Could be. I don't really know anything about who did what with Deadlands. It was Matt Forbeck I was talking to for sure, but maybe he wasn't the line developer or whatever I said he was in the interview.
I just got done listening to Part 2. The cool new Dogs nuance that jumped out to me: Relationship dice as disposable bennie points. It's obvious when you think about it, but I struggled forever with the dissonance of not getting to use those dice again once you leave town.
Vincent, there's an issue I'd like to discuss more deeply: You mentioned that though the book encourages group character creation, you never really see it happen--mostly folks just slump over their sheets scribbling away. You said that you're not really concerned about it, but for me, it's a fairly big pitfall in Dogs play. When the players aren't mutually bought in to each other's deal (bought in can range anywhere from "Ooh, secret witch? Then I'll be a zealous witch HUNTER--who's in love with you!" to "ooh, neat!")then play can be a bit lackluster and disconnected--"Oh, he goes there and does that? Eh, whatever. I'm going HERE and doing THIS!" I also occasionally run into disharmony of tone, like one guy playing serious while another's a clown, or one guy playing "thee and therefore" and another playing "howdy, y'all!"
I always thought that one of the (minorly) revolutionary things about Dogs was that it told you straight-up not to come to the table with your precious untouchable vision, or to sit around at home statting characters, outside the context of a group. I took it all very much to heart, but always had a bit of trouble actually facilitating the "group character creation" ideal. One thing I always tell myself to do, and usually forget, is to do the group character talk BEFORE handing out sheets--as you said, once everyone's furiously scribbling, all bets are off.
Any thoughts on how to facilitate this if you DO want it, or on why it's not a problem for you?