. Another plus is that it provides some more insight to how particular NPC characters might act (if lifted from the comic series as inspiration).Ī decent adventure generator is included in the book. It might not give the most coherent means of a campaign background but it does provide a GM with a bunch of ideas on the types of adventures players would likely have in the setting, especially if the 6 guns are part of the main plot. This provides a fair look into the world of the 6th gun. There is an involved synopsis of the comic series at the beginning of the book. True to the setting name, each of the 6 guns and their effects are provided in detail. There is a brief background of the campaign setting which revolves mainly around the presence of six magical pistols that grant the wielders powers. It gives a good staging area for GMs that are looking to quickly get a game running.īeing a western setting with a bit of a supernatural twist means that it’s not saddled down with too much world information. There are a lot of fleshed out town locations along with suggested adventure seeds and thumbnail sketches of key NPCs. Brimstone is a locale that offers a good start to a longer campaign. The book provides a brief description of some key locations, along with the town of Brimstone. Mind you the allies might be a loose term for some of them, and might offer more complications than assistance to the players. Along with this is a small section of magical artifacts, a bestiary, and a roster of NPCs which are in both flavors of villains or allies. You do get a pretty comprehensive list of equipment, gear, and weapons. There aren’t full fledged archetypes, rather a nice selection of character themes for players to mine for ideas. As rules go it highlights a few magical systems as either shamanism, sorcery, or voodoo with a few additional spell powers. There is a smattering of edges and hindrances. The setting book takes that spirit to heart. The 6th Gun setting just seems to be an easier launching pad for a campaign and something a bit more ‘grounded’ of a setting. Deadlands is solid, but there is so much material out there, it might be a little overwhelming trying to get into the world. I latched onto the 6th Gun comic as a theme and think it’s fitting that it got scooped up officially for a Savage Worlds treatment. There were zombies and werewolves out west, just not quite dominating the setting like what you’d see in Deadlands. I dig Deadlands but wanted to work on my own setting, an alternate history of sorts that dabbled in the supernatural. A long time back I was running a weird west game that was a lot of fun.
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