The heroes grabbed the villain and tied him to a chair in a closet. They tried to intimidate him — and then when they didn’t like his blustery response, they smashed his face in. After the rough stuff was over, the villain gave them all of the information they wanted (in truth, they easily could have got about 90 percent of the info just from talking to just about any longtime resident of the city, but whatever. Proper police questioning technique is a post for another day).
When the villain was done sharing all of the information he had, the honourable holy Paladin of our group announced that he was going to slit the helpless villain’s throat.
At this point, a reasonable outsider starts asking, “Who is the hero and who is the villain, again?” Read the rest of this entry »
Just finished Part 7 of what was supposed to be a 3 or 4-session Savage Worlds campaign that’s sort of a Weird Wars-Changeling WoD mashup. The number of Player Wild Cards and NPCs is getting pretty crazy. To help keep track of their various personalities and motivations, I’ve decided to give each character their own song (akin to my article a little while back, Story and Soundtrack to a Savage World of Darkness). Here goes:
Max Graff, Weird Scientist and Jewish-Czech resistance leader (Player). An analytical mind combined with some anger-management issues when it comes to Fascists. Read the rest of this entry »
During last night’s Savage World’s game session, there was a bit of confusion about how to figure out the special power of a gauntlet once worn by a Legendary Wild Card (and now wielded by one of our Novice adventurers). We were pretty sure the item was magical — but without actually testing it out fifty different ways, was there a way to figure out what it did?
This is a good opportunity to go over how the rules work for finding out information in Savage Worlds. The rules are flexible enough to allow different solutions for problems, depending on Skills and context. Read the rest of this entry »
I’ve run five or six different campaigns in Savage Worlds at this point and used Pre-Generated Wild Cards for every single adventure. I’ve concluded that unless you’re running the same kind of campaign every time (ie. Always D&D fantasy or always Deadlands, etc) there’s no way to get around this. Pre-Generated Characters are a must.
Savage Worlds gives you the most flexibility for running any kind of campaign you want. That is it’s greatest strength. One time, you’re running D&D, the next is a pulp noir mystery. And even within those campaign types, you can have sub-genres; a D&D-style dungeon crawl, a D&D war between kingdoms, a D&D style city adventure). Our games move through plot points, not through sandbox maps, because we’re trying to tell at least some version of a story. And that’s why you can’t have Players just making up their own characters. For the adventure to be fun, the characters have to fit the story that the GM has in mind, at least to some degree. Read the rest of this entry »