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Showing posts with label Savage Worlds Adventure Edition. Show all posts
Showing posts with label Savage Worlds Adventure Edition. Show all posts

Saturday, 22 March 2025

Advanced Savage Worlds?

To be upfront and absolutely clear, the World Builder and Game Master’s Guide is not necessary to run Savage Worlds. It is not, in the traditional roleplaying sense, a guide to being a Game Master. All the advice that the Savage Worlds Game Master needs to run Savage Worlds Adventure Edition, or ‘SWADE’, is in the core rulebook. If it is not a traditional guide to being a Game Master for Savage Worlds, what then is the World Builder and Game Master’s Guide? This is the book for the Savage Worlds Game Master who wants to go a bit further than simply running the game for her friends on a week-by-week basis. The book is a collection of articles divided into three categories—guides to world building and writing content for Savage Worlds, running the game in situations other than at home, and advice on tweaking the game here and there, plus a handful of anecdotes that capture how fun Savage Worlds is to play and run. Published by the Pinnacle Entertainment Group, the World Builder and Game Master’s Guide is written by the publisher’s members of staff as well as freelancers and Game Masters who have writing and running Savage Worlds for more than a decade.

The World Builder and Game Master’s Guide opens with ‘World Building’, the first of the two articles on world building and writing content for Savage Worlds. The uncredited article explores how a Game Master might go about creating worlds and settings of her own. It is not extensive article—indeed whole books have dedicated to the subject—but it does boil the process down to a handful of questions such as what makes this new world special and exciting? What is its genre? Or as in the case of so many worlds for Savage Worlds, its genres? It suggests summing this up in an elevator pitch before discussing the various elements that make up the setting. Naturally, this is done through the lens of Savage Worlds, so it looks at Edges and Hindrances, various types of adventure, and of course, Plot Point campaigns. These are Pinnacle Entertainment Group’s signature campaign format, providing a means to tell a big story in a setting, but also explore different aspects of the setting as well. Backed up with the ‘Pinnacle Style Guide’, this is a solid introduction to world creation, especially for Savage Worlds. Beyond this, the Game Master will likely want more detailed advice.

Some of that does come in Richard Woolcock’s ‘Turning Ideas into SWAG’. This gives advice on how the prospective author can create his own content and then publish it as part of the Savage Worlds Adventurer’s Guild, Pinnacle Entertainment Group’s community content programme. It covers first principles in terms of the working process, structuring the setting and the wordcount, editing and proofreading, playtesting and feedback, and so on, all the way up to making it available as Print on Demand, marketing the release, and even setting a price. The specifics do relate to Savage Worlds as you would expect, but there is advice here too that applies to any of the community content programmes that feature on DriveThruRPG. Combined with the first article in the supplement and the ‘Pinnacle Style Guide’, and this is a good introduction to the process of getting published.

Jodi Black’s ‘Savage Worlds For All Ages’ is the first of two articles which look at running Savage Worlds under different circumstances. As its title suggests, this one looks at the challenges of running Savage Worlds and gives tips on how to prepare a game, run a game, and keep player interest in a game going for different ages, from six years old to sixty-five and older, as well as groups of mixed ages. There are houses rules for each age group, such as for players aged six and up, awarding Bennies for good manners, initiative run in seating order rather than drawing cards, and the need for ‘wiggle breaks’ when the players get restless, as well as suggested plots. For example, making them feel epic in terms of scope for those aged between fifteen and twenty-five who have more time for this sort of game. Accompanied by the author’s guide to running a game club at her school, this is the best article in the supplement, applying to any roleplaying game and not just Savage Worlds. Of all the articles in the World Builder and Game Master’s Guide, this should be freely available.

The other article on running Savage Worlds under different circumstances is ‘Building Your Tribe’ by Chris Fuchs and Chris Landauer. This charts their establishment of the Rocky Mountain Savages, a team of Game Masters that run Savage Worlds at conventions. There are numerous teams that do this, not necessarily for single games or just Savage Worlds, and some actually handle the demonstration games for various publishers. At conventions, these groups and their Game Masters have become part of the public face for the publishers in question, such as the Rocky Mountain Savages for Pinnacle Entertainment Group. It is not just a guide on how to create and run a team of semi-professional Game Masters, but also how to run games at conventions and how to play in games at conventions. The latter gives the article a surprising third strand to its advice, but one that has a broader application than the other two strands since most roleplayers are more likely to play at a convention than be the Game Master or set up a Game Master group. Nevertheless, despite the limited application of the other advice in the article—an aspect common to the supplement as a whole—this is all good advice.

Despite it not being a supplement of general advice on running Savage Worlds, there is still advice to do so in World Builder and Game Master’s Guide. This starts with Owen Lean’s ‘Risks & Reversals’, which is all about the benefits of risk in a game, that essentially, it makes it exciting and whatever the outcome, often memorable. Together with its discussion of ‘reversals’, the joy of going from success to failure and back again as a situation changes, the article throws a bucket-load of examples at the reader, all taken from films with which he is very likely familiar—Pirates of the Caribbean, Raiders of the Lost Ark, and so on—that illustrate both situations. He neatly scales this up from scenes to adventures and campaigns to show how reversals work on that bigger scale. The scaling up continues with ‘High Powered Games’ by Tracy Sizemore. This examines the power progression in Savage Worlds, from Player Characters rising in power vertically initially and then horizontally as their power broadens in application before offering advice on how to use the rules and mechanics of Savage Worlds to adjust to the play and lethality of high-powered play. This includes setting a Wound Cap to limit the amount of damage a Player Character will suffer, but also using the Gritty Damage Setting for deadlier games. It also looks at the unpredictability of the core mechanic to Savage Worlds, how the dice results can swing wildly from one roll to the next, potentially causing disappointment and excitement from one round to the next, and how that can be managed. Suggestions include creating non-combat goals, making villains complex and interesting to give them a role other than wanting to destroy the Player Characters, and so on. There are numerous options and ideas here which support both high-powered play and high-end play.

In ‘The Long Game’, Shane Hensley charts the history of how Deadlands came about and its development over the years, and how the game has been kept fresh since its publication in 1996 and how a Game Master’s campaign can be kept going. Lastly, World Builder and Game Master’s Guide, ‘Anecdotes’ offers not just a selection of stories and memories as the title suggests, but further advice on a variety of differing aspects on running Savage Worlds, such as ‘The Art of the Celebrity Con Game’ by Ed Wetterman on running audience participation games with celebrity players, Sean Patrick Fannon on ‘Running the Big Game’ with eight to sixteen players, and recording and making available your game play with Jordan Caves-Callarman’s ‘Savage Steaming’. None of these sections of advice is bad and some of it is useful, but not one of them is an ‘anecdote’, not one of them is story, and labelling them as such is an annoyingly misleading misnomer. Lastly, Clint Black gets ‘Under the Hood’ and discusses ideas on how the Game Master and player might tweak their Savage Worlds game, bringing the supplement to close with the broadest of advice.

Physically, World Builder and Game Master’s Guide is well presented, easy to read, and a nice-looking book.

Ultimately, the World Builder and Game Master’s Guide is not a book that is essential for any Savage Worlds Game Master. There is no denying that there is plenty of advice within its pages, but it is too specialised to be of general use to the average Savage Worlds Game Master. For the Game Master looking to do more than run the game for her friends, then the World Builder and Game Master’s Guide has the possibility of being useful and have the advice that she wants—and if so, then it is useful, it is good, it is helpful. Otherwise, the World Builder and Game Master’s Guide is too specific and too specialised for the average Game Master’s needs.

Sunday, 21 August 2022

Extracurricular Esoteric Endeavours III

The publisher 12 to Midnight has developed its horror setting of Pinebox, Texas through a series of single scenarios written for use with Savage Worlds, the cinematic action RPG rules from Pinnacle Entertainment Group. In July, 2014, following a successful Kickstarter campaign, the publisher released the setting through a particular lens and timeframe, that is as students at East Texas University. Over the course of their four-year degree courses, the students undertake study and various academic activities as well as having a social life, a job, and even an annoying roommate. Then of course, there is the weird stuff—ghosts, werewolves, vampires, and more… The challenge of course is that the students have to deal with both, but need to grow into being able to cope with both.

The ETU or East Texas University setting is fully supported by Degrees of Horror, a complete plot point campaign that builds and builds over the course of Study Group’s four-year degree courses. A plot point campaign differs from a standard campaign in that it is a framework of scenarios that advance the plot around which the Game Master can fit and run single scenarios not necessarily pertinent to the campaign’s core plot. These can be of the Game Master’s own design or bought off the shelf—several are available for the setting. The plot points are triggered under certain circumstances; it might be because the Player Characters visit a particular location or because of an action that they have taken. In Degrees of Horror the plot points are also built around areas of academic study and the year in which the Player Character student—or Study Group—are currently in. What this means is that in Degrees of Horror, the Study Group will encounter the first notions of the outré things to come in the first term as Freshmen and both the campaign and the Study Group’s investigations will come to fruition as Seniors at their graduation. However, what happens if the administration and the Dean at the university become aware of the Study Group’s activities? What if the Study Group manages to deal with a threat, but manages to bring outside attention to the strangeness going on at the university in the process and the Dean wants the members of the Study Group out of the way? The Dean cannot expel them, because that would arouse more attention, so what can he do? Well, he can send them abroad. Abroad where they will be out of harm’s way! Abroad where there are no supernatural dangers! Abroad where they cannot get into trouble!

East Texas University: Study Abroad offers not one, but four options for the Study Group which wants to see foreign climes and the Game Master who wants to take her campaign elsewhere—if only for a little while. The options include Costa Rica, Italy, Poland, and the United Kingdom. Each chapter includes background and history for the country, cultural differences, descriptions of the institutions where the Students will be studying, a number of Savage Tales (or scenarios) which the Game Master can run over the course of the Semester that the Study Group spends there, and full stats for all of the NPCs, monsters, and other threats that the Students will encounter as part of their investigations. One major cultural difference which is highlighted in each of the four countries is the lack of access to firearms, which may or may challenge some players and their characters in addition to the change in setting and culture. Of course, an East Texas University campaign is unlikely to use all four of settings in East Texas University: Study Abroad, so for those that go unused, the Game Master has a ready supply inspiration for Savage Tales of her own and the monsters to go with them. The anthology already includes a selection of fellow exchange students from around the world which the Game Master can include as NPCs alongside the Player Characters.

The anthology opens with Costa Rica. Geographically, this is the closest to Texas, and culturally it feels not dissimilar too—though of course, there are plenty of differences. The Students will be studying at the Tejas Learning Campus which turns out to be a secret outpost for the Sweet Heart Foundation, one of the major villains from Degrees of Horror. The isolated nature of the campus means that its research can be conducted away from prying eyes and the local cryptids, including Chupacabras, are suitable for both study and experimentation. These are not the only local cryptids that the Students will face, but they are the primary ones. All too quickly, the Students will discover why they have a newly and very recently appointed counsellor as their guide, have both a black dog and white dog stalking them, take one or terrible field trips, and discover quite why it is not a good idea to visit the local town alone—especially if you are female. Whilst there is a good variety of Savage Tales here, they still feel connected to the plots the Students left hanging back in Texas, almost as if they never left. Several of them could easily back to Texas, or at least the south west of the USA without too much difficulty, which cannot be said of the other three Foreign Exchange settings.

The Italy trip takes the Students to the northern city of Turin. Here they will find The Egyptian Museum, the Lombroso Museum—the Museum of Criminal Anthropology—which houses numerous remains of criminals and ‘madmen’, so is likely home to numerous ghosts, and of course, the Shroud of Turin. There are plenty of secrets too, mostly in the extensive network of tunnels below the city. Both museums feature in the first two Savage Tales, whilst the third takes the Students into the tunnels below the city. With just the three Savage Tales, all of them decent, the chapter feels somewhat underwhelming, but in fact, there is a lot here that the Game Master can develop herself, especially as there are several villains which the chapter does not make use of.

The horror in the Poland chapter is definitely Slavic and Jewish in nature—the Morowa Dziewica (murrain maiden), an old crone which bears the plague; the Dybbuk, or those possessed by a spirit; the Upir or ‘peasant’ vampire; and the Rusalka, spirits of women who lead others to their deaths. The Students will encounter one or more of these whilst studying in Białystok in the cold north east of Poland. Again, there is a lot of background and cultural detail here, but instead of sperate Savage Tales, this supports a mini-campaign consisting of five Savage Tales. The strangeness starts almost straight away, with an attack by a fellow student with a surprisingly explosive temper and creepy encounters at a puppet theatre, both of which bring the Students to the attention of certain interested parties, some who want their help, some who do not. The last three Savage Tales focus on the campaign, an investigation into a series of missing persons cases, which includes more than the one option for defeating the villain, one of which amusingly mundane. As a chapter and mini-campaign, the Poland chapter is a pleasing diversion away from the main campaign back at East Texas University if the Game Master is running Degrees of Horror.

The last chapter in East Texas University: Study Abroad is set in merry olde England at Ascalon University near the village of Uffington. The village, once the home of poet John Betjeman, is real even if the university is not, but the chapter incorporates plenty of the local features and history into its setting and accompanying Savage Tales. After a trip from Heathrow to Uffington, which not only highlights the fun of travel in the United Kingdom, but which is also literally beset by Gremlins, the Students settle in only to discover that death and strangeness has followed them! Like the Poland chapter before it, the Savage Tales in the England chapter before it builds towards a mini-campaign, but of course grounded in British folklore, legends, and the poetry of John Betjeman. It is perhaps not quite as focused as the campaign in the Poland chapter, but once it gets going, it has a sense of the bucolic and the ethereal to it. Again, this is a pleasing diversion away from the main campaign back at East Texas University if the Game Master is running Degrees of Horror.

Physically, East Texas University: Study Abroad is well presented and well written. It needs a slight edit in places, but the artwork is excellent and the maps clear and easy to read.

East Texas University: Study Abroad is solid addition to the East Texas University campaign setting and diversion away from the events of Degrees of Horror. Its use is limited though. The Game Master is unlikely more than one or two of these in an East Texas University campaign, but the anthology can be used in serval ways. As a diversion, but still with links back to the main campaign back home, as in the Costa Rica chapter; as a diversion of unconnected adventures as in the Italy chapter; or as separate mini-campaigns, as in the Poland and England chapters. The Poland and England chapters are the more engaging of the quartet, the Poland chapter in particular. Then of course, whatever that the Game Master does not use, she can draw from for inspiration for her own campaign, and there is always scope to develop further Savage Tales and drop them into the chapters as needed. Certainly, both the Poland and England Chapters could be developed into longer campaigns if the Game Master wanted to do so.

Saturday, 20 March 2021

A Fourth Savage Starter

It has been almost a decade since the previous edition of Savage Worlds was published, but following a successful Kickstarter campaign, Pinnacle Entertainment Group released an updated version, Savage Worlds Adventure Edition, or ‘SWADE’ in 2019. Originally published in 2003 and derived from Deadlands: the Great Rail Wars, the simplified skirmish rules for use with Deadlands, what Savage Worlds is, is a generic roleplaying game which promises to be ‘Fast! Furious! Fun!’. The RPG focuses on action orientated, cinematic style play, with the player characters able to take down mooks or Extras with ease, but always having a fight on their hands when they face any villains, either minor or major. The system is also designed to handle skirmishes between multiple opponents, so that the players can easily engage in small-scale wargaming as part of a campaign. It is capable of handling, and in its time, has handled a wide variety of genres and settings, including fantasy and pirates with 50 Fathoms, gritty fantasy with Lankhmar: City of Thieves, horror and the Wild West with Deadlands, ancient military horror with Weird Wars Rome, college and horror with East Texas University, pulp sci-fi with Flash Gordon, and more.

A character in Savage Worlds Adventure Edition is a known as a Wild Card because he brings in a degree of unpredictability to a situation. He is defined by his Attributes, Skills, Edges, and Hindrances (disadvantages), with both Attributes and Skills defined by die type—four, six, eight, ten, or the twelve-sided die. The bigger the die type, the better the Attribute or Skill. Edges include Attractive, Brawny, Gadgeteer, and Two-Fisted, whilst Hindrances include All-Thumbs, Clumsy, Heroic, or Mild-Mannered. Many of the Edges have requirements in terms of skills and attributes, experience or Power Level, or other Edges. Hindrances are either Major or Minor. To create a character, a player selects some Hindrances, which will give him points which he can spend to purchase Edges or improve attributes or skills. Choice of Race will give the character some beginning Edges, Hindrances, attributes and skills. Race is not an Edge in itself, but a package of Edges, Hindrances, and skill and attribute bonuses which can be selected during character creation. For example, a Saurian begins play with Armour +2 (scaly skin), a Bite natural weapon, Environmental Weakness to the cold, Keen Senses which gives him the Alertness Edge, and the Outsider (Minor) Hindrance which penalises his Persuasion skill. The average heroic Human of Savage Worlds, begins play with an extra Edge. A player has five points to raise his character’s attributes from their base of a four-sided die each and twelve points to raise his character’s skills.

Henry Brinded, Antiquarian
Attributes: Agility d4, Smarts d8, Spirit d8, Strength d4, Vigour d6
Skills: Academics d6, Athletics d4, Common Knowledge d4, Language (Latin) d6, Notice d6, Occult d8, Persuasion d4, Research d8, Spellcasting d6, Stealth d4
Charisma: 0
Pace: 6” Parry: 4 Toughness: 5 Bennies: 3
Power Points: 10
Hindrances: All-Thumbs (Minor), Bad Eyes (Major), Mild Mannered (Minor)
Edges: Arcane Background (Magic), Investigator, Strong-Willed
Powers: Arcane Protection, Detect Arcana, Speak Language

To do anything, a player rolls the die associated with his character’s Attribute or the Skill as well as an extra six-sided Wild Die because the heroes—and some villains—are Wild Cards and thus unique in the Savage Worlds setting. The highest result of either die is chosen by the player as his result, with the maximum result or Ace on either die allowing a player to reroll and add to the total. The base target for most rolls is four, but can be higher depending on the situation. Rolling Aces usually enables a player to roll higher than the target, with results of four higher than the target providing Raises that give extra benefits. Every Wild Card has one or more Bennies. These can be expended to reroll a trait, recover from shaken, soak rolls to prevent damage, draw a new action card and so gain a better place in the initiative order, to reroll damage, regain Power Points, and to influence the story. They are awarded for clever actions, good roleplaying, and acts of heroism, and so on, plus whenever a player character draws a Joker during combat. In which case, all Player Characters receive a Benny! The Game Master is encouraged to be generous with Bennies and the players to expend them to facilitate the action.
For example, there have been attacks in the city over the past few weeks and Henry Brinded suspects it might be some supernatural entity. He conducts some research based on the clues he has already discovered. The Game Master sets the target at four as it is a standard task. Henry’s player rolls two dice for the task—an eight-sided die for Henry’s Research skill and a six-sided die because Henry is a Wild Card. He will add two to the resulting roll because he has the Investigator Edge. Henry’s player rolls a one on the six-sided die and an eight on the eight-sided die. He selects the latter because it is higher and because it is an Ace, meaning that Henry’s player can roll again and add. The result of the second roll is a five, which Henry’s player adds to the first roll, as well as the bonus, for a total of fifteen. This is four, then eight higher than the target of four, so it grants a Raise or two. This means that Game Master will reveal a lot more information about the threat that Henry is hunting.
Combat uses the same mechanics with initiative being determined by an ordinary deck of cards. In general, Wild Card characters have the edge over their opponents, able to shrug off damage or soak it with the expenditure of Bennies before they start suffering Wounds. The combat rules in Savage Worlds cover not just man-to-man, man-to-Orc, or man-to-Xenomorph combat, but mass combat and vehicular combat too. The rules for mass combat lend themselves towards the use of miniatures, either actual miniatures or counters, and the book comes with effect templates that can be copied and used with them.

The treatment of Powers, whether they be Magic, Miracles, Psionics, or Weird Science, is kept very uniform in Savage Worlds. Each is fuelled by Power Points, each has an associated Arcane Background Edge and Skill, and each of the Powers can have an associated set of Trappings. So, for example, the common Bolt Power could have different Trappings depending upon its source, which means that a wizard’s fire Bolt spell could have the flammable Trapping, potentially causing materials to catch alight, whilst a Gadgeteer’s Bolt Power could be an Electro-Zapper that with the Electricity Trapping causes target’s to spasm. The one type of Power which Savage Worlds Adventure Edition does not do effectively, is superpowers. They do fall under the Arcane Background (Gifted) Edge, but would be very low powered in comparison to a proper superhero roleplaying game and do not stretch as far as a ‘Four Colour’ style of game.

There are changes and tweaks throughout Savage Worlds Adventure Edition. To begin with, every character has some beginning or basic skills—Athletics, Common Knowledge, Notice, Persuasion, and Stealth, but have fewer points to spend on skills during character creation. Climbing, Swimming, and Throwing have been folded in Athletics, Lockpicking into Thievery, Common Knowledge is a skill of its own, Knowledge been replaced by a range of skills—Academics, Battle, Electronics, Hacking, Language, Occult, and Science, Streetwise is an Edge rather than a skill, and so on. Elsewhere, for vehicles, Acceleration is now factored into Handling and Top Speed, and Top Speed has replaced the earlier Pace to better reflect real world vehicles rather than vehicles on the table. Other changes have been to the way in which stories are told using Savage Worlds.

The rules for Dramatic Tasks, Interludes, and Social Conflicts are retained from earlier editions. Dramatic Tasks handle nail-biting scenes such as diffusing a bomb, hacking a computer, casting a ritual, or even escaping a deathtrap, and involve the players making skill checks for their characters in order to collect enough ‘Task Tokens’ to overcome the Dramatic Task—the more involved the Dramatic Task, the more ‘Task Tokens’ required. Interludes involve either Downtime, Backstory, or a Trek, and give scope to a player to roleplay and explore more of his character during more quiet times in the narrative. Social Conflicts work a little like Dramatic Tasks and are again, designed to add tension to a social situation, such as a negotiation or arguing a case in court, and involve a player rolling his character’s Persuasion or Intimidation skill to accumulate Influence Tokens which are compared to table to determine the outcome. Added to these tools are mechanics for Networking and Quick Encounters. Networking covers social characters interacting with clients to get information and clues, whilst scholarly type characters are in the library, and require no more than a single Persuasion or Intimidation skill check to determine the outcome. Similarly, Quick Encounters also use a single skill check, but what skill is used depends on the nature of the encounter. A chase might require Common Knowledge, Driving, Repair, and Shooting, whilst a heist might make use of Hacking, Notice, Stealth, and Thievery. Quick Encounters are designed to cover situations where the Game Master is pressed for time or has not prepared a big encounter, or there is simply no need to play out a situation roll by roll. There is scope here for the Game Master and her players to develop and combine these scenes, so that they could be run as montages. Another narrative change is to Experience Points, which have been replaced with a simple advancement scheme based on campaign length.

Savage Worlds Adventure Edition also comes with mechanics rules for creating races for both Player Characters and NPCs, a list of spells along with the means for a player to colour and modify their magic, and a bestiary of thirty or so animals, beasts, and monsters. It is rounded out with solid advice for the Game Master, which is worth reading whether she is new to Savage Worlds or has run it before.

Savage Worlds Adventure Edition follows the format of the earlier Explorer Edition of Savage Worlds in coming as a smaller sized—though not digest-sized—book. It is a full colour hardback, illustrated throughout with plenty of artwork which showcases the potential ranges of genres the rules can cover, emphasises the action, and focuses on the Player Characters. The book is well written, it is easy to read, there are decent examples of play, and where there are changes from the previous editions of the rules, the Savage Worlds Adventure Edition makes it clear what they are. If perhaps there is a niggle to the book it is that the elements of the Player Characters, the advantages, disadvantages, and skills, known as Edges, Hindrances, and skills, are organised in an odd order in the book. Any other roleplaying game would do attributes, advantages, disadvantages, and skills, but not Savage Worlds Adventure Edition, in which the order is Hindrances, Traits—attributes and skills, and then Edges. This is a holdover from previous editions of the rules and it made no sense in those editions, just as it makes absolutely no sense in Savage Worlds Adventure Edition.

Of course, like any new edition of a set of rules, it is primarily there to support new content, but one of the fantastic aspects of Savage Worlds Adventure Edition is that it is still compatible with earlier versions of the rules and thus with much of the support which was published for those rules, such as the 50 Fathoms or Sundered Skies campaigns. Plus, notes highlight the changes, making them easy for the Game Master to spot. There is also a shift in Savage Worlds Adventure Edition over previous editions, which is that as much as it supports mass battles, there is less of a military emphasis in the feel of the rules. Instead, the new rules emphasise the narrative flow of the game more in keeping with a contemporary style of play. Overall, Savage Worlds Adventure Edition is a slickly presented, well written new version of the action orientated, cinematic rules.