Pages

15 January 2016

Savage Hexcrawl - Part 4: Players' rules FAQ

My Savage Hexcrawl rules are almost two years old. Since then I have used them in few campaigns with different groups and with players new to the idea of hexcrawl. This post is a collection of answers for questions that kept popping out during those games.

How much time it takes to travel one move point?

Move points don't work that way. It is an abstraction that does not really take time into consideration. Think of move points as a combination of effort and skill in travel. People who are less suited for travel will have more trouble travelling the same path than a seasoned explorer does. Novices will get tired faster and they will get lost more often. So in general, it will take a character who receives 5 move points, twice as long to travel the same distance than a character who receives 10 move points. If you want an actual time required to travel one move point for for your character/party divide 8 hours by the amount of move points. So an average character with a Pace of 6 would spend around  1h 20min to travel one move point. I would advise you against translating everything into hours and minutes however. The system is abstracted and move points include things like stops for food and drink and getting lost and backtracking during travel and short encounters. If you spend 4h inside a hex doing normal "RPG adventuring" you don't loose any move points automatically. You are still able to travel as much, but now you risk travelling at night, as you wasted daytime. 

What move points do I get if I use different means of travel on the same day?

The system assumes that you will always use the fastest means of travel for the bulk of your journey. If you have a horse, you will ride it. If you have a car, you will drive it. But stuff happens. Horses might die and cars can run out of gas. There can also be terrain that does not allow different means of transport. A horse cannot climb a steep mountain and a car can't drive through a river. If you have to change means of travel your GM will need to do some math. Calculate roughly how many percent of your move points you have used. So if you spent 8 points while on a horse, you have spent 80% of your daily travel time. Take the remaining percentage and translate it to move points based on your new Pace. So if your horse died after 8 move points and you have to travel by foot you have (Pace x 100-80%, so 6x0.2) 1.2 move points left. Any fractions are rounded down as changing means of transport takes time - taking your equipment down etc. You are NOT getting a fresh set of move points based on your Pace (so 6 for Pace of 6) because the characters are already tired from the journey. Even riding in a car will tire you out. The same happens if you find a horse or a car in the midst of the day. You translate the remaining percentage. Your character is already tired from travelling this day.

What happens if I get Encumbered or Wounded?

If during your travels there is a negative change to character's Pace (Wounds, Tiredness and Encumbrance all affect Pace) and because of it you become the slowest in the party, the group automatically looses movement points. The amount you loose is equal to the difference between the original party Pace and the Pace of the character who just got Wounded, Tired or what have you. So if your party Pace was 5 and a character with Pace of 6 got two Wounds and got encumbered (making its new Pace 3), they loose (5-(6-3)=) 2 move points. This is why it is a better idea to setup a camp for the rest of the day to rest and heal before continuing the journey.

Why would I explore a Hex?

As mentioned in Part 1, you can spend a move point to explore a hex, but it is not explain what benefits does it give you. Exploring a hex makes the GM draw another card to check for Events. It lets the players seek more adventure, no Notice test, just card draw. Exploring is also used when trying to find something inside the hex if you don't know exactly where it is. GM might ask you to explore the hex and test Notice or you can explore it until a good event card shows up. So if you know that there is a small keep inside the hex, but don't know exactly where, you need to explore it, plain and simple. In metagaming it also adds to variety - you will add more entries to your notebook for that hex, which will make the world seem more alive.

Where am I inside the hex?

Short answer - doesn't matter. The system is abstract, it only matters that you are somewhere inside that six mile radius. Rest of it is not on the map, but in the minds of the GM and players. If you need some concrete info, you can travel to the middle of the hex by spending half of the point cost for the terrain type (so 2 for swamp or 1 for plains) and traverse it by paying all of it. If you enter a hex but don't have enough points to exit, or even a middle, just narrate where you are.Use your imagination  ;)


Those are all the questions that come to mind. If you have any more, feel free to ask them in comments and I will answer them here. I will eventually add some more GM advice and combine the hexcrawl info into a pdf.

06 July 2015

I've been texting with a stranded astronaut!

I have always been a fan of "Choose Your Own Adventure" books, but outside of a free Lone Wolf app, I never really tried it packaged as a game. Honestly, I've gotten this game, because it was on sale and I've heard good things about it here and there. I was not prepared for what it offered.

You know, there are some games that break the barrier between fact and fiction. ARGs or Omikron: The Nomad Soul comes to mind. Lifeline gives you a similar experience, but delivers it in completely different and innovative way. When you open the app for the first time, you will receive a transmission from someone named Taylor, who is stranded on some good forsaken moon. The ship is crashed and you (the player) are the only person Taylor could reach. So you begin to talk.

The game is basically an interstellar chat app. Taylor writes what's up and every now and then, you can respond, give advice or even make decisions on how Taylor should approach any given task. That's it. That's all there is. No stats, no inventory, just a conversation between two strangers light years away. This alone makes the game quite immersive, but there's more...


To reinforce the fact, that Taylor is a real person, stranded on some lonely moon, the game adds an element of real time. Whenever Taylor goes off to do something you see "[Taylor is busy]" and the app stops responding. Now you can only wait. You don't know exactly when you will receive another message. Sometimes, Taylor will give you a hint "I'll report back in half an hour", but often you will have no idea. This adds to the whole immersion factor, as I found myself thinking what is Taylor doing, how is his trek, did anything interesting happened? Them, you receive a text saying "oh no" and you jump in to see what happened, because you start carrying about this stranded astronaut.

This waiting aspect, and first person narration make this much more than a "Choose Your Own Adventure" game. The barrier between what's real and what's fiction is much thinner than in other (even similar) games. It is much easier to believe that you are talking to someone light years away, than believing that you are in that place, while you are clearly sitting on your couch and drinking coffee. After a while, receiving a message from Taylor, will be almost like receiving a text from someone you know You will want to know what happened when they were away. It is a great mechanic that I am hoping to see in more "Choose Your Own Adventure" style games.

If you are thinking of getting Lifeline (iOS and Anroid), know that it is more an experience than a game. Gameplay is limited to those binary choices while you chat. It is more like a good book, but you are getting more invested in the character and can actually advise them on how to proceed. Comparing Lifeline to book is not a bad idea actually. Just like a good book, this game is a vessel to transport you to that fictional world. While the whole game takes place on a barren, almost featureless moon, the writing brings it to life. Especially, that everything is narrated from Taylor's point of view, who has pretty quirky, but relatable outlook on the whole situation. During the few days it will take you to complete the game, you will get to know Tyler pretty well. I was sad when the story finished and the communication ended. I wish I could still receive texts from this person who I helped during the shittiest time of their life.

11 June 2015

Savage Road Warriors: Part 2

Combat at High Speeds 




So, you are driving a car at full speed, but the guys behind you are catching up and the guy in the truck next to you is grinning like he's going to ram you. You want to waste those suckers and you want to know the odds, right? 
Combat during a chase works pretty much the same as on foot. The big difference is the speed and the fact that a speeding car is a pretty shakey affair. When attacking from a moving vehicle, you normally need to consider the speed and unstable platform modifiers (as per Vehicular Combat rules). Savage Road Warriors chase rules are less gritty than that, and more cinematic. All the vehicles are traveling roughly at the same pace, so any speed modifiers come into play only under special circumstances (GM's decision). As for the unstable platform modifier (-2), as long as you are trying to hit something like a car or bigger, the size of your target balances it out. After all, it's not that hard hitting a car. For the sake of gameplay, when you are shooting another vehicle during a chase, you only suffer the standard range modifiers (as dictated by the cars' position on the track). Of course, if you are the driver you would suffer the normal multi-action penalty for shooting and driving in the same turn. And, if you are trying to hit something smaller, like a tire or a driver, you take penalties from the unstable platform and possibly even from a Called Shot. All of those stack up, so if you don't have the edges to back it up, it is best to just aim for the car and hope for the best.


Boarding and Melee Combat:

If you think, the drivers have all the fun during a chase - think again. Sure, they get to drive those cool rigs, but sitting in the passenger's seat has it own set of perks. First of all, when not driving, you do not suffer the multi-action penalty when shooting others in the middle of a chase. And, while the driver is busy not crashing the ride, you are free to roam. There might be mounted weapons, or other gadgets in the car you can use, or you just can climb out of the car. Getting on the outside of the car is pretty simple (just requires an action). From there, you can make the fight much more personal. With a successful Dexterity check, you can jump onto and board any car that is on the same track space as you. You can start "on-foot" combat with anyone in/on the same car (narrative permitting). If you do, you get an initiative card and follow normal Combat rules until you get back to a friendly vehicle. Standing on top of a vehicle, gives you a better vantage point, you can target cars that you don't have advantage against. If you are staying on top of a car, the GM might occasionally call for Dexterity checks, especially if the car is hit, going through rough terrain or avoiding an obstacle. On a failure, you loose your footing and fall. Roll for dexterity again to grab onto something. You are now considered prone, unless you climb up with a successful Strength check. If you are not very agile, it might be a good idea to dispose of the enemy driver and take over the car instead.

New Edges:

To better emulate the the high octane action feeling, Savage Road Warriors has few extra Edges available to characters who want excel during the chases.

  • Gas Monkey (Novice, Agility d8, Driving d8): You are experienced in boarding vehicles during a high speed chase, jumping from car to car like a monkey. Moving in and out of cars is a free action for you and you automatically pass any Boarding tests (it still requires an action).  
  • One Handed Driver (Novice, Driving d8 or Ace): You can drive with one hand and fire a weapon with the other without invoking the standard –2 Multi-Action Penalty.
  • Vehicle Focus (Seasoned, Driving d8 or Ace): You are an expert at driving a single class of vehicle (car, truck, bus, etc… ). All Driving rolls made when behind the wheel of your chosen vehicle are made at +1.
  • Trademark Car ( Novice, Driving d10): Works as Trademark Weapon Edge, but for a car. You can choose any unmodified ride.

10 June 2015

Savage Road Warriors: part 1

Fury Road style car battles in Savage Worlds


Since seeing Mad Max: Fury Road I am on a bit of post-apocalyptic spree. If you haven't seen the movie (and you should, it is one of the best action movies I have seen!), a big part of it are extended car chases/battles in the middle of the desert. One big "War-Rig" truck is fleeing while other factions are trying to take it over. Awesomeness ensues. Long story short, I want it in my Savage Worlds games!

While Savage Worlds has mechanics for vehicle combat, I am not looking for wargame-like arena car mchanics. Fury Road takes place on a long, straight road, it was more of an action packed chase, than a skirmish. Next logical thing, was to look at th chase rules, but both old and new seemed to be missing something. They are great for a simple chase or dogfight, but not detailed enough to be the main event of the session. So, I looked into various RPGs, wargames, board games and even some video games to find the best system to emulate those Fury Road scenes. There are some good ideas in there, but usually on the more crunchy side. Nothing I found suited me better, than the Savage Worlds Deluxe chase rules, but even those were somehow lackluster. Not all is lost though, I found some good bits on my travels through post apocalyptic car games. I think, that with some extra rules, the deluxe chase rules can be as nail-biting, as a good combat encounter. 

I have a feeling, that this topic will span few posts. I want to make the expanded rules first and then add more info about customizing cars within this sub-system and maybe even adding few Edges. It would also be nice if I could compile it all into a nice pdf, fingers crossed for life not getting in the way of that. Ok, enough pondering, now to the rules.

Before we start: 

Read the Savage Worlds Deluxe chase rules and the Vehicles section from the core book (there aren't many changes between Explorer's and Deluxe editions, any of them is fine), especially the stuff about collisions and vehicle damage. There will be some changes to those systems, so make sure you are familiar with them. The aim of this ruleset is not to be a replacement for the generic system found in the corebook, but to emulate a specific type of chase. One where you mostly shoot and ram your way out of the problem. Think more Mad Max and Death Race, than James Bond. Going at full speed, throwing molotovs at the guy behind you so he won't board your war rig. Ready? Then let's check out the track you will be chasing on.

Track:

Photo by David O Miller
There is one big addition to the chase system - the track. It is a simple 6x1 grid (I will make some half-decent graphic in the near future). It is an abstracted representation of where the cars are, relative to one another, not an actual road. Use some counters to represent where the cars are. The car in front is always in the first space on the grid (so if it gains more ground against the opponents, they are just pushed back on the track, in a similar manner how the original chase rules worked) and other cars are placed accordingly. Where you are on the track dictates in what range you are to the other cars. So if you are on the same spot, you are bumper-to-bumper with the other cars on this spot (melee range). One spot away, you are in close range, Two - medium and three - long.
Any more than that, and you can only see the guy, but not do anything about it, unless you get closer. If a car ever goes beyond sixth spot and won't manage to come back to the track on their next turn, they are out of the chase. The track is a small step away from the standard Savage Worlds formula, but I think it is a good addition. I will spend another post talking about it. If, however, you don't want to use a physical track and counters, you can just give each player (and group of NPCs) a d6 to track their current position.

Turn by Turn:

Narrative will dictate how the beginning of the chase looks like. Is everybody starting from the same position (like a race)? Did one side had a head start (and the others are chasing them)? It will also dictate the win conditions: reaching the finish line, stopping a certain car, surviving X amount of turns to reach safety, etc. Setup the placement on the Track according to the narrative and roll your driving dice.
Initiative works the same way as in the deluxe rules. You get a card for each success and raise on your Driving (or other applicable) skill. Just like in the original rules, cards give the driver the advantage (so the driver can only attack the cars with equal or lower Initiative) and an obstacle on drawing Clubs. Unlike the original rules, the card does not decide on your range/position in the chase (this is handled by the track). Card's value dictates how many spaces on the track you can move. Number cards allow you to move up to one, face cards up to two, ace and joker up to three. You don't need to move all the spaces you were given, sometimes, it might be more beneficial to stay where you are, so you have a better access to the enemy. If you don't move any spaces, you are still driving at high speed - everyone is, you are just keeping up. 
After you "moved", you can...

Attack!

Any person in the vehicle can make an attack on any target that they have advantage (the driver had maneuvered) against. The driver (any anyone who aided him in the driving roll ) suffers a standard multi-action penalty (-2) if he wants to attack with a weapon. Additionally, when on the same spot on the track, the driver can attempt to ram his opponent (as per Vehicle rules) without the multi-action penalty (in the narrative, it would be a continuation of his driving). Any passengers, act on the driver's card. Shooting is done with the range modifier based on your position on the Track (I don't use the unstable platform penalty, in my opinion cars are big enough to give you a bonus that would negate that. I would still give the penalty if they want to shoot something human sized). While on the same track spot, melee attacks can be performed (given the characters have suitable weapon) or the enemy car can be boarded (with a successful Dexterity check). Damage works in the same way as in the Savage Worlds Vehicle rules (custom "Out of Control" and "Critical Hit" tables coming soon). 

Winning the Chase:

The terms of winning depend mostly on the narrative, but there is a one sure way that can make you win any chase - disabling or loosing all of your enemies. The former is self-explanatory: deal enough damage to the enemy cars that they can no longer drive. The later, requires the use of Track. If any car starts their turn behind the track (beyond the sixth spot, mostly because other cars got the lead and pushed the remaining participants back on the track), he needs to get card high enough to come back to the sixth spot (which sometimes means moving more than one spot forward). If he fails to do so, he is out of the chase. They are either lost, or left so behind, that they can't catch up any time soon.  

What's Next?

Special tables for car damage that will reference this system. A more in-depth look on the track, and the areas you chase through. Different types of chases (especially goals and winning conditions) and finally extra rules for customizing your car. All of those will spice up this system even more, so stay tuned!

09 June 2015

How balanced are your dice?

So, this video by Daniel Fisher is going around the roleplaying corners of the interwebs.  Thanks to a golfing trick, you can check if the d20s you own are weighted. This might explain the myth of lucky and unlucky dice.


Apparently, translucent dice are better about being balanced and Chessex is quite an offender in cutting costs to produce dice. Well, no Chessex bag of dice for me then. I wonder how other companies compare.

I am tempted to check my own dice (and wondering if the other dice in the set would work), especially the Q-Workshop set, as they are considered a premium dice manufacturer. I might wait with checking my 3D printed dice until they are painted, because they might be a bit porous and quite frankly I don't want salt trapped inside.