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

Monday, July 25, 2016

Actual Play: Savage Fallout Session 7


I've posted before about bringing new players into existing games, and once again after finding myself at the whims of opposing schedules, I've found myself introducing a new player into a weekly gaming group. This time we welcome Cubbie in as Minnie, the aged ex-madame and no-shit taker.
Somehow my love for Fallout (apparently a shared love) has immunized me to the pitfalls of the unfamiliar player and allowed a solid (if short) session to come through.
This time, the party crosses paths briefly with a wasteland superpower and arrive in Junktown by way of a very truncated travel time. Alliances are made, foes are created, and new love blooms in this week's episode of Savage Fallout.

Enjoy!

Savage Fallout Episode 7: Junktown Junction
Overseer: David Schimpff
Wastelanders: Russell, Clint, Joseph, Sage, and Cubbie.



You can download the episode here.

Tuesday, July 19, 2016

Analog Setting

Artist's impression of Kepler-16f
Occasionally I go back through my old blog posts for nostalgia's sake, and in those moments I come across campaign or setting ideas that I've done and forgot about, or done and continuously thought about re-doing or actually figuring out how to write a source book for, but never actually engaging in. Sometimes I even find myself pondering how I'd make a certain world work a bit differently than I originally envisioned, because the basic concept of it had either holes in its logic or lore. The one setting I find myself returning to again and again is one I dubbed The Wrong Side of Everything or, as I pitched to my good friend Susan, Dino Poacher RPG.

There was quite a kitchen sink of material I included in the setting, replete with hovercraft, actual dinosaurs, a world bombarded by solar radiation (and occasionally blacked out by solar flares), a virulent and pervasive disease, and a nebulous authority group I dubbed the 'Nicks, as a sort of allusion to a throwaway line from Pitch Black about a mercenary posing as a lawman with a "nickel-slick badge."

The setting was in a post-apocalyptic Earth, but as I figured out more and more of the world, I started to wonder if good old Terra was the best setting for the kinds of hazards I was throwing out. It had some of the appeal of walking through the ruins of previous civilizations, but the game that I ended up running had very little to do with those abandoned cities, and more to do with the scrap towns that sprang up in places with either abundant natural resources of in locations that made sense aesthetically.

There's also the fact that I am absolutely nuts for sci-fi gaming, and I've also been kicking around the idea of a Lost Planet-style setting where humans dwell underground and survive off geothermal energy, while needing to scavenge the surface for...as of yet undefined reasons.

What I want to absolutely avoid, at least in the beginning, is the ability for players to travel through space. With all this in mind, I'm thinking my next (well, first) actual writing project is going to be called Analog, and the overarching premise will be the launching of one-way colonization ships to planets that have been determined to be Earth-Like (Think Interstellar without Matthew McConaughey's investigative ship, I guess. I still haven't seen Interstellar.)

Hopefully I follow through on this, but really, when have I ever done that?

Friday, July 8, 2016

Actual Play: Savage Fallout Session 6


So tonight we tested out some Mass Combat rules, seeing as we were down two players. Everything went pretty smoothly, though it was less interesting for the players themselves, seeing as they weren't leading the battle. However, the combat ended much more swiftly than it would have under standard rules, which gave some time to do some exploring and roleplaying. Apologies for the short episode; next one should be the proper length.

Also to note, the players have now just realized exactly what kind of scale of game they are going to be playing. And they still don't know the half of it. Should be fun.

Enjoy!

Savage Fallout Episode 6: The Battle of Shady Sands
Vault Dwellers: Scott, Joseph, Russell, Sage
Overseer: David Schimpff



You can download the episode here.

Saturday, July 2, 2016

Actual Play: Savage Fallout Session 5


I've always been a bit nervous about bringing new players to the table, but tonight's game went off without a hitch. The takeaway from this game is that I've allowed my players to become something violent and blasphemous, and even their previous failures haven't taught them that jumping right to the bloodshed isn't always the correct choice.

In either case, shit gets burned down, Chekhov's Gun has been fired, and the people of Shady Sands have taken their first step towards their inevitable fate.

Enjoy!

Savage Fallout Episode 5: Pros and Khans
Vault Dwellers: Aidan, Scott, Clint, Russell, Sage
Overseer: David Schimpff



You can download the episode here (right click, Save As)

Thursday, June 9, 2016

Actual Play: Savage Fallout Session 4


It was really only a matter of time before my players got back to their old mercenary ways; I suppose it's a bit too much of a stretch for them to play any kind of role even resembling a white knight. People in RPGs always seem to want payment for their actions, especially if they're the ones coming up with all the dialogue.

I did get some good opportunities to create some foreshadowing for my players this week, however, but telling you how would be spoiling the fun for my group, which occasionally reads this blog. Veteran Fallout players will recognize it, though!

Enjoy!

Savage Fallout Episode 4: Wrath of the Khans
Vault Dwellers: Aidan, Scott, Clint, Russell, Joseph
Overseer: David Schimpff



You can download the episode here (right click, Save As).

Thursday, June 2, 2016

Actual Play: Savage Fallout Session 3

"Into the Wasteland" by Dem0ralizeD
Well folks, here we are with the third session, our players are fully immersed in the wonderful world of Fallout, and their quest to save Vault 13 just got a lot harder.

It seems like my players are picking up the Savage Worlds ruleset a lot faster than I expected, and they are simply trouncing everything I'm throwing at them, which is nice for the flow of the game, but I'm really thinking I'm going to need to come up with something to challenge them and add some tension, or they're going to eat each other alive.

Regardless, we're about to get into the meat of the story of Fallout 1, so I'm super excited for the next few weeks, and I hope you all are, too!

Enjoy!

Savage Fallout Episode 3: Shady Business
Vault Dwellers: Aidan, Scott, Clint, Russell
Overseer: David Schimpff



You can download the episode here (right click, Save As).

Thursday, May 26, 2016

Actual Play: Savage Fallout Session 2


And here we are, a couple weeks after our first session of Savage Fallout and we have Session 2: Brak Gets a Dog. No, but seriously, I'm having so much fun taking the framework of the first Fallout game and throwing players through it like a sieve.

First impressions on the second episode: combat is very easy, which I have no issues with currently, seeing as the players are just getting started out in the wasteland. Sure, having the Savage Worlds mechanic of Extra/Wild Card enemies makes it so some of the more nerve-wracking enemies in the traditional Fallout sense get a little nerfed so others can really shine, but I think once my players encounter a Deathclaw, they'll be shitting their pants realizing that 'holy fucking shit that thing can spend goddamn bennies.'

I think I'm actively not trying to kill my players in this game, and that doesn't bother me as much as I think it used to. Really, I'm kind of hoping to see how they do without the constant adversity I throw their way in games. Plus they're sitting on alien technology. And rolling like goddamn pros.

The wasteland doesn't have a fucking chance.

Take a listen and enjoy, folks!

Savage Fallout Episode 2: Out of the Wasteland, Into the Vault (15)
Vault Dwellers: Aidan, Scott, Clint, Russell, Joseph
Overseer: David Schimpff



You can download the episode here (right click, Save As).

Thursday, May 5, 2016

Actual Play: Savage Fallout Session 1


Well folks, here I am, back again, with a brand new Actual Play series (I know, I know, I'll get to posting the remainder of my IKRPG games...sometime. When I have time. Which will be...sometime.)

Anyway. New shiny! Some backstory: after basically ignoring Fallout 4 for, um (December, January, February, March...) four months- heh, so many fours- I started playing again, got sucked in, then realized exactly how much I really dislike the entirety of that game. Like, so much. So, I started listening to some Fallout Let's Plays on YouTube, and I discovered that there are like TWO Fallout LPs! Maybe more, but I saw 2 after googling for like five minutes! Imagine my shock!

So I started my own Fallout LP, and decided that if I was gonna play through Fallout 1, I'd make my Thursday game play through Fallout 1 right along with me.

Well, after pulling up the latest update to Savage Fallout, I modded a few options on the character sheet and in the various handbooks, and suddenly had a general direction to move in for a five-player team of Vault Dwellers! Also, I had a pre-written campaign that:
a) I know like the back of my hand
b) One of my players knows just as well but also knows not to mess with the meta
c) A group of players who know how to have fun in the gritty wastes of California!

Also, after playing for a bit, I started wondering exactly how much FO 1 and 2 managed to...mess with geography. Like, Vault 13 is apparently almost directly east of San Francisco, but Bakersfield is like a short walk from Vault 15? I dunno, I'll have to look at my official map (which I'll likely need to use for this campaign...maybe. Or I'll keep using the Savage Fallout hex map. Seems more fun that way.

In any case, I'm having so much fun with this game already, it feels completely different than any other pre-gen campaign I've ever run, so hopefully I can keep up the steam. I'll also be posting my first LP pretty soon, so look forward to me linking that, too.

Enjoy!

Savage Fallout Episode 1: Out of the Vault, into the Wasteland
Vault Dwellers: Aidan, Scott, Clint, Russell
Overseer: David Schimpff



You can download the episode here (right click, Save As).

Game Notes:

  • Around 1:57, I mistakenly tell Savage Hank not to add his damage dice together; this is in error. However, his modified damage roll of a 10 would still not have been enough to pierce the Radscorpion's Toughness.
Personal Notes:

Okay, I lied. There are like a million Fallout 1 LPs on Youtube. I'm just really lazy, apparently. Too lazy to keep looking, but the opposite of lazy when it comes to actually starting up a Let's Play? I don't fucking know....STOP LOOKING AT ME!

Wednesday, July 8, 2015

Savage Worlds: SAO Session 1 (After-Action Reflection)



Well, so much for hypothetical New Year's resolutions, it's been basically ages since I've last updated this blog. Yeesh. In any case, at least I haven't completely dropped off the planet in terms of gaming, despite my IKRPG campaign having wrapped up a few weeks back (I know, I know, I'm late getting the episodes up.)

Well, in the meantime, as for the next round of Crit This! my buddy Scott will be running a Call of Catthulhu game, I've started running a duet game with my girlfriend, using the Savage Worlds ruleset, per her request, and running a story set in Alfheim Online, rather than Sword Art Online, as we didn't want the stakes to be life and death in this first foray into 1 GM/1 Player gaming.

In either case enough preface, onto the actual reflection.

Knowing at least a few things about my girlfriend's tastes, I was able to predict a few of the starting parameters, specifically her starting race and the type of game she'd want to be playing. However, whenever running a duet it is specifically suggested that you have an introductory talk regarding the minutia of your campaign, detailing length, adversity, levity, combat, social aspects, exploration, etc.

We decided on a short-run for the initial setting, nothing long or arduous, but with the potential to extend if the desire is there to do so. Combat was set for one every three or so sessions, so as to not get caught up in the grind of mechanics (something I'll touch on in a little bit.) At the same time, we agreed that there was the possibility for some out-of-ALO roleplaying, so there was established some 'real world' lore, so I could potentially make something from them.

To begin, I've never really run anything like this type of game, mechanics have definitely taken a backseat to player choice and verbal interaction, and I've taken the suggestion of an RPGnet blogger, essentially focusing on moral choices rather than mortal choices (paraphrasing mine). At the same time, this isn't really a standard RPG setting or game, in that there's no great evil to wrong, it's really just a way for my player (and her character) to unwind at the end of the day. Therefore, I've taken an offhand comment of hers and started to run with it fully.

Basically, I'm planning to run this game like a serialized anime. Drama and interpersonal relations are higher on the priority list than death duels, and instead of high-octane action set pieces, I'm instead constantly thinking about how to fit various anime tropes into the mix. As an anime enthusiast, there's a lot of ingrained knowledge that I've assimilated already that's absolutely ripe for use, but I still get the sense that I'm going to need to prep just as much (if not more) for these games than many of my others, which I've basically jumped into on a wing and a prayer.

The first session had the PC, Mueda, full-dive into the world of ALO where she met with the classmate who first invited her into the virtual MMO. During a quick tutorial of the flight system (and to get my player re-accustomed to the mechanics of Savage Worlds, specifically Wild Dice and Bennies), I threw in an ad-hoc midair collision with a spur-of-the-moment character, my first reactionary trope of the game, the stereotypical otouto (younger brother character), who almost immediately began looking at Mueda as his onee-sama. This was reinforced by a few fantastic Fly rolls, further solidifying the balance between the two characters.

As noted in the introduction, I'd pretty much guessed that Cecilia would choose to play as a Cait-Sith, the anthropomorphic feline race in ALO who basically auto-acquire animal companions, so I'd set up her first mission as a simple foray into a nearby forest to find her new furry buddy. The cool/terrifying aspect of a setting like ALO, which has a lore wiki that can be described as barebones at best, is that there's a lot of room to simply make shit up. So, a few probing questions into the forest and Mueda had found her animal friend, a cat/owl hybrid she promptly fed a live squirrel to and named 'Hedwig.'

Hey, Harry Potter's pretty popular, you know? The only problem is I now have to draw a cat/owl hybrid, and it's been ages since I last sketched anything seriously.

In any case, along with Mueda's search for her Hedwig, she had also been offered a side-quest by a friendly PC blacksmith to acquire some calyculcum, a crafting material collected from the UV-calcified remains of Cockatrice eggs. There was a little bit of hilarious pseudo-danger as Mueda's young friend stumbled upon the Cockatrice nest accidentally while chasing after his own soon-to-be animal companion, a snake/lizard hybrid he (I) still has yet to name, which culminated in sort of roundabout merry-go-round chase between Cockatrice, snake/lizard, and the younger brother character, Raimura.

Everything worked out well in the end for everyone, of course. Mueda got her Hedwig, Raimura got his snake-lizard, and the PC Blacksmith got her calyculcum.

And a date with Mueda. Yeah, in exchange for the rare-ish material, the smith, Michida, who is a lady, offered my player anything she'd like (within reason of course), and Mueda asked to apprentice with her, and to go on a date.

Which we'll talk about in the next reflection.

Monday, February 23, 2015

Up Next...

"Robobrains!" by LudvikSKP

So this past Saturday I finished up the first arc of a campaign my friends and I dubbed Spacemyspacebook, what was supposed to be a lighthearted romp through a somewhat comical futuristic spacefaring society ended up taking a series of turns toward grimdark, and the finale was definitely of that sort. Examining my GM style as it has progressed really makes me realize that yes, I tend to make things dark. And gritty. There is occasionally humor, but the humor mostly comes from players' lighthearted interactions with the depressing and overwhelming things I throw at them.

The Spacemyspacebook game was also my first test of the HeroQuest 2e ruleset, and despite my enjoyment of its flexibility, there was a consensus around the table regarding its potential for min-maxing and vagueness regarding applicable skills. I may also have been partially at fault there, as I tend to offer everyone a chance to do something in my games, and HeroQuest is really a system that focuses on giving individual characters the spotlight.

In any case, running through what was essentially session 3 of FATE made me realize that FATE is a super complicated system, prep-wise, and I need at least the better part of a year before I jump back into the saddle with it. I also need to make some kind of FATE 'primer' for my players, so they actually know what they're supposed to do beyond just rolling skills and spending FPs to reroll or boost.

In the meantime, my Iron Kingdoms Thursday game shows little sign of slowing in interest or impetus, the players are having a wonderful time overcoming my small hurdles and jumping head-first into larger plot complications. It's even inspired me to continue with the painting of the 200 or so points of various Warmahordes models I have sitting around either unassembled or partially assembled, and I've fallen back into my true love of miniatures, which turns out is basing. Who knew?

What I really need to do is think of what to do next.

I'm thinking Savage Fallout, as I had a great time running a few sessions with players in that ruleset/setting, and I know the Fallout world like the inside of my eyelids, and I recall drawing some really kickass isometric map segments for that game.

In the meantime, either Susan or Scott are going to take the reigns of Saturday games for the time being, until I have enough material to run either Fate or Savage Worlds.

Of course, now looking through my library of 'tags' I can see a bunch of games that I should be plotting or running...c'est la vie, I suppose.

Also, whatever happened to Prehistory Fantasy? Like all of you, I have no goddamn idea.

Saturday, September 27, 2014

Actual Play: Savage Fallout (SAD) Session 5

At last, we bring the grand finale to our system runthrough of Savage Fallout. A lot of emotions flew around (along with bullets), and our players got to experience some of the wackiness that the California Wasteland has to offer to its inhabitants.

Our Players: Randy, Susan, Scott, Cecilia

The Overseer: David Schimpff

Enjoy!

Friday, September 26, 2014

Actual Play: Savage Fallout (SAD) Session 4

The fourth episode of my first foray into Savage Fallout, and players are just taking care of all kinds of business, aren't they? Hopefully their diverse motivations and personalities don't cause them to turn on each other...nyuk nyuk nyuk...

Our Players: Randy, Susan, Scott, Cecilia

The Overseer: David Schimpff

Sunday, September 7, 2014

Actual Play: Savage Fallout (SAD) Session 3



This week, our friendly troupe of wastelanders arrived at the Sierra Army Depot, and immediately spent about an hour discussing how to short-out the perimeter turrets. Many hijinks followed and a goodly bit of pain was suffered, but the group made it into the facility intact, and proceeded with their looting.

I'm usually saddened when I realize that people I know haven't played the earlier Fallouts, or worse: that they've not enjoyed them in comparison to their next-generation successors. For this game, I'm somewhat glad of that regretful situation, as I'm able to basically rip an entire plot line from Fallout 2 and present it as a viable mission.

There's also, of course, the refreshing attitude to take towards the source material, as Fallout 2 is a computer game, so a lot of the varied options available to tabletop roleplayers wasn't presented, and so it offers a great amount of improvisation to me, as the GM/Overseer, at the table. It's also super convenient to already have loot tables and plot devices set up for the game itself so I don't really have to worry about that kind of stuff.

In any case, I guess all I'm really saying is that I hope Fallout veterans can enjoy this Actual Play as much as I do overseeing it, and as much as my players do playing it. I look forward to playing more Savage Fallout next week, which will be an extra long episode, possibly broken up into two approximately three hour sections.

Our Players:
 Randy, Susan, Scott, Cecilia

The Overseer: David Schimpff



Again, Savage Fallout rules are hosted at www.savagefallout.blogspot.com

Monday, September 1, 2014

Actual Play: Savage Fallout (SAD) Session 2

Welcome to the second session of my first playthrough of Savage Fallout! Here players are well on their way to the Sierra Armory Depot, and who knows what awaits them?

Our Players: Randy, Susan, Scott, Cecilia

The Overseer: David Schimpff

Episode 2:

Sunday, August 31, 2014

Actual Play: Savage Fallout (SAD) Session 1


Hey guys, it's been quite a while since I've last updated. This time, I'm posting just before my podcast, Unabashed Gaming, airs, so I can link from there to here! How quaint!

Regardless, you probably want to know why I'm posting, unless you somehow guessed from the title that I've recently run some Savage Fallout for a few friends, and now have two episodes to upload! Note that on the audio I've made reference to the fact that Savage Worlds is a new system for me to be running, so there will be some core rules mistakes and omissions, mostly in the vein of speeding up play, but also partially to plain ignorance.

The plot focuses on a stolen storyline from Fallout 2 regarding a certain Army Depot northwest of New Reno. What you may enjoy is that in two episodes we still have yet to arrive at the Depot, so there's plenty of new content for people familiar with that quest line!

Enjoy!

Our Players:
 Randy, Susan, Scott, Cecilia

The Overseer: David Schimpff



For the Savage Fallout ruleset, visit savagefallout.blogspot.com!

Thursday, March 20, 2014

March Madness OGBC: Day 20

"Which setting have you enjoyed most? Why?"
I'm vaguely curious as to whether or not my own settings can count toward my favorites. Not really curious enough to care though, because I had a hell of a good time running Dino BRP (The campaign was actually called "The Wrong Side of Everything".)
Why was it a lot of fun? Well, I tend to describe the setting as a recipe of:
1 part Serenity
1 part Jurassic Park (The Lost World, specifically)
1 part Fallout
On post-apocalyptic Earth, increased solar radiation and a new strain of influenza has resulted in the nigh-extinction of all domesticated animals. However, thanks to InGen genetically engineering fucking dinosaurs for some reason, we don't have to subsist on soy products, because apparently these 'abominations' are doing just fine in this new heat.
Of course, at least 50% of them are carriers of the dreaded new antiviral-resistant influenza, but people have to eat, and that is where Dinosaur Poachers come in.
My campaign was set in the idyllic Mexican post-apoc slum of Tetanus Falls, and my fantastic friends played a good portion of the crew of the Stork: gritty entrepreneurs set on striking it rich (or dying trying). Adventures ranged from dino hunts, to rescue missions, to contagion containment, to infiltrating underwater research bases, to a high-falutin' gambling finale on a frickin crashing airship.
Having to WorldGen the entirety of the setting wasn't so bad, it allowed me to create new diseases, alter weapons, and create a host of characters and locations my players would hear about, but never see.
Well, at least they won't see until I convert the setting to Savage Worlds because fuck that system would be perfect with this setting.

Wednesday, February 19, 2014

Exercises in Insanity (Or Why You Should Buy Your GM Something Nice. Right Now.)

Being a GM, DM, Marshall, Storyteller, etc is hard work. Probably the hardest job I've ever had, necessitating long hours of research, writing, photoshopping, learning (simplistic) code, drawing, figuring out new gaming systems, and occasionally standing in the shower for seventeen extra minutes staring blankly at the slightly grimy white tiles because I need to figure out how to make something in my games work just right.
What's even worse about all this prep is that, for the most part, 90% of what you do will never be seen by characters. It's the curse of over-preparedness. Running a World of Darkness sandbox-ish style game, I have two hundred named NPCs in the background of the world. Fifty businesses, a hundred street names. All for a fictional city in central coastal California. I have an enormous, half-finished post-it map taking up an entire corner of my apartment. A smaller version sits a few feet away from it, holding Sharpie markers for when I have the time to add more.
Oh, why don't I have more time to add to the map? Why, because I'm making a BRP system conversion of 2e AD&D Dark Sun, which will see at most a half-dozen sessions in the next calendar year. Or perhaps it's because I'm learning the Savage Worlds system so that I can run Savage Fallout, because fuck you Fallout is amazing. Actually, it's because like a crazy person I'm already mapping out both Dark Sun and Fallout games with Fog-of-War style effects to enable my eventual players to have an open-world experience, which translates to a few hours of time in Photoshop trying to make hex grids fit a pre-drawn official WotC map.

Or overlaying google maps of Southern California on top of geological figure maps that can represent a wasteland that's been ravaged by global nuclear war, and then figuring out that a good portion of the original game maps took interesting liberties with the spacial organization between Mt. Whitney, Bakersfield, and wherever the hell Vault 15 was supposed to be.

Twenty years of cRPGs are telling me that Vault 13, the NCR and Vault 15 are supposed to be in a straight horizontal line. And because this is in photoshop, perhaps they will eventually be. However, the above image is just a small part of the playable areas of Fallouts 1 and 2. I've added Oregon, Washington, Arizona, and Colorado to the playable areas, so I'm in the process of generating lore for them based off 1950s locations and perceptions. The likelihood is that players won't even get to the edge of the map, unless they really want to.
If this sounds like complaining, and it probably does, it's not really complaining. It's something I do because I enjoy WorldBuilding as much or more than I do CharGenning. And chances are, if you play in an ongoing game, you know how much work your GM does to prep for you each week, whether through constant updates to an Obsidian Portal site, or an active email correspondence with each player when they have questions.
We do this because it's what we love doing. But do you know what we also love?
Cake. Or Pie. Pizza. Or Donuts.
Or Miniatures. New dice.
Gifts. We love being appreciated.