Sometimes I like messing with the heads of my Savage Worlds players. It’s a good method for keeping them on their toes, but also for introducing story elements that they couldn’t possibly know otherwise. I tried it recently during the Zombie Run campaign in a climactic dream sequence. But I also had attempted this during an earlier D&D-style fantasy campaign.
The campaign involved a couple of competing vampire lords dealing with an underground city full of brain eating Mind Flayers (AKA Illithids) — a very under-used monster in traditional D&D campaigns, IMHO. The The Players found themselves doing the bidding of Silas, a somewhat evil Count Dracula-type vampire king of Twilight City. They were bumping around the Underdark in search of his old nemesis, Octavius (another vampire lord, a bit more evil, this time in the tradition of Count Orlock). According to the convoluted plot, Silas wanted to enlist his old enemy’s army of the undead against the Illithids who menaced his permanently-dark city above ground (The thinking was that mindless undead would be particularly effective against monsters that relied largely on psionic attacks). Read the rest of this entry »
For a new Deadlands campaign, I’ve switched roles from GM to Player. I decided to experiment a bit and try a different kind of character concept: a Preacher named Atticus Moore. My guy is not merely weak, but actually Lame (thanks to an old riding accident) and a Pacifist. He’s next-to-useless in a fight.
That doesn’t make him useless in general, though. By concentrating Attribute points in Smarts and Spirit and Skills in areas like Persuade and Intimidate (instead of Fighting or Shooting), with some bonuses from the Attractive and Strong Willed Edges, I figured I could not only provide a different skill set for our heroes, but actually change how the game is played. Read the rest of this entry »
I started gaming again using the Savage Worlds RPG system about four months ago. One of the reasons I hadn’t done any gaming in years before that was because other systems I used sucked — including classic Dungeons & Dragons. Impossibly complicated rules made gaming less fun than it could have been. In contrast, Savage Worlds is intuitive and easy to pick up — and also allows for adaptation to any type of campaign, from pulp detective and old west to fantasy or horror. I like it, and so do my buddies, so it’s turned into a regular Tuesday night.
I’ve written a few pieces already, inspired by some recent gaming sessions. Rather than import them over from my personal blog, I’m just going to link to them and go from there.
Hope you enjoy what you read. If any gamers (Savage Worlds or otherwise) want to contribute their own blog posts, I am, as they say — game. Cheers.
RECENT ARTICLES ABOUT SAVAGE WORLDS on the New Media blog
* Some Thoughts on Running an RPG. In which I lament killing off my PCs and think about how I could have prevented a crisis in morale.
* The Savage World of Zombie Run. An epic re-telling of a zombocalypse campaign by the GM.
* Guilt. A Powerful Motivator for RPG Gamers. Ain’t that the truth.
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