Wednesday, January 4, 2012

The idea of Interludes

I have been very much into the idea if running Savage Worlds for a week or so. It's a game that manages to look kind of plain when read, but everyone I've heard of who have run it have come away raving fans. We'll see if I can manage to actually try it out one of these days.

One of the things that easily makes you a Savage fan is the support Pinnacle give their games. Recently they released the Deluxe edition of SW, and guess what? They posted the major rules differences in a couple pdfs on their web pages, for free! At least it makes me want to go out and buy the new book, just because!

The thing I wanted to bring up today is the new rules for something called Interludes which is a quite neat thing I think could be imported into any game. Go check it out and see what you think. For you who like to stay around, here's when I tell you how it can be worked into any game. This is how I'd do it.

When you have any kind of pause in the action in your game, shuffle a deck of cards and have a player at random draw a card. The next time you do it, choose anyone one. Now, what the player who drew a card does, is she tells a short flashback or similar story which develops the back story and fleshes out the psychology or her character. It doesn't have to be long, but it has to show some new aspect of her personality, or an old one explained in a new light.

The suit of the card decide what the theme of the vignette is.
Hearts - some kind of love or romantic angle
Clubs - some kind of violence of physical conflict
Diamonds - some kind of relation to possessions and material riches
Spades - some kind of spiritual or religious angle

How about that? The rules from Pinnacle are slightly different, but I liked the idea enough to post my own take on it. I think this can be used just as well with pretentious new school games of the Story Game kind as well as neck beard grumpy old schooler games where you make it all up and roll some bones. Heck! Roll some dice when telling the story if it helps you decide what happened! I like the idea, any way you slice it.

5 comments:

  1. I tried Interludes with my Savage Worlds group and they hated it... not because of the extra roleplaying, but because of the four choices...they found the idea too limiting.

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  2. Interesting! I would have thought the limitations being spurs for the creativity.

    Not what I would have expected. Now I'm even more curious to try it, maybe with less limits.

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  3. I think I'm gonna suggest this for our ongoing 40k campaign. Seems appropriate. I like your versions of the suites better than the originals.

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  4. Cool. Thanks!

    I'd love to hear how it works out for you.

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  5. I don't like the idea of making formal rules for something that should be spontaneous, nor of trying to force players into roleplaying what they may not want.
    Too much "narrativism pretention" in that SWD idea. I certainly won't use it (and I am still playing SWEX anyway).

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