Those of you looking forward to more of Guthrun's Viking Diary -- hello Mike! -- will have to be patient; our GM is taking bit of a break so we'll be returning to our longboat in a few weeks. Until then, Stuart has stepped in and has resumed his Deadlands Noir campaign and has summarised the most recent session in two parts here and here for those interested; I am playing Doctor Ross LeBoeuf, a character with zero combat ability but a knack for persuasion.
I am having great fun. The game is based on Savage Worlds, a system of which I am quite fond, and Stuart has done an excellent job of creating a vivid playground full of interesting options; the adventure with the supersoldier-turned-boxer that took up a couple of evenings of play was a side job quite unrelated to our characters and their goals, and I have no doubt that there are plenty more of these off-piste tangents hidden in the setting. Each of our characters does have what could be called a main plot that is there to be pursued should we so choose, but there's also a real sense that we can wander off and do anything we like; after a few years of packaged adventures -- some of which have been quite good, lest this be seen as an attack on the published campaign format -- it's quite refreshing to play in a game that seems to offer so much freedom.
I've wanted to run a game of this sort for a while. The last time I had any success with such a format was a bonkers Fighting Fantasy campaign that I made up as I went along in my teens; my Rogue Trader campaign was an attempt to do something similar but it collapsed for a number of reasons, and my Stardust Investigations Call of Cthulhu thing was supposed to be an open, player-led game, but I don't think I communicated that idea to the players, so that didn't work either.
One day I will try again - perhaps with Modiphius' post-apocalyptic Mutant Zero -- but for now I have a number of more structured but exciting campaigns to run, and I'm quite happy roaming around Stuart's alternate 1930's New Orleans.
I'm Kelvin Green. I draw, I write, I am physically grotesque, and my hair is stupid.
Showing posts with label Savage Worlds. Show all posts
Showing posts with label Savage Worlds. Show all posts
Wednesday, December 16, 2015
Back in Black
Labels:
Deadlands Noir,
Savage Worlds
Saturday, March 21, 2015
It's All Black
Despite many attempts I have never warmed to Deadlands. I like Westerns, and I like supernatural Westerns -- High Plains Drifter is ace and Preacher is one of my favourite comics of all time -- and I have a fondness for multi-genre kitchen sink games, and I love Savage Worlds, so I should like Deadlands but it's never clicked for me. Big, perplexed shrug.
As such I wasn't too interested when Pinnacle Entertainment Group cranked the game world's clock forward a few decades for Deadlands Noir, but Stuart was interested and a good thing too as we've played a couple of sessions in the past two weeks and it's been great fun.
Stuart was not impressed with the published campaign for the game so he chucked it out and instead wrote something a bit more freeform and situation-based that saw us playing as employees of a struggling private detective agency tasked with finding a New Orleans socialite's lost poodle. From that humble start we uncovered a Mafia interest in the case, borrowed some money from said criminal organisation without asking them first, kidnapped a spy, recovered an experimental weapon, shopped said spy to his enemies, blamed the missing money on that poor spy, and -- most crucial of all -- found the lost dog.
Oh, and there were some zombies too.
The walking dead aside, the game has captured the noir feel, with multiple factions all vying for the prize and our hapless detectives -- most of whom seem to have no useful detective skills, and proved unable to shoot guns or drive cars with any success -- in the middle, doing everything they can to come out of the mess with something in their favour and as few bullet holes as possible.
It has been big heaps of fun so far; how much of that is hardcoded into Deadlands Noir and how much is a result of Stuart's adventure design I don't know but I feel none of the ambivalence I've felt to Noir's older cousin. I am already looking forward to my next visit to this strange and dangerous alternate New Orleans.
As such I wasn't too interested when Pinnacle Entertainment Group cranked the game world's clock forward a few decades for Deadlands Noir, but Stuart was interested and a good thing too as we've played a couple of sessions in the past two weeks and it's been great fun.
Stuart was not impressed with the published campaign for the game so he chucked it out and instead wrote something a bit more freeform and situation-based that saw us playing as employees of a struggling private detective agency tasked with finding a New Orleans socialite's lost poodle. From that humble start we uncovered a Mafia interest in the case, borrowed some money from said criminal organisation without asking them first, kidnapped a spy, recovered an experimental weapon, shopped said spy to his enemies, blamed the missing money on that poor spy, and -- most crucial of all -- found the lost dog.
Oh, and there were some zombies too.
The walking dead aside, the game has captured the noir feel, with multiple factions all vying for the prize and our hapless detectives -- most of whom seem to have no useful detective skills, and proved unable to shoot guns or drive cars with any success -- in the middle, doing everything they can to come out of the mess with something in their favour and as few bullet holes as possible.
It has been big heaps of fun so far; how much of that is hardcoded into Deadlands Noir and how much is a result of Stuart's adventure design I don't know but I feel none of the ambivalence I've felt to Noir's older cousin. I am already looking forward to my next visit to this strange and dangerous alternate New Orleans.
Labels:
Deadlands Noir,
Savage Worlds
Friday, December 26, 2014
My Top 10 Role-playing Games Ever (in 2014) #4
I'm not sure there's such a thing as a true generic role-playing game, although they gave it a jolly good try back in the 1990's. Any system brings with it certain assumptions of play that mean that it will be good at some things and not so good at others; just look at the d20 version of Call of Cthulhu with its tenth-level librarians. Even Fate -- a game that's suggested within five nanoseconds of someone posting a "What system should I use for this idea?" thread on rpg.net -- has certain assumptions about storytelling styles built in that make it not the best match for, say, a tactical military type game.
The same is true of Savage Worlds, which is promoted as a system appropriate for all genres of role-playing but was derived from the first edition of Deadlands -- a supernatural western rpg -- and has always had a pulpy, action-based feel to it; it wouldn't be a good fit for court intrigue and political machinations, unless you're running a game about the Italian parliament:
That said, the relative failure of concept inherent in the game does not diminish my affection for it one bit. It is for the most part a light and simple ruleset and -- as I'm sure you're well aware and more than a little bored of being told by now -- I much prefer uncomplicated systems in my games. It's simple enough that it manages to squeeze a complete multi-genre rpg into fewer than two hundred pages -- as you'd expect, additional setting books expand on the rules, but all the basics are included -- and a game is always off to a good start with me if the whole thing fits into one volume; I'll have none of this artificial separation into player and gamemaster books, thank you. The current edition of the game comes in what they call an "Explorer's Edition" but the rest of the world calls "A5", the game book format of kings, and at just under seven quid one doesn't have to be a king to afford it.
With a few exceptions -- almost all of which are elsewhere in this top ten -- whenever I think of a new idea for a game, running it in Savage Worlds is my first thought. I've got notes here for Hellboy-style monster-hunting game, a post-apocalyptic hexcrawl full of radioactive mutants, World War II soldiers zipping around Europe in a tank searching for Nazi gold, and a modern gonzo pulpish thing inspired by lucha libre, Tarantino and Rodriguez, and the Wii game No More Heroes.
There are even some cases where a setting already has a system attached but I would supplant it cuckoo style with Savage Worlds; I've found that it's a great match for Eberron, despite my fondness for West End Games' d6 rules I've long pondered a Savage Star Wars game, and assuming one could bolt on a decent martial arts system -- an odd omission from the sizeable body of material published for the game -- I reckon that Savage Worlds would do a better job of Feng Shui than Feng Shui did.
Is a vast stack of unfinished campaign ideas a sign of a good role-playing game? I don't know, but the fact that Savage Worlds inspires me to such an extent must be a good sign. Anyway, it's a wonderful little game and it's one of the few entries in the list about which I have nothing negative to say; the only reason why it's not higher in the list is because my top three games are untouchable in their greatness.
Next: we're knights of the Round Table.
The same is true of Savage Worlds, which is promoted as a system appropriate for all genres of role-playing but was derived from the first edition of Deadlands -- a supernatural western rpg -- and has always had a pulpy, action-based feel to it; it wouldn't be a good fit for court intrigue and political machinations, unless you're running a game about the Italian parliament:
That said, the relative failure of concept inherent in the game does not diminish my affection for it one bit. It is for the most part a light and simple ruleset and -- as I'm sure you're well aware and more than a little bored of being told by now -- I much prefer uncomplicated systems in my games. It's simple enough that it manages to squeeze a complete multi-genre rpg into fewer than two hundred pages -- as you'd expect, additional setting books expand on the rules, but all the basics are included -- and a game is always off to a good start with me if the whole thing fits into one volume; I'll have none of this artificial separation into player and gamemaster books, thank you. The current edition of the game comes in what they call an "Explorer's Edition" but the rest of the world calls "A5", the game book format of kings, and at just under seven quid one doesn't have to be a king to afford it.
With a few exceptions -- almost all of which are elsewhere in this top ten -- whenever I think of a new idea for a game, running it in Savage Worlds is my first thought. I've got notes here for Hellboy-style monster-hunting game, a post-apocalyptic hexcrawl full of radioactive mutants, World War II soldiers zipping around Europe in a tank searching for Nazi gold, and a modern gonzo pulpish thing inspired by lucha libre, Tarantino and Rodriguez, and the Wii game No More Heroes.
There are even some cases where a setting already has a system attached but I would supplant it cuckoo style with Savage Worlds; I've found that it's a great match for Eberron, despite my fondness for West End Games' d6 rules I've long pondered a Savage Star Wars game, and assuming one could bolt on a decent martial arts system -- an odd omission from the sizeable body of material published for the game -- I reckon that Savage Worlds would do a better job of Feng Shui than Feng Shui did.
Is a vast stack of unfinished campaign ideas a sign of a good role-playing game? I don't know, but the fact that Savage Worlds inspires me to such an extent must be a good sign. Anyway, it's a wonderful little game and it's one of the few entries in the list about which I have nothing negative to say; the only reason why it's not higher in the list is because my top three games are untouchable in their greatness.
Next: we're knights of the Round Table.
Labels:
lists,
Savage Worlds,
top ten rpgs
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