Category: Savage Worlds
Obsidian Portal Kickstarter wrapping up
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| A possible dashboard layout. Spiffy! |
I’ve frequently gushed on this blog how much I love Obsidian Portal. In fact, I’ve been a fan of the site for a long time. It’s been very functional over the years however I understand the people running it really want to give it a face lift.
A Kickstarter campaign is wrapping up in a few days. Fortunately, they’ve made their funding goals and then some. I’ve been a freebie user for a long time and I appreciate Obsidian Portal allowing that. If you aren’t a regular subscriber to their system this kickstarter is a great way to support the site.
So I hope folks are willing to send a few dollars their way. The project is funded. It’s a nice way to thank them for all the support they give to the gaming community. There are only 5 more days until the campaign ends, so if you are inclined be sure to support it soon.
Encumbrance in SW Dark Sun
So a while ago I posted about me stepping into Dark Sun using Savage Worlds and fortunately there is a ton of stuff out there to help with the conversion. One particular thing that has been sticking with me is some type of encumbrance system. SW handles it though a strict weight limit, and I just didn’t want to bother with keeping track of how heavy everything would be. However, I did want something. Dark Sun seems to be that kind of setting where you need to worry about how much water and supplies you can carry. It seems to thrive on having that kind of detail.
Enter Matt Rundle’s Anti-Hammerspace Item Tracker which is just genius. Basically characters have a finite number of slots to carry things in. All equipment and items are an abstraction of weight and space. The heavier the armor, the less slot space you have. While a spear may not be heavy, it is bulky, and likewise takes up more space than just considering the weight alone. I fell in love with it and had to use something similar in my game.
There were a few nagging details. One was I liked how Dark Sun had different types of coinage, something I wanted to reflect on the item sheet. Further, I needed to convert equipment and weapons into slots. In the end I created my own version of the anti-hammerspace tracker. Something that would also allow me to keep track of both metal and ceramic coins.
Lastly, I created my own weapons table including armor. I kept most of the stuff similar to the SW weapons in the rules but did make a few changes. All the prices are in silver (or pieces) and the weight is now listed as slots taken up.
The gang has really taken to this. Best of all, they know they can haul around only so many slots worth of water and supplies. Making it a trade off between having a lot of armor and gear, compared to being able to carry around enough food and water to last in the desert. Lastly, coinage is an issue and I’ve been able to bleed off some cash with poor exchange rates of silver to gold, or converting ceramic coins to metal. It’s a small thing, but helps add some realism to the setting, without being cluttered too much in simulation rules.
Free MMO soundtracks for your game
I never really was into having music in the background while I play RPGs. However it’s something I’ve begun to dabble in. I don’t go for making a specific playlist. Rather I started using soundtracks. I can typically just put it on a loop without having to worry about the music being a hindrance to play.
MMO soundtracks are pretty good sources for background music, and one of my favorites of late has been the Age of Conan Soundtrack. It just fits my Savage Worlds hack of Dark Sun very well. Just the right touch to give the session a little ambiance and not be too distracting.
Massively is a MMO news site that recently posted a gold mine of links for free MMO soundtracks. It’s a bit of a pain to go through as many are individual tracks. However I think you can easily have a ton of tunes to mix and match for your game. The links likely cover a pretty wide spread of ‘sci-fi’ themed stuff to your typical fantasy music. Hope folks find this useful for their games.
Railroad flashbacks as a first session
It’s always a bit of footwork to get a new campaign rolling, especially that first session. I like a short adventure giving the PCs some action. I also like all the players having some shared background to help cement relationships. It just helps get the ball rolling.
For my latest Savage Worlds campaign I decided to do a slight departure from having a lot of open talk on past relationships, and avoid the players starting off with a small adventure to tackle. Instead I put them on a story railroad to help create a shared experience and let that be the backdrop to how the players established their own relationships. There were a few key aspects for how I set this up.
Less details, more a thumbnail sketch – I didn’t want players to get all their powers, abilities and stats all lined up. I wanted very broad ideas of who they were. So a dwarf psionist or human tracker good with a bow was all I needed. I especially did not want any backstory.
Use paper dolls – I created a simple set of generic stats and types of abilities for typical hero icons. I created a melee type, a ranged weapon type, and a caster type. All with average D6 stats and without any edges or hindrances (for the 4E fans out there, consider a character with 14 in all stats, using a basic attack, possibly a magic missile at-will for spell casters, with no feats or class abilities). I didn’t need them having anything special.
I did this primarily as much of my group had not played SW before. I wanted to get one combat in and let them learn the nuts and bolts without a lot of distractions of power choices and edges. The fight would be heavily scripted with a hard stop, to allow any fallen characters a chance to recover. It was designed just to get a feel for how fights work in the system.
Run a story railroad – I created a context and background for the situation, including a short melee conflict. There are a lot of ways to do this. The key points are to have the group forced in a situation where they are around each other for an extended period of time, and have the opportunity to get into a combat. Maybe the group is part of a military campaign, or under a castle siege. Possibly the group are doing some required service for 6 months to a local lord, with the keep being attacked once during that period. Maybe they were all shipwrecked on an island for a year (cue the theme to Gilligan’s Island).
In my Dark Sun conversion using Savage Worlds I had the group leaving Tyr joining a merchant caravan. The caravan was ambushed (playing out the fight), creating a dire situation for the group. They managed to crawl to Raam and were promptly put into indentured service for a year to pay off losses incurred to the merchant. I fast forward everything so that they had completed the year of service, and were preparing to leave the merchant house in Raam. It was heavy handed, but created a situation where the group was forced to have a common experience and be in each other’s company for some time.
Determine set relationships randomly – I had each player roll a D6 and paired off everyone. The highest rolls were with the lowest, next highest with the next lowest, and any pairs rolled were given a matching partner. I did it in such a way that everyone at the table had a least one relationship with another. They were free to have other relationships among the other players, but it was required to have one with the other PC they matched up with through the die rolls.
Have the players fill in the details – Once that was set, I let the PCs tell me what happened throughout the year. How did they initially meet? What key events happened throughout the year? What did they do as individuals? How did they establish this connection with another player? In the end they all knew each other, but likely had some particular shared experience with one other player.
What is important about this is that I let the players have control over the story. I’d set some ground rules and potentially reign in some ideas (they couldn’t kill the merchant they worked under during that year). However I let the group tell me how they spent their lives during that time. I let them figure out where they came from, and how deep their friendship went with the others. The setup was just the backdrop, the players had firm direction with they did during that past time.
Another great thing is the DM can slowly set up other elements in the campaign world. As past events unfold, you can allow rumors and bits of information to accumulate. Maybe a player learns more about a key NPC, or finds out some important news, or gets the real inside scoop on the relationship between different NPCs.
For my group, Tyr was firmly under control of the sorcerer king. I had them initially explain why they joined the merchant caravan heading to Raam. Then I had them describe their lives and what service they provided the first 3 months at the merchant’s house. At the 6 month mark, I got more information on their lives and what happened at the house, however I dropped rumors that Kalak, the sorcerer king of Tyr, was slain. Fast forward another 3 months, after getting more details of their lives from the PCs, I gave them information that the impossible had happened in Tyr. It was confirmed that the sorcerer king was indeed dead, Tyr had abolished slavery, and was now known as the free city.
This is a great way to offer some background on the world in broad strokes, and not just give an info dump to the players. Additionally, you can have the players become part of that knowledge gaining experience. If players were doing required service at a noble’s keep, maybe a PC overhears a fight between the local lord and a duke emissary. Maybe the player working the kitchen hears all the juicy gossip about the lord’s youngest son being a rake and a gambler. Maybe the player working the keep library stumbles across an ancient map.
Wrap everything up and get the characters completed – At the end of the night, all the player characters should be completed. It is quite possible things can change during the course of the evening. Maybe a player learns that a ranged fighter wasn’t as exciting as being a melee swordsman. Maybe the idea of being a scout-type hunter wasn’t as exciting as being a bounty hunter. You will very likely see players getting a lot of different ideas about their characters after they get some time to work out their relationships with others.
So let them explore that with very generic characters initially, and then follow up with having them get the nuts and bolts ironed out on their character sheet. At the conclusion of the first session they should have their character details and stats completed and ready to go.
I had a lot of hesitation initially with my group. What do you mean you don’t want to hear my backstory? What do you mean you don’t want me picking all my skills? What do you mean it’s not important why I joined this group? And trust me, when I said that the group was forced into service in the merchant’s house for a year, plenty of eyes rolled up at the table.
However at the end, that perspective completely changed. That heavy handed story railroading lay a foundation for creating a shared experience for everyone. They could say they all knew each other for over a year (with some knowing each other even longer). They all had encountered difficulty and learned to depend on each other. It really allowed the group to gel and get past that uncomfortable part of getting to know one another. Give it a try sometime for your game. You will be surprised with how much backstory and adventure fodder will come from your players.
Doing a Dark Sun hack using Savage Worlds
So the consensus of my group was if they were to dip their toe into fantasy, it would be a setting far away from traditional Tolkien-like high fantasy. Likewise, I think 4E was just not in the cards. Many of the players had that ‘been there, done that’ feeling with the game. After a year and a half, it was time to try something new.
So I took the plunge into Savage Worlds. A big part of the reason was that if we got tired of our regular campaign we could jump into something else without too much of a learning curve. I wanted modularity and Savage Worlds offered that. Also, I liked the streamlined system that Savage Worlds has. GURPS is a bit clunky for me and the character creation system, while very detailed, seems a bit of a chore to dig into.
We had made a short stint with a Savage Worlds hack of Traveller but that petered out due to extended summer vacations and a bunch of new folks coming into the group. The crew of High Hopes is still wandering the stars, but put on the back burner for now. Given some of the folks were acclimated with SW, likely we would stick with that for our next campaign.
With the game system decided, the next task was the setting. Supernatural horror and campy super hero stuff was on the table. Fantasy was initially a no go however I got to worrying about adventure ideas. I did not want to craft a huge overarching campaign story like last time and keep things pretty much a sand box. This was a bit of a kink for me if we dabbled in a more modern setting, as even with fantastical elements, I’d likely hit a wall with adventure ideas. Lately, fantasy settings seem to get my creative juices flowing more.
So I thought about using Dark Sun. Fortunately there is a ton of stuff that you can find online that has used Savage Worlds rules for the setting. Armed with a lot of good resources, I was able to whip up a rules a mishmash from different sources and other conversions to get a framework together of the different races and magic system.
One thing I did tweak a bit was the rules for weapons breakage. So in my game non-metal weapons will break on a critical failure for a fighting roll. If being used against a foe wearing metal armor, a roll of 1 on either fighting die results in the weapon breaking. Metal weapons are exempt from this rule. Further, metal weapons do +1 damage to targets not wearing metal armor.
It’s a small tweak, but I wanted something simple to remember and allowed for some advantages for wearing metal armor. Definitely this is something that will creep up on my player’s wish list of gear to get.
So far the group has been having fun in the setting. They have started in Raam and are making their way to the newly freed, Tyr. I think there will be lots of exciting things for them to do. Expect more posts in the future about the game.
Off for a city adventure…
…likely meaning I’ll be stuck in meetings all day.
Traveling out of the country again for a bit. I’ve put my SW/Traveller game on hold as some of my players are taking an extended holiday, but I’ve been hankering to jump back into a sci-fi campaign for a while. Think I am a tad burned out with running another D&D game. Although I’m certain in a few months I’ll get the itch again.
Till then, I’ve been pilfering images to show to my players different planets in the systems they’ll be roaming in. This deviant art pic from dacheatha is quite inspiring for a overcrowded cityscape.
Joerden Leigh also has some stuff I like, particularly his urban environments. This is a neat skyline that is more sprawling than one of high buildings.
Giving Savage Worlds a spin
So last month I wrapped up my one and a half year D&D campaign and was looking for some new worlds to adventure in. I was clamping at the bit to get into Dark Sun and was pretty excited about DMing it. My players ranged from don’t-care-let’s-play-something, to I’m-not-too-big-into-fantasy. Given that the old campaign was a little dark, the idea of jumping into another bleak setting like Dark Sun was also a minus for some folks. So I had to think of other options.
I floated out an idea of playing the new version of Gamma World, possibly a 30s supernatural game using Savage Worlds, or maybe jump into the new version of Traveller. All were well received but Traveller was at the top of the list. I like the newest version from Mongoose Publishing and the rule system is pretty easy mechanic-wise, but I kept looking over my Savage Worlds books.
Traveller would be an entirely new system for everyone (including myself as a GM). So I’d have to go through the ropes of getting everyone into the mechanics of the game. If we wanted to take a break and jump into another genre, likely they’d have to learn an entirely new system. Gamma World wasn’t an issue for them on this point. As we had played it before and everyone knew 4E very well. So while I liked Traveller and was eager to give it a whirl, I didn’t want to get my group into a tailored system for just that game. If we wanted to jump into a superhero game, or maybe try out the 30s supernatural campaign for a few games, it would cut into our play time having to get everyone up to speed with different RPG systems.
So I decided to put work into making a Savage World (SW) conversion for Traveller. There are all ready quite a few conversions out there. Not to mention that SW all ready is pretty generic to run just about anything right out of the book. I’ve also decided to focus on a few key bits within Traveller to work with SW. That way for a good chunk of the game, like spaceship combat, buying and selling goods, etc. I can use the values in Traveller, just quickly port it over to SW.
The biggest hurdle was trying to distill the various skills from Traveller down to a more truncated list for SW. A tad daunting, but something I was able to do. Likely there will be some more changes and not everything fits perfectly. However I think it’s good enough and my players will likely not be too irked by some of the skill swapping.
I’m liking this as Savage Worlds is very modular. If we want to take a break from Sci-Fi opera and try something else out, both myself and the players can switch gears pretty easily and not have to worry about learning another completely new RPG system. I think with posts on the blog you can expect a few directed more to Savage Worlds in the future. Yet I’ll still be plenty focused on dispensing my opinionated, bloated ego and ideas on D&D topics too.
Suggested gift RPGs in a single box
With last minute shopping or that potential gift certificate burning a hole in someone’s pocket by next week, what kind of RPG would be a good buy for getting a person into the hobby? Both Pathfinder and D&D have some nice boxed sets. However both also have a looming library of other books associated with them. Some potential RPG fans might be a little leery of getting into a game with so much out there. So what about other games that are a full ruleset right out of the box, or a complete game between the covers of a single book. I’ve got a few suggestions for folks then.
Mouse Guard – An adorable setting where mice have their own simple medieval society fighting for survival in the wild. This is the game for a group of storytellers. Using a simplified Burning Wheels mechanic, players select goals and traits rolling regular 6-sided dice to gain successes against the game master, or against each other. Failure usually means more complications and setbacks in achieving goals rather than simply not completing a task.
I feel this game works better with an experienced GM that is confident enough to lay out a framework for adventures and able to adjudicate fairly on the fly. However given the collaborative nature of the game, if you have a group full of imaginative players that burden of coming up with adventure ideas can be shared. Mouse Guard is a great buy for players that enjoy telling a story, although the setting might be a bit limited. I’d also heartily recommend passing one of the graphic novels around as inspired reading before running a game.
Savage Worlds Deluxe – The Explorer’s Edition was a steal at $10 USD. The price of the book has gone up but I still think this is a solid buy for a very flexible RPG game. The core mechanic is based on rolling a single polyhedral die to beat a fixed target number. The better the skill or ability, the bigger the die. PCs usually start out rolling a lowly D4 or D6, but with emphasis on select skills and improved natural ability, they can move up to rolling a D10 or D12. Of course all of these rolls are coupled with an extra D6, allowing a player to choose the best of either die roll.
It is a very quick and dirty mechanic that leads to fast gameplay and is a ton of fun. Best of all, you can play just about any adventurous setting imaginable. From pulp action, supernatural horror, fantasy, superhero, western, or sci-fi, Savage Worlds gives the GM tools to run just about anything. Better yet, it is able to do so with fluid rules that doesn’t get bogged down relying on a difficult, convoluted tome of a rulebook. The emphasis of the game is on imaginative, cinematic, over-the-top action. What results is a very fun game that encourages players to commit heroic acts, with a fair amount of uncertainty for success. Consider throwing in 3-4 sets of polyhedral dice for a complete gift.
Gamma World – The latest edition of Gamma World is a hoot. Just about everything needed to play is in the box. It is a lighter toned take on the radioactive post apocalypse setting compared to other games. The game offers a streamlined version of the 4E D&D rules that plays very fast and is surprisingly light. Combats can be a little regimented, but can be quite deadly adding some brutal tension to fights.
Fortunately character generation is a snap revolving around random die rolls for abilities and powers. I was a little skeptical at first about this. But somehow it just clicks and I’ve found my players loving this process which, oddly enough, seems to generate more character roleplaying ideas than expected. People have lamented quite a bit about the cards in the game. However if you really wanted to shoot for a personal alpha mutation deck, you could still get 6 PCs around the table and have a few extra (in a pinch you could do a draft and allow for up to 8 players with 5 cards each). Don’t buy into the hate rumors, you don’t need to continually buy more cards for the game. In fact you don’t need to ever pick up any cards other than what you get in the box set.
What you do need however for a complete gift is a few sets of polyhedral dice (blows my mind WotC didn’t throw in a cheap set). I’d add that you might want to consider a dry erase battlemap also, but a few printed blank 1” x 1” sheets does wonders too. It is a surprisingly fun game and light hearted enough to get even the most stiff-backed player into a roleplaying mood. Good fun there right out of the box.
So those are my picks for someone getting into RPGs. Each has something folks could likely pick up, start playing, and best of all comes in a single book (or box).
9 character questions
Just a short post today. A friendly MMO acquaintance of mine writes fiction for a living (sorry, not going to name drop). Using a technique they use in their craft, they would also apply it to making character bios for the MMO they played. They came up with 9 questions. If you can answer each of these questions, you pretty much have a character well fleshed out. They’ll have their own motivations, and fears, and can react accordingly to plot events. On to the questions:
- What does he love?
- What does he hate?
- What would he be willing to die for, real death, no rez?
- What would he go through anything to live for (because there are things that are worse than death)?
- If he were granted one completely unselfish wish, what would it be?
- If he were granted one completely selfish wish, what would it be?
- When he is all alone in the dark, with no one to see how he feels, what scares the crap out of him?
- Where does he think he’ll be 5 game-years from now, and what does he think he’ll be doing?
- If all the villains were defeated and he didn’t need to be a hero anymore, what would he do with his life?
If your characters are struggling a bit to think up a background, have them fill out this list (or at least most of it). For being a DM, I’ve found it indispensable information as a starting point to plan out adventures which can have some resonance with the group. Getting a few one-shot sessions, which tackle the psyche of one player can make for some memorable games. I also think this is great for NPCs too, and especially for the main heavy villains of your campaign. It’s also interesting to push players into confronting some of the answers on this list, and over time, see how much they’ve grown and changed.
I think this is a neat list, and hope you folks get some mileage out of it too for your campaigns.







