Posts Tagged ‘savage worlds’

Review: Shambles

Monday, December 28th, 2009

Shambles is what I’d call an interesting idea (and a terrible one, as the game’s cover notes).  Zombies are the stuff of campfire legends and blockbuster films, as well as many a roleplaying game.  Usually, though, the zombies are the bad guys (or at least NPCs).  You know, lumbering undead creatures who seek only to eat your brains (but not your eyes!).  Rarely are the players the zombies.  The following is my review sans playtest, and my copy of the game was provided gratis by the author and designer Duane O’Brien.

First off, the production values of Shambles are pretty good.  The art is simple but sufficient, and generally sets the right tone.  Other stuff, like typefaces and layout, are also perfectly adequate and nothing seems terribly out of place.  It’s a good start…

The game starts with a short introduction to the setting, which accomplishes pretty much what it set out to do.  You’re a zombie in a modern world, and people want to kill you.  Get the picture?  To summarize: “[L]et your players riff off the idea that you could take a live person from that setting, and drop in a zombie, and people wouldn’t notice until the smell got bad.”  Nice, simple, and different from my usual games in which elves, dwarves, and ripped humans inhabit a world of constant danger and darkness.

The system, called LAFFS, is also pretty straightforward.  I honestly can’t think of any other system I know of that would work as well for a game like this, though I’m sure one exists.  LAFFS uses a basic d6 system, where you vary the number of dice you roll depending on skill level and roll against a target number.  If you roll higher than the target number, you succeed.  Similar to Savage Worlds, there are degrees of success.  The more dice that beat the target number the better.

To give the GM and players some flexibility, LAFFS also allows the GM to hand out LAFF points for doing something funny, good roleplaying, or just kicking serious ass.  Each LAFF point adjusts a single roll up or down by 1, and players may enter into bidding wars if they want to screw around with someone else’s roll (and let’s face it, who doesn’t enjoy beating their gaming buddies about the head with their own arm?).  It’s a solid concept that has plenty of tried-and-true variants.

Braaaaiiiinssss! Teenage hipster braaaaiiiinsss!

On to characters!  Each character has six attributes between 1 and 6 points.  The game suggests spreading 18 points between each of the attributes, rolling six d6’s and distributing the rolls, or just rolling six d6’s and taking them in order.  Each method has its pros and cons, and I think I’m probably a fan of option #2.  I like being able to distribute my dice as I please, but it doesn’t seem necessary for fun.  Option #3 seems most in keeping with the theme of the game to me, but feel free to disagree.

Of course, everyone knows that zombies lust for brains the way Dick Cheney lusts for his very own Death Star.  To drive characters towards those tasty brains (as if they needed motivation!), a player’s zombie deteriorates constantly, losing 1 of 36 initial hit points (6 per leg, arm, chest, and head) every 24 hours (more or less depending on the environment or other circumstances).  Every time the body deteriorates, some specific body part becomes compromised.  If any limb reaches 0, related abilities become penalized and no hit points may be restored to that limb.  To regenerate hit points, zombies must eat brains.  One brain, one hit point.

On a related note, there is the Gore Level.  Basically, it tracks how pretty (in zombie terms) your zombie is.  You start at 6 and lose one for every 6 hit points lost.  Your Gore Level determines how NPCs react to your walking hunk o’ corpsey goodness.  Lower Gore Level makes it more likely that they will try to blow your brains out, decapitate you, etc.

Combat is pretty simple.  You can hit stuff, grab stuff, or chuck stuff.  There are some lengthier rules that explain the effects of multiple successes, but it’s nothing that even a relatively inexperienced gamer can’t grasp in a few minutes.

The rest of the PDF is devoted to making Shambles simple and fun to run and play.  Some house rule suggestions are provided, as are sample characters, organizations, and ways to find victims to snack on.  There are rules for humans, those tasty two-legged delights, and the obligatory character sheet (which, by the way, has a very nice layout and great design).  The sample scenario is also a nice romp for your undead friends, and is a pretty good introduction to the game.

So, I’ve given you a brief overview of Shambles.  Now, I’ll review it.  In short, it’s great.  At $9.99 for PDF, I definitely give it a high value-for-your-money rating.  It’s familiar enough to experienced gamers that even diehard D&D addicts can enjoy it while being simple enough for non-gamers to enjoy.  I think the best part of the game is that it never loses sight of the mission: a good, undead time.  Many games try to keep things fun and simple, but few succeed the way Shambles does.  I’ve read through it a few times, and I never got the sense that it became a chore to write and never forgot that this was a game about zombies just trying to make their way in the world.

The PDF is well-done, and it presents the game in a way that any game designer could be proud of.  The only caution I offer you is that this sort of game takes a particular mindset and a definite desire for a straightforward good time.  If you or your players are looking for a dark setting in which you must fight every day for survival and moral quandaries abound, this game is not for you.  If you just want to have a good time and eat some brains, then by all means put on some Jonathon Coulton (especially “Re Your Brains”) and start rolling some dice.

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Iridia Zine And The Lincoln Middle School D&D Club

Tuesday, December 8th, 2009

A few months back I discovered destination unknown, an RPG blog by Christian Walker.  I was particularly intrigued by Christian’s games-for-prisoners program.  In short, he gets game material (mainstream and indie games alike) to prisoners through prison mail.  Being a supporter of prison reform and generally in favor of helping prisoners maintain some semblance of normalcy (and I could go on and on about the reasons why), I sent Christian the second draft of City of Rain, City of Darkness and the first draft of my Savage Worlds Halo: ODST conversion so that he could give them to some prisoners.

In response, Christian not only replied thoughtfully but also mailed me a copy of Iridia, a zine he produces.  He also enrolled me in the LMS D&D Club and sent me the first two issues of the LMS D&D Club newsletter.  A week later, I also received my membership card and the DM Certification test.  I haven’t yet had a chance to take the test and then mail it off, but I’m looking forward to doing so.  The membership card, on the other hand, is definitely in my wallet, ready to display my allegiance at a moment’s notice (especially if the Madison Middle School Club shows up).

And, in Issue #6, some of my writing will be featured.  I’ll be posting my contribution here once the newsletter has gone out, but I highly recommend joining the club.  The idea with zines is that you are supposed to share something of your own, so send something over and get a copy of your own.  I’m going to be sending a copy of Unicorn Star, a copy of Psi Phi’s literary magazine, to keep the sharing going.

This is one of those posts that really has no purpose other than to congratulate Christian for doing a fantastic job and thank him for all his great work.  Getting the newsletter/zine is one of the highlights of my week, and I can’t wait to read what’s next.  If you haven’t already checked out destination unknown, do it now!  Go!

Review: Savage Worlds Freeport Companion

Tuesday, December 1st, 2009

This review is part of the Game Crier Gift Guide.  There are a lot of excellent games out there, and the Gift Guide can help you find some new ones to play.  Head on over and visit the other blogs to see what appeals.  And, of course, let me know if you find something you like – I’m always in the market for new games.

As you probably know by now if you’ve looked at my tag cloud or read anything else I’ve written, I’m a big fan of Savage Worlds.  A BIG fan.  I am also a fan of pirates and ninjas (with only a slight preference for ninjas, but don’t tell them that or they might get a swelled head).  And my favorite category of RPG products would have to be settings.  So, Green Ronin’s Savage Worlds Freeport Companion is, quite naturally, right up my alley.

First, a word on what the Savage Worlds Freeport Companion (SWFC from here on in) is and is not.  It is a supplement that adapts the city of Freeport for use with the Savage Worlds system from PEG.  It contains character concepts, races, equipment, example characters, a rundown on magic in Freeport, and plenty of creatures with which to populate the city.  It is not a complete setting-in-a-box.

To be honest, I didn’t quite realize at first that I wasn’t getting a complete setting.  Nor is it especially important, to be honest.  The full city is sketched out in the Pirate’s Guide to Freeport, and so SWFC doesn’t bother to go into that much detail.  Therefore, no maps and minimal organizations.  So, Freeport’s greatest strength (its development for every system) is also its greatest weakness (not everything is in one place).  For my purposes, the SWFC is sufficient at the moment.  In the future, though, I hope to add the Pirate’s Guide to flesh out my collection.

The SWFC starts out with a basic introduction to Freeport and gives some character concepts for player use.  They’re pretty comprehensive, but the tend to embrace the gritty, do-anything-for-a-Lord side of Freeport.  Assassins, pirates, and troubleshooters abound in the city where you can find just about anything money can buy.  Unlike most traditional (read: Tolkienesque) fantasy, Freeport has a limited quantity of firearms and gunpowder.  It’s quite unstable, however, and the technology is poorly refined.  It makes an interesting addition to what is otherwise (on the surface) quite similar to your standard D&D world.

The next bit of the SWFC goes on to give stat blocks for a couple of different race options.  They do quite a good job of keeping the flavor of humans, dwarves, hobgoblins, and the like while fitting them well into the Savage Worlds system and making them distinctly Freeport.  The extra Edges and Hindrances are also helpful, since they help set the tone for the setting.  In general, though, the SWFC steers clear of doing a whole lot of tweaking to the system.  It really doesn’t need to, so leaving well enough alone is a good approach in this case.

The equipment section of the SWFC takes up quite a bit of space.  It includes all the standard items coverted to the Lords system of currency, as well as a section each on weapons, poisons (love this one!), and firearms.  Pretty succinct, and generally helpful for players and GMs alike.  I think that Forbidden Lore, the chapter on magic, is really what drives home the Freeport aspect of the SWFC, though.  The new powers, trappings, and magical gear really distinguish Freeport from any other fantasy city.  A few specific magic items like the Beamsplitter go a long way to making a world stand on its own.

The last two chapters, on Denizens and Creatures, populate Freeport in game terms.  The NPCs give the GM some people to work with and can serve as great patrons to the players.  The players can also work them into their characters’ backgrounds as mentors and associates.  The creatures are another nice touch that really emphasize the tone of Freeport.  Some of them are funny, and others are downright terrifying, but they all say, “I’m here in a pirate city where anything goes and sometimes the things that go bump in the night have teeth!”

What I’ve given you here is more of a summary and my brief opinions than a substantial review, and I feel that I owe you, my readers, something more than that.  So, here it is:  I love the Savage Worlds Freeport Companion.  It’s a fantastic resource for any Savage Worlds game, and I cannot recommend it highly enough (especially for fantasy games).  If you plan to run a Freeport game, I suggest you get the Pirate’s Guide as well, but the SWFC is enough to get going things rolling.  I mean, what do you really need other than a bunch of pirates, poison, pistols, and…pens?

Review: Thrilling Tales

Wednesday, November 25th, 2009

I seem to be doing a lot of reviews lately…  I guess that’s what happens when I get offered review copies.  Check back here on Friday morning around 8pm EST for my review of Secrets of Pact Magic for Atomic Array.  In the mean time, I offer some quick thoughts on Thrilling Tales, a pulp adaptation for the Savage Worlds rules set from Adamant Entertainment.

I picked up Thrilling Tales today for the low price of $1.  That’s $23.95 off the regular price, and it was a major steal.  $24.95 would ordinarily be far more than I’d be willing to pay for a PDF, so I have to question Adamant’s pricing scheme, but that’s beside the point.  I highly recommend checking it out while it’s still on sale.

So, on to the actual document.  Production values rate an A+, especially their use of pictures.  Plenty of rule books (especially for modern games) list dozens of weapons, but Thrilling Tales actually includes pictures of every gun, car, and aircraft described in the Equipment section.  Way to go, guys.  It should be a requirement for every game manual.

There isn’t really a system to discuss, since this version of Thrilling Tales uses the generic Savage Worlds rules (I also bought the d20 Modern omnibus version for $1).  It’s nice that they don’t waste a lot of time explaining stuff in the core rules and instead spend the pages on a timeline of the 1930s that focuses on events relevant to pulp games, offers some extra guns and cars, and details a bunch of character concepts and sample villains.  Finally, Thrilling Tales closes with a customized character sheet and a serialized plot point campaign.

I’d say Thrilling Tales gets the tone spot on.  In many ways it’s similar to Two-Fisted Tales, a similar pulp game from Precis Intermedia.  Both offer great character concepts and absolutely wonderful art, but they differ greatly in terms of system.  I haven’t had time to playtest either game, but Thrilling Tales starts with a simple advantage due to the fact that I know the rules for SW already.  That’s not really fair to Two-Fisted Tales, but I promise to try them both out before making any kind of a judgment about superiority!

Back to Thrilling Tales…  I really appreciate their use of stereotypes and breakdown of pulp into the various genres (like crime fighting and horror) that together formed the backbone of the pulp stories back in the day.  While recommending that characters play up stereotypes, they also recognize that many of the stereotypes from the original pulps are now considered very politically incorrect (not to mention wrong and hurtful).  While it’s not really important to gameplay, it’s nice to see designers taking the time to be socially responsible.

My favorite thing about rulebooks is probably all of the characters and organizations that they give me to play with.  In that regard Thrilling Tales also shines.  It offers a few example groups of villains, as well as individual NPCs and ways to center a campaign around them.  These examples are staples of pulp stories, and blend a bit of the very real (Nazis, anyone?) with a bit of the weird (Oriental* mysticism).  The plot point serial also looks great, but I’ll wait to pass final judgment on that until I’ve actually played it.

I can’t wait to give Thrilling Tales a playtest with my gaming group at school.  Pulp is one of my favorite modes of story telling, and I’d like to see how it plays out in Savage Worlds.  I highly recommend checking it out at RPGNow and suggest that you consider dropping a dollar on it.  It’ll be worth the price, I promise.

*Oriental is considered offensive by many people and I apologize if you (the reader) are among them.  I am using it for consistency and because I’m referencing Thrilling Tales.

My Game: Savage Worlds Summary

Thursday, November 5th, 2009

Last weekend I had the good fortune to be able to finally play Savage Worlds with some friends.  We played through The Order of St. Ossus, a one-shot that I crafted to introduce others to Apocalypticon, my post-apocalyptic Earth setting.  I had created five pregenerated characters, though we ended up with six players so one had to quickly roll up a new one.

The group started out in Marseilles and ultimately decided to make their way to Rome by train.  They stole a set of identification papers from a travelling German diplomat, who was thrown off the train at the first checkpoint.  They gleefully continued, making it through all the checkpoints into Rome itself.  Once in Rome, they used a combination of GPS and a stolen map to find the Vatican, survive gun battles in the streets, and make it to the Monastery of St. Ossus.  Once there, they forced, charmed, and stealthed their way inside, where they did all kinds of murderous mayhem, stole the Reliquary of St. Ossus, and barely escaped with their lives.

Actually, they were pretty much okay most of the time.  The most exciting bit was when they escaped in the flaming truck that they used to batter down the Monastery’s doors and squealed through the streets of Rome, ramping off a pile of stuff piled on the dock to land dramatically on the deck of the escape freighter that was, even now, pulling away since they were late to the rendezvous.

Great fun was had by all, and it was a great introduction to Savage Worlds.  We hope to meet again soon, and I shall, of course, provide further updates.

Upcoming: My Megadungeon

Wednesday, October 28th, 2009

Ladies and gentlemen, boys and girls, people who don’t identify with a particular gender or sexual label – I am before you today to inform you all of an upcoming project of mine.  I intend, with the help of a few good pens and pencils, some graph paper, a sturdy text editor, and (with a good amount of luck) some friends, to make a megadungeon and post it bit by bit here.

There has been a lot of talk about megadungeons amongst RPG bloggers of late.  This is not really related to any of the discussion of the theory of megadungeons.  This is all about having a good time and creating a kickass playground.

What I must first decide is whether I want to do a fantasy (read: D&D) megadungeon or a modern/sci-fi (read: Savage Worlds) megadungeon.  If I do a fantasy project it will be boatloads of fun and not confined to a particular setting, though it will likely be fairly edition specific with notes for alternative editions added.  If I do a modern/sci-fi project it will also be boatloads of fun but it will be centered around an urban dungeon of sorts – no mummies here.

Since I haven’t played nearly enough D&D of late I am leaning towards a fantasy megadungeon, but I shall continue to update you all on my progress going forward.  Later today or tomorrow I’ll post my initial thoughts.  I’d love to include maps and sketches, but I’ll have to sort out the scanner issue first…

ODST Conversion v1.1

Sunday, October 4th, 2009

I have now updated the conversion with some formatting updates and better organization.  More content will be coming eventually, but not for at least a few weeks.  I hope to also balance the statistics using R, a freeware statistical package.

ODST Conversion.pdf

ODST Conversion v1.0

Thursday, October 1st, 2009

After waaaaay too many hours tonight I have finished the first reasonable draft of my Halo 3: ODST conversion for the Savage Worlds system.  It is available to you now as a free PDF (and .doc for your modding pleasure) on drop.io under the Savage Fan license provided by PEG, Inc.  I will soon update the Files page, but now I am away to bed.  I hate being up late/early…

ODST Conversion.pdf

ODST Conversion.doc

Working A Gig: Campaign Prep

Wednesday, September 30th, 2009

Recently, I decided to GM a campaign.  I GMed over the summer and had a blast, but I rarely have enough time for campaign prep so that I can do the game justice.  I build worlds like crazy, but it’s hard to coordinate a bunch of overcommitted college students for at least two or three hours a week.  This time around, I’m going to try a new take.

I’ve heard a great deal about sandbox games, and the concept appeals to me.  To be clear – I am not planning a sandbox game.  It is, however, related to a sandbox style of play.  I will write or find adventures to run, which I will post on the “job board.”  The job board will be a combination of in- and out-of-game stuff, where I, as GM, play the roles of various employers, but the characters/players are very much at their liberty to choose which jobs to take and which characters to play.

The job board will likely be a series of drops at drop.io, though I am considering doing something like Epic Words or Obsidian Portal, too.  Most likely I will host media and briefing files in drops which will be listed and updated via the campaign blog at one of the two sites I mentioned above.  Players get to peruse the jobs on offer and pick which ones they want to take.  They put together a team and contact the GM to schedule it.

Each adventure will have its own briefing, which usually include text, video, or audio components, as well as relevant deadlines, qualifications, payment options, and contacts.  This will give the job board depth and help immerse both players and GMs in the game.

There are a number of benefits to running a game this way.  Players have the option of playing multiple characters, and GMs can even switch off from adventure to adventure.  Biweekly or triweekly meetings also allow continuity between gigs so that it doesn’t just seem like a string of oneshots (unless the GM(s) and player(s) want it to be that way).  The size of the gaming group can fluctuate without causing too many problems, thus letting players and GMs commit to as much time as they want to.

Now…as for this particular game.  I’m not sure where it’s going to go, since that’s really up to the players.  I’d like to run a high or noir fantasy game, preferably using either 3.5E or 4E D&D.  I am also open to using Savage Worlds, since I haven’t had a chance to actually run a game using that system.  The game will most likely be set in Thelenia, the fantasy world I’ve been building for quite some time now.  It’s got some kinks to be worked out (like maps) but it would benefit greatly from playtesting.  I look forward to trying out this experiment and I shall be sure to inform you, my readers, as the game goes forward.

Simon the Black: .rtf and PDF

Wednesday, September 23rd, 2009

Earlier I presented Simon the Black, a character for the Savage World of Solomon Kane Savage Setting for the Savage Worlds RPG system.  I now offer you a link to Simon’s character file (both Novice and Seasoned) for easier download via drop.io.  The links have also been added to my Files page.  Use and abuse him all you want, no attribution necessary.  Just please don’t turn around and sell him.

Simon the Black.rtf

Simon the Black.pdf