Monday, November 8, 2021

Reading Again--The Sixth Gun: Cold Dead Fingers

 This post addresses the first story arc of the main comic series for The Sixth Gun


Cold Dead Fingers 1-6

These six issues were originally published from May to November of 2010. Issue 1 was first released for Free Comic Book Day that year, and then reissued to launch the series in July. Here are my impressions:

  • Issue 1 starts with a montage of mysterious relics, locations and people. This just begs to be turned into an RPG!

  • Gatling gun!

  • Saloon fight! That makes three great battle sequences in two issues. Also, the complexity seems to reflect the “Fast, Furious, Fun” nature of Savage Worlds. There are a lot of extras in each of the battles.

  • The flashbacks to events taking place during the Civil War make me think there could be a whole other series dedicated to telling that story. What is more, it would be fun to run some scenarios set during that time period.

  • Some of the killshots make me think of the exploding dice mechanic in the RPG, too.

  • General Hume's four henchmen, along with his wife, serve as a reminder that the Wild Card villains should each be interesting in their own right.

  • Along those lines, the Maw provides a great location for a rollicking battle.

  • Finally, I'll say that the Battle of the Maw could have been a great finish to an entire series—but in this case, it just the end of the first story arc!

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