Posts Tagged ‘ Savage Worlds ’

Savage Wednesday: The Story Begins

This past Saturday, the link to the work-in-progress The Kids’ Game campaign using Savage Worlds Deluxe Explorer’s Edition began. Four players created four 13- to 14-year-old characters: John, the rich kid; Bin, the bookworm; Ganke, the honor student; and Mario, the troubled teen. All four kids reside in a Miami suburb in the 1980s. They’re not necessarily friends, but they still managed to get into trouble together after loose talk moved into dares about breaking into Old Man Sutherland’s house at the end of a street in a well-heeled neighborhood. The kids were caught, and Mario’s police officer dad organized the punishment: clean Sutherland’s vast attic over the course of a Saturday afternoon.

Sutherland, wheelchair-bound and aged, lives alone, but every room of his spacious home is wired for intercom. Hidden cameras monitor the interior and exterior. Kids being kids, half the group went to work while the other half didn’t. Mario moved an over-stuffed box. The bottom fell out, dumping its contents, which included a handsome, leather-bound manuscript.

Within the covers? A handwritten description of something called a “role-playing game” titled “Savage Worlds”. A true oddity, for in the kids’ world, no such thing as a role-playing game exists. There is no TSR or Mayfair Games. Gary Gygax publishes mediocre fantasy fiction, not culture-changing games. During lunch, Old Man Sutherland explained the game, and offered to show the kids how to play.

“Better than attic cleaning,” he said.

And so the kids made up fantasy characters, guardians in a magical world called Aysle. John made up Dark Halo, magical bounty hunter. Bin created Books, a golem. (“Android!” Bin insists.) Ganke’s character is Lander Foxglove, cat-man warrior, and Mario made up Haldir, elven archer. Sutherland explained that their characters were on the road through the woods, returning to a keep in a frontier region.

With a pop!, the lights in Sutherland’s house went out. Floodlights glared through the front windows, and a voice boomed, “Come out slowly! Bring the Book and the Dice!”

Old Man Sutherland thrust the book into Mario’s hands and the dice into John’s grip. “Run!” he said. “Protect the Book and the Dice!”

And so the kids ran out the back door and across the lawn, pursued by men in bulletproof vests and ski masks. Men armed with firearms they proved willing to use, but — thank goodness! — the weapon aimed at Mario jammed when the trigger was pulled. The kids scattered and hid.

And then all the lights went vanished. The buildings vanished. Miami disappeared. One second, it was there. The next: nothing but forest and hills. John, Bin, Ganke, and Mario were changed. They’d become their characters in a frontier region of Aysle….

The World Rules

The magical realm of Aysle is borrowed from Torg by West End Games. Aysle differs greatly from Miami in the 1980s. Specifically, there are four immutable Laws that govern life in Aysle.

The Law of Observation

What can be observed through the senses is real. Every real thing is the result of a previous observation. That which cannot be sensed is not real. This does not, however, mean that every individual creature lives its own reality. Solipsism is not possible in Aysle. That castle is real because it has been observed. Maybe not by you, but by others. In Aysle, observation creates theories, rather than the other way around, where theories require testing by observation. What is or has been observed is true.

The Law of Magic

Magic has been observed; therefore, magic is real. Every sentient being in Aysle has at least the potential to use magic. Most beings do not invest the time and effort into honing their preternatural senses. Nevertheless, magic is common in Asyle. One might meet a humble farmer whose soothing words repel vermin from his fields. The interaction between the Law of Observation and the Law of Magic has consequences for illusions. An illusion, once perceived, might become real, at least for a time. An illusion that becomes real might behave as appropriate for whatever it is. Illusionists take note: That image of a chimera might scare off those guards, but it might also become a chimera, at which time it’s no longer under your control.

The Laws of Honor and Corruption

The Law of Honor declares that good deeds cannot be hidden. The honorable creature embodies honor, which is reflected outwardly in appearance and bearing. Likewise, the Law of Corruption declares that evil deeds cannot be hidden, but is reflected outwardly as well. Most denizens of Aysle do not exhibit exceptional honor or corruption. They seldom perform heroic deeds. They seldom perform evil deeds. Their lives includes many minor decisions for good or against good, and the net effect is negligible. Some creatures, however, dedicate their lives to honor or corruption.

For the heroes in Aysle, this means that their actions will see an accumulation of Honor Points and Corruption Points based on the actions the hero performs during the course of an adventure. Think of Honor Points as positive numbers and Corruption Points as negative numbers. At the end of an adventure, if the total is positive, the hero gains Honor. If the total is negative, the hero gains Corruption. These points are tracked like XP. For every 5 Honor Points, the hero gains a step up on his Honor skill (starting with 1d4, then 1d6, et cetera). For every 5 Corruption Points, the hero gains a step up on his Corruption skill. Unlike other skills, Honor and Corruption do not increase based on XP, but only due to Honor Points and Corruption Points. Honor and Corruption skills can also decrease or even be lost (no die assigned). Honor and Corruption cannot be used unskilled.

Nota Bene: The specific effects of Honor and Corruption are beyond the scope of this post. I’ll be typing them up as part of the The Kids’ Game document or as part of a separate document about Aysle. When it’s ready, I’ll post the link.

February 6th, 2019  in RPG No Comments »

Savage Wednesday: Shadow Dogs

As promised last Savage Wednesday, here’s the link to the work-in-progress The Kids’ Game campaign setting for the Savage Worlds Deluxe Explorer’s Edition game that starts this coming Saturday.

Now that you’ve read over the document, you can see the heavy borrowing from Torg by West End Games. I played Torg quite a bit while stationed in Hawaii. I was publised in two of their monster books and even got to rep WEG at a gaming convention in Honolulu. Good times.

Two key concepts from Torg are that there are alternative realities ruled by malevolent powers and that the heroes can bend the rules of reality. I’m keeping both of these concepts for The Kids’ Game, albeit in altered forms.

Speaking of those Torg monster books, they were Creatures of Aysle and Creatures of Orrorsh. One my contributions were the shadow dogs, the idea for which I took from a Grant Morrison Doom Patrol comic book.

A shadow dog is an Aylish creature which resembles a canine to some extent, but is in truth a magical creature gifted with the ability to track virtually anything with uncanny success. The shadow dog’s head is a flat wedge split by a great, drooling mouth filled with long, needle-sharp teeth. It has no eyes or ears, and relies solely on its enhanced sense of smell and its sorcerous talents. The lean, hard flesh of the shadow dog is covered with short, wiry black hairs that serve as olfactory receptors. Its large paws sport thick, curved talons.

Shadow Dog

Attributes: Agility d6, Smarts d6, Spirit d4, Strength d6, Vigor d6
Skills: Climbing d6, Fighting d6, Notice d10, Stealth d6, Tracking d10
Pace: 8″
Parry: 5
Toughness: 4
Special Abilities:

Bite: STR + d4.

Detect: The shadow dog detects the “scent” of its quarry’s aura in a 100 yard radius with a Notice or Tracking roll.

Fleet-Footed: Roll a d10 when running instead of a d6.

Senses: A shadow dog is blind and deaf. Its sense of smell is supernatural, removing trait roll penalties for physical action. The shadow dog’s sense of smell functions out to 12″ under normal conditions.

Size -1

January 30th, 2019  in RPG No Comments »

Savage Wednesday: Billy

So, my Saturday gaming group brought to a close our foray into 5E D&D. While discussing what to play next, the consensus developed that we would play Savage Worlds and that I would be the GM. So, I bought Savage Worlds Deluxe Explorer’s Edition (because it was cheap and two other players own it as well) and cobbled together a campaign hook. Here’s the gist of it:

A group of kids: all from the same school, all in the same trouble for doing something stupid, all punished by having to help Old Man Sutherland clean out his attic. The kids find a manuscript that Old Man Sutherland says is a “role-playing game”, a new type of game he created years ago. He helps the kids make up characters. With the first roll of strange dice, the lights go out inside and come on outside, glaring through the windows. Old Man Sutherland shoves the manuscript and the dice into the kids’ hands.

As the front door bursts open, Old Man Sutherland utters his last words to the kids, “Protect the book! Use the dice! Run!”

I’m putting together a player’s guide that explains the modified character creation rules, the amended lists for skills and edges and what not, and talks a bit about setting rules. It’s still a work-in-progress, but I’ll post a link to the most current draft next Wednesday.

In The Kids’ Game campaign, everyone runs a kid between the ages of 10 to 14, all of whom attend the same school. Their world is very much like our world, but with one seemingly minor difference: There is no such thing as a roleplaying game in their universe. Very quickly during the first session (scheduled for 2 February), the kids will rush from point A to point B, but point B doesn’t exist in their universe and, when they arrive, they’re not the same as they were. The kids change to forms with abilities suitable for whatever universe they find themselves in.

No matter which universe, however, the kids face danger and intrigue. Creatures of Hostile Intent want the book and the dice. Not only is Mr. Sutherland’s manuscript the only roleplaying game in existence where the kids come from, but the book and dice hold Amazing Secrets that must not fall into the Wrong Hands.

Here’s a sample kid made up with my modified character creation rules:

Billy Moore

Small, scrappy, not too bright, and with poor personal hygiene skills. Billy is possessed to skate, as announced by his Suicidal Tendencies T-shirts that get worn too many times between washings.

Attributes: Agility d6, Smarts d4, Spirit d6, Strength d4, Vigor d6
Skills: Climbing d4, Fighting d4, Skateboarding d6, Stealth d6, Streetwise d6, Taunt d4
Charisma: -1
Pace: 6″
Parry: 4
Toughness: 4
Hindrances: Habit (bad hygiene), Hard of Hearing (-2 to notice sounds), Small (-1 Toughness, -1 Fighting and Strength rolls)
Edges: Luck, Quick

January 23rd, 2019  in RPG 2 Comments »