Tuesday, April 22, 2014
How to have a moving combat
We were travelling in a boat, with one PC rowing like crazy since his STR is way better than the rest of the characters. The rest were tasked with protecting a NPC also in the boat, and we were all trying to reach the middle of this lake as fast as possible. That was the easy part. Don't let that fool you, it became a stumbling block for game mechanics as well. More on that later. Now for the dramatic part.
As we sat in that boat, a hundred or so of tiny red dragons circled ahead, and they started to swoop down and attack us. Picture this in your mind.
Picture now in your mind a battle mat, minis on the table for the characters. Now you have to place, and move, all those critters attacking us. Yes. Picture that.
So how on earth do you handle the fact that the boat and its passengers are moving constantly and thus leave the flying creatures behind and new ones come swooping in and you have to keep track of which one is which, and who has gotten 4 hits, 2 hits or maybe is under the influence of a Slow spell? Our DM was kind enough to limit our attackers to just 20, but it was still quite a circus. Also, it was slow moving and it felt quite clunky.
Of course, you could decide that the error here was to bring out the minis and the battle mat in the first place. But, would you do better by trying to just describe all that in vague terms? It would probably be even harder to remember which dragon was hit, and for how much. Maybe the relative movement could have been easier that way, but I'm not sure.
I guess you can tell that 3rd ed D&D was not a great match for this. If I had been the DM, I probably would have tried to figure out a way to change the narrative instead of the rules. But, the setting were set up and I liked the fact that the cool part of what was happening in the setting did happen, regardless of the rules. Thinking about it, I wondered what kind of rules set would handle this.
I pondered some rules I know, and some which people usually grasp for to model wild and woolly action scenes with. Doing a chase in Savage Worlds sounds like it could work quite nice, especially with the new chase rules in SW Deluxe. But, having used those rules I feel they are only slightly less painful than the alternative, not pleasant. Picking another favourite in the gaming scene online, Fate, don't solve it either. You could use Zones and maybe abstractly make the movement easier to handle that way, but the damage tracking would still be there. Frankly I'm not sure the chase would not have been a bit bland in Fate, really. I have not checked the Toolkit book for any rules about chases, though. BRP would probably be just as cumbersome as D&D.
So no great and simple solution readily available, eh?
What was it I wrote about the rowing? Yeah, you know what? There are no numbers in the book about how fast you move in a boat. Seriously? No data? Sailing? Rowing? Nothing. You have to make it up, and guess if that turned into a show stopper as well... While I felt the DM handled the scene as well as could be expected when the action finally started, I really wanted to scream when people slowly and politely discussed how fast beasts and boat should be able to move.
The session left me with the question of how to better model this, and I've still to find the answer.
Saturday, March 29, 2014
Comparing two game sessions and the prep - Savage Worlds & Stormbringer
I've been thinking and writing a bit about my recent online game. One thing I was not really satisfied with that game was the flow and pacing, but it highlighted different ways to handle game prep. I thought it might be interesting to compare that game to a Savage Worlds/Agents of Oblivion I ran last year. That game was not online using Hangouts, so the issues I had with that format did not apply, of course. But, I realize that there are other interesting differences.
For those who are interested in how prep notes for a SW/AoO game can look like, check these notes. It's worth nothing that my Agents of Oblivion had a healthy dose of Cthulhu to it, and less James Bond.
Worthy about these notes is that I've listed the names of people, but very little about what they know or what they will do. I improvised that part as we played. Also, I had a vague plan that was basically using the look and feel of a small mining village like the one in the movie October Sky and the dramatic feel of a X-Files episode. Basically, I knew the place and the people, but except that the only thing clear was that the Fungi would mind wipe the characters. Then I just made sure weird shit happened.
I can tell you that they investigated the shit out of that place! They basically took Jackson's place apart and sawed out a bit of the floor with some odd scratches/markings which might have been a Mi-go claw mark! After a fight with the MIBs they totally freaked out when they turned to piles of sand! Some pretty cool roleplaying happened when the sheriff showed up and they had to fast talk her and cover up the weird shit. To say nothing of their trip down to the mines...
In my Stormbringer game on the other hand, I had figured out how they would be forced into the situation, how they would encounter some people who could show them the way and a clear end to their travels, and a final scene where they could do two things. Those was dependent on them either being convinced of the need to repair the world machine or to destroy it. While a con game has to be slightly linear, I can now see some additional problems with it.
While the Savage Worlds game was all centred on the mining village of Torchwood, the players could talk to anybody and go wherever they liked. Also, they could do it in any order. The other game was built on a trip by caravan, where things would unfold. Sure I had the feel and attitude nailed down as well. I wanted the freaky aspect and unreal quality of dream to play up. Moorcock usually introduce the outre into the mundane and I wanted that feel. Less fun with the travel, though. I'm more convinced than ever that trips in roleplaying games should be narrated in a sentence or be the whole point.
Trying to make travel be just part of a scenario never seem to work for me. This makes me think of the Call of Cthulhu scenario Blood on the Tracks from the excellent scenario collection Out of the Vault by Pagan Publishing. Running that worked excellent and it was all travel. In comparison I don't think I've really did any low technology fantasy wilderness adventure that worked well. Know what you're good at, and play to your strengths...
Thursday, March 27, 2014
Flavour of the week - converting between gamesystems
When Savage Worlds debuted I remember seeing threads on rpg.net everyday about how you could "savage" this or that old classic and make it sing again. Savage Worlds was the "flavour of the week" so to speak.
I'm a fan of Savage Worlds, and many games I think really benefit from a "savaging". But, one thing not always taken into account in those happy endorsements are the flavour a game system bring to the table. These days the worse enthusiasm have cooled off Savage Worlds, and now I think it's more often suggested for games that need that special pizzazz and zing that a fast flowing pulp, action game gives you. Needless to say, that's not all settings and games.
Now I get the feel that Fate is the new "flavour of the week". How does it stack up?
As anyone who have tried Fate knows, it's a game much like the revised 3rd ed of D&D where everything is nailed down. It's a crunchy system, but very abstract and broad reaching, with its capability of turning anything into an Aspect and thus part of the mechanics of the game. If you want a game system that fades into the background, I don't think it's a game system for you, just like I don't think you should use Savage Worlds if you want a simulationist feel to your game.
But, I'm beginning to see why it's very alluring to try to make Fate the base for any kind of game you want to play. It's very elegant to use the "Fate fractal" and let everything be modelled with a High Concept and some more Aspects, some Skills, some Stunts and Stress tracks. You can fairly easily model anything that way. Understanding that makes it easy to quantify anything, and put numbers on it.
The other game that I always think of is BRP. It's trivial to make up a skill list suited to your setting/game and if you need anything to be modelled by the game system, you make a skill or a derived attribute of it. Then you roll your percentiles and Bob's your uncle. You only need to make up a rough probability of something succeeding and that's the whole game system. Basically.
My thinking is that make not all games has to be run in Fate, just like to every game turned out to need to be savaged? Can anything be estimated as a probability written as a percentile, and end up BRP game?
I guess that if you want to you can turn any game into whatever it needs to be. Hero and GURPS were designed to be used for putting numbers on anything, but it takes so much work I'd never work up the energy to even try.
Whatever the feel of BRP is, and however it compares to Fate (I might delve into that at a later date), they have one big thing going for them both. It's really easy to convert things into those systems. My latest reading of Fate conversions have really opened my eyes to how things like that can be done. I'm beginning to see how the Fate Fractal might be the most insidiously genius thing Evil Hat ever created. Even if I arm myself with BRP in one hand, I'll be thinking of that fractal. Make all the cool things an Aspect, and then roll those percentiles!
Tuesday, October 22, 2013
More freeform magic - Savage Worlds
I guess Savage Worlds have a reputation for quite pulpy and cinematic action, but looking at how WoD games seems to be played I think it could fit. Personal horror or not, they can't get any less of that by Savaging them, in my opinion.
Thursday, September 26, 2013
How to write adventures - stringing scenes together
Having scenes thought out, I think it's quite tempting to decide from the start which of your darlings you want to use, and what's going to happen. Especially the latter is tempting. If you "figure out" that they players will do B after doing A, you can be pretty sure that they will want to do C instead and will violently protest about that B you dangle in front of them. Don't do that. I at way to got at doing just that. So, how do you do?
I've tested out a few ways myself, and read about what others have done. I think that there are a few way to do scene based design without laying down the tracks. I think the best way is to have one opening scene, one scene with some kind of conclusion to the main conflict and in between you have the other scenes. If you introduce a threat in scene one, and put in some things that leads up to the conclusion or what brings the conflict to a head you can kind of have your cake, and eat it too. Say you have a bad guy planning to do a bad thing at a specific place at a specific time. Then it's fairly obvious which the concluding scene will be, and if the first scene is designed to involve the players you probably have your adventure right there. You could probably run that after just thinking about the supporting cast and some key locations, and after putting some stats to that you could improvise the rest.
My latest game, which we cancelled due to scheduling problems, was supposed to be some attempt in this vein. I had a starting scene introducing the action, and when a key event happened a NPC would show up, kill another NPC and then I'd let the law descend and see which way the player character jumped based on whom they had befriended before the murder. That way I hoped to tell a story, while giving the players the ability to steer most of the action. Key for me here would be that even if the players did nothing, I could make sure something happened, and if they did take the plot and run with it, I could just throw in that smoking gun and go along with the ride.
Wish me luck herding the cats back together and we might see if it worked!
Thursday, August 22, 2013
How to write adventures - I keep talking about scene based design
So, I wanted to do something with a lot of feel of the X-files. Since I started from that, it was very natural for me to think of a scene that introduce the mystery and then play the intro and then introduce the characters. Since I was not writing a TV-show, I did think up the first part, but we started play when the players entered the plot.
The first scene would utilize the outcome of the background scene as its "bang". So I imagined a miner in this small community being attacked by his whole kennel of dogs, and how his fiance would see it and panic. That was what had just happened. Then I planned on putting the PCs in that small mining town, fill it with NPCs and build scenes from character interaction and some"plot based" scenes that would exhibit more of the strangeness that was the basis for the hounds attacking the miner.
The main plot was that the miners had dug deep into the Appalachians in West Virginia, and uncovered Cthonians. They reacted by psionic mind controls and called in their minions. I planned to have some weird things happening, like the MIB show up and discourage the PCs from snooping, and finally have the fiance disappear only to call someones phone and lure them out into the wilds at night. I had decided that after fooling around like that, I would end it with a scene where the PCs found them somehow confronting "aliens" in a strong light and finally finding themselves with redacted memories in their car out on the highway.
So, how did it go, and how did I used the scene based design?
Well, I started with the players taking control. They came to the town, and started talking to people. I decided to take a cue from Vincent Baker's advice in Dogs in the Vineyard, and started to give away as much as possible from all the NPCs. Vincent is wise, for without that they would have stumbled!
Talking to the NPCs, the characters were set in a location, some people were there and that was often the extent of my scene framing. I did not include any "bangs" or any destabilizing events into those interpersonal interactions.
In between those I dropped some small bombs in the shape of scenes with not only location and people, but also destabilizing events. It turned out that those scenes which all had things happening they had to react to did work really well. I totally failed to make one of them a chase scene with the Savage Worlds chase rules, but that was only me at odds with that rules set, and I've posted about that in other posts.
Worth noting here is that I did not introduce any shakeups in the "interview" scenes we had. Maybe I should have, because I sometimes felt that all those individuals with cool stories to tell had to walk up to the player characters more often than being sought out. It might be something that is dependent on how proactive your players are, but I did take that with me to my next attempt. It was my greatest lesson from this kind of adventure design.
Then there was that about how to string scenes together. In this scenario, which I called "Deep Calls to Deep", the players had the choice of going where they wanted and talking to whomever they choose. That kind of made it very natural for me to toss in my bombs after they had learned stuff which would make the next thing happening feel more cool. It made for a fairly natural flow, I would think.
All in all I think it went well, and as far as I understood from the after game chat I had nailed the X-Files feel. Nobody ever got any hint it was a Cthulhuoid menace.
But, what could I make different, and better, the next time? I will talk a bit about stringing scenes together next time.
Saturday, July 20, 2013
More experiences with Savage Worlds
This time we started with a mission briefing, and then spending resource points on equipment and funny gadgets. I think this part of the super spy genre worked quite fine this time. But, the more I play this game the more I start to feel the books are terribly organized. I created some cheat sheets for the different resource options, and I think they are the reason that part of the mission was fun. There are multiple editing errors in this part of the book, and I have compiled an errata list. Maybe I'll post my cheat sheets here, and send the errata to Reality Blurs.
During the mission briefing they got to hear that they would be going to Iraq, where some ancient artifacts stolen from the Baghdad museum during the invasion had surfaced once again. One was more mysterious than the others, namely a cuneiform tabled with a new story about Gilgamesh! They went to Baghdad, talked to lot of people, had a car chase and found and placed lots of bugs for surveillance. Information gathering galore. Finally they took a flight to Beirut, drove to Baalbek and their went shopping. The last scene was a big firefight between two groups of cultists, with the PCs in between.
One thing I noticed was that even when I made an effort to involve the game rules a bit more than before, benny usage still was an issue. During 2-3 hours you have to roll a lot of dice in order to spend your bennies, earn some more and get to spend some of those as well. First I forgot the give out any, when I did they still ended the session with quite a few left over.
Is this my final proof that whatever I might think of myself, I'm a guy who hand waves most of the rules? It doesn't seem like I can bring enough dice rolls to bear for those bennies to matter. Or is is Savage Worlds built so that the average session and amount of bennies match up at a longer sessions than mine?
Who knows? I will post some thought on scenario design as well in the (hopefully) near future.
Monday, July 1, 2013
Savage Worlds - issues with character generation
Guess what? It sounds like these guys also have some issues with the dice size system for the attributes! They repeatedly ask what they start at, what the max is and how much they get for a point and what they start at. I'm not saying these guys are stupid, and I know for a fact that my players are not. But, oddly enough I hear see another set of players have problems grasping the ideas about the core abilities. In the comments for my last post, Jeff mentioned similar problems in his experience. Peculiar, I say.
Now, why is it so?
When I read the Savage Worlds rules, I thought many things were slightly queer. But, one of the things I found quite simple was how the die size system worked, and how you spent your 5/15 points on abilities and skills. Now I have had three pieces of evidence that what was clear to me it far from it. Is the idea of die sizes that strange? I remember seeing it back in the oddball game Tales from the Floating Vagabond. But, I only remember it rating the size of the guns. Maybe it was all abilities and skills. It was almost 20 years ago. I'm old. Maybe that's why I got it. I'm old and have seen dozens of game systems, and nothing surprises me anymore. Maybe.
Sunday, April 15, 2012
T&T hacks - Savage Worlds
In SW you get three "bennies" and the start. When you do something impressive, cool, fun or impressive in character you might be rewarded by another one. These can be used for re-rolls.
Naturally, having the ability to re-roll makes for a more high octane style of gaming. Many "savages" talk about "pulp gaming" as if it was a genre. In fact, it was a description of the cheap paper the lurid "two fisted tales" from the twenties to the forties were printed on. I find it kind of curious that it has become a genre of gaming. There is actually a game for that kind of gaming, namely Daredevils from FGU. But, I can see why Savage Worlds have become popular for it, since it lends itself very easily to fast and furious action. Let's see how to port that to T&T.
Every player start the game with 3 bennies. The GM start with one for each player, plus one. Use poker chips, coloured stones , pennies or whatever you have handy. When someone does something exceedingly cool or makes everyone laugh, hand them another one. To use the bennies, say that you want a re-roll, hand the token to the GM and roll again. If you don't like the result, use the first one you rolled instead. You can use bennies to re-roll any Saving Throw, i.e. a roll based on a trait. In combat you need to attempt those stunts to be able to use bennies to re-roll. At the end of the session, hand in the unused tokens. Next session, everyone start with 3 new bennies.
Option 1: If you don't mind the bookkeeping, make a note of every bennie earned, and cache them in for 50 AP each after an extended downtime from adventuring.
Option 2: The GM can only use bennies for named NPCs or major antagonists.
Option 3: If you as a player want to support another player character, you might use your own bennies to chip in. Only one bennie per roll may be added, though.
Option 4: You may use as many bennies as you like, re-rolling until satisfied. Note that this makes for a very high powered game!
I hope you think these hacks sounds interesting and inspire you to try them, or your own variant thereof, in your next T&T game.
Fight on!
Sunday, March 4, 2012
A generic extended conflict system for LL, S&W etc.
Let's imagine this being for a game like Labyrinth Lord, Swords & Wizardry or a similar very popular fantasy rpg.
When you want to have a cooking competition, argument or another conflict not covered by the combat system, do like this. Decide who is "attacking" whom, and exactly what is the expected outcome of anyone winning. Then decide which stat you are going to start to use in the conflict. Divide the stat by two, this is the amount of points or tokens you start with. Use dice or poker chips, or write it down.
Now, explain to the GM what you are doing this round, role play as much as you like. (Option: if you and your players like to act it out, you might now give a small bonus, -2 at the most, to the roll). Roll 1d20 below the stat you have chosen, both of you. Since the "attacker" and defender might want to use very different stats, work out a way for it to make sense in the game world. Now pick and action, and bet any amount of your tokens. There are four different actions you can choose. For most effect, choose secretly and then reveal.
- attack +1 to the roll
- defend -1 to the roll
- probe you don't loose anything
- all out defence loose one less, -1 to roll
- all out attack gain one extra, +1 to roll
The results then. If you fail, you loose your bet. If you succeed and the opponent loose, you gain the lost bet. If you crit, i.e. roll below 3, you gain another token in addition to any other effect. First player to loose all tokes loose the conflict.
Will it be very cumbersome? Maybe. Will it be fun? Well, it seemed to work in Savage Worlds.
I imagine it could be used for prolonged conflicts, where each turn is hours, days or even longer stretches of time. Also, I guess it could be used for almost anything, mass combat or court intrigue.
One of these days, I'm testing it. Let me know if you have tried something similar (like the rules in Shark Bytes), or even test this set of rules.
Monday, February 27, 2012
A small Rolemaster hack
Savage Worlds is a game where they explicitly in the book tell you not to invent new stuff for it when adapting it to another setting. Since I have been there myself (WH40k, for those who are curious), I can confirm that that is sound advice. The stats are the same in all settings, the skills are the same and most of the Edges and Hindrances are the same. What do differentiates are the so called Trappings, and some specific setting and flavour enhancing Edges. I kind of like this idea, and I guess it makes sense for most people who had played a bunch of D&D characters who actually differed very slightly from the others within the same class and level.
So, I know that I never managed to feel comfortable with the skill list in Rolemaster 2nd ed. It was something like 15 skills, and they were very general. You did have the optional so called Secondary Skills, which on the other hand in some cases was ridiculously specialized. I guess the line developers thought something similar when they developed 3rd ed which had something more like a 100 skills! Maybe you could combine old school Rolemaster with the Savage Worlds way of thinking?
What I'm thinking of is to make each of the Professions in RM each give you a few of those Secondary Skills and differentiators, just like the setting specific Edge in a Savage Worlds game makes that character with the same skills different from another character in another setting. It is the same line of thinking that lies behind the old school feats suggestion (which might or might not be a popular idea. I got many visitors to the blog that day, but few comments...) of making two level 2 fighters be different somehow.
The question is of course if I managed to develop the idea before I get interested in another game...
Sunday, February 12, 2012
Game giveaway
The first person(s) who send me an email (i.e. the one that ends up higher in my sorted inbox) and agree to pay shipping costs (from Sweden) gets these for nuthin.
- Rippers - the horror wars : It's a minis game based on Savage Worlds
- Tales of the Reaching Moon #13 : a great Glorantha fanzine, this issue is a special about the West. I already have a copy.
Wednesday, January 4, 2012
The idea of Interludes
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.
Monday, January 2, 2012
RPG and card play - whimsy cards and suchlike
For those of you who don't know, whimsy cards was a game supplement from Lion Rampart, consisting of a set of cards you could play during the rpg session and have something out of the ordinary happen. It was an interesting way to add some player influence over things in the game, and others have used similar techniques since. Guess what I've found?
My latest find is the Adventure Cards, usable with Savage Worlds. I have not seen the pack sold for SW, but maybe they are as usable for any system as the old whimsy cards were. Anyway, if you are curious about the idea and want to take a peek at them, there is a way!
Point your browser to the Savagepedia, and the Savage Worlds fanzine Shark Bytes. Apart from lots of NPCs, adventures, extra rules and setting material, the fanzine included some extra Adventure Cards. It's all free for download on the 'pedia. Check it out! It would be cool to hear of them being used for a thing like a classic delve.
Wednesday, December 28, 2011
2011 is behind me, 2012 is coming...
What did 2011 bring to the table? For me one of the best moments was when I scored both The First Fantasy Campaign, and a British 1st ed. of Tunnels & Trolls. That one will be hard to beat!
Personal accomplishments must be that I finally sat down behind the screen (from Trail of Cthulhu) as the Keeper of Arcane Lore for a Call of Cthulhu game. For so many years, that has been one of my favourite games and now I finally got to run it! Also, being published in Fight On! together with so many creative individuals was definitely a personal highlight.
A true blessing have been my faithful readers. That's you! Many thanks for those who check in here more or less regularly, and post comments. My interest have flagged somewhat during the year, but having a readership is a marvellous ego boost. Thanks!!
Lost causes this year was my failure to run a game of T&T. I tried the Raggi method by plastering the city with notes, and got no reply what so ever. Damn, I miss Canada! Swedes are a sullen lot, who don't let you in easily. The same fate befell any attempts to play old D&D. I was a player in a play by forum game, but it died on the vine. I have posted my conclusions about play by forum in another post.
But! Time to look forward. What will happen in 2012? Will I finally become a google droid like so many else, and run a game on google+? Who knows. I like the idea, but spend so much time before a computer anyway, and when I am home I would like to either sleep or spend time with my books or my family.
I will try too run more CoC games. I loved it, and have so much good material to try out. Small but vicious dog reawakened in me the urge to do something with Warhammer. I still think that game would be so sweet as a Burning Wheel game. Burning Hammer, eh? Savage Worlds is another game that just begs to be played.
My attempts to create some original material always seen ti flounder. Most of my creativity comes on a tight deadline for my weekly game, which I have none at the moment. We'll see if I do something about those issues.
New games, then? You know, there are some cool things coming out, but I can't for the life of me post a very long list! The only thing I can say I really look forward to is the new edition of Cthulhu by Gaslight.
How was your year? Can you help me get pumped up about some upcoming games that I have overlooked? Feel free to chip in!
A Happy New Year to all of you out there in blogging land!
Sunday, March 21, 2010
Collecting games, or playing them?
This even got me thinking. You could imagine that if you were playing some games fairly frequently, you would like to have another copy for the collection. Sadly, that's not the case. These are the games I have multiple copies of.
- AD&D1 PHB
- Menzter Basic D&D
- B/X D&D
- Rolemaster 2nd ed. Character Law/Campaign Law
- Savage Worlds Explorer's Edition
- DragonQuest 2nd ed.
Well, one session of AD&D, two or three of B/X D&D. Yes. That's it.
There are some games which I have played and for which I have multiple copies. Oddly enough they are all just different editions. Looking at that list you find games like Stormbringer, Fading Suns, Call of Cthulhu, Mage: The Ascension, Tunnels & Trolls and Traveller.
From that list I have played FS once, CoC multiple times, Mage a few sessions and T&T I've played a lot and still do. Stormbringer even used to be my main frpg. But, the games I have multiple copies of the same book are games I would like to play, but haven't. This realization made me sad.
Tuesday, October 13, 2009
Thanks Pinnacle/Studio 2 Publishing!
Today it showed up, and not only had they sent me a replacement for free, they had also included a freebie and a catalog with all the products carried by S2P. That's a sure way to get me to become very positive to a game company. I'm going to look hard and that catalog now, and will feel very tempted. Goodwill, how sweet its taste!
Guess if I want to play Savage Worlds after this experience?
Thanks Pinnacle!
Thursday, October 1, 2009
Some good advice on impromtu game mastering found
Thursday, September 10, 2009
Warhammer 40K roleplaying - a few thoughts
Since it was first released in 1987, Warhammer 40,000 Rogue Trader have tempted many gamers with the idea of a rpg in the far future, of only war. When Dark Heresy was announced I was thinking that it might be just what I have been hoping to achieve myself with rules tinkering without end. The fact it was fairly costly, and sold out so quickly I never got to see it made me change my mind.
Now I'm in the planning stages for running a one shot, using Savage Worlds as a rules set. As always when adapting a generic system, you'll have to get the gist of the setting and the feel it should have. So, what's crucial for a WH40K rpg? It has to be gritty and deadly, ok? It has to show the brutal and never ending war against all the universe, ok? It has to have cults of chaos, ok? It has to have an element of satire and dark humour, right? The problematic thing is that none of that is very well captured by rules. Especially not generic ones. So, how do you do adaptations like this anyway? I'm thinking iconic images, and themes will have to do and then rolling with the punches and just say "yes" a lot. Imagine doing that in GURPS or any such crunchy system! I think I've realized that doing things like this, I really need rules light systems!