Deadlands: The Devlin Conspiracy
In the Weird West of 1884, an adventuring posse stumbles across a small town caught in the crossfire of two rival rail companies and their blood feud.
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SYSTEM
EXPERIENCE
AGE
About the adventure
Deadlands: The Devlin Conspiracy is set in the Weird West, an alternate history version of the year 1884, where magic and monsters are very real and the West has spiraled into an even more chaotic existence than in our timeline. This story will focus initially on the town of Veritas, a hamlet in the Coloradan mountains, which is caught in the crosshairs of two competing rail barons each determined to win the "Rail Wars" and own the first full transcontinental railroad, monopolizing the nation's supply of "Ghost Rock", the fantasy fuel of the setting's steampunk technology. Be prepared to clash with gangs, robber barons, ancient beasts, soldiers from the still-ongoing Civil War, and much more besides as you make your mark on this world's West - and maybe a lot more!
Game style
Roleplay Heavy
Rule of Cool (RoC)
Theater of the Mind
Game themes
Meet the Game Master
2 years on StartPlaying
Highly rated for: Creativity, Storytelling, Inclusive
About me
I have been a DM for over 15 years, with experience in D&D(3.5e and 5e), FATE, Deadlands, the Star Wars RPG, and plenty of homebrew systems besides. If it can happen at a table, I've probably dealt with it, good or bad. As a DM, I love picking elements out of player backstories and making them play significant roles in the plot of the story we tell as players together. One of the games I remember most fondly was one based around superheroes, where everyone supplied a 3-6 member Rogues' Gallery and thus saved me from having to make basically any villains for the entire campaign, because anything I could want was right there! I'm actively looking to run games in 5e and Deadlands, but could be persuaded to look at settings such as V:TM if there was interest!
View Profile →Reviews (12)
Proficiencies
Players say this GM is great at:
Creativity
Storytelling
Inclusive
I’ve been playing in Kevin’s games for nearly three years now. Due to time zones from 2am to 5am on Monday mornings. Voluntarily. Repeatedly. If that doesn’t tell you something about how good he is as a GM, I don’t know what will. We’ve gone through two full campaigns together—one being the classic Lost Mine of Phandelver, the other a briliant original campaign set in Theros that ran nearly two years. He also ran several one-shots that somehow managed to emotionally compromise me in under four hours. Kevin has this great way of running theater of the mind that actually works. He paints scenes with enough detail to pull you in, but still leaves room for player imagination and chaos. He’s also incredibly good at weaving character backstories and motivations into the game, which means you don’t just play—you end up telling a story with the whole group. Would absolutely recommend playing in one of his games. Sign up, people—I need this next campaign to get rolling. (And if I’m going to keep sacrificing sleep and sanity, it better be worth it. Kevin always is.)
The best GM I've experienced, Kevin is a master storyteller and and unselfish collaborator. Good with beginners and experienced alike, he can help you craft a backstory that fits the campaign and then bring elements of it into the narrative to keep you interested and engaged. You never have to search around for the reason your character would continue on the journey because he's made it matter to them. Don't expect a free emotional ride either. Some of the decisions your character will need to make are just choosing the lesser of two bad choices (looking at you, Kevin, for that Damian ultimatum. hahaha). All that said, it's *collaboration* so your role is equally important. Engage with the world, make relationships with NPCs, and *above all* embrace whatever Kevin tosses at you and your character. You can trust that both of you are in good hands.
Aside from having a knack for storytelling, world building, and characters, Kevin LIVES for backstories. He’ll take your character’s origin and seamlessly weave it into the overarching narrative. Got an arch enemy? You’ll fight them. An old wound? He’ll dive into it and force your character to confront their metaphorical and literal demons. Just an Average Joe who wants to stay that way? No problem. You’ll still be in for a treat.
I’ve had the pleasure of playing DnD with Kevin and I can’t recommend him enough! He brings a perfect balance of structure and freedom to the table, giving us players real agency while keeping the story fun. His creativity in game is fantastic and his ability to improvise turns the smallest moments into unforgettable ones. No matter the role play situation, he knows how to make it land. Kevin creates a space where enjoyment is always the priority. Every session feels like a collaboration guided by someone who loves the game and wants everyone at the table to shine.
Character creation
Creating your character
Please come with at least three concepts for your character(a primary and some backups) and we'll work out in the server or Session Zero(which is free) which one works best with what the other PCs have in mind.
What to expect
Preparing for the session
You'll need a Discord account to join the server and play. No VTT will be used so none is required. I use the honor system with dice so you're welcome to use a digital platform or roll by hand.
What Kevin Haulsee(Lighthearter) brings to the table
I provide over three years of experience as a paid DM, and at least three times that as an unpaid forever DM. If it can happen at a table, I've seen it and dealt with it. I provide a classic, old-school Theater of the Mind experience that is highly reactive to PC suggestions and plot ideas, and a world that actively wants to be interacted with. I'm not a killer DM, I don't try to strangle you with rules, and I firmly believe that the test of a game's success is whether everyone is having fun. Above all else, I provide a professional and personal experience - your game will be in its own Discord server rather than lumped into a mega-server collection, and I'll do everything in my power to ensure it feels like a fun hobby group with friends instead of an MMO.
Homebrew rules
The main homebrew rule I use at my Deadlands table is the variant Wealth system as described in the SWADE core rulebook - instead of tracking dollars, you'll have a "Wealth" stat that increases or decreases die types based on completing quests and making purchases. This is because I absolutely hate inventory management.
Equipment needed to play
Internet
Computer
Microphone
Headphones
Platforms used
Safety
How Kevin Haulsee(Lighthearter) creates a safe table
The first thing we'll do is go over at Session Zero the content that I believe will come up and then I'll let everyone tell me, privately if needed, about their boundaries. It's not a "speak now or forever hold your peace" situation, so you're always welcome to come to me, outside of session or in, and express anything that you think I should be aware of. I can't always stop a scene once it's in motion, but you're always welcome to step away for a minute if you need to and I can make sure the situation doesn't reoccur - after all, the point of a game is to have fun!