Deadlands, Weird West, Dime Novel, the Great Rail Wars, the Deadlands created by Shane Lacy Hensley. . Charley will tell you about the Ghost Dance. Very good book, and a must have if you are running a Deadlands game. shamans, Ghost Dancers covers the political situation among the big tribes, has some. Book o’ the Dead, or Hucksters and Hexes, Ghost Dancers covers an entire covers the basics of Indians – both their history in the Deadlands universe, up to.

Author: Tygolabar JoJot
Country: Belize
Language: English (Spanish)
Genre: Photos
Published (Last): 22 May 2008
Pages: 442
PDF File Size: 12.99 Mb
ePub File Size: 5.78 Mb
ISBN: 384-8-47322-286-3
Downloads: 12393
Price: Free* [*Free Regsitration Required]
Uploader: Duzuru

Ghost Dancers details the Indian societies and tribal beliefs of the Weird West. An above-average supplement, it is highly recommended for any GM running a Deadlands game and will prove useful to anyone playing an Indian character. If I recall correctly, Ghost Dancers was the first time I received a review copy of a book. They probably still ghst.

Getting that review copy was terribly exciting for me at the deadlanvs. I kept meaning to go back and write a review of the core Deadlands game, but for one reason and another it never happened. The half-finished file still lurks on my hard drive as a poor derelict. Ghost Dancers is the sourcebook for the Indians of the Weird West. Those of you familiar with the Deadlands game will know that many of the crucial events which lead to the development of the Weird West instead of our historical Wild West are the result of various Indian factions — as a result this book is a crucial key to understanding some of the background to the world itself.

If you are generally unfamiliar with Indian belief and culture, this book will also give you a good one-point stopping place for learning more.

The Alexandrian » Ex-RPGNet Reviews – Deadlands: Ghost Dancers

Of course you should beware of taking things in this book as absolute historical fact — the designer himself is careful to point out that not only is the book simplifying many things about Indian culture, the Weird West is not an historical place by any stretch of the imagination.

The book follows the traditional and extremely advantageous breakdown of all Deadlands material: This lay-out is very nice — too often source material is only useful for the GM or reveals world secrets to the players because it lumps all the information about organizations and locations together.


Nor have I seen this lay-out lead to useless regurgitation of the same information adncers each section. Pinnacle always seems to be careful in giving the GM just the extra information, without restating what has been said 50 pages earlier.

My one persistent problem with Deadlands products is that the graphical presentation of the books fails to do anything for me. It is clearly meant to be evocative, but it just sits like a lump of clay for me. The interior art, on the other hand, varies wildly from just slightly above average to pathetically horrid.

They have, however, solved one of my big problems with hgost main Deadlands rulebook — the type font is a nicely readable size, as opposed to the unnecessarily huge size used earlier. One last minor complaint.

Deadlands Classic: Ghost Dancers | Pinnacle Entertainment Group

These three pictures are then repeated on the title pages of each of the three sections. The problem comes because they apparently created these images at the thumbnail size for the referencing system and then just blew them up for a full-page presentation on the title pages.

Compose the pictures at the larger scale and then shrink them down to the smaller scale. A quick flip-through of the book should be enough for you to judge whether or not you agree with me. Indeed, these problems are inconsequential.

The lay-out of the product is excellent. So, to sum up: Externally this product is visually fantastic. Internally, it is visually boring. It is only my aesthetic sense which is offended. The first section deadlanda the book serves both as a reference for players and as a general introduction to the book.

The section of the book also contains new archetypes for use by the GM and players both.

Deadlands Classic: Ghost Dancers

If there is one reason above all others to buy this book it is the material found in Chapter Seven. With amazing grace the designers allow the Hunting Grounds to be not only something of significance and vhost to Indians, but to all religious groups.

In the Weird West the magical forces which have been interpreted through the faith and religion of humanity are all too real — and it was the release of those forces from what the Indians call the Hunting Grounds and Christians would call Heaven, Purgatory, and Hell during the Reckoning that created the alternate history which Deadlands details.

  AMF 8270 PDF

In my mind, therefore, deaclands and being able to use the Hunting Grounds in a Deadlands campaign is extremely important — and this book is the key to allowing that. The Ghost Dance is a ritual revealed to the Paiute tribe — it preaches of peace and tolerance, and foretells of a time when the white man will be driven from his lands and the red man shall return to dancesr.

A time which shall be prophesied in the birth of a pure white buffalo calf. The Raven Cult — as anyone whose familiar with the Deadlands game knows — is responsible for gyost Reckoning.

They, too, foretell a future where the white man has been driven from the lands of the Indians — but they see the way to this future as one paved in blood and violence. The GM will learn everything he needs to know about these two secret societies. Once again this is important information and mandates buying this sourcebook.

The information on the Raven Cult is edadlands because of the role in the origins of the Weird West setting. The Ghost Ghlst is important because they are clearly going to become important in the future of the Weird West.

This book is an excellent and required resource for the GM of a Deadlands game, but only of mild interest to a player even if the player happens to have an Indian character. I suggest that only one copy is really necessary for any gaming group, but that one copy is necessary for any long-term campaigns set in the Weird West.

Pinnacle Entertainment Group Cost: Mail will not be published required. Dweredell City Supplement 2: Aerie City Supplement 3: Anyoc Rule Supplement 1: Complex of Zombies Adventure: Ghost Dancers December 1st,