I posted following Gencon that one of my biggest surprises - as in something I had never even heard of going into the convention - was picking up a small softcover pre-release version of a new indie-styled (i.e. simply not traditional or very crunchy) pulp sci-fi game Cosmic Patrol from Catalyst Games (Battletech, Shadowrun). I love my little softcover version, but those hardcovers to the right there look very nice.
Cosmic Patrol is a game that captured my imagination right away. The rules are simple, the setting expansive and open to interpretation, and the art is just awesome. I'm very excited to see that Cosmic is finally getting it's wide release, and highly recommend you pick up a copy. I'm almost debating myself to pick up an additional copy just to have both soft and hardcover versions. It's an incredibly fun-looking little game, and I can't wait to see what Catalyst has planned next for it as hinted at on the recent blog post announcing the release of the hardcover.
Showing posts with label Savage Worlds. Show all posts
Showing posts with label Savage Worlds. Show all posts
Saturday, November 12, 2011
Tuesday, August 30, 2011
Homemade Rocket Ship Designs for Cosmic Patrol!
I was bored at work, need I say more? Ok, I will. I've been working on a bit of short fiction for the new pulp space game, Cosmic Patrol from Catalyst Games. In my little epic space battle, a tiny force of four Patrol rocket ships have to fight a hopeless battle against an impossibly-huge invading armada. So, back to me being bored at work. I am no artist, not even by any ridiculous stretching of an imagination would I ever claim to be someone who can depict a concept in visual form. Now that the disclaimer is out of the way, I decided to draw up what I view my collection of misfit ships to look like in my mind. I didn't really succeed, but since I haven't seen a single picture or drawing of a rocket ship for the game, I thought it might be worth a shot to throw something together. Check 'em out, and be kind! On a side note, these are all a heads-down schematic looking at them just on the top, in case you can't tell.
Thursday, August 25, 2011
How I Discovered Cosmic Patrol
Fresh off of Gencon still, I always feel so invigorated to write for two or three months about all the new crazy cool stuff I picked up or saw. Today I wanted to touch on one of my top two picks from the show - Cosmic Patrol (CP). I hadn't heard of CP before randomly walking by Catalyst Game Labs' booth. You see, while I like sci-fi and the settings of Shadowrun, the days of buying big hard cover books are - mostly - beyond me at this point. The game needs to be either something I've really been anticipating, uses a setting I just can't avoid, or some combination of the two. The One Ring from Cubicly 7 would be a great example of what makes a great exception to that rule.
So, back to Catalyst. I had no real reason to walk by their booth outside of checking out Leviathans just to see how cool the airships looked in person. Rest assured, they looked very cool, but I was surprised to see a small red paperback book sitting in stacks and stacks next to the Leviathan display pieces. The Leviathan minis looked cool, and I don't mean to detract from them, but that little red book with the big honkin' rocket on the cover and those most dangerous of words "Gen Con 2011 Special Edition" completely distracted me from my original target.
I over heard the gentleman at the booth talking to a customer about how it's their new lite RPG which took a more indie angle on classic pulp science fiction gaming. Also, there was no GM but rather a shared narration. I don't know if the customer walked away happy to disappointed, but the guy on the other side of the table, who it turns out is the game's designer, Matt Heerdt, had me completely hooked on the thing. I picked a copy up for myself (and now, believe it or not, I wish I had picked up an extra copy just to collect as I'm already on my second read-through of the thing and see no end in sight) after talking to him for a few more moments.
Matt explained that CP is going to be a short, planned line of three or four small hardcover books giving players everything they could need to play in the universe of Cosmic Patrol. This has me very excited as the universe is relatable, yet complex. Reading the 24 pages to establish the setting set my mind reeling with tons of ideas for stories and campaigns. I like the option of sharing narration with the Lead Narrator (LN) role passing around to a new player each scene, although don't be scared off at all as it would very easily fit the mold of a classic gm-centered game as well (in fact, even with my love of Fiasco and other GM-less games, I may still run this as a GM).
I promise to have more about Cosmic Patrol in the future, including more discussion on the setting itself since it hits so many great pulp notes and scratches all those itches we're all going to be having next year to play a John Carter of Mars RPG. On a side note, Catalyst has done something which I view to be revolutionary. While I (gladly) paid $20.00 for my softcover version of the rules, Catalyst has thrown up the pdf for a mere five bucks. As blind purchases go, I can't recommend enough to pick up the pdf for this book. Alternatively, go order the book for the normal release date (at $25.00) and get the pdf for free while you wait. If you want to just find out more about the game, visit the official website to get a better idea. I've got a real good feeling about this game and think it's going to make a really big splash once people actually get a chance to hear about the thing. It may not be Fiasco-big, but I can't help but feel like that as well as Cosmic Patrol, with their small size, nice and low page count, and "complete" feel in one book are really the future of this hobby.
So, back to Catalyst. I had no real reason to walk by their booth outside of checking out Leviathans just to see how cool the airships looked in person. Rest assured, they looked very cool, but I was surprised to see a small red paperback book sitting in stacks and stacks next to the Leviathan display pieces. The Leviathan minis looked cool, and I don't mean to detract from them, but that little red book with the big honkin' rocket on the cover and those most dangerous of words "Gen Con 2011 Special Edition" completely distracted me from my original target.
I over heard the gentleman at the booth talking to a customer about how it's their new lite RPG which took a more indie angle on classic pulp science fiction gaming. Also, there was no GM but rather a shared narration. I don't know if the customer walked away happy to disappointed, but the guy on the other side of the table, who it turns out is the game's designer, Matt Heerdt, had me completely hooked on the thing. I picked a copy up for myself (and now, believe it or not, I wish I had picked up an extra copy just to collect as I'm already on my second read-through of the thing and see no end in sight) after talking to him for a few more moments.
Matt explained that CP is going to be a short, planned line of three or four small hardcover books giving players everything they could need to play in the universe of Cosmic Patrol. This has me very excited as the universe is relatable, yet complex. Reading the 24 pages to establish the setting set my mind reeling with tons of ideas for stories and campaigns. I like the option of sharing narration with the Lead Narrator (LN) role passing around to a new player each scene, although don't be scared off at all as it would very easily fit the mold of a classic gm-centered game as well (in fact, even with my love of Fiasco and other GM-less games, I may still run this as a GM).
I promise to have more about Cosmic Patrol in the future, including more discussion on the setting itself since it hits so many great pulp notes and scratches all those itches we're all going to be having next year to play a John Carter of Mars RPG. On a side note, Catalyst has done something which I view to be revolutionary. While I (gladly) paid $20.00 for my softcover version of the rules, Catalyst has thrown up the pdf for a mere five bucks. As blind purchases go, I can't recommend enough to pick up the pdf for this book. Alternatively, go order the book for the normal release date (at $25.00) and get the pdf for free while you wait. If you want to just find out more about the game, visit the official website to get a better idea. I've got a real good feeling about this game and think it's going to make a really big splash once people actually get a chance to hear about the thing. It may not be Fiasco-big, but I can't help but feel like that as well as Cosmic Patrol, with their small size, nice and low page count, and "complete" feel in one book are really the future of this hobby.
The Cosmos has a million ways to kill you...
Join the Patrol!
Wednesday, August 17, 2011
Gencon Photo Fun Finito!
I mentioned on Monday that I had just a few more pictures left to post from Gencon. Today's the wrap-up of all the great new stuff I got to check out while at the convention, but I warn you, it is quite the random collection.
Monday, April 18, 2011
Setting Riff: Bushido of the High Seas
I picked up the first hardcover collection of the Okko comic at c2e2 directly from Archaia Comics' booth on the cheap and just finally got a chance to read it. I've got mixed feelings on the story overall, but there's no denying that the art and coloring (two separate jobs in the world of comics) are gorgeous and down-right inspiring. Given the name of the first collection (The Cycle of Water), the first collection tells the story of how the group of characters get together and focuses on the adventures they have in pursuit of their quest across various islands and seas.
This got me thinking that, well there are several good samurai settings out there (Okko being one, but of course the granddaddy of them all is Legend of the Five Rings) to game in, I wanted to dream up a setting that focused exclusively on the concept of naval warfare in the world of the Samurai.
This got me thinking that, well there are several good samurai settings out there (Okko being one, but of course the granddaddy of them all is Legend of the Five Rings) to game in, I wanted to dream up a setting that focused exclusively on the concept of naval warfare in the world of the Samurai.
Friday, April 15, 2011
Savage Worlds Deluxe - Top 5 Ways A Savage Worlds Core Book Could Be Better.
Before I get into the meat of today's post I want to give props to Troll in the Corner for being the first place I read about the news of the new Savage Worlds Deluxe core book. Ok, so let's look at the announcement direct from Pinnacle:
"We are proud to announce upcoming Savage Worlds Deluxe! Newest edition of acclaimed and awarded SW rules would be back this August! This beautiful book features all-new design notes from the authors, beautiful new art from the industry's best talent, updates, adventures, and new Setting and situational rules such as Interludes and Dramatic Tasks."
I really like how some of this stuff sounds - particularly the end bit about Interludes and Dramatic Tasks as they look like they may be some nice additions to the core rules. It'll be very nice to have a nice big hardcover alternative to the convenient but bare-bones Explorer Edition. It looks like just the type of big core textbook style product you can really sink your teeth into. That's what it looks like, and we probably won't know much for sure until its release at Gencon (that's what any game company means when they say a release date of August), but in the meantime, what kinds of updates and setting rules might we see? Let me speculate a bit.
"We are proud to announce upcoming Savage Worlds Deluxe! Newest edition of acclaimed and awarded SW rules would be back this August! This beautiful book features all-new design notes from the authors, beautiful new art from the industry's best talent, updates, adventures, and new Setting and situational rules such as Interludes and Dramatic Tasks."
I really like how some of this stuff sounds - particularly the end bit about Interludes and Dramatic Tasks as they look like they may be some nice additions to the core rules. It'll be very nice to have a nice big hardcover alternative to the convenient but bare-bones Explorer Edition. It looks like just the type of big core textbook style product you can really sink your teeth into. That's what it looks like, and we probably won't know much for sure until its release at Gencon (that's what any game company means when they say a release date of August), but in the meantime, what kinds of updates and setting rules might we see? Let me speculate a bit.
Wednesday, April 13, 2011
A Survey of Monster Blocks Part 2 - Devil in the Details
On Monday I mused about what I like in a good monster stat block by taking a look at two of my favorite games to GM - Mouse Guard and Dragon Age. As I explained then, a lot of what makes these two games to great to run can be attributed to the fact that they NPC stats are easy to read making a large variety of NPC's easy to run right in the middle of a game. It frees up the GM to be more open to players going off the tracks and toward unexpected horizons.
I don't think I fully explored that aspect of the stat block. Of course it's easier to run a game when the NPC's you've planned and prepared for your players are the only characters they encounter, but I think we all know that the best games are those that go in unplanned directions. I do my best to give my players a lot of agency in how the story unfolds, but often I feel hampered by not being able to just pick up and run an NPC when I need a crabby diplomat or a sleepy guard. This only really comes up in games that are more crunchy. When I run Dread, the fact that the players don't have stats means that the NPC's and monsters don't either, so maybe that's why I tend to lean towards running those kinds of games when given the chance.
Anyway, as a companion piece, I'm going to take a look at three additional games and how they depict their NPC's. First I'll look at how the Hellboy RPG (a lite version of the GURPS 3rd ed. rules) depict a named NPC antagonist. Next I'll examine how Savage Worlds, a game known for its pulp action, stats out a fantasy mainstay. Finally I'll be looking at a Star Wars Saga Edition faceless NPC character. On with the show!
I don't think I fully explored that aspect of the stat block. Of course it's easier to run a game when the NPC's you've planned and prepared for your players are the only characters they encounter, but I think we all know that the best games are those that go in unplanned directions. I do my best to give my players a lot of agency in how the story unfolds, but often I feel hampered by not being able to just pick up and run an NPC when I need a crabby diplomat or a sleepy guard. This only really comes up in games that are more crunchy. When I run Dread, the fact that the players don't have stats means that the NPC's and monsters don't either, so maybe that's why I tend to lean towards running those kinds of games when given the chance.
Anyway, as a companion piece, I'm going to take a look at three additional games and how they depict their NPC's. First I'll look at how the Hellboy RPG (a lite version of the GURPS 3rd ed. rules) depict a named NPC antagonist. Next I'll examine how Savage Worlds, a game known for its pulp action, stats out a fantasy mainstay. Finally I'll be looking at a Star Wars Saga Edition faceless NPC character. On with the show!
Monday, October 18, 2010
Review: Realms of Cthulhu - Savage Cthulhu

Sanity Mechanic
Guts and Intelligence. These two are the most important ways to handle the mind bending insanity that is the Mythos. The Sanity system follows the same mechanics as the physical damage system in Savage Worlds. First, you may pass a guts check, if so, you are just a little worse for wear, but no lasting damage. If you fail, you can take madness damage for every 4 mental anguish you take over your sanity statistic (in Savage Worlds terms: one madness per raise over your sanity). Just like physical damage, you are first shaken before you take more enduring sanity damage. Suffer 3 madness points and go insane, although not always as permanently as in Call of Cthulhu. Wild Cards (player characters) can immediately use a bennie to try and "rationalize" the mind bending effects and potentially stop the damage by using their intelligence.
As in Call of Cthulhu, knowledge of the Mythos reduces a Wild Card's maximum sanity. This setup makes sense as you sacrifice one statistic (Sanity) for the ability in another statistic (Mythos). Some very interesting ways to play in "pulpy" or "gritty" variants are included with the book, but require some careful reading to play right. In fact, I am still not sure I understand all of the differences between the variants and just play the way I want to as GM. From what I can tell, "pulpy" characters can take up to 3 levels of madness before going insane. Each level reduces checks by -1. "Gritty" characters need to make checks and if they gain any level of madness, they must roll on the insanity table and add a condition such as "amnesia." I can see the fun of both ways, depending on what type of game I was playing. One shots will get "gritty" levels of madness from me. I have more fun with more people playing random psychoses.
Cthulhu Conversion Tables
One of the great sections in Realms of Cthulhu is the conversion tables for converting your favorite monster, items etc from Call of Cthulhu by Chaosium to Savage Worlds. This one section of the book adds the entire Chaosium library to Savage worlds with a little work by the GM/Keeper.
Random Encounter and Monster Generator
I made this part of the book its own heading, but don't have much to say beyond pointing this benefit out. About 15 pages are set aside to help you design new adventures, stories and monsters. Pretty much every aspect of designing an adventure is included. In some ways, it feels like starting a Fiasco game by yourself. Simply playing around by rolling some dice has already started a number of gears moving in my head that I may never have moved on my own. Probably my favorite part of the book and usable (at least the plot generator) in many other games.
Keeper Info
Realms provides a number of campaign starters/ideas and a well fleshed setting in Drake Manor. This setting is complete with location, NPCs, etc. The setting starts the characters out with a fairly normal murder investigation that, of course, has a number of nasty turns and ways for a Keeper to make things more interesting or take the plot in a different direction.
Beyond this information are a number of Savage World stated monsters, items and books. The book has enough information and tools to run a large number of scenarios and campaigns without resorting to any outside source books. This is especially important since the book is $39.99.
Character Sheet
The character sheet for Realms is one of the best I have ever seen. Well organized and taking up a single sheet of paper would be enough without the very cool mental asylum patient file design. The sheet gives fair warning to those investigators foolish enough to not know what they are getting into.
Final Thoughts
Overall, I am a fan of this book. The price is somewhat high, but it is an all-color book with fairly good, large art (and somewhat mediocre smaller art). The rules and conversion tables were tested and worked for a long time. I am sometimes annoyed by the attempts at humor in the book, but that is a fairly minor detail and says more about me than it does about the book. These side comments are fairly rare and do not remove anything from the utility of the book. My copy is also bound slightly off center from the spine and still smells strongly of the printing.
Thursday, September 30, 2010
Using Terrain in RPGs
Monday, September 13, 2010
Review: Interface Zero - Cyberpunk Savage Worlds Style
![]() |
These are mean dudes for a mean world. |
All of this adds up to the fact that the world of SW setting books can be a little competitive as SW Game Masters have a lot of choices in what they want to run. I recently received a review copy of the pdf for Interface Zero (IZ) from Gun Metal Games. Keep Reading to find out what this meaty supplement has to offer to SW Game Masters and Players alike!
Monday, September 6, 2010
Day After Ragnarok update! And Maps!
I'm getting really amped up to plan a dungeon crawl. Technically speaking, I've never GM'ed my own dungeon crawl before - I've never even designed one. I figured it's about time I finally acheive this rite of passage for any GM. The games I tend to run don't really use tactical maps. Games like Dread, 3:16: Carnage Amongst the Stars, and Fiasco don't lend themselves to that level of tactical play. That's not to say that you couldn't plan an awesome dungeon for any of them (well, maybe not Fiasco...), but if I'm sketching out a full dungeon on graph paper why not do it for a game that will use every square of design I put into it?
We have enough people running D&D so it would be silly to look in that direction. We play it a lot, and I have my own little system that I love immensely - Savage Worlds (SW). The SW game I'm running uses the Day After Ragnarok (DaR) setting. It's basically an alternative to the Weird War II setting (that also looks awesome) where the end of the world happened. Well, it almost happened, and now the Soviets are the huge ominous super power. The setting incorporates magic and super weird tech and is both pulpy (in a Conan the Barbarian kind of way) and horrific (in a Lovecraft kind of way). Although there are just a ton of really great settings out there for SW, DaR is my setting of choice for the time being. Keep Reading to see what I'm doing with it!
We have enough people running D&D so it would be silly to look in that direction. We play it a lot, and I have my own little system that I love immensely - Savage Worlds (SW). The SW game I'm running uses the Day After Ragnarok (DaR) setting. It's basically an alternative to the Weird War II setting (that also looks awesome) where the end of the world happened. Well, it almost happened, and now the Soviets are the huge ominous super power. The setting incorporates magic and super weird tech and is both pulpy (in a Conan the Barbarian kind of way) and horrific (in a Lovecraft kind of way). Although there are just a ton of really great settings out there for SW, DaR is my setting of choice for the time being. Keep Reading to see what I'm doing with it!
Tuesday, August 17, 2010
Review: Savage Worlds Starter Kit
Warning: Contents Under Pressure And Considered Extremely Awesome |
Keep Reading to see what's in the box!
Saturday, June 12, 2010
Friday Night Gaming 6/11/10 - A lesson learned with demons and zombies.
In my hubris shown in a previous post here, I got a little cocky with how well the first session of my Day After Ragnarok game, Operation Snakebite, was quickly developing into something awesome. After only one game, the caravan the players were a part of felt alive with real people interacting independently and in real-time. It was a living, breathing world with backstabbing, ambition, and dwarf killing - really the best kind of real world.
Unfortunately for me, I got a little ambitious. I learned two important lessons last night: 1. break up lots of talk, long-distance travel, and story development with a short encounter here or there and 2. I cannot run truly epic battles using the Savage Worlds scenario. Read more to see how I learned my lessons.
Unfortunately for me, I got a little ambitious. I learned two important lessons last night: 1. break up lots of talk, long-distance travel, and story development with a short encounter here or there and 2. I cannot run truly epic battles using the Savage Worlds scenario. Read more to see how I learned my lessons.
Tuesday, June 8, 2010
Very LTTP (Late to the Party) Delta Green

Saturday, June 5, 2010
Wagontrain to the Stars!
Although we've only played one session of my Day After Ragnorak Savage Worlds campaign, hereafter named "Operation Snakebite," I've been doing a lot of thinking about it. I don't want to curse the thing, but I think it's started off quite strong and has a change to be very successful. I think one of the things that's making it a success is that, for the first time, I'm not feeling wrong about stealing ideas from something I love.
My last campaign I tried getting off the ground was an All Flesh Must Be Eaten zombiepocalypse game. It floundered after the first try and I think it was because I didn't take a big enough leap towards stealing a good idea. I tried creating some NPC's like the Winchester Brothers from Supernatural, only I tried tweaking what made them so entertaining characters beyond what made them recognizable. There was the rub: I took it, made it my own, and killed the fun of the original idea. Keep reading to see how I didn't F up my Savage Worlds game.
My last campaign I tried getting off the ground was an All Flesh Must Be Eaten zombiepocalypse game. It floundered after the first try and I think it was because I didn't take a big enough leap towards stealing a good idea. I tried creating some NPC's like the Winchester Brothers from Supernatural, only I tried tweaking what made them so entertaining characters beyond what made them recognizable. There was the rub: I took it, made it my own, and killed the fun of the original idea. Keep reading to see how I didn't F up my Savage Worlds game.
Thursday, June 3, 2010
Roll The Dice - 6/3/10
This week's edition of Roll the Dice is a bit rushed and a bit on the light side. What can I say, the holiday weekend got away from me and I'm still careening off into trying to get back on track with the actual day job. Be happy you got anything at all you cretins!
Fantastic, dare I say important, advice for both experienced and newbie GM's. (rpg.net)
Need a good idea for a one-shot horror game? Play this movie but take it a step further and make these acts real, trap your players in the house, and have a good/terrible time! (netflix)
Crap Wizkids has a full schedule for Gencon including the most-excellent format of Battle Royales? Urge to play something that 'clix rising... (Wizkids.com)
Quickly becoming one of my favorite gaming blogs, I love the work they're doing with exploring the Mouse Guard RPG (Dice Monkey).
I just picked this up last week and have been enjoying the hell out of it. It would make a fantastic turn for a Supers game to take. (Top Shelf Comics)
I've found Flip-mats to be invaluable at this point for running Savage Worlds. Meet the City Market, the item of the week from Noble Knight Games. (Paizo Publishing)
I cleaned out heaps and heaps of Game of Thrones cards this weekend, but I can't resist it when a cool, rare character comes up in the game. (Fantasy Flight Games)
The new Penny Arcade/PVP D&D Podcast just started. I've already learned a thing or two about Dark Sun, including giant sentient mantis queens are kind of icky. (Wizards of the Coast - where I borrowed today's image from)
Fantastic, dare I say important, advice for both experienced and newbie GM's. (rpg.net)
Need a good idea for a one-shot horror game? Play this movie but take it a step further and make these acts real, trap your players in the house, and have a good/terrible time! (netflix)
Crap Wizkids has a full schedule for Gencon including the most-excellent format of Battle Royales? Urge to play something that 'clix rising... (Wizkids.com)
Quickly becoming one of my favorite gaming blogs, I love the work they're doing with exploring the Mouse Guard RPG (Dice Monkey).
I just picked this up last week and have been enjoying the hell out of it. It would make a fantastic turn for a Supers game to take. (Top Shelf Comics)
I've found Flip-mats to be invaluable at this point for running Savage Worlds. Meet the City Market, the item of the week from Noble Knight Games. (Paizo Publishing)
I cleaned out heaps and heaps of Game of Thrones cards this weekend, but I can't resist it when a cool, rare character comes up in the game. (Fantasy Flight Games)
The new Penny Arcade/PVP D&D Podcast just started. I've already learned a thing or two about Dark Sun, including giant sentient mantis queens are kind of icky. (Wizards of the Coast - where I borrowed today's image from)
Saturday, May 29, 2010
Friday Night Gaming 5/29/10 - Savage Ragnarok Edition.
Last night was the first session of Savage Worlds I've ran where I didn't use someone's map, scenario, or monsters. For a long time now I've been hoping to get Day After Ragnarok and Savage Worlds in general into the gaming rotation. We played a couple of one-shots taken directly off Pinnacle's website. These went fine, but Savage Worlds is a fairly complex to pick up and run, so even through yesterday we were working out the kinks in combat. Keep reading to find out how the guys did facing off against evil Soviet-allied dark dwarves!
Monday, May 17, 2010
What can we learn from Fiasco to make other games more fun?
I've been thinking a lot lately about what makes Fiasco so much fun. I want to spend the next two or three days looking at what we can do to pull out some of the fun elements of Fiasco to use for your more strategy-based, traditional RPG's. To make sure we're all on the same page, I'll explain the basic rules and structure of play here. Feel free to skip down a paragraph if you're familiar with the rules.
Fiasco is a game played over two acts. Each act is made up of a number of rounds twice the number of players - each player essentially gets to play out two scenes starring their character per act. There's no GM (a huge plus for a pick-up game), so the turns work quite differently for Fiasco. Each player goes around taking turns where they have to make a decision: do I get to set the scene and the situation for my character, or do I get to resolve the main conflict of the scene? Whatever he or she choose to do, the other players get to establish the other end. The goal of Fiasco isn't to win or even survive. The focus is on making the most painful and difficulty situations for yours and everyone else's characters. Sure your character has a goal based on a need, object, or location, but it really doesn't matter whether or not (most likely not) your character meets the goal. So what can we take from Fiasco to make much more strategic, GM-centered games like D&D or Savage Worlds? Read on!
Fiasco is a game played over two acts. Each act is made up of a number of rounds twice the number of players - each player essentially gets to play out two scenes starring their character per act. There's no GM (a huge plus for a pick-up game), so the turns work quite differently for Fiasco. Each player goes around taking turns where they have to make a decision: do I get to set the scene and the situation for my character, or do I get to resolve the main conflict of the scene? Whatever he or she choose to do, the other players get to establish the other end. The goal of Fiasco isn't to win or even survive. The focus is on making the most painful and difficulty situations for yours and everyone else's characters. Sure your character has a goal based on a need, object, or location, but it really doesn't matter whether or not (most likely not) your character meets the goal. So what can we take from Fiasco to make much more strategic, GM-centered games like D&D or Savage Worlds? Read on!
Saturday, April 3, 2010
Friday Night Gaming 4/2/10 - Armory of Terror
Last night's friday night gaming gave me my second chance to run Savage Worlds. I decided to try out another One Sheet adventure (check out this previous post to learn more about the One Sheets offered from Pinnacle Entertainment) to give the group a chance to see how their characters they built for my planned Day After Ragnarok campaign. Looking through the One Sheets there are a lot of options for different scenarios to make your own. In general I've found these One Sheets to be a great starting point for planning an adventure - it's really not exclusive at all to the Savage Worlds ruleset. The only thing you'd have to do is supply your own system's NPC's and you've got yourself a hook and some unique challenges. Alternatively you can easily take something very fantasy-based and make it work in the modern world.
So how did I make my WWII era Day After Ragnarok scenario from the Tomb of Terrors?
So how did I make my WWII era Day After Ragnarok scenario from the Tomb of Terrors?
Saturday, February 27, 2010
Friday Night Gaming 2/26/10 - The Savage World of Treehouse
Last night's gaming went pretty well. I finally got to scratch my Savage Worlds (SW) itch by playing the one-sheet adventure provided directly from Pinnacle's website. The one-sheet I used was "The Eternal Nazi," you see it from the link above as the fourth scenario listed. If for any reason you actually know you're going to be playing this specific scenario, you probably don't want to read on since I'm going to spoil it in my report below.
My strategy for Savage Worlds, since we've never played it before and I was the only one who had read the book was to run this session as an introduction to the rules and even to the world of Day After Ragnarok (DAR). Truth be told, there are so many SW settings, both official publications and fan creations, that it's hard to pick just one to play. Given that I have just the one group to play with and I don't want to monopolize our time, I decided to settle on DAR for our first SW campaign. The Eternal Nazi, set in 1940 and having a very pulp feel to it, seemed like a good precursor story to run for a DAR game. There's even a giant snake statue in the final boss fight, clearly this was going to go well!
The Story
We started the night by picking from the pre-generated characters I had also found on Pinnacle's website (this time here). Pinnacle really is one of those great gaming companies that does all the work for the players so all you have to do is look for what you need - and it probably already exists either on Pinnacle's website or could be found on the Savagepedia. I picked the Pulp Character Pack because it was an easy match with the pulp scenario Eternal Nazi. I figured it would show off a good mix of the rules, especially the powers rules which I think can be the hardest to grasp at first.
I had each of the guys pick their character and look up their hindrances and edges in the Explorer's Edition of the rules. Luckily TheBro has actually had his own copy of the handy little handbook long before I got interested in SW, so we had two copies to pass around. Once they had that figured out (as much as they could without really knowing a lot about the rules system), I proceeded to pass out the combat survival guide (another crucial fan creation to make games quicker). I think at this point I was a little nervous that I was putting the guys on information overload, so I quickly said "don't worry, we'll pick up the rules as we go," and moved onto the scenario introduction. Before long the group was tromping throught a South American rain forest in search for the lost fountain of youth, desperately trying to out run the evil SturmbannFuhrer Markus Ritter Van Teuffelsbetter the big-bad for the night.
(Go ahead and skip down below for my impressions of the system and how the game actually went if you'd like to bypass the scenario recap.) They found a small group of four nazi stormtroopers first in the woods and did their best to dispatch of them. It wasn't difficult, and everyone got a shot at doing something cool in the fight. The highlight here was when Keegan, playing female adventurer Virginia Dare, attempted first to come out of the woods, unbuttoning his/her top button and trying to seduce the four Germans to leave them alone. The problem here was that she didn't speak German, and the Germans definitely didn't speak the French he was trying to seduce them with. The bonus here was that Virginia Dare was a nice distraction and the rest of them were able to get some good shots off, including a powerful neon orange zap for our group's mad scientist's lightning gun.
They then used the bushwhacked-path the Germans used to get to them to trace back to the downed zeppelin of the Germans. They could hear war drums off in the distance and sporadic machine gun and semi-automatic gunfire. They knew they were getting close. As they approached the ancient temple that had sought all along they attempted to sneakily make their way up to the edge of the brush. All of them succeeded, all except the above-mentioned mad scientist who proceeded to fall on his face in the clearing. Check above here for just how many nazi's they were going to be facing. I allowed the mad scientist's player, Bryan, to use a benny to succeed on another attempt to stealth (not a real use for bennies, but I wanted to make it happen, and bennies are a good expense to pay to make something like this happen). As he spent his benny, he noticed that the ground was littered here an there with native tribesmen corpses. In his fall he tore his shirt off and prentended to be one of the fallen warriors. Nazi's are so gullible, they fell for it, and the doctor was stealthed right out in the open, practically surrounded by Germans.
The players could have, at several opportunities before now, picked up German uniforms to try to trick their way past the large contingent of Nazi's, but they hadn't, so instead Mike, the local photographer nerd decided to sneak his way around the temple to set off his camera's flash and distract the Germans so the rest of the group could get the drop on the Nazi's. It worked spectacularly, with the group decimating the Nazi's and the high light of Katar, the Ape Boy (played skillfully by TheBro) jumped out of the woods and skewered three nazi's in a sweep attack before any of the Germans knew they were even there.
The adventurers, having cleared the temple entrance, dared to go forth into the dark and traveled the catacomb-ic pathways of the ancient holy place to find the fountain itself. At this point all but Katar was in fact dressed like a nazi to try and make their way safer. They successfully found the hidden place where the fountain lived using Katar's excellent tracking abilities and soon discovered the dreaded Sturmbannfuhrer was already deep in ritual and his two hulking nazi sergeants close by, luckily for the group they didn't care when a random patrol of troopers (aka the disguised adventurers) came to report in. You can see the layout here, but a quick setup - the three red guys are the boss and his bodyguards, the green set of four near the top are three nazi stormtroopers and one nazi scientist coming out of a science tent, and the grey figures are our heroes, earnestly trying to only let those who actually speak German talk for the group when the scientist questions what their assignment is.
Negotiations failed when Buck Savage, played by Keith has his Tommy gun out instead of the standard German MP40. When asked where he found it, Keith immediately replied by opening fire on the paranoid Germans. The three poor stormtroopers were dispatched very quickly and in a very bloody manner with some huge success rolls for damage on the part of the adventurers. The scientist ran for his life back into the tent and the players had to deal with the Sturmbannfuhrer and his hulking sergeants. They proved to be the first real challenge and were able to survive for more than a round or two. The big bad was invulnerable until they disabled the special diamond in the eye of the snake statue at the fountain, but could still be shaken, and so was out of the fight most of the time. The real challenge was dealing with the two hulking sergeants who were shortly joined by the scientist, newly emerged from the tent and newly hulking out as well.
Thoughts on Savage Worlds
The combat, while strategic, worked very quickly. I felt like each player didn't have to wait long between turns, which can be quite a boon for a group used to playing D&D 4th Edition. It's not that they players don't have options to choose from but rather that the options don't have a million steps to follow through on. It's also nice because the target numbers are easy to figure out and rather intuitive for the players to pick up. They were able to dispatch of the sergeants and Buck got a great called shot off on the diamond in the statue. The diamond fell and the great nazi was weakened, ready to be taken out with a coup de grace. Mike, the photographer got greedy and went of the diamond in the waters of the fountain as the temple all around them fell. Since this was a one-shot and throw away characters, I couldn't help but insta-kill him for touching the diamond. Sometimes it's good to keep your players on their toes :D
For our first outing, I was realy pleased with how SW plays. Keegan got particularly into the setting and rules system and is likely going to be picking up a copy of both the Explorer's Edition and DAR, which is pretty awesome and exciting on my end. I think we all liked the initiative system where each player was dealt a card from a deck of playing cards and we went in order of Ace high down to 2 for order of acting. It felt quick and fun - adding an element of luck in a way that still seems fair.
I decided to try out a Flipmat for the first time, which you can see both sides of throughout the pictures. I picked up the Bandit Outpost as the green side was good for a neutral backdrop and the outpost side was something I could envison using quite a lot in a DAR game. I also bought the map pack Jungle. This was my first time buying both a Flipmat and Map Pack, and I came away quite impressed. I could easily see picking up a couple more of each of these for all my strategic mapping needs in the future. I'd love to see some sci-fi or more modern day materials produced by Paizo for this Game Mastery line, but I understand they're producing mainly for Pathfinder at this point, which is most decidedly a fantasy game.
You might notice that the mini's I used for the Germans were particularly... undeadish. We used the mini's from the expansions for the board game Last Night on Earth. My collection of miniatures for anything other than a fantasy setting is definitely lacking, so we used what was on-hand, and it worked out great. I am looking at paper miniatures available usually in a pdf format that you print and put together yourself. This is also a first-time for me, but when you're playing in a genre you don't have anything genre-appropriate for, you start to get inventive. I also don't want to invest in the space it would take to store another miniature collection, so printable mini's seem like the best alternative here.
Tree House
We moved on from Savage Worlds and Nat-zi killing to one of the most abstract litle games imaginable: Treehouse. We played several games, and it was a very nice release from the more-involved role-playing in SW. You can see some of the pictures of our game here. There's really not much to say about the game other than that I could play it a lot of times in a row (and did last night) without getting bored. Turns are quick, the rules are easy to understand, and the strategy with four players is deep enough to not get bored. It's very much a game that would work for all ages and all kinds of people. The goal of the game is to make your pyramid end up looking like the one in the middle. You do this by rolling a special d6 each turn and moving one or more of the little triangles that make up your pyramid to eventually make it look like the middle or, if you can't make a legal move with your pyramid, make the center pyramid look more like yours. It's a game with low component count and light play so it can melt into the background and allow your group to unwind and come down from aggressive nazi killing tactics.
CONTEST NEWS! We've hit our goal of 100 new followers already and are very grateful for every one of you! We will for sure be giving away our signed print (find the details here and enter if you haven't yet!) You still have time to enter, just make sure you send me the email with the name you're following by Noon Central Standard Time tomorrow, that's the dealine! Check back tomorrow night to see who the lucky winner is!
My strategy for Savage Worlds, since we've never played it before and I was the only one who had read the book was to run this session as an introduction to the rules and even to the world of Day After Ragnarok (DAR). Truth be told, there are so many SW settings, both official publications and fan creations, that it's hard to pick just one to play. Given that I have just the one group to play with and I don't want to monopolize our time, I decided to settle on DAR for our first SW campaign. The Eternal Nazi, set in 1940 and having a very pulp feel to it, seemed like a good precursor story to run for a DAR game. There's even a giant snake statue in the final boss fight, clearly this was going to go well!
The Story
We started the night by picking from the pre-generated characters I had also found on Pinnacle's website (this time here). Pinnacle really is one of those great gaming companies that does all the work for the players so all you have to do is look for what you need - and it probably already exists either on Pinnacle's website or could be found on the Savagepedia. I picked the Pulp Character Pack because it was an easy match with the pulp scenario Eternal Nazi. I figured it would show off a good mix of the rules, especially the powers rules which I think can be the hardest to grasp at first.
I had each of the guys pick their character and look up their hindrances and edges in the Explorer's Edition of the rules. Luckily TheBro has actually had his own copy of the handy little handbook long before I got interested in SW, so we had two copies to pass around. Once they had that figured out (as much as they could without really knowing a lot about the rules system), I proceeded to pass out the combat survival guide (another crucial fan creation to make games quicker). I think at this point I was a little nervous that I was putting the guys on information overload, so I quickly said "don't worry, we'll pick up the rules as we go," and moved onto the scenario introduction. Before long the group was tromping throught a South American rain forest in search for the lost fountain of youth, desperately trying to out run the evil SturmbannFuhrer Markus Ritter Van Teuffelsbetter the big-bad for the night.
(Go ahead and skip down below for my impressions of the system and how the game actually went if you'd like to bypass the scenario recap.) They found a small group of four nazi stormtroopers first in the woods and did their best to dispatch of them. It wasn't difficult, and everyone got a shot at doing something cool in the fight. The highlight here was when Keegan, playing female adventurer Virginia Dare, attempted first to come out of the woods, unbuttoning his/her top button and trying to seduce the four Germans to leave them alone. The problem here was that she didn't speak German, and the Germans definitely didn't speak the French he was trying to seduce them with. The bonus here was that Virginia Dare was a nice distraction and the rest of them were able to get some good shots off, including a powerful neon orange zap for our group's mad scientist's lightning gun.
They then used the bushwhacked-path the Germans used to get to them to trace back to the downed zeppelin of the Germans. They could hear war drums off in the distance and sporadic machine gun and semi-automatic gunfire. They knew they were getting close. As they approached the ancient temple that had sought all along they attempted to sneakily make their way up to the edge of the brush. All of them succeeded, all except the above-mentioned mad scientist who proceeded to fall on his face in the clearing. Check above here for just how many nazi's they were going to be facing. I allowed the mad scientist's player, Bryan, to use a benny to succeed on another attempt to stealth (not a real use for bennies, but I wanted to make it happen, and bennies are a good expense to pay to make something like this happen). As he spent his benny, he noticed that the ground was littered here an there with native tribesmen corpses. In his fall he tore his shirt off and prentended to be one of the fallen warriors. Nazi's are so gullible, they fell for it, and the doctor was stealthed right out in the open, practically surrounded by Germans.
The players could have, at several opportunities before now, picked up German uniforms to try to trick their way past the large contingent of Nazi's, but they hadn't, so instead Mike, the local photographer nerd decided to sneak his way around the temple to set off his camera's flash and distract the Germans so the rest of the group could get the drop on the Nazi's. It worked spectacularly, with the group decimating the Nazi's and the high light of Katar, the Ape Boy (played skillfully by TheBro) jumped out of the woods and skewered three nazi's in a sweep attack before any of the Germans knew they were even there.
The adventurers, having cleared the temple entrance, dared to go forth into the dark and traveled the catacomb-ic pathways of the ancient holy place to find the fountain itself. At this point all but Katar was in fact dressed like a nazi to try and make their way safer. They successfully found the hidden place where the fountain lived using Katar's excellent tracking abilities and soon discovered the dreaded Sturmbannfuhrer was already deep in ritual and his two hulking nazi sergeants close by, luckily for the group they didn't care when a random patrol of troopers (aka the disguised adventurers) came to report in. You can see the layout here, but a quick setup - the three red guys are the boss and his bodyguards, the green set of four near the top are three nazi stormtroopers and one nazi scientist coming out of a science tent, and the grey figures are our heroes, earnestly trying to only let those who actually speak German talk for the group when the scientist questions what their assignment is.
Negotiations failed when Buck Savage, played by Keith has his Tommy gun out instead of the standard German MP40. When asked where he found it, Keith immediately replied by opening fire on the paranoid Germans. The three poor stormtroopers were dispatched very quickly and in a very bloody manner with some huge success rolls for damage on the part of the adventurers. The scientist ran for his life back into the tent and the players had to deal with the Sturmbannfuhrer and his hulking sergeants. They proved to be the first real challenge and were able to survive for more than a round or two. The big bad was invulnerable until they disabled the special diamond in the eye of the snake statue at the fountain, but could still be shaken, and so was out of the fight most of the time. The real challenge was dealing with the two hulking sergeants who were shortly joined by the scientist, newly emerged from the tent and newly hulking out as well.
Thoughts on Savage Worlds
The combat, while strategic, worked very quickly. I felt like each player didn't have to wait long between turns, which can be quite a boon for a group used to playing D&D 4th Edition. It's not that they players don't have options to choose from but rather that the options don't have a million steps to follow through on. It's also nice because the target numbers are easy to figure out and rather intuitive for the players to pick up. They were able to dispatch of the sergeants and Buck got a great called shot off on the diamond in the statue. The diamond fell and the great nazi was weakened, ready to be taken out with a coup de grace. Mike, the photographer got greedy and went of the diamond in the waters of the fountain as the temple all around them fell. Since this was a one-shot and throw away characters, I couldn't help but insta-kill him for touching the diamond. Sometimes it's good to keep your players on their toes :D
For our first outing, I was realy pleased with how SW plays. Keegan got particularly into the setting and rules system and is likely going to be picking up a copy of both the Explorer's Edition and DAR, which is pretty awesome and exciting on my end. I think we all liked the initiative system where each player was dealt a card from a deck of playing cards and we went in order of Ace high down to 2 for order of acting. It felt quick and fun - adding an element of luck in a way that still seems fair.
I decided to try out a Flipmat for the first time, which you can see both sides of throughout the pictures. I picked up the Bandit Outpost as the green side was good for a neutral backdrop and the outpost side was something I could envison using quite a lot in a DAR game. I also bought the map pack Jungle. This was my first time buying both a Flipmat and Map Pack, and I came away quite impressed. I could easily see picking up a couple more of each of these for all my strategic mapping needs in the future. I'd love to see some sci-fi or more modern day materials produced by Paizo for this Game Mastery line, but I understand they're producing mainly for Pathfinder at this point, which is most decidedly a fantasy game.
You might notice that the mini's I used for the Germans were particularly... undeadish. We used the mini's from the expansions for the board game Last Night on Earth. My collection of miniatures for anything other than a fantasy setting is definitely lacking, so we used what was on-hand, and it worked out great. I am looking at paper miniatures available usually in a pdf format that you print and put together yourself. This is also a first-time for me, but when you're playing in a genre you don't have anything genre-appropriate for, you start to get inventive. I also don't want to invest in the space it would take to store another miniature collection, so printable mini's seem like the best alternative here.
We moved on from Savage Worlds and Nat-zi killing to one of the most abstract litle games imaginable: Treehouse. We played several games, and it was a very nice release from the more-involved role-playing in SW. You can see some of the pictures of our game here. There's really not much to say about the game other than that I could play it a lot of times in a row (and did last night) without getting bored. Turns are quick, the rules are easy to understand, and the strategy with four players is deep enough to not get bored. It's very much a game that would work for all ages and all kinds of people. The goal of the game is to make your pyramid end up looking like the one in the middle. You do this by rolling a special d6 each turn and moving one or more of the little triangles that make up your pyramid to eventually make it look like the middle or, if you can't make a legal move with your pyramid, make the center pyramid look more like yours. It's a game with low component count and light play so it can melt into the background and allow your group to unwind and come down from aggressive nazi killing tactics.
CONTEST NEWS! We've hit our goal of 100 new followers already and are very grateful for every one of you! We will for sure be giving away our signed print (find the details here and enter if you haven't yet!) You still have time to enter, just make sure you send me the email with the name you're following by Noon Central Standard Time tomorrow, that's the dealine! Check back tomorrow night to see who the lucky winner is!
Subscribe to:
Posts (Atom)