Pages

Showing posts with label Review. Show all posts
Showing posts with label Review. Show all posts

08 February 2016

Savage Shadowrun - Savage Fan Creation Review

I've seen a few Shadowrun conversion floating around the iterwebs, but it wasn't until I have received a request from +Christoffer Krakou to review his creation, that I really sunk my teeth into one. In all honesty I haven't seen the appeal of Shadowrun for the longest time. I mean, fantasy cyberpunk? I like my cyberpunk gritty and down to earth, not full of spell-slinging trolls. It wasn't until the recent Shadowrun video game reboot (Return, Dragonfall and Hong-Kong) that I have finally seen how awesome the setting can be. The only thing stopping me from playing it was the cumbersome mechanic. Enter Savage Shadowrun.

Disclaimer: I am not very familiar with the actual mechanics of Shadowrun. I have read through fourth and fifth edition, but I have never played the game itself. Most of the "feel of the game" I am basing on the above mentioned video games.

Unlike many other conversions of RPGs to the Savage Worlds system, this Savage Shadowrun feels very robust and complete. The conversions I usually encounter translate the most important aspects of a game and leave a lot of Savage Worlds unchanged. It is not a bad thing by any means, it works for many RPGs and keeps with the Fast, Furious and Fun spirit of Savage Worlds. However, when translating such complex system like Shadowrun, those extra rules add greatly to the "feel" of the game. Because what makes Shadowrun is not only the setting. A large portion of what makes the system click are the rules that interlock with different narrative parts of the sixth world. In that aspect, Christoffer's conversion does a great job at capturing the mechanical essence of the game.

In just under 80 pages, the document manages to squeeze every rule needed to play (from character generation, thru rules for magic and technology users, to cybernetics), a selection of weapons, spells and even few appendixes that give extra insight into some of the new rules. That's a lot of stuff for a free conversion. To be fair, Christoffer worked on this document for over four years, this shows some dedication. So let's see what hides between those pages.


Characters

This chapter is a pretty usual fair for conversions. You get lists of new races (that are more powerful than the usual SW races, clocking in at +4 instead of +2), Edges and Hindrances. To emulate the game, few new skills are included, mostly pertaining to the technology and magic aspects of the game. All of the stuff included here is of a really good quality, and reading through those makes me want to make a character or two. The one quibble I have here is the Deception skill. It is used both as type of persuasion and as a part of hacking. I think that is one of the mechanical quirks of the original system that can be streamlined in the conversion. If I were to run this conversion, I would probably skip it and just let Persuasion do the talking (and maybe add a new Edge for using persuasion during hacking instead of Deception).

Technology

This chapter talks mainly about Hacking, but also touches upon Rigging (using semi-autonomous drones), it is the most meaty of the chapters, as it introduces many new concepts. Hacking is a big deal in the sixth world, and has its own set of mechanics in the conversion. It seems a bit complex on the first read, but give it some time and it will make sense. After you wrap your head around the high concept of the Matrix and understand that it is a "different plane of existence," unlike the meatspace you will be fine. I think that those rules will make hacking a really cool aspect of the game, and it won't slow down the overall gameplay. Another cool thing is, that because hacking is a bit different from the normal Savage Worlds mechanics, non-hacker players will see it as some kind of techno wizardry. The only thing I wish the author would change are the names of the derived statistics for digital actions to more a Savage Worlds friendly terms, as right now it maybe confusing to players not familiar with Shadowrun. Adding digital before the name of the normal stat would resolve the issue. So, the Resistance would become Digital Parry for example.

Magic and others

The magical traditions are more akin to standard Savage Worlds ruleset. They use a tweaked variant of the "No Power Points" rules and a custom spell list. There is a lot of good stuff here that makes the magic more polished than a traditional Savage Worlds setting does. You get rules on astral space, summoning spirits and using a mentor spirit who gives your characters both pros and cons. The magic chapter has more of a DIY approach to magic, as the Shadowrun magicians are as varied as the rest of the world. A DIY approach is always a plus in my book.
The rest of the document consists of lists of various equipment and services the characters can obtain. Many of those come with special rules of their own and make the conversion more than just a collection of rules. There are few paragraphs of fluff and this fluff is used to explain various rules (the explanation of why Doubting Thomas Hindrance is forbidden is by far my favorite) and even some Shadowrun art to get you hooked up. You can run a bare-bones session with this document alone, but you will still want to have some of the Shadowrun books to really sink your teeth into the setting. All in all, this conversion does a great job at introducing players to the world of Shadowrun and provides a good alternative to the official mechanic.

Christoffer released the conversion and a set of character cards on his blog:  savageshadowrun.blogspot.dk. You should definitely check it out!

06 February 2016

Savage Daddy's Heist Companion - Savage Fan Creation Review

As with the rest of the blog, the Savage Fan Creation Review series fell really behind the schedule. In an effort to keep this blog running I am also reviving the fan review series. I am starting with an old request for a long overdue review of Savage Daddy's Heist Companion. Written by +Jerrod "Savage Daddy" Gunning  (of Savage Worlds GM Hangout and Sin City Savages fame), the Heist Companion gives advice and options for running a heist centered game. Let's see what's inside...
In 23 pages, the Heist Companion gives you all the rules needed to run a heist game using Savage Worlds system. Inside you'll find new Archetypes, Edges, Hindrances and heist oriented setting rules. The document doesn't delve  into fluff, as "heist" as a genre is pretty much self explanatory and I would assume that anyone wanting to run a heist game is familiar with the formula. This "lack of setting" also makes the companion pretty genre neutral. The rules can easily be incorporated in anything from modern, through cyberpunk to sci-fi genres. It can even be applied to fantasy with a little tweaking.

The main aim of the supplement is to give both, the players and the GM, solid tools to run a one-shot in the vain of heist movies like Ocean’s Eleven, The Sting, etc. You can technically incorporate the rules into a non-heist campaign, but you would need to skip few rules. You start the game the same way any heist starts, by...

Getting the team together

First, you create your characters. As with any high stakes heist, each character has a specific skillset that fills a niche in the team. Those niches are covered by Archetypes (first introduced in Streets of Bedlam) and let you be the Mastermind, the Face etc. Those archetypes are also connected to the new Edges. Only certain archetypes can purchase certain Edges. All of those are pretty powerful and make each character useful in a different way during the heist. All the new Edges and Hindrances are really fitting the genre and some of them interact with the new mechanics of the heist itself.
After the players have created their characters, they can recruit some NPCs to aid them in the heist by filling the remaining archetypes or just doubling some up for good mes sure. The recruiting process has its own risk/reward attached to it, as failed recruiting attempts make the heist a little more difficult. Once you have your team, you...


Prepare and run the heist
 

This is where the bulk of the new mechanics live. You get some random heist generator and time to do the "planning phase" of the job. New mechanics like Heist Bennies and Exploit Cards are used and it all ends in an aftermath where you find out how well the job has gone. I would advise you check the file yourself, as I think that me summarizing the rules would only confuse you. I have to admit, everything after the character generation portion of the companion is a pretty dense read. Those rules do a great job at emulating the genre, but you need to re-read them here and there, as they pack a lot of new information into few pages. I am a big fan of both heist genre and new mechanics, but even I think the document could use some extra examples for clarity. For someone who just started with Savage Worlds, running heists or both the supplement can feel overbearing. Nevertheless, it helps you change the usually action oriented Savage Worlds into full on heist.

Overall, it is a good example on how to expand the Savage Worlds ruleset to accommodate a different playstyle. The companion has no art and sports a basic, but clear graphic design overall. A few tweaks here and there would make it an amazing resource for running heists.

Disclaimer: I couldn't find the Heist Companion hosted anywhere. I have shared the copy I have received from Jerrod via email.


18 January 2016

What I think about... The Wild Die Podcast

I am somewhat a podcast junkie. Sadly, since the end of The Game's the Thing and the somehow sporadic release schedule of Smiling Jack's Bar and Grill I am always on the lookout for more Savage Words content for my ears. Yes, there's the Savage Blogger Network Podcast, but it is a short form podcast focused mostly on the news. As for the Hangout on Air,  I prefer to watch it on a second screen of my desktop while I am working. So I was happy to find that a new Savage Worlds podcast has showed up...

The Wild Die

At the time of this post The Wild Die is only on its second episode. but I think it is important to acknowledge the good, the bad and the ugly, even that early in the podcasts life cycle. Afterall, you only have one chance to make the first impression.

The guys behind the Wild Die seem to be new to Savage Worlds, but not new to the hobby. It is interesting to see the perspective from someone who moved from a "certain popular d20 based system." This is both a good and a bad thing. Good because it introduces people with similar background to the system and lets them master the rules alongside the hosts. It is also simply interesting to listen to someone whose path to the System was such much different than my own, which can help me teach the system to others who are stepping outside their DnD boundaries. The same aspect that makes The Wild Die so intriguing is also "the bad and the ugly" of the show. Both of the hosts seem to still be learning the rules. It is most clearly seen (heard?) during the segment when they delve into particular mechanical aspect of the game (Powers episodes seems to be a big offender right now). What seems to be targeted at explaining the quirks of the system to people new to Savage Worlds can turn into a somewhat confusing, "off the cuff" chat riddled with inaccuracies and reading from the rules. I understand that the hosts are still wrapping their heads around it, but it can seem confusing to someone not familiar with the game. To remedy this there is a "listener mail" segment, in which some of the rules errors are addressed, but you need to wait until the next episode to find out about those. Nevertheless the hosts' enthusiasm for the system is contagious and I can see why they get emails from people who want to give Savage Worlds a try. Which is a great thing, as most of the other Savage Worlds podcasts that exist (and existed) were targeted at more hardcore fans who knew the system's ins and outs. I am curious to see what impact the Wild Die will have on the Savage fandom. It will definitely expand it, but I am also waiting to see what ideas the new players will bring to the table.

Going forward, I can see the show taking more of a mentor and a student approach, as one of the hosts (I cannot remember his name now, but he is a big fan of Deadlands Noir) seems to have more experience already. It would be a welcome change to the usual "everybody here is an expert" type of podcast, and from what I heard so far, it could be a very effective way of teaching new players. I would also like to see more humorous banter in the future, as right now it seems that it only shows up when the hosts forget they have to act professional. Maybe its just me, but podcasts hosts do not have to be business like.

The Wild Die is not perfect, but no podcast is. It is also a brand new show that is still finding its footing. There are some small mistakes, like talking at the same time and the music intermissions between segments being a tad too long for my liking. I am sure that the hosts will find the "sweet spot" for what they want to do. It probably will take some time to overcome those growing pains, but I am planning to stay and listen to the Wild Die. It might not teach me things I don't know about Savage Worlds for a while, but it will give me a look into the mindset of a new Savage player. And honestly, I want to see where the podcast is heading...

Right now, the Wild Die does not seem to have a website of its own (or one that my lazy midnight googling could find), but it is available on iTunes Stitcher and it has its own Google+ group. If you are interested in Savage Worlds (especially if you are new to, or thinking about trying this system) you should effeminately definitely check it out. Even if the podcast covers things you already know, you will be able to experience the system through the eyes of some new Savages.

Edit: Found their website.

19 May 2015

What do I think about Lankhmar: City of Thieves

Savage Worlds had ventured before into the Sword & Sorcery genre with Beast and Barbarians from GRAMEL. Now, Pinnacle has thrown in the hat into the ring with Lankhmar: City of Thieves, based on the Fritz Leiber's stories.

I never really got into the adventures of Fafhrd and the Gray Mouser. I bought the paperback of Ill met in Lankhmar, but the version I had started with the origin stories of the duo and those didn't really drawn me in. I think I should revisit the book and start with some later stories. Nevertheless, I consider myself a fan of Sword&Sorcery and almost every fantasy game I run was heavily inspired by the genre. Quite frankly, I never could get on board with the "magic is part of everyday life" approach of high fantasy, but I digress...

I was excited to get my hands on another of Sword&Sorcery Savage Worlds game. While, just like the Beast and Barbarians, I will probably not run the game as is, I am always on a prowl for some tweaks to the Savage Worlds system to use in my own campaigns. So, with this in mind, this is what I think about Lankhmar: City of Thieves.


If you have never played/run Sword&Sorcery style game, Lankhmar would be a great start. The book gives some good advice on the genre without being condescending. Those hints are scattered and hidden among the descriptions of locales, magic items and rules, but they are there. In fact, the descriptions of Lankhmar and the surrounding lands are full of good Sword&Sorcery fluff. Reading through the gazetteer and  GM's will give you numerous ideas for adventures. The book also sports a selection of Savage Tales - short adventures ready to be used in almost any campaign. It was disappointing not to see an adventure generator. I wholeheartedly enjoyed the one in Savages Worlds of Solomon Kane, and not having one specific to Lankhmar is somewhat of a let down.
Overall, I enjoyed the fluff portion of the book. I would have probably enjoyed it more, if I was more familiar with the world. Surprisingly fluff is not where the book shines for me, it is all in the...

Rules! 

Honestly, I think the designers behind Lankhmar had really outdone themselves. I enjoyed each and every new rule and rules tweak they had put in. You get the expected new races, edges and hindrances, but you also get an expanded magic system and a half dozen setting rules. All of those combined emulate Sword & Sorcery genre very well. Those are my favorite parts of the book, so let's look at them one by one:

  • Races -  Ghouls (humanoids with transparent flesh), Ratlings (offspring of humans and intelligent rats who live under Lankhmar, who still look a bit rat-like) and Humans, that come in four different flavors, depending on the culture. It is nothing really special here. All of them are pretty solid and distinctive, and fit the genre and the source material pretty well.
  • Hindrances - You only get six of them. Most of them are here to add flavor, and one (Obligation) is used with the setting rules. I don't personally care for those, but they are nice to have.
  • Edges - This is where the fun starts. You get almost thirty new edges, most of them being quite useful and powerful. Combat edges are great for hardy warriors and I can see many of those edges being used in my other campaigns. Then you get three new Arcane Backgrounds, that are tweaked versions of the no power point rule, but are one of the best version of Savage Worlds magic I have seen so far. They are supplemented by a set of power edges. As an icing on the cake you get a handful of professional and social edges. The highlight here is definitely the combat edges, followed closely by the magic system.
  • Magic - Magic is split into three categories: black, white and elemental. Black and white is what you think when you imagine good and evil wizards, with black magic being more powerful, but corrupting you over time. Elemental is basically everything outside the black/white spectrum. It would be considered neutral and has extra rules for connecting to the element it is based on. You get some advice on how to create new strains of elemental magic outside of the three (Ice, Fire and Sea) described. As mentioned before, the system uses no power point rule, but the negative modifier can be "paid off" by spending extra turns casting. You also need ingredients to cast spells and lacking those gives you more negative modifiers. You also get another set of rules for rituals, similar to those from Solomon Kane. You also get some new Powers along with a table of stats for all the existing ones.  I see myself using this system for most of my Savage Worlds games.
  • Setting Rules - all of the six rules make emulating the Sword & Sorcery genre a little bit easier. You get rules explaining why characters in Sword and Sorcery seem broke all the time, why berrying  betraying your allays is so effective and why don't they use armor. The highlight here is the Knock Out Blow rule. You know how in Sword&Sorcery (and pulp in general) you can one hit a guy into unconsciousness? Would you like to have that in your game? Then, this rule is for you! It uses The Drop rule from Savage Worlds to do so and, in my opinion, makes this rule much more exciting.

I was presently surprised with this book. I was on a fence about getting another Swords&Sorcery Savage Worlds game, because Beast and Barbarians worked well for my needs. What I found is some awesome rules and cool city setting. Fortunately, knowledge of Fritz Leiber's works is not a necessity, and the book gives you enough lore to run a campaign comfortably. Even if you are not planning on running a game in Lankhmar, there is enough good stuff here that is worth the price of admission. If you are fan of  Fafhrd and the Gray Mouser,  thinking about running a Sword&Sorcery game, or you would like some cool tweaks to the Savage Worlds system you should check out this book. In the meantime, I will give my paperback copy of Ill met in Lankhmar another spin.

08 February 2015

What I think about FU (Freeform Universal)

Every now and then I delve into an indie game and report back with musings about what I found. Today I look into a small generic engine for narrative roleplaying: 

FU: Freeform Universal 

Pay What You Want PDF, by Peril Planet

I enjoy my fair share of generic roleplaying games. Everything from the crunchy and simulatonist GURPS, through middle-the-road Savage Worlds, to a very narrative FATE. All of those games have their fair share of strengths and weaknesses., but if you are aware of them, you can run a very successful campaigns with those RPG engines. I know I did.

As my time becomes more and more limited, I tend to use more rules-lite systems for my games. Especially when it comes to one-shots or short campaigns. Games like Risus and The Pool (oh, I need to post my musings about those) were good for certain games, but when it comes to quick and lite games, FATE ruled supreme. Well... now I can say that FATE was dethroned, by a small and very simple game - Freeform Universal, or FU.

FU is a deceivingly simple game. You roll some D6s, choose highest (or lowest if the odds are against you) and narrate the outcome based on this value. There, I basically explained the system in one sentence. 

However, the beauty of FU lies in something else than its simplicity. It is how it merges the mechanics with the narrative. Firstly, to check how many dice you will roll, you look up what traits from your character applies to the task. You check your character's "aspects", equipment and any situational advantages to add positive dice. For each obstacle you add negative die. This very fluid and does not take you away from the narrative as there are no numbers. This wall is [-steep] and [-it's raining], but you have your [+climbing gear].  You have one positive, two negative traits. They cancel each other out, to leave you with a single negative. So you roll two dice (you always roll one as a freebie and add more from the descriptors) and choose the lowest (because the leftover descriptors were negative). That's pretty cool that you can roll without considering charts and/or numbers.

Yet, this is not the best aspect of the game! When you have your result, you follow a simple "ladder of outcomes", to answer the question: Did I managed to do it? FU does not give you a binary Yes/No like many other systems. It gives you more narrative outcomes. Stuff like Yes, but... or, No, and. I have written about this before here. This makes the game much more fun and much better suited for improv or pick-up-style game.

I think it is a brilliantly designed game, great for one shots, or even no-prep games. Sadly, while FU seems popular, there isn't much in terms of hacks and rules exploration like it is in Apocalypse World,, FATE or even Savage Worlds. It baffles me really, as the game is not only build for expansion and exploration, but is also released on the Creative Commons license. I secretly hope that more people will start experimenting with FU. I for one am designing a (little more crunchy) survival game based on FU with some Gumshoe system mixed in. I hope more games will follow... 


14 August 2014

Savage Abilities - Savage Fan Creation Review

Savage Worlds is a very customizable system. Thanks to its simplicity it is quite easy to create new content either by "reskinning" existing material or by following the guidelines included in the companions. Unfortunately, outside of those two approaches there isn't much in a way of official advice on expanding the system. If you are looking for a more granular approach to designing savage content, you should definitely check out Zadmar's Savage Worlds stuff. It is a gold mine of great tools and rules-building supplements. Let's have a detailed look at Zadmar's  newest creation - Savage Abilities.

Savage Abilities

Savage Abilities by +Richard Woolcock  is a free supplement designed to help you with creation of new Edges, Hindrances, Templates and Powers for the Savage Worlds system. As with other publications by the author, you get an extensive list of options that you can combine into Savage Worlds abilities. Each option comes with a point cost, so you can balance your newly created abilities against the Savage Worlds standards.

Before we delve into the content proper, let's look at the layout and graphic design of the document. Most of the free supplements and conversion found online have a somehow spartan design. Usually a decent, readable layout with maybe few graphics and ornamental fonts. Not Savage Abilities - this product can be easily confused with a small press professional release. It has a standard RPG two column layout on a readable pastel background and it even comes with professional looking art and a beautiful cover (by artist Storn Cook). The grahpic design has a "feel" of the earlier Svage Worlds publications from Pinnacle. Honestly, I have seen paid products with a much worse design. As a person who appreciates graphic design, I tip my hat to the author for this approach.

The book itself offers options and advice on creation of Edges, Hindrances, Monster and Creature Templates, Powers and Crafting of items. Each chapter comes with example Abilities and adds a new interesting ways of looking at particular abilities. The Edge chapter lets you create Races trough the Edge mechanics, allowing for type of subraces (people with elven blood or high, wood or dark elves for example). Not only this will add flavor to your setting, but thanks to the point-buy system, it will be balanced against other Savage Worlds aspects. You get another "extra" within the Powers chapter. Thanks to the point cost of each part of the Power and categorizing those options into "schools of magic", you can introduce an Ars Magica inspired freeform magic system. Author goes to the great lengths explaining this mechanic followed by advice on using it. The whole Powers/Magic chapter is a great resource if you want to create a magic-rich setting. The options here, act as modifiers to the "option effects" from the end of the book. Oh, and also, this option allows you to create utility spells, that some people are missing from Savage Worlds. Want a "knock" type spell? Well, just create a Power that gives the mage a temporary boost to lockpick skill. It was at this point where I was definitely sold on the book!
The Crafting system is just a cherry on the top. While it might not be amazingly fast, it uses simple mathematical formulas to give you the price of raw materials and time needed to create any item, by using just its cost and the craftsman skill ratings. This is a great addition, that can be used as-is during campaign downtime or as a reference when PCs are ordering custom equipment from craftsmen. I can see myself expanding this system with scavenging, to be used in a post-apocalyptic campaigns.

The last chapter is the meat and potatoes of the book. It hosts almost 150 different options that you can combine into creating any of the Abilities explained in the previous chapters. The options are grouped into categories that allow for easier navigation. You can find here options for combat, senses and movement among others. While this is not a complete list of things that can be achieved in Savage Worlds, it gives you an amazing starting point into creating a plethora of new abilities!

My only (minor) issue with the book is that it uses the multiplier of 12 as it's basic unit costs. The author explains his reasoning behind it, but for whatever reason I would prefer a system based on 5s and 10s. Probably, because as humans we are used to the decimal system. This, combined with the vast amount of can lead to a small brain-overload, especially if you don't come from a math or programming background. Nevertheless this (and other of the author's suplements) should be your to-go products for creating new balanced content for Savage Worlds.

12 August 2014

Savage Eberron - Savage Fan Creation Review

I am not a big D&D player, nor I have a great deal of knowledge of the D&D settings, but Eberron caught my attention. It was he winning entry for Wizards of the Coast's Fantasy Setting Search during the 3rd edition era. From what I know, it is a fantasy setting with some pulp and noir elements mixed in. I haven't played in the setting per-se, but I have translated some elements (Warforged!) into my Savage Worlds campaigns in the past. Now +Kristian Serrano has made a proper conversion for Savage Eberron, where he tackles all of the unique aspects of the setting.

Savage Eberron

Unlike other conversions, Savage Eberron does not come in a pdf or a downloadable file. It is hosted on google docs as a living document. Anyone can comment on the document, request addition and/or changes. I think it is a great approach for conversion of this scale and it seems that the author is keeping the file up to date and takes the comments and requests into consideration. At the time of this review the file "weights" 58 pages and includes more or less everything you would want from a conversion. New Races, Edges and setting rules.

The file is pretty stark on the graphic design. What it lacks in flair it makes up in readability. It will work great, if you plan to read the file on a phone or a tablet. The file is "bookmarked" (all the content is hyper-linked in the table of contents) and laid out really well. Overall, the conversion is really accessible.

Overall, I can classify every Savage conversion into one of two camps. There are the people who translate all the rules from a given game and people who translate just the "feel" of the original content. Savage Eberron fits more into the former camp. It is logical, as D&D games rely pretty heavily on rules. The file has a plethora of new Edges and Arcane Backgrounds for the players to use, as well as every race from Eberron setting. For me, it is a little too much info to digest at once, but it is a personal opinion and I can see the fans of the original game enjoying the choices offered.

With all the system options the conversion gives you, it might be a little confusing for someone who is not familiar with the Eberron setting. The author includes only the mechanical aspects of the conversion and no fluff whatsoever. I understand this approach, but adding little fluff would make the file more accessible to users who are curious, but not fans of the setting itself. I am not talking about coping text from the source material, but explaining, in laymen terms what Warforged and Dragon Marks are would be greatly appreciated.

While Savage Eberron doesn't bring anything new or game-changing to the table, it is the most complete Eberron conversion that I have seen and a solid piece of work. It pushes the Savage Worlds system into a bit more rules heavy approach, making the experience a bit closer to the original D&D, by adapting almost every aspect of the setting. If you enjoy Eberron, but don't want to deal with the clunkiness of the D20 system - you should definitely check out Savage Eberron. On the other hand - if you are looking for some extra content for you Savage fantasy campaign - you will find plenty of content to choose from here. New Races, Edges, Archetypes and even a selection of monsters. Just make sure you google the more unique details of the setting.

While I am more for capturing the "feel" of a setting, Savage Eberron's detailed approach works very well, especially when combined with the "living document" development. If you are a fan of Eberron go and comment on the file, so it can be even better in the future.

08 August 2014

Savage Fan Creations Review: Savage Dead Space


 Big List of Savage Worlds Fan Creation Reviews!
This post is a first review of free Savage Worlds fan license supplements. It is a direct followup to the Open Letter to Savage Worlds Bloggers and it will be an irregular feature on this blog. I hope that other bloggers will write similar reviews so I can add them to the Big List of Savage Worlds Fan Creation Reviews (also available trough the sidebar). While the list is far from big right now, in the future I would like it to be a go-to place for reviews of free Savage Worlds content. If you are a blogger and have a (or want to) review of a fan supllement - send it my way, I will add it to the list with the link to your review. Feel free to use the above logo in your post.

Now, without further ado, let's look into Savage Dead Space, a conversion by +John-Gunnar Nielsen Kristiansen.

SAVAGE DEAD SPACE

I have found the Savage Dead Space conversion on the +Savage Worlds G+ community back in march 2014. You can still find the original post about it here. It is a conversion of the Dead Space video game, which is sort of sci-fi survival horror. I have chosen this file to review, as apart from being a solid video game conversion, it is also one of those files that can easily be lost in the depths of the interwebs (at the time of writing, the file is not linked on either SavageHeroes or Savagepedia, and googling Savage Dead Space does not point to it). While it might not be 100% complete, there is enough here to have a good one-shot or implement parts of into a larger scope sci-fi campaign (the world of Dead Space might not be suited for long running campaign anyway).

Savage Dead Space consists of two files: rules/equipment and bestiary, both available as pdfs on google docs. I am looking at the only available version - the unfinished version 0.1. 

The biggest draw to this conversion is the bestiary. The Necromorphs are an interesting enemy and author had made sure that each one of them will "feel" different. The creatures have special abilities taken straight from this action game, which makes for some great tactical combat. After all how will you act when you are facing few Dividers (if you kill them, they will divide into 5 smaller creatures) and being lured by a crawler? The creatures in the bestiary are translated to the Savage Worlds ruleset very well. Each creature has a short description and artwork (I asume taken from the game's wiki) which add a lot of flavor to those critters. You should check it out if you need new horror, sci-fi or even fantasy creatures.

The other file gives you a little background on the game world and adds two new Edges and one Hindrance. The only other thing here is a short list of weapons. While both files are clearly unfinished, this one seems even more so. The only "saving grace" for this file are the alternate fire modes for the weapon. I would like to see the at-fire rules in more Savage Worlds settings, I think it is a great addition, especially for more tactics oriented campaigns.

Both files, while unfinished have a good one column layout, using fonts from the game. While this makes the file seem more "thematic", the font is sometimes difficult to read, especially in larger blocks of text. If this file would get finished, I would like the author to use more mundane font for the main text and stick with the thematic fonts to headers. One more thing, I bet this is not author's fault, but the graphics in the file are of a very low quality. I am not sure if this is a pdf conversion issue, or an issue with google docs. Nevertheless, the file is readable.

I would like to see this conversion finished. The author seems to have a knack at creating good tactical options for Savage Worlds players and the game has a great potential for horror/survival one-shot. It will also fit in very well into the Nemezis campaign setting. Check it out, even if you won't use the monsters and equipment you can see how you can make both of them more tactical in Savage Worlds.


02 August 2014

What I Think about Nemezis

After seeing Guardians of the Galaxy yesterday, I am hankering for some light heated space campaign.... Savage Worlds style. There is a great Science Fiction Companion for Savage Worlds and some sci-fi settings (Slipstream, Necropolis 2350 and Daring Tales of the Space Lanes to name a few). All of those are great products that I enjoy, but when it comes to my flavor of space adventures I am choosing Nemezis as my go to setting. I feel like this game has flown under the radar for many Savage Worlds fans, so let me tell you a bit about it.


Quick disclaimer. I used to work with the folks from GRAmel, back in their "let's translate Savage Worlds to Polish" days. While I didn't work on Nemezis, my opinions might still be biased. You had been warned.

Nemezis is a Savage Worlds sci-fi setting. Humanity took to the stars millenia ago and colonized most of the galaxy. In this time, humankind didn't encounter any alien civilized races (the book didn't mention it clearly, but I think they did encounter animal like alien life), but managed woke up some cthulhu-like alien space god who destroyed the Earth and continues to destroy human settled worlds ever since. That's the jist of the setting. A sci-fi "kitchen sink" with a cthulhu/zerg threat mixed in. There's also ruins of an ancient space fearing civilization that scratches the Indiana Jones style pulp itch.

The setting comes from a Polish author and was first released in Poland. Actually it was a winner of a contest for a new D20 setting in early 2000s. The contest has gone south (the guy organizing it disappeared with the money) and the game was finally released, years later, under Savage Worlds mechanic.

The book centers around 3 planets of Eclipse system: Ash, Bariz and Cor. Each of them with a different suggested playstyle. Ash is a dying planet. The terraforming machines are malfunctioning and the once resource rich planet is slowly but surely getting covered in ice. This is a perfect place for a survival of the fittest campaign. Bariz is a heaven for diplomats. It's a place of noble houses, artists and backstabbing. Cor on the other hand is a military campaign. The Horde is trying to take over the planet and humans are fighting back... and for the first time in history they are pushing back the Horde. 

Oh yeah, I should explain what is the Horde. When humans woke up the sleeping god on the surface of the titular Nemezis planet, he has summoned/created an army of creatures to fight by his side. Think Starcraft's Zergs when it comes to the Horde - organic, ugly, powerful and with overwhelming numbers. All of those creatures serve the alien gods. Yes, gods - plural. Since humanity released the first one - the Worm of the Void - others have surfaced. Those gods can be easily compared to Earthdawn's Horrors. While they are formidable foes beyond human reasoning (like Cthulhu mythos beings), but are not all-powerful and can be defeated. Some humans see them as nothing less than gods and worship those beings. This adds cults to the mix (always a fun addition!). Cultists are the only ones able to wield magic, as the rest of humanity is limited to psionics for their supernatural needs. Psionic powers have been re-vamped from the vanilla Savage Worlds and given new powers. You also get rules for virtually anything you would need in a space campaign: spaceship rules, cyber/nano/genetic implants, high-tec weapons and armor and a Fast, Furious & Fun rules for Energy Shields. All of this on top of new Edges and Hindrances - not too bad.

All of this creates a good backdrop for a campaign. Outside of the gods, the horde and the Eclipse system you can fill in the Milky Way galaxy anyway you like. There are countless human settlements, each with their own problems, traditions and flavors of humans. This vagueness is actually an advantage, as it opens up the space "kitchen sink" in which you can fit almost anything, even run a space hexcrawl

As there are no intelligent alien races, in Nemezis you play meta-humans. Advanced technology and the need to adapt to new planets allowed humans to change their genome. Many of them will look like your standard "space opera" aliens - those seen in things like Star Trek or even Guardians of the Galaxy. You want a different colored war-mongering humanoid? Maybe a race of great inventors or some animal hybrid? You can have them. Humanity has settled the stars millennia ago - it's only logical  that completely new "civilizations" have been created during this time. For me, this is a great idea, as most of the "aliens" in popular media are just reskinned humans anyway (in TV and movies, quite literally with a new skin of latex and body paint). It always bothered me that most of the aliens were so similar to humans - either in shape, as in understanding of the world. This simple approach fixes that issue. Unfortunately you do not get rules for creating your own races. They had been cut from the original Polish release, because the exact same rules exist in the  Science Fiction Companion. Actually, there are few changes between the Polish and English version of the game, but I would say that the English version is more polished (oh, bad pun!). Especially thanks to some mechanical changes (Nemezis has the best rules for energy shields I have seen in Savage Worlds).

I can see playing "Guardians of the Galaxy"-like campaign using Nemezis without much problem. You have all powerful creatures and ancient mysteries right there in the book. Those can easily mimic threats like Thanos and explain the existence of infinity stones. As for aliens- just create some meta-human races with similar feel. The books is far from perfect, but it ticks most of the boxes I want in a FFF space adventure. The addition of alien gods, cults and the Horde is the icing on the cake. I would just treat the "core" planets of the Eclipse system as backdrop and go explore the galaxy.

23 April 2014

Everyone is John - microReview

Every now and then I delve into an indie game and report back with musings about what I found. Today I look into a small story game from 2002 about a person who hears voices in their head: 


Everyone is John 

Free pdfby Michael B. Sullivan

I kept hearing about (pun, not intended) Everyone is John around the internets for quite some time, but I didn't have the chance to check it out until last weekend. In this game, both the players AND the GM are John - an insane man from Minneapolis, who hears voices in his head. Players take the role of those voices and fight among themselves for control over John. Each voice has its own secret agenda (obsessions) and will try to steer John to do its bidding. GM is responsible for the world, same as in traditional RPGs, but also plays the role of John himself.


It is a interesting experience for everyone around the table to play the same person. GM is there purely as a moderator. He gets to play John and talk to the voices in his head, but the game revolves around the players. They are the ones who create the story. Each player has their own goals and will try to fulfill them to score the most points at the end of the game (yes, this story game has winners and losers). The game ends when John dies, usually because one of the voices told him to do something that leads to death. This ads a layer of gamism to the experience - do you think you have fulfilled enough of your obsessions to guarantee victory? Then, why not kill John now? The other voices might do it any second.

The game uses a very simple 1d6 mechanic, but introduces some board game elements into the mix - scoring and blind bidding to be precise. Because of that it can be used as a RPG/Story Game gateway for your board gaming friends. To be honest, I don't think the game would benefit in any way from a more sophisticated system. The mechanic, as is, feels chaotic and out of control. Just as one would feel if they were to loose their minds. 

This is another great pick-up game. It can be played while waiting for the other players to arrive for your scheduled session. Even if you are not familiar with the game, you can grab, read it (it's under 1000 words in length) and start playing in minutes.

P.S The game's official website got shut down this winter, but the game itself can be found on the internet (so can the website, thanks to internet wizardry). I wish the author would grab his old designs and release their updated/streamlined versions as "Pay what you want" pdfs.

16 April 2014

micro Review - Intro & InSpectres

I check out a lot of games. From RPGs, trough card and board games, down to video games. There isn't a week, that I don't discover and investigate some type of game. I am especially interested in small and indie productions. They are the ones that usually have some interesting mechanic or a gimmick, that catches my attention. Sadly, many of those games fly under the radar of most gamers. In this recurring segment I try to will give some sort of spotlight to those small games I discovered. This is not a full review, just my impressions in a few paragraphs... a micro review.


micro Review?

Yeah, I call it micro review. The plan was to call it "ยตView"  with the fancy micro symbol that looks a bit like "u". It was a play on words so, it will look like "U View". This was supposed to encourage you to go and check the game out yourself. The idea was scrapped, it looked silly and didn't display correctly everywhere ;) Anyway...
There is a lot of great games out there, and a lot of brilliant people who create them, that don't get enough recognition they deserve. I hope that this little section will introduce you to some games, that you would otherwise overlook.

I am planning for those reviews to happen weekly. The plan is to (re)read/try the game around weekend and write my thoughts and musings during the week. The aim is to introduce you to the game in a "elevator pitch" manner - quick and fun, with focus on highlighting its strengths. Those micro reviews will always have a link to the place where you can get the game, so you are only one click away from checking it out. While those reviews will center on RPG related content, all types of games are fair play here - RPGs, Story Games, Board games and even video games. All games are cool! So without further ado, I introduce you to this week's micro review.


InSpectres by Memento Mori Theatricks


A true pick-up game. Your scheduled session was canceled? Some guy didn't show up? Fancy some horror-comedy in the vain of Ghostbusters? Open this book, get some D6s and start playing!

Players are InSpecter agents who, much like the ghostbusters, specialize in dealing with things that bump in the night. The game is a rules-lite, lighthearted horror, where anything can happen, as both the GM and the PCs can influence the plot. This is the main strenght of InSpectres - GM doesn't need to prepare anything! Plot hook is randomly generated and from there the dice decide what happens. You rolled well? You can decide what happened. Rolled poor? It's GM's turn to decide. Because no plot was prepared for the session, neither players, nor the GM knows what will truly happen during the adventure - they just make it up, as they go. Playing this game will teach you about story creation and improvisation. Because InSpectres is a comedy at its core even outrages ideas can be easily incorporated and it won't mess up the game. 

If it sounds like some kind of story game, you won't be far off. But, contrary to the story games of today, this game still feels like a proper RPG. Characters have attributes, gain experience (trough expanding their InSpectres franchise), there's a GM and all that jazz. It is a hybrid of story/narrative games and RPGs. If you wanted to try story games, but couldn't convince your RPG pals to give it a spin, where curious about narrative games in general, or want to test and polish your improv skills, while having a laugh - you can't go wrong with InSpectres!

P.S. If ghostbusters-like horror-comedy is not your cup of tea, try out InSpace from Lame Mage Productions - a free supplement where you play a crew of a starship investigating strange phenomena in spaaaaaaceee....

20 February 2014

What I Think about Powers For Good #0

I found this game in the Story Games Weekly newsletter #24. I think this is the only newsletter in my inbox that I am actually looking forward to reading. I always find at least one gem in it, and this week was not an exception.
I never was a huge fan of superhero RPGs (maybe becuase I have grown up on Disney's characters comics and not Marvel's or DC's), but for whatever reason I was always drawn to them. The only supers game I have played, or run, was powered by Savage Worlds, and even this seemed a little too crunchy for my liking. I wanted a more narrative and action oriented approach, but nothing on the market really scratched that itch.

For some time I have toyed with designing a rules light supers game. You would have a die type assigned to each "power" and you could use it in a similar fashion to FATE's Aspects. But like many (oh, so many) of my projects it ended up on some scribbles in one of my notebooks.

Then, I wake up one day (yesterday, actually) and find that someone had the same idea, and released it as a free (well, pay what you want) game. This person is Sage LaTorra - designer of Dungeon World! I know this guy has a good grasp on narrative RPGs, so I check out the game.

The game assumes you are new to Story Games (and RPGs in general). That's not an issue - anyone familiar with the hobby will get the grasp of it quickly and can finish reading the book in 20-30min. It's only 37 pages anyway.

The game starts by creating your team of superheros. You choose the team's name first. After that, each participant (Players and the GM) names two heroes. Yeah, just create two super hero names. That's it. This is actually a brilliant idea. Names are always something that people struggle with, and good names will spark creativity around the table. Now, you assign a power and personality to each of those oddballs. Done!
Next, you choose which of those heroes you will play this time (you can change heroes after each adventure). Flesh them out with 2-5 extra powers and you are good to go! Personally, I love this approach - it works great as a pick-up, or even a convention game, and gives you enough info to start roleplaying.

The system is simple, but also brilliant in it's simplicity. You get a set (core) of dice: d12, d8, d6 and a d4. You don't assign them to anything - you just have it. Treat it as, I don't know, your hero's current power. When you need to roll, you pick up any dice you want and roll them. If the total on the dice is greater than the Difficulty Level (GM never rolls dice, only assigns difficulty) - you succeeded!
Now, for each die you did not use in the roll, you get a Determination Point - you use those to add to your roll on 1 to 1 basis. If you failed - you get an extra point as well. Simple, and keeps players from using all their dice all the time (you want those Determination Points).
But wait! That's not all. "Each roll has consequences" - the die with the highest result in the roll is reduced in size (so d12 becomes d10, d8 - d6 and so on). This small rule makes teamwork encouraged. As even if you and your friends roll tons of dice to achieve something, only one of those will be reduced. Also, at least in my mind, the little line about the consequences tells the GM, that when describing success, they should always go with: Yes, but.

And that's it for the system - quick, simple and narrative - just like I wanted. Well, there are tips on how to GM and a sample "adventure" in the book. Both good chapters, explaining the narrative GM approach in some detail. So, even if you never played a story or narrative game in your life, you can get the hang of it.
If I sparked your interest - go and give it a try - you can get it for free from DriveThruRPG.com, and if you enjoy it, go back and send the author some monnies.

Oh, one more thing - the game is licensed under Creative Commons - so nothing is stopping people from releasing their own hero teams, scenarios, rules etc. I really hope that people will jump on this game and start creating - I want to see Powers For Good #1, #17 and even #200!