Showing posts with label Pulp. Show all posts
Showing posts with label Pulp. Show all posts

Sunday, April 15, 2012

T&T hacks - Savage Worlds

There was a time when you couldn't read the forums at Big Purple (AKA rpg.net) without it every day serving you another thread where people talked about how to convert this or that setting to a new rules set, most often Savage Worlds. I read many of those, and do think it is a great fit for many settings. I own the rules and follow podcasts and bloggers who cover it, and to some extent it has entered into my mind as a "go to" system. One of the cool things with it is the bennies.
In SW you get three "bennies" and the start. When you do something impressive, cool, fun or impressive in character you might be rewarded by another one. These can be used for re-rolls.

Naturally, having the ability to re-roll makes for a more high octane style of gaming. Many "savages" talk about "pulp gaming" as if it was a genre. In fact, it was a description of the cheap paper the lurid "two fisted tales" from the twenties to the forties were printed on. I find it kind of curious that it has become a genre of gaming. There is actually a game for that kind of gaming, namely Daredevils from FGU. But, I can see why Savage Worlds have become popular for it, since it lends itself very easily to fast and furious action. Let's see how to port that to T&T.

Every player start the game with 3 bennies. The GM start with one for each player, plus one. Use poker chips, coloured stones , pennies or whatever you have handy. When someone does something exceedingly cool or makes everyone laugh, hand them another one. To use the bennies, say that you want a re-roll, hand the token to the GM and roll again. If you don't like the result, use the first one you rolled instead. You can use bennies to re-roll any Saving Throw, i.e. a roll based on a trait. In combat you need to attempt those stunts to be able to use bennies to re-roll. At the end of the session, hand in the unused tokens. Next session, everyone start with 3 new bennies.

Option 1: If you don't mind the bookkeeping, make a note of every bennie earned, and cache them in for 50 AP each after an extended downtime from adventuring.

Option 2: The GM can only use bennies for named NPCs or major antagonists.

Option 3: If you as a player want to support another player character, you might use your own bennies to chip in. Only one bennie per roll may be added, though.

Option 4: You may use as many bennies as you like, re-rolling until satisfied. Note that this makes for a very high powered game!

I hope you think these hacks sounds interesting and inspire you to try them, or your own variant thereof, in your next T&T game.
Fight on!

Monday, June 28, 2010

Blogging is good marketing!

Some of you surely read Grognardia some time back when James wrote about Daredevils. That post reminded me of why I dislike the gaming genre "pulp". It makes no sense at all, but I have given up hope of that fallacy ever being corrected. What I can understand and appreciate is the search for adventure, plain and simple. Letting go and just do daring deeds and confront villains of dubious character and rescue individuals (of your choice) in distress. That brings me to my latest brainbug, swashbuckling.

I started to plan for a game of 7th Sea a while back, and have now brought the rules on the commuting train in the mornings. Hopefully I will be able to serve up an adventure of panache and style. Right now I think a lot about how to start every fight with a boom, every social encounter with lot of drama and in between I envision chases.

While in that mindset I read James post and felt the urge. As you can see I got a package in the mail with some action adventure. It even included some of the tiniest d20 I've ever seen! Maybe there's even a buck I can swash in the box.
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