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Showing posts with label Savage Fan Creation. Show all posts
Showing posts with label Savage Fan Creation. 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.


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.