Here are my thoughts about this story arc.
-Nate
Ghost Dance 30-35
This story arc ran for six issues, published from April to October in 2013. Here are my impressions:
It's cool to see more exploration of Native American characters in this setting. Representation matters!
Related to that, I can imagine running a game in which all of the heroes are Native characters, in adventures that take place before European settlers begin arriving in America.
I also enjoyed taking a deep dive into the Winding Way and the worlds of alternate possibilities to which it can lead, including prehistoric and medieval time periods, along with a “modern” world in which General Hume was victorious. I think it would be fun in a campaign to take heroes from the Wild West and let them run amok in those time periods.
This also lets the GM bring back old foes and use them in new ways, such as Hume's four horsemen teaming up with Becky against the Skinwalkers.
Here we have another large-scale battle, and this time we see some dissension in the ranks between Missy Hume and her Pinkertons.
This arc provides a definite turning point in Becky's development, which makes me start thinking about how I as a GM would pace character advancement if this were a campaign. (I'll have more on that thought after I finish the series.)
Once again, there's a great epilogue that closes this arc and sets up the next one.