RolePlay onLine RPoL Logo

, welcome to Savage Worlds Discussions

12:56, 25th April 2024 (GMT+0)

Game Ideas?

Posted by BelirahcFor group 0
Belirahc
GM, 6 posts
Where savage fans go
for savage discussions.
Wed 3 Jan 2007
at 20:27
  • msg #1

Game Ideas?

Got an idea for a game?  See if anyone is interested in playing or if someone has thought of something like that before.  Maybe they'll have ideas to add, or can tell you whether it will work or not.
Belirahc
GM, 18 posts
Where savage fans go
for savage discussions.
Fri 5 Jan 2007
at 23:58
  • msg #2

Re: Game Ideas?

I'm thinking of running a game in the new Necropolis setting.  It's a Wierd Wars setting where Earth has been destroyed, and the last vestiges of humanity fight the Undead on a distant planet.  All hope rests on the battles that are waged on this planet, with the knights of the church fighting the war for all of humanity.

The game is more of a tactical game over a roleplaying game, but there are some chances to roleplay before it is all over.  There are religeous themes throughout the game, such as bible scripture (the church runs the show) and blessings.  There is also a good bit of mass battle combat, so there is that as well.

What do you think?
OggyBenDoggy
GM, 5 posts
Algiso on 50F.  Alfros in
vs. the orcs.  GM WWII
Sat 6 Jan 2007
at 00:02
  • msg #3

Re: Game Ideas?

I got the impression that it was a combat heavy game, probably like Tour of Darkness, very mission based.  But rping could still come up, I assume.

It's a plot point game, right?  So you could add more rp type stuff?
Belirahc
GM, 19 posts
Where savage fans go
for savage discussions.
Sat 6 Jan 2007
at 01:13
  • msg #4

Re: Game Ideas?

Yeah, it's a plot point game, and it is combat heavy, like most of the Wierd Wars settings.  However, this one seems to have a little different organization compared to Tour of Darkness, with each mission having a number of weeks between them, dependant on success and failure.

And, unlike Tour of Darkness, there is a finality to this setting.  Succeed, and the humans have a good chance to survive the rest of the war.  Fail too often?, and humanity is wiped out.

Interesting concept.  It is also more mass battle oriented than Tour of Darkness, which focuses on a single squad.

There can be plenty of opportunities for roleplay during the time between missions.  And there are times where extra side missions can be found and tackled during these down times too.
Dark_Fenix
player, 4 posts
Sat 6 Jan 2007
at 01:56
  • msg #5

Re: Game Ideas?

My only problem with Necropolis is that its pdf only - If it was in hardcopy, I would own a copy. But digital I don't trust. I don't have to backup my normal books incase my bookshelf decides to eat them all one day, so doing it for pdfs feels like a waste.

However, the details about it on their website do sound impressive.
Trilan
player, 3 posts
Sat 6 Jan 2007
at 02:42
  • msg #6

Re: Game Ideas?

I just plain don't like using digital books... I can't sit down and read them like i can a real book.

Other than that I thought that Necropolis sounded interesting tho.


What I've wanted to do is run a conversion of Torg to Savage... I love the Torg setting but it's too rules heavy. Unfortunately I have never figured out what to do to handle disconnects and equipment axioms.
Belirahc
GM, 20 posts
Where savage fans go
for savage discussions.
Sat 6 Jan 2007
at 03:30
  • msg #7

Re: Game Ideas?

WEll, I have the PDF, so copying specifics for the game is not a problem.  I've done it before, I can do it again.

As for Torg... I loved the setting and game.  And it was the first roleplaying game to have an actual end, and the players groups around the world helped steer the game!

I think I have most everything related to Torg, either in book format or in PDF form.  We could do a collaboration here on a Savaged Torg setting.  I think someone had started one, and you might be able to use their work to help yours along.  I'll see if I can find it.
Dark_Fenix
player, 5 posts
Sat 6 Jan 2007
at 23:00
  • msg #8

Deadlands: Hell On Earth

I got into the Deadlands world with HoE before WW, so to me it's the natural way of seeing and playing Deadlands. It is also the one I have the most books for, and also find more interesting then Weird West, as there is more creative freedom with the future.

Now, I was wondering what people think of attempting to make our own Hell On Earth: Reloaded using the existing Reloaded and other Savage Worlds books.

The main thing would be deciding how the Arcane Backgrounds work. Now, I have a basic idea of each. After all, I want to maintain the FFF rule of Savage Worlds.
* Doomsayers - AB: Magic. This is because whilst the old rules used faith, they are not being given powers by some divine source, and if they get a 1 to suffer backlash, it can be detailed as the 'Glow' going the wrong way.
* Junkers - AB: Weird Science, the standard version. The reason for this and not the Reloaded version, is because Junkers don't go insane. Whilst they still not thw wisest of people for picking on manitous, they aren't technically mad ;)
* Sykers - AB: Psionics. Don't think this one really needs explaining.
* Templars - AB: Faith. Whilst Templars are still trained in the martial ways, any Templar who doesn't have any combat skill wouldn't last 5 seconds anyway. Plus, it allows them to work towards the Miracle Professional Edges.

Now, if someone did want to be something more exotic, like they did say there are some Hucksters around, be a Weird West character who travelled through the Hunting Grounds or anything like that, then I would let them. But, I would make the Hucksters have a harder time for the reasons they did in the old rules - The manitous these days truely are hard as nails and harder to manipulate.

So, what do you all think? Could it be reasonably done? Should it be attempted?
Trilan
player, 4 posts
Mon 8 Jan 2007
at 15:14
  • msg #9

Re: Deadlands: Hell On Earth

I'm not familiar with HoE at all, but I don't see any reason not to work it up. Although PEG has said that they will release an updated version of HoE, they said it won't come until after they complete the original Deadlands story arc.

And even at that, I don't think conversion from anything written up unofficially to what they release could be that hard.
Dark_Fenix
player, 6 posts
Mon 8 Jan 2007
at 15:55
  • msg #10

Re: Deadlands: Hell On Earth

Because of the large amount of time that will occur before we see a Hell on Earth: Reloaded is the main reason why I would want to have a crack at it. It's doing it so that it still keeps the simeple, yet effective feel of being Savage, with the flavour of Deadlands that we all enjoy.
OggyBenDoggy
GM, 6 posts
Algiso on 50F.  Alfros in
vs. the orcs.  GM WWII
Mon 8 Jan 2007
at 16:14
  • msg #11

Re: Deadlands: Hell On Earth

I've never played HOE or read any of the books, although I've more or less familiar with the idea.  I've always like PA games.
Dark_Fenix
player, 7 posts
Mon 8 Jan 2007
at 16:27
  • msg #12

Re: Deadlands: Hell On Earth

I find HoE much better - Take Deadlands, add Mad Max and you have a winner!

Imagine if the Reckoners actually got what they wanted - Earth turned into one giant Deadland, where they could move freely, and their monsters were everywhere. Well, it happened! It was discovered if you irradiated Ghost Rock, it became even more potent. And then they got detonated everywhere, and now the Earth is screwed.

It is interesting, and if I can get enough details mustered, would you lot be interested in signing up?
Trilan
player, 5 posts
Mon 8 Jan 2007
at 16:56
  • msg #13

Re: Deadlands: Hell On Earth

I'd definately give it a go... I've got a great deal of faith in all of PEG's settings.
Belirahc
GM, 58 posts
Where savage fans go
for savage discussions.
Tue 23 Jan 2007
at 17:59
  • msg #14

The Battle For Christmas

The war on terror has opened on a new front—Toyland is at war. The characters are all members of the Toyland Intelligence Committee Terrorism Obstruction Cell (TICTOC), sworn to defend Toyland against aggressors. The adventure centers on a plot to ruin Christmas for one little girl, something TIC-TOC can’t allow to happen.



What do you think your old teddy bears and toy soldiers do at night when you’re asleep? Just lie there and wait for you to play with them in the morning? Well, you’re wrong.

They wake up and fight a bitter war against global toy terrorism, led by Oswald bin-Toybox and his fearless Mujafuzzeen fighters. Yes kiddies, that’s right—Toyland is at war, and your playthings are the frontline.

Intelligence reports have led the director of TIC-TOC to believe a Mujafuzzeen cell is planning a Christmas Eve raid on the house of little Emily Winters, with the intention of making her Christmas Day a massive disappointment. Naturally, such foul activity can’t be allowed to succeed, and a small team of agents is sent to her house to save the day.

And you are the agents....

The game will use prefabbed characters (I know some people don't like prefabs), but will start you off at I believe Seasoned levels (having approximately 6 advancements per character).

This would be a one shot game.  Once it is over, for better or worse, this would be it.  It's a cute little idea that Paul "Wiggy" Wade-Williams put out a while back that I happened to come across.  Been wanting to run it for the fun and ideas of it all, as well as a way to play around with some of the more interesting parts of Savage Worlds (somewhat large battles, fast and furious action, chases, and even cats!)

What would you all think about this one?
Dark_Fenix
player, 35 posts
Tue 23 Jan 2007
at 23:53
  • msg #15

Re: The Battle For Christmas

I think its a mad & wonderful idea!

However, I know I won't have the time to join in, combined with everything else. But, now that there are almost 10 people here, I'm sure the others would be happy to give it a go and tell me how much I missed out on ;)
Trilan
player, 18 posts
Wed 24 Jan 2007
at 03:12
  • msg #16

Re: The Battle For Christmas

It definitely sounds interesting, I think I'll set this one out too tho.

I'm in several really good paced games now, thanks to this group ;) And I think I've figured out what I'm going to try to get running. Not really a conversion of Crimson Skies, since it wasn't an RPG, but a Savage game in that setting. I've got several, what I think at least, are good ideas for stories set there.
Dark_Fenix
player, 37 posts
Wed 7 Feb 2007
at 15:44
  • msg #17

Pulp Action

I was chatting to OggyBenDoggy online and I was saying how I was thinking about running something else in addition to Hell on Earth, but because I was also involved in Rippers, going for something without superntaural evil, zombies, etc.

So, I started thinking about classic Pulp action. The Shadow, Phantom, Indiana Jones and other characters from this kind of period. Low power superheroes if you go for powers, weird science for things like rocketpacks [Rocketeer anybody], plus classic ass-kicking heroes who use fists, whips, pistols and anything else they can get their hands on. Together you would stop masterminds like The Red Scorpion who wants to rule Egypt, or Professor Nimbus who plans to destroy the city with his weather control machine!

Now I would need to get some ideas for the adventure, antagonists and so forth, but would you guys be interested?
Trilan
player, 23 posts
Wed 7 Feb 2007
at 17:15
  • msg #18

Re: Pulp Action

Heck yeah... Nile was my favorite setting for Torg ;)
OggyBenDoggy
GM, 30 posts
Algiso/50F. Doc Brown/
HOE.  Sharpe/Rippers
Wed 7 Feb 2007
at 17:19
  • msg #19

Re: Pulp Action

I'm tentativly interested, I started a new job recently and don't want to over=extend myself
Trilan
player, 24 posts
Wed 7 Feb 2007
at 17:32
  • msg #20

Re: Pulp Action

Work is actually what keeps me from becoming over extended ;)

Esp over the summer (May to late August) I have nothing but free time.
Emiricol
player, 5 posts
Sat 10 Feb 2007
at 04:39
  • msg #21

Re: Game Ideas?

Belirahc:
I'm thinking of running a game in the new Necropolis setting.  It's a Wierd Wars setting where Earth has been destroyed, and the last vestiges of humanity fight the Undead on a distant planet.  All hope rests on the battles that are waged on this planet, with the knights of the church fighting the war for all of humanity.

The game is more of a tactical game over a roleplaying game, but there are some chances to roleplay before it is all over.  There are religeous themes throughout the game, such as bible scripture (the church runs the show) and blessings.  There is also a good bit of mass battle combat, so there is that as well.

What do you think?


I don't have the supplement (and probably won't any time soon due to money).  But, I love the concept from what I've heard.  If you run such a game, I'd certainly like to be considered for a player spot.
Emiricol
player, 8 posts
Sun 18 Feb 2007
at 04:37
  • msg #22

Re: Game Ideas?

Still here?
Skycast
player, 1 post
Sat 24 Feb 2007
at 03:06
  • msg #23

Re: Game Ideas?

Howdy gents, just got here and am a d20 convert. I'm thinking of starting up a pulp-era Rippers inspired game. My thoughts are to set it in either New York City, Miami, New Orleans or possibly San Francisco. All four have their strong points and I have my favorite(s) of them, but I'd like some feedback from you fellas as well.

What are your thoughts on the concept and the possible locations? Which would you like to see?
Emiricol
player, 9 posts
Sat 24 Feb 2007
at 04:13
  • msg #24

Re: Game Ideas?

I'd probably pick Miami.  You can easily explain cultural icons from myriad locations with that one, and it isn't super metropolis.  Or New Orleans, just because everyone associates that with voodoo etc, and there's a rich folklore to draw from.
Skycast
player, 2 posts
Sat 24 Feb 2007
at 15:38
  • msg #25

Re: Game Ideas?

I was actually leaning towards Miami since I grew up in south Florida and am familiar with the region and the terrain. Besides the city itself it offers up nice adventuring areas such as the Everglades, Cuba and the other islands in the region.

I've got an idea for a starting adventure and arc, just need to flesh it out a tad.

Thanks.
OggyBenDoggy
GM, 37 posts
Algiso/50F. Doc Brown/
HOE.  Sharpe/Rippers
Mon 26 Feb 2007
at 03:07
  • msg #26

Re: Game Ideas?

and of course, you can always take a flight or boat or train to New Orleans, or New York, or etc.
Belirahc
GM, 73 posts
Belirahc@gmail.com
Anime Otaku!
Mon 26 Feb 2007
at 19:10
  • msg #27

Re: Game Ideas?

It would be an interesting idea.  I might be interested in it. <(^_^)>  Oh, and welcome to the boards, in case I didn't say that already!
Dark_Fenix
player, 39 posts
Tue 27 Feb 2007
at 16:45
  • msg #28

Re: Game Ideas?

A mixture of Pulp and Rippers - Sign me up :D

Anything that mixes one of my favourate game styles with a fantastic setting is a winner in my opinion.

And welcome to the boards Skycast! Glad to see another convert to the wonder that is Savage Worlds ;)
OggyBenDoggy
GM, 38 posts
Algiso/50F. Doc Brown/
HOE.  Sharpe/Rippers
Tue 27 Feb 2007
at 16:49
  • msg #29

Re: Game Ideas?

Someone on the peginc boards is producing a post apocalyptic scripted campaign,.  Earth2300 I think he's calling it.  Would anyone be interested in that, to run it or play in it?
Dark_Fenix
player, 40 posts
Tue 27 Feb 2007
at 16:50
  • msg #30

Re: Game Ideas?

Well, I haven't had a chance to nip over to the boards yet, but I will have to now, Cheers Ben.

I would like to play in Post-Apoc, as the problem with running Deadlands: HoE is it makes me want to play in it instead of run it :(
Skycast
player, 3 posts
Tue 27 Feb 2007
at 17:48
  • msg #31

Re: Game Ideas?

Thanks for the welcome to the boards Dark Fenix; glad to see there's some interest in a pulp-Rippers inspired game. I'm working out some specifics to get things going in the near future. I have a heavy travel schedule for work in March and hope to lay the foundation and kick things off in April.

In the meantime, I'll be using my new blog (getsavaged.wordpress.com) to post various Savage Worlds thoughts. In addition I'll be posting setting information and ideas for the Savage South Florida (need a better name) setting.

Stay tuned.
OggyBenDoggy
GM, 39 posts
Algiso/50F. Doc Brown/
HOE.  Sharpe/Rippers
Tue 27 Feb 2007
at 22:59
  • msg #32

Re: Game Ideas?

Savage Miami Pulp? (as in miami vice)
Skycast
player, 4 posts
Wed 28 Feb 2007
at 05:03
  • msg #33

Re: Game Ideas?

Savage Miami Pulp?!?!?! That conjures up images of Crockett & Tubbs in fedoras on South Beach. Not exactly the vibe I'm aiming for.

The game should/will encompass more than just Miami, spanning most of South Florida pretty much south of Lake Okeechobee as well as the Keys, possibly Cuba and the other Caribbean islands.

I'll have to see what kind of interesting name can be come up with that takes different aspects into account.

Savage Worlds
Pulp
Ripper-esque (think occult/"monster"/weirdness-type stuff hunters, investigators and explorers)

I'll be typing up some stuff for my blog to get some more ideas down; any help on names is appreciated.
SeekerKasumi
player, 12 posts
Wed 28 Feb 2007
at 23:32
  • msg #34

Re: Game Ideas?

What about this -

Shadows of Miami - Savage Pulp Tales of the Occult

I know its long, but it is a subtitled thing. ^^;;

Just a thought anyways, and also, any more info you'd like to give on this upcoming game I'd love to here. It sounds right up my alley.

And have you looked into The Ravaged Earth Society at all? Its an upcoming Savage Setting dealing with classic 1930s pulp in all its myriad forms. While the setting itself may not be what you're looking for, the mechanics presented in it might be useful to you. Same goes for the Pulp and Horror Toolkits.

And as the others have said, welcome to rpol! Glad to have another Savage aboard.
Skycast
player, 5 posts
Thu 1 Mar 2007
at 16:38
  • msg #35

Re: Game Ideas?

I'm actually now leaning towards a "simple" kind of name, Savage Seekers. Or some variation with "Seekers" in it since the main group of the game will be something called the Seekers Society.

As for TRES, I have read about and will be picking it up when it comes out; can't wait to see it!
OggyBenDoggy
GM, 40 posts
Algiso/50F. Doc Brown/
HOE.  Sharpe/Rippers
Thu 1 Mar 2007
at 22:04
  • msg #36

Re: Game Ideas?

Shared world/GMs

Once in a while I see a dnd/d20 game here without a character party.  There'll be PCs, 1 or more GMs, and sometimes the PCs work together, and sometimes not.

which a bit more realistc that a group who always sticks together, as well as allowing incompatible PCs, I want to play a paladin, you want to play an assasin, we probably don't adventure together.

A game like 50F, NE, Savage SHadowrun, or Rippers where teams are assembed, do the job, then break-up would be fun.
Skycast
player, 6 posts
Fri 2 Mar 2007
at 00:29
  • msg #37

Re: Game Ideas?

Gents, here's my first pass at an intro/explanation for Torva Peto, the Savage Seekers campaign. Let me know what you think.

There are things that conventional wisdom or even the most scholarly knowledge can’t explain; things that lurk in dark alleys, things that have been hidden deep in the jungles or swamps or upon the highest mountains for centuries, things that defy our wildest imaginings, and even things that are hidden deep within each of us. These are the things that we have sought out since our founding. We protect the meek and innocent and conceal those things that should remain hidden. You don’t know it yet, but you are one of us, marked since birth to serve a greater cause.

We are Peto Sodalitas, the Seeker’s Society, and we work in secrecy for the greater good of man. Welcome to our ranks.

Valor | Vigilance | Silence



Inspirations

• Cinema: Brotherhood of the Wolf, Constantine, Van Helsing
• Television: Dresden Files, Heroes
• Roleplaying: Rippers, Dark*Matter
• Genre: High Flying Grunge Pulp
This message was last edited by the player at 14:30, Fri 02 Mar 2007.
Cloth Frog
player, 11 posts
Fri 2 Mar 2007
at 00:53
  • msg #38

Re: Game Ideas?

Sounds very cool. Good Choice for inspirational materials.  For Cinema the movie Nightwatch and TV Kolchek the nightstalker also comes to mind.  I'd be interested in it.  Are you looking at any funky arcane things like voodo or ritual magic?  I think Butch Curry did a thing on Ritual magic that was pretty cool.
SeekerKasumi
player, 13 posts
Fri 2 Mar 2007
at 04:16
  • msg #39

Re: Game Ideas?

Yeah, this is sounding awesome. Really looking forward to this thing starting up. Maybe you should post how you want characters made for this. I don't know about the others here, but I love makin' Savage characters. ^_^
Skycast
player, 7 posts
Fri 2 Mar 2007
at 13:29
  • msg #40

Re: Game Ideas?

I will be posting more information throughout March with plans to start up in April; March is slammed with work travel.

It will include character requirements, edges and hindrances allowed, etc.
Skycast
player, 8 posts
Fri 2 Mar 2007
at 17:36
  • msg #41

Re: Game Ideas?

Cloth Frog, voodoo and ritual magic would be great, can you point me to the write up?
OggyBenDoggy
GM, 41 posts
Algiso/50F. Doc Brown/
HOE.  Sharpe/Rippers
Fri 2 Mar 2007
at 17:39
  • msg #42

Re: Game Ideas?

I don't know about ritual magic, but voodoo was in DLR
Belirahc
GM, 76 posts
Belirahc@gmail.com
Anime Otaku!
Fri 2 Mar 2007
at 18:53
  • msg #43

Re: Game Ideas?

I think if you want an equivalent to ritual magic, the best example would be Shamanistic magic in DL:R.  Since they have to perform dances and other rites, it is a perfect guide to how you might make it work in your game.

That's if you have DL:R.
Skycast
player, 9 posts
Fri 2 Mar 2007
at 19:00
  • msg #44

Re: Game Ideas?

Don't have DL:R, only SW, Rippers and the Pulp stuff right now.
Cloth Frog
player, 12 posts
Fri 2 Mar 2007
at 19:15
  • msg #45

Re: Game Ideas?

No the ritual magic I was refering to  was done a while back in Shark Bites. It is very different then all the other magic presented in DLR. You don't take an Arcane background to use it but you need a skill in it, spell books and lots of time there are all sorts of consequences I recall if it doesn't go right.  It should still be available for download as a PDF in Shark Bytes Volume 2 issue one, I think.  Try downloading it from here http://www.sharkbytes.info/download.php  Good luck.
Cloth Frog
player, 13 posts
Fri 2 Mar 2007
at 19:28
  • msg #46

Re: Game Ideas?

It is in still in the Volume 2 of Shark Bytes but it was by Clint Black not Butch Curry.
Emiricol
player, 10 posts
Sat 3 Mar 2007
at 01:08
  • msg #47

Re: Game Ideas?

What is the article called?  I'm not finding it :(
Cloth Frog
player, 14 posts
Sat 3 Mar 2007
at 01:30
  • msg #48

Re: Game Ideas?

Its titled Arcane Rituals in Savage World by Clint Black.  Its on page 64 of the 84 page PDF Shark bytes newszine number 2 from 2004.  It should be downloadable from the Shark Bytes site.
Dark_Fenix
player, 41 posts
Sun 4 Mar 2007
at 15:16
  • msg #49

Re: Game Ideas?

Skycast:
I'm actually now leaning towards a "simple" kind of name, Savage Seekers. Or some variation with "Seekers" in it since the main group of the game will be something called the Seekers Society.

As for TRES, I have read about and will be picking it up when it comes out; can't wait to see it!


I've looked at using TRES and their sample adventure for the Pulp game I was thinking about a while back. It looks very well done, and want it in hhard print to show my local group.

Skycast:
Gents, here's my first pass at an intro/explanation for Torva Peto, the Savage Seekers campaign. Let me know what you think.

There are things that conventional wisdom or even the most scholarly knowledge can’t explain; things that lurk in dark alleys, things that have been hidden deep in the jungles or swamps or upon the highest mountains for centuries, things that defy our wildest imaginings, and even things that are hidden deep within each of us. These are the things that we have sought out since our founding. We protect the meek and innocent and conceal those things that should remain hidden. You don’t know it yet, but you are one of us, marked since birth to serve a greater cause.

We are Peto Sodalitas, the Seeker’s Society, and we work in secrecy for the greater good of man. Welcome to our ranks.

Valor | Vigilance | Silence


This sounds very interesting - I think you will definately get several people from here wanting to join in Sky :)

OggyBenDoggy:
Shared world/GMs

Once in a while I see a dnd/d20 game here without a character party.  There'll be PCs, 1 or more GMs, and sometimes the PCs work together, and sometimes not.

which a bit more realistc that a group who always sticks together, as well as allowing incompatible PCs, I want to play a paladin, you want to play an assasin, we probably don't adventure together.

A game like 50F, NE, Savage SHadowrun, or Rippers where teams are assembed, do the job, then break-up would be fun.


So, would it be a case of the players make a selection of characters? Or maybe Mission Impossible style, where there are a cast of characters and the right ones for the job are selected.
What about doing it with round robin GMs, where we take it in turns running a particular setting, playing in it when we are not running. So whilst the world and the setting is the same, the adventure styles change depending on the person running it, or the teams involved.
OggyBenDoggy
GM, 42 posts
Algiso/50F. Doc Brown/
HOE.  Sharpe/Rippers
Mon 5 Mar 2007
at 15:26
  • msg #50

Re: Game Ideas?

The way I've seen in done with d20, you have several GMs, usually a primary who owns the game, and some others.  And the GMs will each run their own plots, you might have an Inn as a central point, with a jobs board.  There might be a listeing for guards needed for a merchant caravan, a noble wanting help wth restless spirits, a reward for a stolen neclace etc.  Different PCs can go for whatever job they wanted.  Could be the caravan is only hiring fghter types.  Obviously the restless spirit they want at least 1 cleric.  etc.

so if there are, say, 8 pcs, 4 go the caravan guards thing, 2 the restless sprts, and 2 look for the necklace.   Next time maybe 6 do a dungeon crawl, and the other two do solo things.  or whatever.  Some missions/adventures will be for a "balanced party", and others will be specalized, if someone is hiring to hunt bandits, they probably want "light fighters" and rangers, not guys in plate mail.
Trilan
player, 25 posts
Mon 5 Mar 2007
at 15:54
  • msg #51

Re: Game Ideas?

Has anyone gotten Runepunk yet? I think it might work nicely for something similar to what you are talking about Oggy.

I'm still waiting for mine to ship, so I don't know if it actually works like I think, but it either way it's probably not too hard to adapt. The impression I've gotten is that it takes place in like a cross dimensional nexus where people of different worlds can meet. And if that's the case then you could have a community forums kind of like this one, except that each person would actually have a PC they are running. Then parties could form and take off in a fairly organic manner, the only problem being the number of parties being limited to the number of groups RPOL allows.

You could actually do this with any of the settings, but if my understanding about Runepunk is right then you could potentially satisfy everyone at once, rather than having to specify the game type as Fantasy, Historic, Sci-Fi, etc.
OggyBenDoggy
GM, 43 posts
Algiso/50F. Doc Brown/
HOE.  Sharpe/Rippers
Mon 5 Mar 2007
at 16:03
  • msg #52

Re: Game Ideas?

cross dimensional could work; any mission based really.  Shadowrun, star wars, fantasy, 50F, especially something where people are hired.
SeekerKasumi
player, 14 posts
Mon 5 Mar 2007
at 20:12
  • msg #53

Re: Game Ideas?

Not quite what SCatterPoint is Trilan. I got one of the advance signed copies (commence your drooling ^_~) and I've been running it for a few weeks now. I've been treating it a lot like SHadowrun, but with steam ear tech instead of futuristic stuff. There are plenty of other small cosmetic changes too, but that's how I've handled it so far, and the group's been lovin every second.

But the way the setting is put together would definitely work for this kind of game, and I would love to join that. I've read through RunePunk about 3 times since getting it, and have so many character ideas in my head its ridiculous. Some'll probably show up in my own campaign soon as recurring NPCs, but I'd love to get to really pay a few too.

The only problem with using RunePunk here is that, since there's no podf yet, the people involved all have to have a physical copy. ANd its only just coming out now. But if that's not a problem, yeah, count me in for this round robin thing.

Oh, one last question about it. WOuld this be run in a single game, or would each GM have their own game?
OggyBenDoggy
GM, 44 posts
Algiso/50F. Doc Brown/
HOE.  Sharpe/Rippers
Mon 5 Mar 2007
at 20:15
  • msg #54

Re: Game Ideas?

The way I've seen it done, is that there is one game on Rpol, and one or more GMs.  often the GMs also have PCs which are run in the adventures run inthe other GMs game.

Sometimes all the adventures start and stop at around the same time, other times it's more fluid.
Belirahc
GM, 79 posts
Belirahc@gmail.com
Anime Otaku!
Sun 18 Mar 2007
at 00:32
  • msg #55

Re: Game Ideas?

Wondering if there is interest still in a Necropolis game.  There will be some chance for roleplay, but missions seem to be pretty combat oriented.  Hopefully I can make it seem gory and action packed.

I know Emiricol said he'd be interested.  I also have the player's guide, so that won't be too much of a problem to get people started.

Let me know if there is interest.
Belirahc
GM, 80 posts
Belirahc@gmail.com
Anime Otaku!
Mon 19 Mar 2007
at 17:00
  • msg #56

Re: Game Ideas?

OK, another thought I've had.

Yeah, I'm full of em, although people tell me I am full of other stuff too. <(^_^)>

Anyone here heard of XCrawl?  I hope a few of you have, because I would like to make a conversion or two for players of Savage Worlds to play in the XCrawl universe.

Think Dungeons and Dragons played for real on Pay-per-view.  Real dragons, real skeletons, and real death....

That's right.  The number one law of Xcrawl is "If you die... you die!"

Each dungeon is usually made up of three levels, with multiple teams playing through them in order.  Half of the teams make it to level 2, with only two or three teams making it to the final level.  This does not mean team deaths, but that can be one of the reasons.  Teams are also scored on points as well as time, so if they cannot make the best time/score, they are out of the tournament.

Crawlers, as they are known, can play to the crowd, getting the people behind them with special moves and teamwork.  But look out, some of those monsters have their own fans, and woe to the team that takes out a favored troll after the surrender signal is given.  You'll have the fans against for the rest of your crawling days.

I've got a bit of work to do to convert some ideas, but if this sounds lie fun, let me know and I'll see what I can do.
OggyBenDoggy
GM, 48 posts
Algiso/50F. Doc Brown/
HOE.  Sharpe/Rippers
Mon 19 Mar 2007
at 17:03
  • msg #57

Re: Game Ideas?

I've heard of it, but to me it sounded more or less like a reason to have dungeon crawls, with traps and puzzles etc.

Is there an advantage to the crowd liking you?  Do you get marketing deals, if you sign on as DwarkWerks official spokesbeing, they give you a magic sword to use so you can do a commerical endorsement?
Belirahc
GM, 81 posts
Belirahc@gmail.com
Anime Otaku!
Mon 19 Mar 2007
at 17:14
  • msg #58

Re: Game Ideas?

Pretty much have the right of it.  Think of basketball players with the Nike endorsements and such.  If you wear the logo for, using Oggy's idea, Dwarfwerks, you get extra money if you survive the crawl, and may get some nice extras that you can use in the dungeons.

Players either love (face) or hate (heel) the crowds, so they react to them in different ways.  Getting the crowd behind you can grant you bonuses in your next actions.  If you are picking a lock and the crowd is behind you, they may hush, giving you a standard attempt to pick it.  If they don't like you, they may be vocal about it and cause you to take a penalty.

And what is good for the players is also good for the monsters.  You get a monster with a fanbase, they may get a pickup if the crowd starts chanting their names.  And almost every monster that has a fanbase will be a wildcard.  Imagine that.

And there is a reason for the crawls.  The world is Earth, but one where Rome never really fell.  The Empire has stretched across the world, with indivial Emporer's ruling each continent.  The technology is similiar to our own, but most of it is powered by magic, although some is more mechanical than anything else.  The Roman Gods are still in power, although minor Gods still vie for power as well (most notably the Messianics and their one God and his son, Jesus).  The crawls are similar to the arena fights of our Rome, put on to keep the masses enthralled while the government becomes corrupt and threatens to fall out from under them.

Interesting, no?
Belirahc
GM, 86 posts
Belirahc@gmail.com
Anime Otaku!
Thu 5 Apr 2007
at 18:02
  • msg #59

Spies like us!

Anyone want to participate in a spy campaign?

I'm playing around with converting some of my favorite Spycraft missions into Savage Worlds equivalents, and I was wondering if ther would be a small force of say... four players who would want to join in the spying fun?
Belirahc
GM, 95 posts
Belirahc@gmail.com
Anime Otaku!
Mon 16 Apr 2007
at 01:56
  • msg #60

Quick Ideas

Idea 1) High School setting for a superhero game using the Necessary Evil rules changes.  Players would be teenagers with special powers, and would all be human (no atlantean or half-breeds).  Id's would be secret, so they would have to face normal everyday situations with care, as exposing their secret will be bad.

Idea 2) Standard fantasy game to run through a savaged version of Savaged Tides (a D20 adventure of 12 parts).

Idea 3) Still would like to run a Savaged version of a Spy game.

Well?
Emiricol
player, 13 posts
Fri 13 Jul 2007
at 04:15
  • msg #61

Re: Quick Ideas

Still interested in Necropolis campaign.  I'd also be interested in something set in Shaintar.
Cloth Frog
player, 19 posts
Fri 13 Jul 2007
at 17:26
  • msg #62

Re: Quick Ideas

Necropolis sounds cool but it seems like it would be hard to run on rpol with all the extra's and mass battles.  Are you interested in running it or playing in it?
Cloth Frog
player, 20 posts
Fri 13 Jul 2007
at 17:31
  • msg #63

Re: Quick Ideas

Incidentally if anyone is interested, the 50 fathoms game is looking for some players to take over some characters. We've hit a slow patch and are hoping to get things going again.  Alternatively if you are already in the game but haven't posted for a while drop a line and let me know your status.  Thanks,
Emiricol
player, 14 posts
Fri 13 Jul 2007
at 18:11
  • msg #64

Re: Quick Ideas

Playing.  My time is really limited this year, so I've had to transfer to new GMs all my games I was running, or not continue them after the conclusion of the adventure at hand.  At the moment, only 3-5 posts per week is about what I can handle (plus dice rolls of course).

Not that there's a ton of GMs at the moment, but my interests are pretty much the ones I have but have not yet played - Necropolis, DL:R, Rippers, Shaintar, and maybe the fan conversion, Advanced Dungeons & Savages (from <a href="http://www.dragonsfoot.org/sw/#154">SavageHeroes.com)</a>.

-Emiricol
OggyBenDoggy
GM, 71 posts
Algiso/50F. Caleb/ DLR
Sharpe/Rippers,  GM/WWII
Thu 30 Aug 2007
at 16:54
  • msg #65

Re: Quick Ideas

It occurs to me that what we don't have right now, is any modern or future settings.

Several fantasy (i put 50f in that category), a pulp, etc.  Thtere was a Zombie run game but it went away.

the closest I think is my Weird War II game (which could use a couple of players, by the way).

I've seen a conversion for Star Wars, I think that'd make a great SW game.  I've also heard someone's done traveller, but I've never seen it
Cloth Frog
player, 21 posts
Fri 31 Aug 2007
at 02:49
  • msg #66

Re: Quick Ideas

There's also a Star Frontiers conversion that is pretty good.  I think you can actually download all the old Star Frontier modules on line from somewhere now too.  I never liked the game system but it was a decent story line.
xenongames
player, 1 post
Fri 31 Aug 2007
at 03:31
  • msg #67

Re: Quick Ideas

I've been tossing around a retro-SF, Star Trek meets Forbidden Planet idea, but I don't know if I'm ready to run on here (though I could run offline without difficulty).
SmilinJack
player, 7 posts
Fri 31 Aug 2007
at 04:53
  • msg #68

Re: Quick Ideas

Still working on that furry pulp game.
Brianna
player, 19 posts
Fri 31 Aug 2007
at 05:44
  • msg #69

Re: Quick Ideas

But no DLR.  :-(
OggyBenDoggy
GM, 72 posts
Algiso/50F. Caleb/ DLR
Sharpe/Rippers,  GM/WWII
Fri 31 Aug 2007
at 17:14
  • msg #70

Re: Quick Ideas

I'm in a DLR game here on rpol.  Don't now if they are recruiting.

Savage Star Frontiers (Savage Frontiers?) would be cool as well.
Cloth Frog
player, 22 posts
Sun 2 Sep 2007
at 02:26
  • msg #71

Re: Quick Ideas

Also has anyone looked at Erth 3000 its kind of a gamma worlds scenario that is pretty cool..
OggyBenDoggy
GM, 73 posts
Algiso/50F. Caleb/ DLR
Sharpe/Rippers,  GM/WWII
Tue 4 Sep 2007
at 14:19
  • msg #72

Re: Quick Ideas

I read the player's guide.  I didn't read any farther than that, on the chance I might play it.

Looked pretty cool
SeekerKasumi
player, 16 posts
Tue 4 Sep 2007
at 14:25
  • msg #73

Re: Quick Ideas

I'm looking at starting up a Pirates game and a RunePunk game. Here's a link to the Pirates game:

link to "Pirates of the Spanish Main - Rebels & Revenants"

Skycast has already expressed interest in joining and I think I can convince at least one of the people from my failed attempt at running it using MapTool to join. The more hands I can get the merrier.

As for RunePunk, I'll set up that game once I know there is more interest.
Cloth Frog
player, 23 posts
Tue 4 Sep 2007
at 20:15
  • msg #74

Re: Quick Ideas

I think I'd be interested in the Runepunk game if you start it.
OggyBenDoggy
GM, 74 posts
Algiso/50F. Caleb/ DLR
Sharpe/Rippers,  GM/WWII
Tue 4 Sep 2007
at 23:06
  • msg #75

Re: Quick Ideas

Is anyone else interested in playing in a Savage Science Fiction game?  Star Frontiers, Star Wars, home brew?
SmilinJack
player, 9 posts
Tue 4 Sep 2007
at 23:17
  • msg #76

Re: Quick Ideas

I downloaded the basic book for TSR's Star Frontiers, looking it over.
SeekerKasumi
player, 18 posts
Wed 5 Sep 2007
at 03:34
  • msg #77

Re: Quick Ideas

Ok so the link to the PIrates game is right up there, here's the link to RunePunk. Join away.

link to "RunePunk - Steam & Shadow"
Emiricol
player, 16 posts
Wed 5 Sep 2007
at 10:45
  • msg #78

Re: Quick Ideas

OggyBenDoggy:
Is anyone else interested in playing in a Savage Science Fiction game?  Star Frontiers, Star Wars, home brew?


Home brews or Star Frontiers would be quite interesting, though if I join the Kane game I'll be tapped out for time. So, it depends on what is planned :)

-Emiricol
OggyBenDoggy
GM, 75 posts
Algiso/50F. Caleb/ DLR
Sharpe/Rippers,  GM/WWII
Wed 5 Sep 2007
at 14:57
  • msg #79

Re: Quick Ideas

So you have a link to the star frontier's conversion?  I couldn't find it
rabideldar
player, 4 posts
Wed 5 Sep 2007
at 16:40
  • msg #80

Re: Quick Ideas

Personally I have always enjoyed the settings from Horizons. Normally they are D20 though which is sad because sometimes the settings are so good things like Grimm or Red Line or Dawn Forge.
OggyBenDoggy
GM, 77 posts
Algiso/50F. Caleb/ DLR
Sharpe/Rippers,  GM/WWII
Mon 10 Sep 2007
at 17:42
  • msg #81

Re: Quick Ideas

so is anyone (other than me) interested in playing in a Savage Science Fiction game?
SmilinJack
player, 10 posts
Mon 10 Sep 2007
at 18:52
  • msg #82

Re: Quick Ideas

I would be, yes.
OggyBenDoggy
GM, 78 posts
Algiso/50F. Caleb/ DLR
Sharpe/Rippers,  GM/WWII
Tue 11 Sep 2007
at 19:09
  • msg #83

Re: Quick Ideas

hm, well, only you and me.

I was thinking of starting a SciFi topic, to discuss game idea's, maybe eveolve into a game, but with only 2 I don't know if there is a point
rabideldar
player, 8 posts
Tue 11 Sep 2007
at 21:16
  • msg #84

Re: Quick Ideas

I would be interesting playing in sci-fi if the world was done correctly. With that said I am more interested in land based games than games based in space. In other words if most of the action did not revolve around flying around space or space at all I would be all in.
OggyBenDoggy
GM, 79 posts
Algiso/50F. Caleb/ DLR
Sharpe/Rippers,  GM/WWII
Tue 11 Sep 2007
at 21:20
  • msg #85

Re: Quick Ideas

A single planet SF, or a game where ships were used to go from world to world, like original Star Frontiers, or the Jinx on a Terran Inheritance books would be fine.  I'll star the topic
Corwin
player, 7 posts
Tue 11 Sep 2007
at 21:34
  • msg #86

Re: Quick Ideas

I too would be more inclined to show interest after seeing what in particular was being offered from the SF genre. Since there are so many flavors of SF, it's impossible to know what to expect. I tend to enjoy Hard SF more than the fantastical, but that's just my tastes.
OggyBenDoggy
GM, 82 posts
Algiso/50F. Caleb/ DLR
Sharpe/Rippers,  GM/WWII
Tue 11 Sep 2007
at 21:38
  • msg #87

Re: Quick Ideas

I started the topic.

My thought is that if a few of us discuss things and find a setting/style/etc we are all interested in, we can start a game.  Rather than one of us starting a game without enough player interest
rabideldar
player, 12 posts
I am Legend - GM
Tue 18 Sep 2007
at 22:27
  • msg #88

New Games or Ideas

Does anyone have any up coming games that they would like to share? I have one more open spot to run a Savage World game and I am trying to figure out what I would really like to run. I was thinking maybe running another Evernight but seeing as the game isn't super popular I don't see the point.

Anyone have any suggestions of what else they would like to play? So far my I am Legend game is going great. I think players will really enjoy themselves.
SeekerKasumi
player, 20 posts
Wed 19 Sep 2007
at 02:10
  • msg #89

Re: New Games or Ideas

I just kicked off a RunePunk game. We've got a Ferren inventor, an Andari runecaster/sifter, and a Malakar bounty hunter, and room for at least two more players. I'd love to have this group grow, and since it just started, it would be nothing at all to work new players in.
rabideldar
player, 14 posts
I am Legend - GM
Wed 19 Sep 2007
at 13:28
  • msg #90

Re: New Games or Ideas

I am not a big fan of steampunk. While I am enjoying your games I feel three games from the same storyteller might be a bit much. :)
SeekerKasumi
player, 21 posts
Wed 19 Sep 2007
at 14:46
  • msg #91

Re: New Games or Ideas

lol, I know what you mean. No hard feelings buddy.
OggyBenDoggy
GM, 88 posts
Algiso/50F. Caleb/ DLR
Sharpe/Rippers,  GM/WWII
Wed 19 Sep 2007
at 14:56
  • msg #92

Re: New Games or Ideas

well, I've had a hankerin' for a scifi type game.

Or post apoc, there is a scripted campaign on the sharkbytes site.  Or Zombie run
OggyBenDoggy
GM, 99 posts
Algiso/50F. Caleb/ DLR
Sharpe/Rippers,  GM/WWII
Fri 16 Nov 2007
at 15:53
  • msg #93

Re: New Games or Ideas

I've seen some games here without a set party.  Superhero game at a school for mutants, and a few fantasy games wrapped around an adventuring guild or the like.  So sometimes you are solo, sometimes wth a group, but seldom the same PCs.

Would there be interest in something lke that for SW?  probably fantasy, I thin t fit's the model better.  If I were to run this, I wouldn't start until late Jan early Feb, kind of busy for the next two months.

Of course f someone else wants to give something like it a shot, go for it.

So, any interest?
ddrude
player, 1 post
Sun 25 Nov 2007
at 00:05
  • msg #94

Re: New Games or Ideas

Hi all,

I just picked up the Shaintar Immortal Legends book in pdf, it's a beauty. I can't wait for the print edition to add to my collection.

I was wondering if there was any interest in getting a game up here on rpol?  So far I have stayed away from the plot point section, in case someone wants to run it. I have several character concepts ready to go.

I'm fairly new to rpol and play by post in general, so I'm not sure I'm the best candidate to run it.  Maybe if there was a GM out there who wanted to share the load I could co-GM with them to learn the ropes (maybe PM me so we can discuss it)....

Anyone else interested, sound off?
Skycast
player, 19 posts
bp1
bp2
Tue 15 Jan 2008
at 18:01
  • msg #95

Northern Crown

Would anyone be interested in a Savaged Northern Crown game?

http://www.atlas-games.com/crown/

My plan would be primarily to use the setting material as a basis and inspiration for adventures. I've always been intrigued by a colonial America type setting.
This message was last edited by the player at 18:32, Tue 15 Jan 2008.
shady joker
player, 7 posts
Wed 16 Jan 2008
at 03:10
  • msg #96

Re: Northern Crown

I am.
shady joker
player, 8 posts
Wed 16 Jan 2008
at 06:52
  • msg #97

Re: Northern Crown

Anyone want to start or has a 50F game? I just got the book and would like to play.
Brianna
player, 20 posts
Wed 16 Jan 2008
at 07:01
  • msg #98

Re: Northern Crown

Hmm, the setting looks interesting, and I do have the SW book now...  so maybe, if I can find time and inspiration to create a suitable character.
GreenTongue
player, 3 posts
Wed 16 Jan 2008
at 18:19
  • msg #99

Re: Northern Crown

I just talked a friend into running a 50F game in real life.
I'll be playing a hard of hearing Musketeer in love with his musket.
=
shady joker
player, 9 posts
Thu 17 Jan 2008
at 01:07
  • msg #100

Re: Northern Crown

 Well I do not want to GM if it can be helped. I was hoping for a game on rpol.net. I want to be a crab man or Grael type character.
OggyBenDoggy
GM, 103 posts
Algiso/50F. Caleb/ DLR
Sharpe/Rippers,  GM/WWII
Thu 17 Jan 2008
at 17:14
  • msg #101

Re: Northern Crown

there was a long running 50F game here, but the GM had to drop.  A player said he'd take over, but it was around x-mas, so things kind of paused.  I've been only sporadically on for the past month, so I don't know if it will restart or not
Skycast
player, 20 posts
bp1
bp2
Tue 29 Jan 2008
at 23:55
  • msg #102

Re: Northern Crown

I'm working on the Savage Septentrionalis (converted Northern Crown) setting and wanted some feedback on what type of campaign those wanting to play would be interested in. The setting is ripe for many styles of gaming:

* Soloman Kane like supernatural investigation/exploration
* Continental/environmental exploration
* Intrigue between countries; investigation into cults, societies, etc.

These are just three ideas off the top of my head. My initial thoughts are that the players could be part of a band of "troubleshooting mercenaries" or perhaps members of an explorative society. Anyway, just wanted some feedback.

I'm posting setting conversion information as it develops, you can see the first entry here: http://wilddie.net/?p=70
OggyBenDoggy
GM, 104 posts
Algiso/50F. Caleb/ DLR
Sharpe/Rippers,  GM/WWII
Wed 30 Jan 2008
at 02:31
  • msg #103

Re: Northern Crown

yes

all 3, why stick with just one thing?  plus, that way you can have a witch hunter for the first, a woodsman explorer type for the second, and a spy type char for the third.  Different adventures will "star" differnt PCs
Skycast
player, 21 posts
bp1
bp2
Wed 30 Jan 2008
at 14:07
  • msg #104

Re: Northern Crown

OggyBenDoggy:
all 3, why stick with just one thing?  plus, that way you can have a witch hunter for the first, a woodsman explorer type for the second, and a spy type char for the third.  Different adventures will "star" differnt PCs


Agreed, I'd rather keep things open, but I'd need the binding force that has a diverse range of characters travelling together. Mercenaries looking for any work, society of "travellers" doing Robin Hood-esque deeds?

Ideas...
OggyBenDoggy
GM, 105 posts
Algiso/50F. Caleb/ DLR
Sharpe/Rippers,  GM/WWII
Wed 30 Jan 2008
at 16:56
  • msg #105

Re: Northern Crown

It's basically colonization of america, with a supernatural twist?  how about all players are hired to explore an area for settlement, then protect/defend/etc the settlement as it grows?
Skycast
player, 22 posts
bp1
bp2
Wed 30 Jan 2008
at 23:04
  • msg #106

Re: Northern Crown

OggyBenDoggy:
It's basically colonization of america, with a supernatural twist?  how about all players are hired to explore an area for settlement, then protect/defend/etc the settlement as it grows?


I think that just sparked something in the back of my mind OBD...thanks. I'll work things out to get started in the near future...thanks.
Skycast
player, 23 posts
bp1
bp2
Thu 31 Jan 2008
at 23:50
  • msg #107

Re: Northern Crown

Here's a quick intro I wrote up...

A Savage Frontier

Seeking brave, adventurous, independent and free-thinking souls...that's the call that came forth from Lord Jeferson and his adviser, the renowned philosopher Franklyn, describing the kind of people needed to join the newly formed Virginia Cavaliers. As a related division to Jeferson's Army of Discovery, the Cavaliers are a free-form militia and protective force designed to roam the lands of Virginia and beyond, protecting the ideals of the Republic, defending and aiding its citizens from its adversaries and investigating the lands of Septentrionalis wherever travels shall take them. You are one of the intrepid few that are riding out to various corners of the Republic of Virginia, ready to do whatever needs to be done. Saddle up, adventure is in the air and the unknown is just over the horizon.
OggyBenDoggy
GM, 107 posts
Algiso/50F. Wyllam/RnPunk
Robert/DLR
Thu 31 Jan 2008
at 23:59
  • msg #108

Re: Northern Crown

Sounds cool.  Where do I sign up ?
:)
OggyBenDoggy
GM, 109 posts
Algiso/50F. Wyllam/RnPunk
Robert/DLR
Wed 6 Feb 2008
at 19:36
  • msg #109

Thinking of starting a game

I've been thinking of starting a game, but I have several idea's, so I'm willing to run whatever the most people are interested in.

And I want to make sure there are enough savages here interested in another game.

Had three basic ideas.

1 - post apoc.  I have the Savage Gamma World conversion, but i'd prefer a more "realistic", maybe 30 years after the war, more Mad Max than Mutants.

2 - modern fantasy/horror.  Monster hunting in the 21st century, probably something like Rippers set today

3 - Fantasy.  Peg just released Wizards and Warrios, which had some good idea for a fantasy game.  ether:
a - standard pack of mercenary adventureres, looking for monsters and loot.  But as this has been done a lot, I could also do:
b - conan.  More human bad guys, no PC non-humans, few monsters, a bit more horror.
c - Knights of the Round Table.  PCs are Knights or their companions, fighting the good fight
d - Robin hood.  NOt historical, maybe not even Robin Hood, but paying rebels in a fantasy setting.  Maybe like Midnight where The Big Bad Guy took over, or maybe it's simply that your kingdom has been conquored by another.

thoughts?  idea's?  Preferences?  Any interest at all?
Strickland5
player, 2 posts
Wed 6 Feb 2008
at 19:41
  • msg #110

Re: Thinking of starting a game

All of the ideas sounds fine. I'd roll a d6 and move go with it.

Alternately you could to a game similar to what feuer_faust is doing over at Savage Stories.

Either way keep us informed!
edbraindead
player, 12 posts
Wed 6 Feb 2008
at 19:42
  • msg #111

Re: Thinking of starting a game

i'd be into playing the mad max/post apoc or the monster-hunting in the 21st century.
Skycast
player, 24 posts
bp1
bp2
Wed 6 Feb 2008
at 20:17
  • msg #112

Re: Thinking of starting a game

I'd be up for some post-apoc or the Robin Hood-esque idea...either sounds like fun and both are something that aren't represented here.
OggyBenDoggy
GM, 110 posts
Algiso/50F. Wyllam/RnPunk
Robert/DLR
Wed 6 Feb 2008
at 20:53
  • msg #113

Re: Thinking of starting a game

S5, what's feuer_faust doing?  Is it here on rpol?

that's two votes for Mad Max, 1 for robin hood, one for modern monster hunting.  And one no pref.  I'll wait for a few more votes and make a call

the idea on the PA game is that you could be old and understand all tech, or young and need an edge.  So if you have shooting and don't have the edge, you can use bows, crossbows, etc., but with guns you are -4.  Same for most skills like that.  Similar to Aftermath! if you've played that game.

for modern monster hunting, i was thinking that you'd start as either a bunch of stranger or friends who have an encounter, then are recruited.  some missions would be investigatory, others "bug hunts".  Or maybe you were all in teh same national guard unit sent to Iraq, and that's where you have your encounter.

For the Robin hood, I'm thinkng of a scenario where an "evil" character party conqured your kingson.  So one area s rules by an assasin, another by a mage, another by an evil priest, etc.  You'd start out in hiding as rebels, the plot would be defeating them one by one, obviosly the types of threats will vary, the assasin will have lots of assasin, traps, etc, the age will have magial creates, the priest will have undead, etc.
Strickland5
player, 3 posts
Wed 6 Feb 2008
at 21:02
  • msg #114

Re: Thinking of starting a game

OggyBenDoggy:
S5, what's feuer_faust doing?  Is it here on rpol? 
Its a round robin game, or a string of mini-campaigns w/o linking characters. We just started a low-fantasy game. Yes its here... <a href="http://rpol.net/game.cgi?gi=28729&gn=%5BSavW%5D+Savage+Stories&date=1202267819">right here to be exact</a>
lovesaints
player, 2 posts
Sun 17 Feb 2008
at 21:43
  • msg #115

Re: Thinking of starting a game

I'm currently working on "Savage Rifts." I love the setting, hate the system. So I'm going to bring it into the SW system.

I'll keep you guys posted.
derfinsterling
player, 3 posts
Tue 26 Feb 2008
at 11:31
  • msg #116

Re: Thinking of starting a game

I'm playing in a couple of games here, run two games at Rondak's and I'm thinking about running a game here as well.
First I thought about using my Savage Westeros conversion for a Game of Thrones game, but then I though I'd rather try a game of Rippers or Necropolis...
probably Necropolis.

Any interest out there? I'll set up the game and see if I get some requests for joining. ;-)
Strickland5
player, 4 posts
Tue 26 Feb 2008
at 12:19
  • msg #117

Re: Thinking of starting a game

I don't care much for Rondak's style vs here. For some reason the long reply thread of posts annoy me. And the die roller here is much better to me at least.

I'd be up for Necropolis, would give me a chance to use my 'con copy' :)
Codexier
player, 1 post
Tue 26 Feb 2008
at 13:26
  • msg #118

Re: Thinking of starting a game

I'd love to play Necropolis.  I was just thinking this morning about offering to run a game of it here, though I am not the best with the SW rules.
derfinsterling
player, 4 posts
Tue 26 Feb 2008
at 14:26
  • msg #119

Re: Thinking of starting a game

Allright, I set the game up. Give it a week or two before we actually start, so that enough players can wander by and join up. ;-)

link to "[SavW] Necropolis"
OggyBenDoggy
GM, 112 posts
Algiso/50F. Wyllam/RnPunk
Robert/DLR
Wed 12 Mar 2008
at 00:09
  • msg #120

Re: Thinking of starting a game

Given the recent death of Gygax, I think I'd like to do a SW fantasy game, using mostly the Wizards and Warriors pdf recently released.

Is there interest in that?
Strickland5
player, 5 posts
Wed 12 Mar 2008
at 00:18
  • msg #121

Re: Thinking of starting a game

A tribute, as it were, to the Gygax? Count me in!
Skycast
player, 28 posts
bp1
bp2
Wed 12 Mar 2008
at 02:23
  • msg #122

Re: Thinking of starting a game

OggyBenDoggy:
Given the recent death of Gygax, I think I'd like to do a SW fantasy game, using mostly the Wizards and Warriors pdf recently released.

Is there interest in that?


I'd be in for some straight up old-school Savaged! fantasy!
GreenTongue
player, 4 posts
Thu 13 Mar 2008
at 18:07
  • msg #123

Re: Thinking of starting a game

Anyone else been looking over Rocketship Empires 1936 and using Savage Worlds to run it?
http://www.rocketshipempires.com/
=
SeekerKasumi
player, 31 posts
Thu 13 Mar 2008
at 20:12
  • msg #124

Re: Thinking of starting a game

I've been looking it over, cant wait for the next release sometime this week, and am working at Savaging it. I've got ideas for the Psionics Ed desribed on the forums, as well as the beginnings of a ship building system based on the Pulp & Sci Fi Toolkits. I plan on posting it on the PEG boards as I get it typed up from my notes, so keep an eye over there. Patrick, another Savage on the PEG boards, has also starting posting some large capital ships using the As You Need IT method over there as well.
GreenTongue
player, 5 posts
Thu 13 Mar 2008
at 23:52
  • msg #125

Re: Thinking of starting a game

I've got a hankering to rework the SW Character Generator Toolkit for SE'36 characters.
That should keep me busy and be helpful to people as well.
=
shady joker
player, 10 posts
Fri 14 Mar 2008
at 05:37
  • msg #126

Re: Thinking of starting a game

50 FATHOMS IN SPACE! I was thinking of a sci-fi space opera type game using 50F races as the aliens. Now that I typed this the idea doesn't sound that good.
Cloth Frog
player, 24 posts
Fri 14 Mar 2008
at 15:46
  • msg #127

Re: Thinking of starting a game

I don't know about the 50 fathoms races in space but the pirates in space is always fun.
GreenTongue
player, 9 posts
Sat 26 Apr 2008
at 14:11
  • msg #128

Re: Thinking of starting a game

It wasn't natural, that much was clear. How it had gotten into orbit wasn't.

The six kilometer long icy cylinder was rounded and pockmarked at one end, filled with symmetrical holes on the other. There was a feeling of great age about the cylinder but no clear way to determine how old.

It wasn't dead. It least not according to the energy it still emitted, mostly from the end with the holes. While the holes were not hot, they were not as cold as the ice on the rest would lead you to expect.

Rectangular patches were exposed on the sides as the cylinder slowly rotated. The rectangles were free of ice and had a metallic look. They were large enough for a small ship the size of a fighter or shuttle to fit through. Two thirds of the way towards the end these three holes were equal distance apart, they looked deep and dark.
=
This message was last edited by the player at 15:10, Sun 27 Apr 2008.
kturock
player, 4 posts
Sat 26 Apr 2008
at 17:29
  • msg #129

Re: Thinking of starting a game

huh?

GreenTongue:
It wasn't natural, that much was clear. How it had gotten into orbit wasn't.

The six kilometer long icy cylinder was rounded and pockmarked at one end, filled with symmetrical holes on the other. There was a feeling of great age about the cylinder but no clear way to determine how old.

It wasn't dead. It least not according to the energy it still emitted, mostly from the end with the holes. While the holes were not hot, they were not as cold as the ice on the rest would lead you to expect.

Rectangular patches were exposed on the sides as the cylinder slowly rotated. The rectangles were free of ice and had a metallic look. They were large enough for a small ship the size of a fighter or shuttle to fit through. Two thirds of the way towards the end with holes and diametrically opposed, they looked deep and dark.
=

GreenTongue
player, 10 posts
Sat 26 Apr 2008
at 21:41
  • msg #130

Re: Thinking of starting a game

Re: Thinking of starting a game
A Pulp Sci-Fantasy game about exploring an unknown alien object of large size.
=
kturock
player, 5 posts
Sun 27 Apr 2008
at 00:17
  • msg #131

Re: Thinking of starting a game

ahh...

i thought it was about the 'probe' from star trek 4 and the book 'probe'.
Wyck
player, 2 posts
Mon 2 Jun 2008
at 17:57
  • msg #132

Re: Thinking of starting a game

Is anyone as intrigued by Sundered Skies as I am? I'd love to play in a game of this on here. Especially before i end up running it for my tabletop game and learning all the secrets. I can't run it i'm afraid as I don't have the mental capacity to run a 4th game. The ones i have face to face are keeping me up at nights as it is with ideas that won't go away.
OggyBenDoggy
GM, 131 posts
Algiso/50F. Wyllam/RnPunk
Robert/DLR
Fri 8 Aug 2008
at 21:14
  • msg #133

Re: Thinking of starting a game

I'm down with sundered skies, but it's hard for me to justify buying a book for an online game.  If I was also playing in person it'd be easier.

that personal restriction means I can pretty much only play in homebrew or settings like DL where I have other mateiral.

What I'd like is to play in the ravaged earth.  It's a fully detailed setting, and it's available for free (although the link seems broken at the moment)
Wyck
player, 11 posts
Fri 8 Aug 2008
at 21:36
  • msg #134

Re: Thinking of starting a game

It's possible now that Reality Blurs is publishing it that they took down the free wiki permanently. Can't say for sure. I did look at it before it disappeared though. I like pulp movies but pulp games don't interest me very much.
Wyck
player, 12 posts
Sat 30 Aug 2008
at 20:19
  • msg #135

Re: Thinking of starting a game

Well I brought this up in the Game Proposal's forum awhile back and it generated a bit of interest. Not quite as much as I wanted. I started going through a bit of a financial rough patch and didn't want to start a game I couldn't keep running. So anyway, rough patch is over and i'm considering trying this if there is enough people wanting to play. I'm hoping for 4-6 players.

So the idea is a SW supers game using Savage Worlds: Explorers Edition and Neccesary Evil for powers.The game will be based of the comicbook series Stormwatch. A U.N. sponsered supergroup, based on an orbiting spacestation that intervenes against super-powered threats when requested by the U.N. member nations.

It would probably be a deadly campaign. If you die you stay dead but with this premise it would be easy to slip a replacement character into the mix. I would be restricting a few things that don't fit the setting but there will be alot of character gifts as well to make up for it. And one or two easy to learn house rules as well.

Setting familiarity isn't required. It would actually be better if you didn't know it as I would be following the comics plot quite a bit. I've run this campaign for my table top group for almost 2 years and have tons of material ready to go. It's also been my players favorite campaign.

I would consider one or two canon characters for PC's but I'd prefer original concepts.

So there's my proposal. Any interest this time?
dm_punks
player, 3 posts
GM/Mystaran Misadventures
Tue 2 Sep 2008
at 07:52
  • msg #136

Re: Thinking of starting a game

In reply to Wyck (msg #135):

I'll play, but I'll still have to think of a concept. Would a four-color superhero concept fit in with the setting?
Wyck
player, 13 posts
Tue 2 Sep 2008
at 10:06
  • msg #137

Re: Thinking of starting a game

It should, for the most part, I think. I'd give more details once I made the game of course but basicly everyone would have a common origin as far as the true source of their powers. Still leaves plenty of room for original manifestation of their powers.

May want to hold off on thinking too hard about it until I see what kind of interest there is. As I'd be eliminating a few powers and hindrances that don't fit the setting.
This message was last edited by the player at 23:36, Tue 02 Sept 2008.
Wyck
player, 14 posts
Thu 4 Sep 2008
at 01:58
  • msg #138

Re: Thinking of starting a game

I have 3 interested so far. Would love one more.
Wyck
player, 19 posts
Sun 23 Nov 2008
at 21:35
  • msg #139

Re: Thinking of starting a game

Starting to have a hankering to play Low Life. My tabletop group isn't interested and im contemplating trying it on here. Would rather play the setting but may convince myself to run it on here. ANyone else like the setting?
GreenTongue
player, 11 posts
Mon 24 Nov 2008
at 13:06
  • msg #140

Re: Thinking of starting a game

Like many, I think it is a very fun concept.
Not something I would spend the effort to play though.
Sorry
=
Cloth Frog
player, 28 posts
Mon 24 Nov 2008
at 16:12
  • msg #141

Re: Thinking of starting a game

Actually I've been wanting to play in a low life game since it came out.  I'd be in.
Wyck
player, 20 posts
Sun 30 Nov 2008
at 06:40
  • msg #142

Re: Thinking of starting a game

Hmm not much interest in Low Life. Not sure I could do the setting justice anyway.
OggyBenDoggy
GM, 136 posts
Algiso/50F. Wyllam/RnPunk
Robert/DLR
Sun 30 Nov 2008
at 07:14
  • msg #143

Re: Thinking of starting a game

I don't have the book, so I don't know.  It seems unlikely anyone could play it without the book.

Personally, I'd be interested in TRES, 50F, Rippers, Deadlands, or Runepunk
Wyck
player, 21 posts
Sun 30 Nov 2008
at 16:05
  • msg #144

Re: Thinking of starting a game

yeah I would say the book is a must.

Of those you mentioned all I have is 50F's but I'm not real keen on running it. Me and my group stopped midway of it and dropped it for Sundered Skies. I've been contemplating converting an old Tunnels and Trolls dungeon crawl called Dungeon of Doom and trying that out but haven't decided anything yet.
OggyBenDoggy
GM, 137 posts
Algiso/50F. Wyllam/RnPunk
Robert/DLR
Tue 2 Dec 2008
at 21:46
  • msg #145

Re: Thinking of starting a game

I might be intersted in others, but those are the only ones for which I have the player's guides.

Sundered skies, for example, does look very cool
OggyBenDoggy
GM, 138 posts
Algiso/50F. Wyllam/RnPunk
Robert/DLR
Tue 2 Dec 2008
at 21:46
  • msg #146

Re: Thinking of starting a game

I might be intersted in others, but those are the only ones for which I have the player's guides.

Sundered skies, for example, does look very cool
Emiricol
player, 22 posts
Thu 19 Feb 2009
at 14:12
  • msg #147

Mecha

Would love to see a Showdown-style campaign using mecha. Don't have the time to run one, but if anyone has such a thing going please let me know.
OggyBenDoggy
GM, 143 posts
Thu 19 Feb 2009
at 17:50
  • msg #148

Re: Mecha

If toyed with the idea of using Carwars and SW.  Maybe even carwards rules for hte cars, adn SW for the char gen and skill checks
GreenTongue
player, 12 posts
Fri 20 Feb 2009
at 01:22
  • msg #149

Swords & Sorcery

I am looking forward to when "Legends of Steel" is released.
Was going to do my on conversion of "Broadsword" till I found out about it.
Got some adventure ideas ready.
=
OggyBenDoggy
GM, 144 posts
Fri 20 Feb 2009
at 19:10
  • msg #150

Re: Swords & Sorcery

I'm in a 4e arena game, and I'm wondering, would there be any interest in something like that for SW?
Lars
player, 5 posts
Sat 21 Feb 2009
at 02:23
  • msg #151

Re: Swords & Sorcery

I would be interested in an SW arena game. That could be quiet fun actually. Probably quite different to a D&D game.
LordRal
player, 4 posts
Sat 21 Feb 2009
at 10:55
  • msg #152

Re: Swords & Sorcery

I´ve found a SW conversion about "a song of ice & fire", maybe better known from the board game "A game of thrones".

Would like to play a "strategic" roleplay.

"Strategic" in that kind, that everybody plays a retainer to one of the great houses who wants to improve in career and rank.

Therefore you will have to trade, intrigue, and muster troops for warfare.

This may be integrated in a roleplay setting, so that your character may improve in skills and edges, as well as social interactions like tournaments, bribery, thievery, assasinations ect.

Anyone else there who will be interested in?
Emiricol
player, 23 posts
Sat 21 Feb 2009
at 16:05
  • msg #153

Re: Swords

In reply to LordRal (msg #152):

The idea is very interesting.  The execution could be tricky?  Dunno.
LordRal
player, 5 posts
Sat 21 Feb 2009
at 17:03
  • msg #154

Re: Swords

I thought about adapting some rules from the Pendragon RPG. There you have some lists for running an own realm with events like invasions, judgement, catastrophies, birth of childs, growth of population etc.
derfinsterling
player, 10 posts
Mon 23 Feb 2009
at 17:46
  • msg #155

Re: Swords & Sorcery

LordRal:
I´ve found a SW conversion about "a song of ice & fire", maybe better known from the board game "A game of thrones".


Is this  by any chance the conversion I wrote? ;-)
Savage Westeros?
LordRal
player, 6 posts
Mon 23 Feb 2009
at 19:29
  • msg #156

Re: Swords & Sorcery

Hmm, maybe. Then you did a good job!
OggyBenDoggy
GM, 145 posts
Mon 23 Feb 2009
at 21:16
  • msg #157

Re: Swords & Sorcery

Lars:
I would be interested in an SW arena game. That could be quiet fun actually. Probably quite different to a D&D game.

I was thinking you could challenge as "medieval", "reinassance", "modern" "future to set gear, Powers yes/no, etc.

or have it set in a particular era where everything goes.

I've also toyed with doing gladiators as part of the backstory, all the PCs are gladiators and they fight each other or NPC or monsters, but there is also adventure, intrigue, etc. almost like a carwars game, but without the cars.
Lars
player, 6 posts
Tue 24 Feb 2009
at 02:11
  • msg #158

Re: Swords

In reply to OggyBenDoggy (msg #157):

You would obviously have to state exactly what rules can be used. Personally I am open to any or all periods of play. Fantasy, Sci-Fi etc.

If you make an arena game, I think it's important you focus on the arena action without too much adventure and intrigue, because I think the danger is it quickly won't be an arena game anymore. You can have IC threads where the players can interact between battles, but that should mostly be color IMO.
OggyBenDoggy
GM, 146 posts
Tue 24 Feb 2009
at 02:16
  • msg #159

Re: Swords

yeah, those are 2 separate ideas.  one is a PVP arena, no RP.  the other is an RP campaign wrapped around an arena.

for the first, given the wide variety of gear, I'd be tempted to say that you get a set amount of gear, which can change each match; that way you can have a M-16 one match and a longbow the next without having to buy them all.

you get somethig like, 3 xp for winnign, 1 xp for losing.
or maybe 1 xp for each would the other guy takes, so the winnger get's 3, the loser gets howeer many the winner had when the loser went down.

Tricky part might be what other that core rules are allowed; personally I only have the core rules and a few of the Player's guides.  And of course who runs the thing.  I'm in a 4e DnD game, and for the most part the GMs there only step in to answer rules questions, and I assume to make sure no one is cheating on their char sheet.

we also sometimes had monster matches in those games for variety

I could probably start the arena and run it, although I could see everyone's sheets.  but I don't think that would be a problem in SW, where in 4e it kind of is.
Lars
player, 7 posts
Tue 24 Feb 2009
at 05:54
  • msg #160

Re: Swords

Maybe just use the basic rules and perhaps the free Wizards & Warriors supplement as well. Everyone should have access to that.

I think XP for wounds will work fine, but perhaps you should always get at least 1 XP for a fight.

Gear packages sounds good. Maybe something like 1 ranged wpn and one melee wpn OR 1 melee wpn & shield OR 1 two handed wpn, Maybe 2 free throwing weapons for everyone.

Armor could be leather for novices, chain for seasoned and so on.

Encumbrance rules should still be used of course, which could limit what you actually would bring.

Maybe you can add more GMs to the game, to spread the workload. Depends on the number of participants of course... :) I think you shold just start it and see how it goes. If there's alot of activity I wouldn't mind GMing as well.
Skycast
player, 36 posts
bp1
bp2
Wed 25 Mar 2009
at 00:34
  • msg #161

Stargatish?!?

Any interest in a Stargate inspired game set in the 1950's or 1960's? Thinking early 1950's after WWII. Stargate gets put into use earlier than the show.
OggyBenDoggy
GM, 151 posts
Wed 25 Mar 2009
at 00:47
  • msg #162

Re: Stargatish?!?

could be interesting; I could almost see it during WWII, maybe both the allies and the axis power have a working stargate, so it's a race vs. the Nazi's to establish bases and allies out there.

could even be that it's preWWII, maybe the stargate was found and that averted WWII. Japan didn't attack pearl harbor, they found or are looking for a source of oil out there.  It might be the 50's or 60's but with a cold war of allies v. axix
OggyBenDoggy
GM, 152 posts
Wed 25 Mar 2009
at 00:49
  • msg #163

Re: Stargatish?!?

I do like the idea of a game w/out magic.  Most SW games have magic of one kind or another, no magic woudl be a nice differnece.
Skycast
player, 37 posts
bp1
bp2
Wed 25 Mar 2009
at 01:06
  • msg #164

Re: Stargatish?!?

The exact era is not a huge deal to me, just aiming for lower tech weapons and such out of the gate. The pre-war pulp era may be a bit overdone, so that's why I've shot for post-WWII.
OggyBenDoggy
GM, 153 posts
Wed 25 Mar 2009
at 01:10
  • msg #165

Re: Stargatish?!?

cold war / race with the rooskis for stargate planets can be fun as well.

or even like the show, where only teh US has it (I assume, I've oly ever seen the original movie).

I'd be up for it
Skycast
player, 38 posts
bp1
bp2
Wed 25 Mar 2009
at 01:23
  • msg #166

Re: Stargatish?!?

I'm re-watching season 1 of SG-1 and it has me jonsin' for some of this action. Always loved the show and thought it would be great for an RPG but never cared for the crunch heavy Spycraft rules.

We don't need a large number of people, just 2 or 3 would work. Heck, I find I prefer games on here with no more than 4 active players.
OggyBenDoggy
GM, 154 posts
Wed 25 Mar 2009
at 06:01
  • msg #167

Re: Stargatish?!?

esp if you have the PCs as leader/officers and include some soldiers as extras
Skycast
player, 39 posts
bp1
bp2
Wed 25 Mar 2009
at 16:47
  • msg #168

Re: Stargatish?!?

Alright, I have some ideas brewing for this concept. I'll see if anyone else expresses interest.
Skycast
player, 40 posts
bp1
bp2
Wed 25 Mar 2009
at 19:46
  • msg #169

Project Stargate

Stargate 1950

In the shadows of the great pyramids of Giza in 1928 Professor Paul Langford unearthed a strange artifact buried under a set of cover stones with unusual symbols. The circular device was unlike anything ever discovered; its composition defied explanation...it certainly was not ancient Egyptians. Professor Langford and the device disappeared somewhere in the Atlantic Ocean on the way back to the United States.

Flash forward...1945, the closing days of World War II in the European theater; the Allied forces are sweeping Germany and ridding it of its last Nazi strongholds. A small unit of men searching Nazi laboratories on the outskirts of Berlin discover something extraordinary tucked in a complex beneath the surface. Unknown to them they have stumbled upon Professor Langford's lost discovery, hooked to an unknown power supply and other strange apparatuses. The Office of Strategic Services quickly sweeps in and swears the team of soldiers to secrecy.

Flash forward...1950, you stand in a briefing room in the Pentagon. You have no clue why you have been summoned here...the eclectic mix around has no idea either. The lights dim and a projector flashes an image on a wall, a circular device with unusual symbols fills the wall. The door to the room opens and a man enters, you can make out his silhouette against the hallway light behind him. "Gentleman," he says, "what you are about to hear is classified as Top Secret...welcome to Project Stargate."
Cloth Frog
player, 32 posts
Wed 25 Mar 2009
at 20:51
  • msg #170

Re: Project Stargate

Sounds cool.  Stargate with a kind of vintage pulp feel with the 50's setting.  I'd be interested.
Strickland5
player, 20 posts
Thu 26 Mar 2009
at 01:51
  • msg #171

Re: Project Stargate

Sounds like fun.
Skycast
player, 41 posts
bp1
bp2
Fri 27 Mar 2009
at 02:54
  • msg #172

Re: Project Stargate

That makes three interested, enough to get going. I'm traveling right now but will get something kicked up in a week or so.
OggyBenDoggy
GM, 157 posts
Sat 4 Apr 2009
at 00:29
  • msg #173

Re: Project Stargate

In relation to Strickland5's comment in the other thread, are there people out there looking for a game?

I had a game idea, but i'd like a co-GM before moving forward with it
grandmaster_cain
player, 3 posts
Sat 4 Apr 2009
at 00:40
  • msg #174

Re: Project Stargate

OggyBenDoggy:
I had a game idea, but i'd like a co-GM before moving forward with it

What game idea?
OggyBenDoggy
GM, 158 posts
Sat 4 Apr 2009
at 01:06
  • msg #175

Re: Project Stargate

Someone sent me a link to a site that has various free rpg pdfs, one of them had a cool setting but I'd ratehr use SW for the actual game. It's described as a pulp-style science fiction adventure RPG inspired by the lost-race, lost-world type stories of authors like H. Rider Haggard, Sir Arthur Conan Doyle, A. Merritt
and Edgar Rice Burroughs.
OggyBenDoggy
GM, 159 posts
Sat 4 Apr 2009
at 01:29
  • msg #176

Re: Project Stargate

I don't really want to go into more details than that, as I'm tempted to have the PCs start on earth, making it more of an exporation type campaign, at least at first.
grandmaster_cain
player, 4 posts
Sat 4 Apr 2009
at 01:57
  • msg #177

Re: Project Stargate

Have you read Slipstream yet?
OggyBenDoggy
GM, 160 posts
Sat 4 Apr 2009
at 01:59
  • msg #178

Re: Project Stargate

Nope.

As I recall, that's more of a flash gorden type.  this is more of a Barsoom/Pellucidar/Lost World type setting
grandmaster_cain
player, 5 posts
Sat 4 Apr 2009
at 02:10
  • msg #179

Re: Project Stargate

There's still some useful ideas for cross-seeding.

I might be able to help co-GM something, but it depends on my time.  I'm starting a new job soon, so I couldn't commit to posting more than daily.
OggyBenDoggy
GM, 161 posts
Sat 4 Apr 2009
at 02:23
  • msg #180

Re: Project Stargate

I've started a few games before but they've always died, I'm not sure why but it might be that I'm poor at running a PbP combat, so that's really what i'd want.
Strickland5
player, 22 posts
Sat 4 Apr 2009
at 02:47
  • msg #181

Re: Project Stargate

I think part of the "problem" as to games dying is folks not committing to posting daily. I try to post once around lunch at work and it seems to go alright, sometimes more if things are slow (though that's usually rare)

But I'm definitely up for playing another game as I'm presently running two I'd prefer not to run a third.
Skycast
player, 42 posts
bp1
bp2
Sat 4 Apr 2009
at 14:56
  • msg #182

Re: Project Stargate

I'm running a SW game and playing in a d20 Sidewinder game right now and both are going well. The pace is sometimes slow but you just have to go through the rough patches with vacations, work and other real life issues.

I think I've gotten the hang of keeping PbP combat short, sweet and exciting.

BTW, my Stargate riff is coming for those interest, just have had some post-vacation work craziness this week.
OggyBenDoggy
GM, 162 posts
Sat 4 Apr 2009
at 21:51
  • msg #183

Re: Project Stargate

grandmaster_cain:
There's still some useful ideas for cross-seeding.

I might be able to help co-GM something, but it depends on my time.  I'm starting a new job soon, so I couldn't commit to posting more than daily.

like I said, I'd mostly be interested in help with combat, which could be only once per day.

on the other hand, this game doens't have any PC arcane types, so maybe just someone to bounce plot idea off, and/or help with the occasional NPC might work.

So, to any potential players out there, would a game similar to Pellucidar/Hollow Earth and/or John Carter of Mars be of interest?
ddrude
player, 2 posts
Sun 5 Apr 2009
at 04:37
  • msg #184

Re: Project Stargate

I recently picked up the Savage Worlds version of Mars by Adamant.  Looks pretty cool.  I'd be interested in something along the lines of what you are thinking.
OggyBenDoggy
GM, 163 posts
Sun 5 Apr 2009
at 05:38
  • msg #185

Re: Project Stargate

that's two, strickland5 and ddrude.  anyone else?
grandmaster_cain
player, 6 posts
Sun 5 Apr 2009
at 06:26
  • msg #186

Re: Project Stargate

OggyBenDoggy:
grandmaster_cain:
There's still some useful ideas for cross-seeding.

I might be able to help co-GM something, but it depends on my time.  I'm starting a new job soon, so I couldn't commit to posting more than daily.

like I said, I'd mostly be interested in help with combat, which could be only once per day.

on the other hand, this game doens't have any PC arcane types, so maybe just someone to bounce plot idea off, and/or help with the occasional NPC might work.

So, to any potential players out there, would a game similar to Pellucidar/Hollow Earth and/or John Carter of Mars be of interest?

My only PbP game died, but I'm willing to help.  You have to do funky things with initiative in  order to make the game work.
OggyBenDoggy
GM, 165 posts
Tue 7 Apr 2009
at 16:27
  • msg #187

Re: Project Stargate

strickland5 and ddrude, do you want me to start with just the two of you, and assume some more folks join up?
Strickland5
player, 23 posts
Tue 7 Apr 2009
at 16:30
  • msg #188

Re: Project Stargate

Works for me Oggy.
Vaultos
player, 1 post
Fri 29 May 2009
at 15:58
  • msg #189

Fallout Savage Worlds game

Hello Friends

Would anyone here be interested in playing in a post apocalyptic Fallout game? I am thinking of starting one here.

I am new to Savage Worlds but really liking the systems so far. I am playing in a game here, but to help me learn the system better, I would also like to GM a game.

The Fallout universe is a place I know a lot about, and I love post apocalyptic games. Also, it looks like there is a lot of SW/Fallout conversion material out there already, so this seems like a good fit.

Any interest?

Vaultos
Strickland5
player, 30 posts
Fri 29 May 2009
at 16:30
  • msg #190

Re: Fallout Savage Worlds game

I'm game. I love Fallout!
OggyBenDoggy
GM, 176 posts
Fri 29 May 2009
at 16:38
  • msg #191

Re: Fallout Savage Worlds game

I dig on post apoc games.

I'm in
Strickland5
player, 31 posts
Fri 29 May 2009
at 16:56
  • msg #192

Re: Fallout Savage Worlds game

Alright... where's derfinsterling?
Vaultos
player, 2 posts
Fri 29 May 2009
at 19:48
  • msg #193

Re: Fallout Savage Worlds game

Thanks for the interest. I'm glad other people think Savage Worlds Fallout sounds fun. I am going to do it.

link to another game

Come on over and take a look. This is going to be a blast!
derfinsterling
player, 17 posts
Fri 29 May 2009
at 21:31
  • msg #194

Re: Fallout Savage Worlds game

Strickland5:
Alright... where's derfinsterling?


I'm right here! ;-)
Is it really just the same three or four guys right now?
kturock
player, 10 posts
Fri 29 May 2009
at 22:44
  • msg #195

Re: Fallout Savage Worlds game

In reply to derfinsterling (msg #194):

i'm here.. sort of...i check when i can.. that's why i haven't applied to any games.. i had to drop from the 1 i was playing.
Strickland5
player, 32 posts
Sat 30 May 2009
at 02:03
  • msg #196

Re: Fallout Savage Worlds game

derfinsterling:
Strickland5:
Alright... where's derfinsterling?

I'm right here! ;-)
Is it really just the same three or four guys right now?
It would appear so... oh well, we have fun... hopefully
OggyBenDoggy
GM, 190 posts
Tue 28 Jul 2009
at 19:48
  • msg #197

Re: Fallout Savage Worlds game

on the main peginc page is a link to a new game, strike force 7

http://www.rpgnow.com/product_...45&src=FrontPage

the link above has a sample, with that and tour of duty you could pretty much run a game.
shady joker
player, 33 posts
Fri 7 Aug 2009
at 04:24
  • msg #198

Re: Fallout Savage Worlds game

http://www.1km1kt.net/wp-conte...Ironsilk_Kingdom.pdf

A new savage worlds free 24 hour rpg. Anyone want to play or run it?
Lars
player, 8 posts
Fri 7 Aug 2009
at 09:23
  • msg #199

Re: Fallout Savage Worlds game

Correct link:

http://www.1km1kt.net/rpg/Ironsilk-kingdom

Direct linking to the PDF not possible.
Strickland5
player, 44 posts
Fri 7 Aug 2009
at 12:11
  • msg #200

Re: Fallout Savage Worlds game

Pulled last night when I saw it over at the PEG forum, looks pretty cool.
shady joker
player, 34 posts
Sat 8 Aug 2009
at 01:30
  • msg #201

Re: Fallout Savage Worlds game

In reply to Lars (msg #199):

Thank you for the correction. So anyone want to play a game for this setting? Or how about a Rippers game?
grandmaster_cain
player, 14 posts
Sat 8 Aug 2009
at 01:33
  • msg #202

Re: Fallout Savage Worlds game

I could do either.
Strickland5
player, 45 posts
Sat 8 Aug 2009
at 02:22
  • msg #203

Re: Ironslik vs Rippers

I'm also good with playing either, I've got two games running and probably about to start a table top game again soon... so definitely not going to run another game till one of my two wraps up.
shady joker
player, 35 posts
Sat 8 Aug 2009
at 02:31
  • msg #204

Re: Ironslik vs Rippers

Well I am willing to run one of them and willing to play in both.
derfinsterling
player, 21 posts
Sun 9 Aug 2009
at 20:09
  • msg #205

Re: Ironslik vs Rippers

Rippers, hmmm... Yes, I might play! :D
Skycast
player, 47 posts
bp1
bp2
Sun 9 Aug 2009
at 22:57
  • msg #206

Re: Ironslik vs Rippers

I'd be interested in playing some Rippers...the only game I'm playing in right now is winding down.
OggyBenDoggy
GM, 192 posts
Mon 10 Aug 2009
at 16:45
  • msg #207

Re: Ironslik vs Rippers

I'd be interested in playing Rippers or the 24 hour one.
kturock
player, 12 posts
Mon 10 Aug 2009
at 17:17
  • msg #208

Re: Ironslik vs Rippers

I'd be interested in either; with ironsilk over rippers.
This message was last edited by the player at 02:35, Tue 11 Aug 2009.
OggyBenDoggy
GM, 194 posts
Mon 10 Aug 2009
at 18:37
  • msg #209

Re: Ironslik vs Rippers


User     Ironsilk  Rippers
GM_Can        either
Sland5        either
Shady J  run one and/or play both
der fling             rippers
skycast               rippers
OBD            either
kturock   prefer ironsilk

so, more interest in rippers, but enough for either.
GreenTongue
player, 22 posts
Mon 10 Aug 2009
at 19:41
  • msg #210

Re: Ironslik vs Rippers

Add one more for Rippers.
That new facebook game has got the itch started.
=
OggyBenDoggy
GM, 195 posts
Mon 10 Aug 2009
at 19:52
  • msg #211

Re: Ironslik vs Rippers

so far only ShadyJoker has said he is willing to run one.
shady joker
player, 36 posts
Mon 10 Aug 2009
at 20:53
  • msg #212

Re: Ironslik vs Rippers

If my count is right, I GM and we have 5-6 players total for Rippers or 4 players for Iron Silk. Everyone who wants Rippers have the core book?
OggyBenDoggy
GM, 196 posts
Mon 10 Aug 2009
at 20:54
  • msg #213

Re: Ironslik vs Rippers

I have the player's guide
Skycast
player, 48 posts
bp1
bp2
Mon 10 Aug 2009
at 20:59
  • msg #214

Re: Ironslik vs Rippers

Yup, have Rippers & Player's Guide.
OggyBenDoggy
GM, 197 posts
Mon 10 Aug 2009
at 21:02
  • msg #215

Re: Ironslik vs Rippers

should we move to the rippers thread?
This message was last edited by the GM at 21:02, Mon 10 Aug 2009.
OggyBenDoggy
GM, 206 posts
Fri 28 Aug 2009
at 20:03
  • msg #216

Re: Ironslik vs Rippers

I was musing about King Arthur the other day, and it occured to me that you could to the rise of King Arthus in SW, either on earch (humans only etc.), or just taking the idea of a beleagered kingdom, with an aging, heirless king, the true heir in obscurity, enemies within and without, and do it as a campaign.  the PC soulc be friends/hangerson/etc of the heir, one could even be the King in waiting (although that might make adventuring tricky)
shady joker
player, 48 posts
Fri 28 Aug 2009
at 23:37
  • msg #217

Re: Ironslik vs Rippers

Yeah, that sounds fun. I wouldn't mind playing Arthur's step brother Kay. (Each story portrays him differently. Sometimes he is a good brother other times a turd.)Or be some nameless bloke who helps Arthur.
OggyBenDoggy
GM, 207 posts
Fri 28 Aug 2009
at 23:45
  • msg #218

Savage King Arthur

I have a d20 product called Legends of Excalibur which could be mined fairly easily, and has a nice summary of the legends and timeline.

A big question would be how much fantasical elements to include.
magic?  probalby yes, although mistrusted by most
monsters?  probably yes, although rare

elves/dwarves/fantasy races?  I could see that either way.  An alternate setting with the standard fantasy races, or maybe they exist but are fading away/very rare.  Or none, humans only certainly woks.

In Legends of Excalibur, they had a social class concept which basicalyl replaces race.  that could be Savaged pretty easily
shady joker
player, 49 posts
Fri 28 Aug 2009
at 23:54
  • msg #219

Re: Savage King Arthur

In reply to OggyBenDoggy (msg #218):

OggyBenDoggy! I award you a benny for your constant enthusiasm.
OggyBenDoggy
GM, 209 posts
Sat 29 Aug 2009
at 00:04
  • msg #220

Re: Savage King Arthur

thanks?  in what game :)

sounds like htere is at least some interest in savaging King Arthur, so I'll open a thread
shady joker
player, 51 posts
Sat 29 Aug 2009
at 00:23
  • msg #221

Re: Savage King Arthur

In reply to OggyBenDoggy (msg #220):

Any Game I gm.
kturock
player, 16 posts
Sat 29 Aug 2009
at 00:36
  • msg #222

Re: Savage King Arthur

OggyBenDoggy:
.

In Legends of Excalibur, they had a social class concept which basicalyl replaces race.  that could be Savaged pretty easily

the new SW; gaslight is like that also.
kturock
player, 17 posts
Mon 7 Sep 2009
at 21:47
  • msg #223

2 questions

How do I start a new topic?
I'd like to see if anyone is interested in a pulp adventure I'm working on.
The characters would be the ones from 'Eye of Kilquato"
OggyBenDoggy
GM, 213 posts
Tue 8 Sep 2009
at 18:31
  • msg #224

Re: 2 questions

Generally only GM's can start a new topic in a game.
kturock
player, 18 posts
Tue 8 Sep 2009
at 19:25
  • msg #225

Re: 2 questions

In reply to OggyBenDoggy (msg #224):

so I have to be running a game to post here that I'm running a game, corect?
OggyBenDoggy
GM, 214 posts
Tue 8 Sep 2009
at 22:44
  • msg #226

Re: 2 questions

um, no

I mean, if you are ghe GM of a game, you can create new topics in that game

If you want a new topic in THIS game, you can ask a GM of this game, such as myself, to create it.

there are topics for most SW game types, and a couple of generic ones for talking about potential games, and for ammouncing games are open

this thread is for talking about ideas for games, Got a Game is for when you actualloy have one.
This message was last edited by the GM at 22:45, Tue 08 Sept 2009.
grandmaster_cain
player, 17 posts
Wed 9 Sep 2009
at 02:26
  • msg #227

Re: 2 questions

I think the disconnect is that  he doesn't realize this is a game; or at least game software that's masquerading as a forum.  Like any other RPOL game, you have to have GM access to start a thread.  His position in other games has nothing to do with his position in this one.
kturock
player, 19 posts
Wed 9 Sep 2009
at 13:16
  • msg #228

Re: 2 questions

aahh so this isn't a forum..it's a game used as a forum.

ok. got it.
OggyBenDoggy
GM, 216 posts
Sat 19 Sep 2009
at 20:32
  • msg #229

Re: 2 questions

There was an interesting thread on ways of doing Savage Starwars, the suggestion was made to use the Necessary Evil rules for force powers.

Non-forceusers would simply use their powerpoints to buy skills and edges; so a "luke" character has basic skills and force powrs, but a non-force user is more like Han Solo, lots of edge, good stats and skills.

I like the idea, it's let's Jedi be powerful, but also lets the non-Jedi compete.
OggyBenDoggy
GM, 224 posts
Tue 10 Nov 2009
at 23:42
  • msg #230

Re: 2 questions

I'm in a GURPS:Dies the Fire game, and I thought to myself, could it be done in SW?

http://en.wikipedia.org/wiki/The_Emberverse_series

brief summary, tech stops working.  Gunpowder, steam power, electricty, etc, not working.  Starvation and Chaos ensues, followed by empire building and the like

Tricky part is how to model the fact that most people don't have the skills needed to make a bow, shoot a bow, swing a sword, etc.

some thoughts

1 - ignore it.  PCs are assumed to be have fenced or been in the SCA or otherwise to have acquired the skills needed to use melee weapons.  Similarly, they happen to have hobbies etc around lower tech persuits.  many of the books chars were like that.  Most NPCs initially would have low or no fighting shooting, even if they could shoot a gun that doesn't help with a bow.

2 - temporary unfamiliarity penalites.  PCs start with a -1 or -2 to fight in melee, shoot a bow, etc, until they have enough practice.  Gm might allow each PC to pick one weapon that they somehow know how to use well.

3 - extra hindrances.  All PCs can take, above the usual one major and 2 minor, the following:
Major
Empty Hand - any fighting skill you have is boxing, karate, etc, with no or limited weapon training.  You are -2 to hit and -1 to parry with any melee weapon
Gunman - any shooting skill you have is for gun, you are -2 to hit with bow, crossbow, or sling
Athlete/Grenadier - any throwing skill you have is either with handgrenades or for sports, you are -2 to hit to throw a knife, ax, etc.

minor
Fencer - Similar to Emptyh Hand, but your training did include fencing, you have no penalty to use a rapier
Chucker - as above for for Flail (which includes nunchucks)
Police hand to hand - as above but for club (police baton)
Archer - in summer camp or somewhere else, you learned to shoot a bow
etc for other weapons

So a pc with, say, d8 agility and a d4 in shooting could take Gunman and use those 2 points to bump shooting to d8.  So they are d8-2 with a bow, without the hindrance they would be d4; that's not bad.

any of the hindrances could be bought off with an advancment and/or I could see a GM just allowing people to drop them after a while.
GreenTongue
player, 25 posts
Wed 11 Nov 2009
at 01:00
  • msg #231

Re: 2 questions

OggyBenDoggy:
1 - ignore it.  PCs are assumed to be have fenced or been in the SCA or otherwise to have acquired the skills needed to use melee weapons.  Similarly, they happen to have hobbies etc around lower tech persuits.  many of the books chars were like that.  Most NPCs initially would have low or no fighting shooting, even if they could shoot a gun that doesn't help with a bow.

If they want to have such a Hindrance, they could take it as Major or Minor depending on how helpless they wanted to be.
(My Opinion)
=
dskerr
player, 2 posts
Wed 11 Nov 2009
at 01:13
  • msg #232

Re: 2 questions

OggyBenDoggy:
There was an interesting thread on ways of doing Savage Starwars, the suggestion was made to use the Necessary Evil rules for force powers.

Non-forceusers would simply use their powerpoints to buy skills and edges; so a "luke" character has basic skills and force powrs, but a non-force user is more like Han Solo, lots of edge, good stats and skills.

I like the idea, it's let's Jedi be powerful, but also lets the non-Jedi compete.


A friend of mine came with a similar idea, he does not have the Necessary Evil tough, but he wanted to try a Star Wars, Savage World.

However I really like the Star Wars Saga System and he gave up.
OggyBenDoggy
GM, 225 posts
Wed 11 Nov 2009
at 04:46
  • msg #233

Re: 2 questions

In reply to GreenTongue (msg #231):

as long as they could buy it off later
Strickland5
player, 63 posts
Wed 11 Nov 2009
at 17:40
  • msg #234

Re: Next game?

Alright my Deadlands game is wrapping up soon, and I'm pondering my next game to run. What do folks think of a Halo ODST style game, a 6-8 person "squad" getting dropped into the thick of things and kicking butt.

Or are folks looking more towards published settings?
OggyBenDoggy
GM, 226 posts
Wed 11 Nov 2009
at 19:36
  • msg #235

Re: Next game?

I really like deadlands, fantasy, runepunk etc, but it does seem that most SW games have magic.

I think a non-magic game like Halo would be a nice change of pace
Strickland5
player, 64 posts
Thu 12 Nov 2009
at 18:55
  • msg #236

Re: Next game?

I'll hold off on working up anything for right now.
shadrack
player, 7 posts
Thu 12 Nov 2009
at 18:58
  • msg #237

Re: Next game?

I do agree that non-magic is fun too. I'm in an AVP savage worlds game right now, and it's going well. Very combat oriented (shocker, I know), and good fun.

The players have been sticking around better than I expected. I think the GM has only had to cardboard one PC.
dm_punks
player, 6 posts
GM/Mystaran Misadventures
Thu 12 Nov 2009
at 22:39
  • msg #238

Re: Next game?

I'm thinking of something along the lines myself. Been running a Savaged Mystara campaign--very standard fantasy. So there are some parts of the SWEX book I'd like to put to use.

I think I'm leaning more towards sci-fi with laser guns that go pew pew pew! :) Reading up a little of the Slipstream book; looks fun. Or, maybe a savaging of Star Frontiers? Any interest in either or both?
OggyBenDoggy
GM, 227 posts
Thu 12 Nov 2009
at 23:04
  • msg #239

Re: Next game?

Star Frontiers would work.

Or maybe even SW:V ? or somehing inspired by it?  Earth is invaded and conquored by alients, the PCs are rebels fighting them?  start with guns, loot lasers and armor?
dm_punks
player, 7 posts
GM/Mystaran Misadventures
Thu 12 Nov 2009
at 23:17
  • msg #240

Re: Next game?

"SW:V"? As in the newly-remade TV series V?
OggyBenDoggy
GM, 228 posts
Thu 12 Nov 2009
at 23:38
  • msg #241

Re: Next game?

I was thinking more the original, the new one looks more like a conspiry thing than a "let's go shoot up a bunch of lizards" type thing

or anything like that, earth invaded, we fight back as rebels.
Cloth Frog
player, 37 posts
Fri 13 Nov 2009
at 00:17
  • msg #242

Re: Next game?

There was a savage homebrew version of Star Frontiers out there that was pretty good.  And I think you can find old modules posted on the web somewhere.
dm_punks
player, 8 posts
GM/Mystaran Misadventures
Fri 13 Nov 2009
at 01:19
  • msg #243

Re: Next game?

Yeah, it'd be easy to run with the conversion already done and all the modules available. I'm thinking of adapting the whole Volturnus trilogy (Crash, Mystery, and Starspawn) for a start, then going from there. If you don't mind playing the modules, that is.

As for OggyBenDoggy's suggestion, the idea's interesting (fighting off an alien invasion) but not exactly what would scratch my itch, so to speak. :)
This message was last edited by the player at 01:28, Fri 13 Nov 2009.
dskerr
player, 3 posts
Fri 13 Nov 2009
at 02:42
  • msg #244

Re: Next game?

I'm rapidly becoming a huge fan of SW, I'd like to try a sci-fi game.
OggyBenDoggy
GM, 229 posts
Fri 13 Nov 2009
at 19:04
  • msg #245

Re: Next game?

I'd be fine with the modules.  I did run them a looooooong time ago.
Strickland5
player, 65 posts
Fri 13 Nov 2009
at 19:21
  • msg #246

Re: Next game?

Here's my first thoughts on a Sci Fi/ ODST setting. Base characters get 15 Tactical points to build gear and gain 5 more per Rank above Novice. With these points you buy mods for your armor and/or weapon. Here is my first pass at the weapons/mods I'm thinking about.

Armor
Base +2 Full Body Coverage

Mod
2pts     Heavy Armor
1pt      +1 Armor
4pts     +1 Strength
4pts     +1 Agility

Mods will have a weight associate to represent the changes to the armor.

Ranged Weapon
Base Dmg: 2d6; Range 12/24/48; RoF 1; AP 2

Mods
3pts     +1d6 (No limit)
2pts     Range 24/48/96
4pts     Range 50/100/200 (must by 2pt range mod)
2pts     Grenade-R 12/24/48 3d6, MBT
1pt      +1 AP
3pts     +1 RoF (limit RoF3)
2pts     Heavy Weapon


Thoughts on this?
OggyBenDoggy
GM, 230 posts
Fri 13 Nov 2009
at 19:29
  • msg #247

Re: Next game?

So the base gun is basically a pistol

To get something like an assult rifle, it woudl be
3pts     +1d6 (No limit)
2pts     Range 24/48/96
2pt      +2 AP
6pts     +2 RoF (limit RoF3)
13 points

as interesting idea, I think i'd have sample/template weapons.  I could also see changing the burst size for grenades, damage dropoff like shotguns but with +2 to hit, ammo capacity

thing like sensory mods, maybe even jump boots and such
Strickland5
player, 66 posts
Fri 13 Nov 2009
at 19:34
  • msg #248

Re: Next game?

Oggy you're 100% correct the base weapon is a pistol, though you are right one could modify it to be a generic assault rifle. As for additional armor modification the jump boots/skill/sensor items are well within the realm of idea, I just wanted to get the basics on "paper" and some serious thought into them before going into more complex items.
OggyBenDoggy
GM, 231 posts
Fri 13 Nov 2009
at 19:40
  • msg #249

Re: Next game?

I'd be tempted (although this might complicate things) to allow differnt base weapons/armor

base pistol is one handed.  base rifle migjht cast some points but be two handed, and mabye have more options

base scout armor has some stealth options, base assult armor has built in weapon otoins, stuff like that.

or allow "hindrances" like wpn is two handed
Strickland5
player, 67 posts
Fri 13 Nov 2009
at 19:44
  • msg #250

Re: Next game?

Why not at add a mod for a "stealth suit" armor? Say +2 to Stealth.

Weapon options are just another mod.

Guess I'm thinking alittle too generic/toolkit-esque
OggyBenDoggy
GM, 232 posts
Fri 13 Nov 2009
at 19:47
  • msg #251

Re: Next game?

I think what you have works. In Halo the FPS, you could carry two guns, i could see having that somehow, unless the idea is you have one you start with, and can pick up others on the way.

I could also see saying that you have a base pistol as a backup to your primary.

but what you so far looks FFF
shadrack
player, 8 posts
Mon 23 Nov 2009
at 20:40
  • msg #252

Re: Next game?

Sundered Skies:

I just picked up a copy of this, I haven't read through it all the way. But so far, I think that it looks really interesting. I was also wondering what other peeps thought about it.
ddrude
player, 3 posts
Tue 24 Nov 2009
at 04:12
  • msg #253

Re: Next game?

I really like it, it's got a lot of fun elements.  I'd really like to play a Dwarven Engineer.  The ability to use powers on the ships really opens up the possibilities.
derfinsterling
player, 25 posts
Wed 25 Nov 2009
at 16:54
  • msg #254

Re: Next game?

I'm running a skies game (not here, at the table) and it's one of my favorite SW settings.
dm_punks
player, 10 posts
GM/Mystaran Misadventures
Wed 25 Nov 2009
at 23:13
  • msg #255

Re: 2 questions

OggyBenDoggy:
I'm in a GURPS:Dies the Fire game, and I thought to myself, could it be done in SW?

http://en.wikipedia.org/wiki/The_Emberverse_series

brief summary, tech stops working.  Gunpowder, steam power, electricty, etc, not working.  Starvation and Chaos ensues, followed by empire building and the like

Tricky part is how to model the fact that most people don't have the skills needed to make a bow, shoot a bow, swing a sword, etc.

Another option might be to assign minimum skill requirements to use certain weapons. Say, Shooting d6 is required to at least use a bow properly, Fighting d4 for a club, Throwing d6 to throw a dagger, etc. Some weapons wouldn't have a minimum skill requirement. Say, for example, a handgun, which is pretty much point and pull the trigger.

Just my two copper pieces.
OggyBenDoggy
GM, 233 posts
Wed 25 Nov 2009
at 23:14
  • msg #256

Re: 2 questions

hmmm, iteresting.  I like that idea.  could be that an expert rifleman can pick up a bow and learn it faster than a novice.

yeah.  Shoot, I could alsmost see doing that in any game.
dm_punks
player, 11 posts
GM/Mystaran Misadventures
Wed 25 Nov 2009
at 23:31
  • msg #257

Re: 2 questions

In reply to OggyBenDoggy (msg #256):

Yeah, I came upon the idea while updating my Savage Mystara tiddlywiki with some new gear. I could see it being used for the more exotic weapons in a fantasy game.
Strickland5
player, 68 posts
Thu 26 Nov 2009
at 01:09
  • msg #258

Re: 2 questions

In reply to dm_punks (msg #257):

New gear on the Savage Mystara ... must look!
edbraindead
player, 29 posts
Tue 8 Dec 2009
at 03:28
  • msg #259

Re: 2 questions

Is anyone setting up any new games?
shady joker
player, 54 posts
Tue 8 Dec 2009
at 04:56
  • msg #260

Re: 2 questions

I want to play savage ghost busters, but I don't want to GM it.
edbraindead
player, 30 posts
Wed 9 Dec 2009
at 03:47
  • msg #261

Re: 2 questions

Ghostbusters could be interesting.

There's quite a few settings I have yet to try out.

Right now I'm trying to find a copy of 50 Fathoms.
OggyBenDoggy
GM, 234 posts
Wed 9 Dec 2009
at 17:35
  • msg #262

Re: 2 questions

I'd like to play in a modern monster hunting type game.  Like Gurps:Technomancer, or d20 Modern Arcana, or Bureau 13
dm_punks
player, 12 posts
GM/Mystaran Misadventures
Wed 9 Dec 2009
at 23:56
  • msg #263

Re: 2 questions

OggyBenDoggy:
I'd like to play in a modern monster hunting type game.  Like Gurps:Technomancer, or d20 Modern Arcana, or Bureau 13

Now that is interesting. I'll see if I can set something up during the weekend.
Strickland5
player, 69 posts
Wed 9 Dec 2009
at 23:59
  • msg #264

Re: 2 questions

In reply to dm_punks (msg #263):

Toss in some Supernatural and I think we have a winner.
shady joker
player, 55 posts
Thu 10 Dec 2009
at 01:25
  • msg #265

Re: 2 questions

Well here is a savage heroes setting where you bust monsters as secret agaents. I'd say it is worth a look.
OggyBenDoggy
GM, 235 posts
Thu 10 Dec 2009
at 01:42
  • msg #266

Re: 2 questions

did you mean to put in a link?
dm_punks
player, 13 posts
GM/Mystaran Misadventures
Thu 10 Dec 2009
at 02:43
  • msg #267

Re: 2 questions

Strickland5:
In reply to dm_punks (msg #263):

Toss in some Supernatural and I think we have a winner.

Oooh, definitely Supernatural! I've been a solid fan of the series since season 1. ;)
shady joker
player, 56 posts
Thu 10 Dec 2009
at 05:52
  • msg #268

Re: 2 questions

OggyBenDoggy:
did you mean to put in a link?

No I did not. But here you go.

http://www.savageheroes.com/co...ions/Bureau%2013.pdf

Bureau13

http://www.savageheroes.com/co...ions/Bureau%2013.pdf

And a list if savage heroes games in general.Free and useful stuff.
The Stray
player, 6 posts
Thu 10 Dec 2009
at 08:22
  • msg #269

Re: 2 questions

If someone starts a game of this I'd love to join in!
shady joker
player, 57 posts
Thu 10 Dec 2009
at 08:40
  • msg #270

Re: 2 questions

Well a bloke quit my Rippers game. So I have room for one more ripper though the scenario is the Black Ankh and it is about halfway through. Just pm me for details if interested.
OggyBenDoggy
GM, 236 posts
Wed 16 Dec 2009
at 21:23
  • msg #271

Re: 2 questions

In reply to shady joker (msg #268):

I never played the game, only read the books, and in the books, mages were part of the teams.
dm_punks
player, 15 posts
GM/Mystaran Misadventures
Tue 9 Feb 2010
at 11:31
  • msg #272

Re: 2 questions

OggyBenDoggy:
In reply to shady joker (msg #268):

I never played the game, only read the books, and in the books, mages were part of the teams.

I've been reading up on the Bureau 13 game and as well as the novels (well, the first one at least) in preparation for a Savaging. I like the tone and reality (or rather, the lack thereof as the world has a rather gonzo, almost-D&D-esque feel with regards to the use of magic) of the novel more so than the seemingly "grittiness" of the roleplaying game.

I've set up a game seemingly ages ago, but haven't finished building enough to start recruiting players yet. But you can bet I'll be posting for players to RTJ very soon indeed. As soon as I wrestle inconsequential stuff like work and Real Life (tm) out of the way... ;)
shady joker
player, 59 posts
Tue 9 Feb 2010
at 21:17
  • msg #273

Re: 2 questions

I never read the novels. It might be better if some one familiar with the setting ran it.
shadrack
player, 11 posts
Tue 9 Feb 2010
at 21:23
  • msg #274

Re: 2 questions

dm_punks:
I've been reading up on the Bureau 13 game and as well as the novels (well, the first one at least) in preparation for a Savaging. I like the tone and reality (or rather, the lack thereof as the world has a rather gonzo, almost-D&D-esque feel with regards to the use of magic) of the novel more so than the seemingly "grittiness" of the roleplaying game.

I've set up a game seemingly ages ago, but haven't finished building enough to start recruiting players yet. But you can bet I'll be posting for players to RTJ very soon indeed. As soon as I wrestle inconsequential stuff like work and Real Life (tm) out of the way... ;)


This, this sounds pretty cool.
This message was last edited by the player at 21:24, Tue 09 Feb 2010.
OggyBenDoggy
GM, 241 posts
Tue 9 Mar 2010
at 23:14
  • msg #275

Re: 2 questions

anything ever come of the modern fantasy game?
shady joker
player, 61 posts
Tue 9 Mar 2010
at 23:29
  • msg #276

Re: 2 questions

In reply to OggyBenDoggy (msg #275):

No.
ralftschu
player, 11 posts
Fri 12 Mar 2010
at 14:25
  • msg #277

Day after Ragnarok

I really liked Day after Ragnarok, but Im a little bit overwhelmed by all the possibitys and the broad strokes. What would you like play in this setting.
I thought about a crew of a flying boat for hire in the Pazifik/South-china sea area. Fight air pirates, fight some japanese spys and so on.

But it seems this area is mostly "normal", Ok-Australia as british main center is more important, maybe its better use the Carribean so you could expand in the poisoned lands.

Or something in Ras al-Thuban, former egypt, at the head of the snake.

Or this air pirates in France Africa.

But nearly all places are only mentioned in some sentences, so you need to do all
area-description yourself. Only the poisoned land has some more material-and this are the part im not so much interested. :-(

What (region, character, theme) would you like to play?
angusteen
player, 1 post
Fri 12 Mar 2010
at 15:04
  • msg #278

Re: Day after Ragnarok

In reply to ralftschu (msg #277):

Hi! I just joined this group because I want to learn more about Savage Worlds. I am still new to RPOL, but eventually I plan on starting a Day After Ragnarok SW game here. I've also thought about what you said about there being so many options, and I've decided to get around that by setting it in an isolated location-- in my case, I've decided to set this first campaign in the frozen, poisoned Northern Great Plains of the United States. That way I get lots of crazy Ophi-creatures, but I can potentially still limit the campaign scope to a few manageable locations-- everywhere else is simply too far away and too hard to get to. Any other ideas?
ralftschu
player, 12 posts
Fri 12 Mar 2010
at 15:49
  • msg #279

Re: Day after Ragnarok

I have the problem that I think the poisoned lands are one of the areas that I didnt like. Its to much like Fallout, not really bad, but the poisoned lands are Post-holocaust survival without much background and that didnt really work for me.
I have seen there are a new publication called Serpent Scale #1 that describe an area in the poisoned land in more detail. Maybe this will give the poisoned land more detail.

But I really like the other areas of the world more. The Egypt area between the dead snake body parts, the ruins of europe.
Sky pirates, red sovjet soldier apes, snake cultists and so on. More Pulp then Survival.
This is more the thing I would like to play, but its not enough in the book to really play it by the book. It would need a lot of work to play in this areas.
This message was last edited by the player at 15:51, Fri 12 Mar 2010.
angusteen
player, 2 posts
Fri 12 Mar 2010
at 16:04
  • msg #280

Re: Day after Ragnarok

I think it's a strength of the setting that it accommodates both your desire for a pulp campaign and my desire for post-apocalyptic action. Did you see that little throwaway line about "La Cicatrice"? A pirate airbase 50 miles up the serpent over east Africa? I love little hidden gems like that. I'm hearing other places on the internet that people who feel overwhelmed by DAR are finding a lot of ideas in the book's adventure generators. The podcast I heard said it more than makes up for the lack of a plot point campaign. I did see Serpent Scale PDF advertised, and I'll probably buy it soon, but I am not too enthused about its setting-- Persia (Iran). Too much like real life for me to set an adventure in the middle east. Thanks for the kind comments. Cheers!

Mango

P.S. And is it taboo for me to mention some really great pulp resources that aren't necessarily SW? I am in particular fond of Spirit of the Century-- outstanding advice there-- and GURPS Cliffhangers. Though I don't like the GURPS system, this worldbook is a real good aid for any Pulp inspired roleplaying. Does anyone know of SW Pulp resources? I am still new to the system.
This message was last edited by the player at 16:19, Fri 12 Mar 2010.
ralftschu
player, 13 posts
Fri 12 Mar 2010
at 19:07
  • msg #281

Re: Day after Ragnarok

Ah, yes Gurps Sourcebooks. :-)
I played Gurps long time, but I think wouldnt stand it today. But I really love the Sourcebooks and have lot of them in my RPG-shelves.

You know there is a pulp book for Savage worlds from Adamant Entertainment?
I bought it with the Haiti-help on RPGnow. I liked it, too.

And for good adventure you should look for the Daring Tales of Adventure.
There are some people that didnt like the safeguards in the pulp rules (dice of extras cant explode, a free bennie before every fight and so on) but the adventures and especially the chase scenes are really great.
Its like a Rollercoaster, save but very fun!
ralftschu
player, 15 posts
Thu 25 Mar 2010
at 13:31
  • msg #282

Psi-world

I liked to test the Savage Worlds Psi-powers a little. :-)
I came up with a setting blurb, and even have a adventure idea, but the blurb is cooler then my adventure. :-(
Anyone care to discuss some ideas?

link to another game

Its to early to say that I search players.
I would like to reflect some ideas, hear characterconcepts and such.
ralftschu
player, 16 posts
Wed 31 Mar 2010
at 12:20
  • msg #283

Re: Psi-world

Are there any interest at something like Psiworld (link above)?
I made some changes and go more PI with psipowers, but the exact details could change if someone made a cool character concept.
I like simply to test the Psi-rules somehwat. :-)
This message was last edited by the player at 14:55, Wed 31 Mar 2010.
angusteen
player, 3 posts
Wed 31 Mar 2010
at 13:59
  • msg #284

Re: Psi-world

In reply to ralftschu (msg #283):

I'm trying to learn the Savage Worlds system, so if you don't mind unskilled help, then I'd be up for it.
Skycast
player, 50 posts
bp1
bp2
Mon 3 May 2010
at 22:27
  • msg #285

Street Level Supers...

Been away from the RPOL scene for awhile and ready to get back into things...mashing about some ideas floating in my brain. Any interest in a street level post-apocalyptic supers game using the Super Powers Companion? Influences on the idea/setting of this game include Heroes, 4400, Jeremiah among others...mainly thinking of going for the Jeremiah feel (most adults killed off) couple with some of the survivors beginning to develop powers ala Heroes and 4400.

Let me know...
rabideldar
player, 37 posts
Savage World Master
Tue 4 May 2010
at 00:52
  • msg #286

Re: Street Level Supers...

I like the idea behind that. I would love to play in a game like that.
shady joker
player, 62 posts
Tue 4 May 2010
at 01:32
  • msg #287

Re: Street Level Supers...

The only supers rules I know of is Necessary Evil. Did they come out with a new book?
GreenTongue
player, 32 posts
Tue 4 May 2010
at 11:48
  • msg #288

Re: Street Level Supers...

They released the Supers Companion.
=
rabideldar
player, 38 posts
Savage World Master
Wed 5 May 2010
at 00:26
  • msg #289

Re: Street Level Supers...

I had not heard that either. I'll have to check into that.
Strickland5
player, 90 posts
Wed 5 May 2010
at 01:01
  • msg #290

Re: Street Level Supers...

Super Powers Companion is the NE rules for SW:EX with a few updates to create heroes/teams. If you don't have NE:EX then definitely look into SPC.
Skycast
player, 51 posts
bp1
bp2
Wed 5 May 2010
at 11:57
  • msg #291

Re: Street Level Supers...

Only one person interested? Anyone else let me know before I take it any further.
Strickland5
player, 91 posts
Wed 5 May 2010
at 13:43
  • msg #292

Re: Street Level Supers...

I'm game Skycast
shadrack
player, 17 posts
Thu 6 May 2010
at 20:50
  • msg #293

Noob RPOL GM

Okay, I'm trying to talk myself into running my first RPOL game. I have Sundered Skies and Runepunk, and am trying to decide which way to go.

Or, I have the "A keg for a dragon" module (straight fantasy) and could run it, as a way to get my feet wet.

If anyone has a preference or suggestions for me, I'd appreciate them.

thanks.
rabideldar
player, 39 posts
Savage World Master
Thu 6 May 2010
at 22:20
  • msg #294

Re: Noob RPOL GM

Run a one shot game. I don't think you'll find anyone who would argue the quicker the game the better chance that your players have of staying interested. Plus it gives you a good solid understanding of how the rules would work on the board. I am currently running one longer game that has a define end and a much shorter game with no clear ending.
rabideldar
player, 40 posts
Savage World Master
Sat 15 May 2010
at 02:24
  • msg #295

Re: Noob RPOL GM

I got that itch again and I am not sure if it will ever go away until I make some kind of homebrew. Here is my idea and it would take awhile to put together but I'd like to see it happen:

Here is the idea. Let me know what you think...

Elves have been around for centuries in an unnamed fantasy world. During the dawn of a new century man, dwarves and orc have pushed Elven borders back. This has stopped the Elven nations from growing and striving. Now the Elven Clans have gathered (Wyld, Dark, High, Chaos, Dragon) to bring the other kingdoms to their knees. War is on the horizon as the Elven Lords must prepare for a battle on three fronts using whatever means possible to win or become a forgotten race.

Some other ideas for Elven allies would be Treefolk, Half-Elves (Bastard), etc

I'd add new professions such as Arcane Archers, Shades, Battle Priests, Loremasters, Long Bows, SpellSingers, Dragoons

None of this fighter - mage - theif combo. The Elves need to be smart.

Thoughts?
This message was last edited by the player at 19:08, Sat 15 May 2010.
GreenTongue
player, 33 posts
Sat 15 May 2010
at 12:59
  • msg #296

Re: Noob RPOL GM

Epic
Should be good for a couple of hundred years of posts ...

Another option is that the characters are the last guards at a border outpost that is being swarmed by non-Elven scum.
(Cue The Battle of Rorke's Drift
http://www.britishbattles.com/...war/rorkes-drift.htm )
=
Skycast
player, 52 posts
bp1
bp2
Mon 17 May 2010
at 22:22
  • msg #297

Boreas

Putting on the finishing touches, should have game setup in the next week or so...out doing some work travel this week.

Boreas

It was nearly two years ago that the Global Boreas happened…for as far as the eye could see in all directions the swirling clouds covered the horizon…like the Northern Lights but blanketing the Earth. The scientists were baffled; the global powers were on high alert…when people started dying for no apparent reason everything got crazy. It all happened so fast; the system broke down…the technology became unreliable, food and supplies stopped coming…the authorities and government failed…those left had to band together to protect each other.

It’s when we had to fight and struggle for survival that we realized like characters in a comic book, some of us could do amazing things. It’s at that point when things got hard, the strong started bullying the week…survival of the fittest; the gangs started ruling the neighborhoods. It’s tough to survive on your own, there’s strength in numbers and nobody is going to push us off of our turf.

It’s been tough times, it seems like we’ve lived a lifetime already…tomorrow is New Year’s Day and the world is having a rebirth…the 1960’s will sure be different.

Setting Information

The world of Boreas is a post-apocalyptic street level game of emerging super heroes; the setting takes influence from many media source to create its own unique world. The heroes of Boreas are young adults that have survived the unexplained global phenomenon that struck and decimated the world’s population; some of those that remain exhibit powerful new abilities.

Influences for the setting come from:

• Fallout (game) – General post-apocalyptic feeling; reduced population, crumbling world, post-60’s apocalypse.
• The Warriors (movie) – Inner city gangs fighting for neighborhood turf.
• 4400, Heroes (television) – People with emerging and/or lower power abilities.
• Jeremiah (television) – Post-apocalyptic world where adults have died off, leaving the young to fend for themselves.
• Dies the Fire (literature) – Post-apocalyptic setting where technology no longer works.
rabideldar
player, 41 posts
Savage World Master
Mon 17 May 2010
at 23:30
  • msg #298

Re: Boreas

Sounds interested. I've also never heard of that book but I'll be sure to check it out.
shadrack
player, 20 posts
Fri 21 May 2010
at 20:43
  • msg #299

Re: Boreas

@Skycast - that does sound pretty sweet.
rabideldar
player, 42 posts
Savage World Master
Sat 22 May 2010
at 00:59
  • msg #300

Re: Boreas

Anyone up for Sundered Skies game? I just got the rules and they look kick ass. From sky pirates to degrading weapons and sky combat it all looks very appealing.
Skycast
player, 53 posts
bp1
bp2
Sat 22 May 2010
at 01:18
  • msg #301

Re: Boreas

Game upcoming for Boreas next week...
shadrack
player, 21 posts
Sat 22 May 2010
at 15:17
  • msg #302

Re: Boreas

rabideldar:
Anyone up for Sundered Skies game? I just got the rules and they look kick ass. From sky pirates to degrading weapons and sky combat it all looks very appealing.


love to, I'd like to be a draken chosen
Cripple X
player, 2 posts
Tue 22 Jun 2010
at 22:45
  • msg #303

Necessary Evil

Would anybody be up for a Necessary Evil Game? I'm thinking about starting one up if there's interest.
Strickland5
player, 96 posts
Tue 22 Jun 2010
at 23:37
  • msg #304

Re: Necessary Evil

In reply to Cripple X (msg #303):

Yes please!
Cloth Frog
player, 39 posts
Wed 23 Jun 2010
at 00:36
  • msg #305

Re: Necessary Evil

I'd be up for one.
overkill
player, 4 posts
Wed 23 Jun 2010
at 02:56
  • msg #306

Re: Necessary Evil

Never played NE before. Looks like fun.
Cripple X
player, 3 posts
Wed 23 Jun 2010
at 03:00
  • msg #307

Re: Necessary Evil

We'll since three folks are interested:

link to another game
Skycast
player, 55 posts
bp1
bp2
Thu 29 Jul 2010
at 22:16
  • msg #308

Savage Fantasy

I'm thinking of starting a "pseudo-traditional" type of fantasy game using the Savage Worlds and the Fantasy Companion. I wanted to see what type of interest there is before I do any work on it...after a long absence I'm eager to run something...start small and build. Figure 4 or so players would be ideal.

Some bullet points as to what I'm thinking:

- Setting would start out localized in an island chain geography and expand as needed.

- No "traditional" races of elves, dwarves, etc...they would be: human, rakashans (feline), caninids (doglike) and saurian (reptilian). All excpet the caninids are from the Fantasy Companion.

- Available arcane backgrounds are directly from the core Savage Worlds or Fantasy Companion: Alchemy, Miracles (Deific templates from Fantasy Companion), Ritual Magic, Sorcery (must "theme" to a specific trapping).

- Early era, snaphance-type, firearms are in use but unreliable.

- Open to feedback on types of adventures, roleplay, etc. that is desired.
OggyBenDoggy
GM, 249 posts
Thu 29 Jul 2010
at 22:22
  • msg #309

Re: Savage Fantasy

I like the idea of non-traditional races.

unreliable is defined how?  rolling a 1 (or 1-2) leads to Bad Things?

what society?  Island chain makes one thing of carribean or pacific island type setup.

maybe the animal types are "natives", and the humans are outsiders comming in to colonize?  maybe more than one group, like in the carribean, them going to war and fighting it out in the islands?
Skycast
player, 56 posts
bp1
bp2
Thu 29 Jul 2010
at 22:48
  • msg #310

Re: Savage Fantasy

To address OBD:

Unreliable as in a 1 on either die means something amiss has happened...your resulting roll stands, but some mishap occurs...get Snake Eyes and stand back!

Society is pseudo typical medieval fantasy'ish...you hit the nail on the head, very much influenced by the settling of the Caribbean.
ralftschu
player, 24 posts
Fri 30 Jul 2010
at 13:15
  • msg #311

Re: Savage Fantasy

Maybe add a Mayan type evil empire using blood sorcery, but is overwhelmed by the new colonists.
Maybe add a civil war into this evil empire, simply because it need to get overrun by the new colonist, but shouldnt be to weak because they are evil and use bloodmagic. So the succes of the new colonist arent only the guns, but more because the noncooridnated defense.
But a strong leader could try to plan some nefaroius sheme and destroy some new colony, stop the civil war or something like this.
Or you could have a fleeing princess (that doesnt follow the evil blood good, of course) hunted by some evil priest. Pocahontas with demons. :-)
Skycast
player, 57 posts
bp1
bp2
Fri 30 Jul 2010
at 17:25
  • msg #312

Re: Savage Fantasy

There's been enough interest expressed for me to move forward...working on a quick map and some basic information...some further thoughts.

- Very Caribbean feel to the setting.
- Humans to have multiple cultures akin to Europe and/or Africa.
- Saurians to have an Aztec/Mayan feel...possibly not available as a PC race.
- Rakashans to be influenced by Incan with a little Polynesian thrown in.
- Caninids to be ????? influenced.
OggyBenDoggy
GM, 250 posts
Fri 30 Jul 2010
at 18:25
  • msg #313

Re: Savage Fantasy

I don't have FC, but I have SW revised, I seem to recal the Rkashans race were canibals?  maybe they could be the blood magic types.  The Saurias could be swamp/water dwellers, like native tribal types.  maybe the canids were created as loyal "dog-soldiers"*, some of course have fled and are renagades.  Could also have the insect race as another big city foe, maybe they and the Rakshans are foes as well, their fighting gives the invaders a way in.

* could have other crated races, heck, maybe all the races were created.  winged folk as messengers, the Saurians as fishers, a minatour/bull race as labor, etc.  Heck, maybe the insects were made as workers as well, but rebelled long ago
This message was last edited by the GM at 18:26, Fri 30 July 2010.
Strickland5
player, 99 posts
Fri 30 Jul 2010
at 21:52
  • msg #314

Re: Savage Fantasy

Rakashans are blood thirsty not cannibals
Skycast
player, 58 posts
bp1
bp2
Sat 31 Jul 2010
at 02:20
  • msg #315

Re: Savage Fantasy

Don't want to shoehorn too much and say Rakashans are bloodthirsty cannibals for example...want to leave it open to a certain extent. Also don't want to have races "created" for one thing or another...they are just there. After all, humans weren't created for something.

Mulling over what to do with Caninids...also mulling over primates (ala Planet of the Apes) as a race as well. Gotta lot of things to mull over this weekend.
ralftschu
player, 25 posts
Sat 31 Jul 2010
at 11:52
  • msg #316

Re: Savage Fantasy

I like a insectoid race.
If you know Gurps:Fantasy races (some nonstandard fantasy races), there was a sort of underground insect race described, structured like a ant-hill, queen, workers, soldiers nd so on.

Do the gumans come with ships over the ocean? Maybe there are a culture that has a pirate culture (the nortafrican pirates-are they called barbaresken?). They follow the colonists.
Historical the pirates blossom as the south-american gold treasures get shipped to europe. If the evil Mayan empire is alive there arent so mucb gold, so not so much pirates.
The Evil empire could use native human slaves, so the newcomers could try to free them, to fan the clashes.
Skycast
player, 59 posts
bp1
bp2
Sat 31 Jul 2010
at 13:46
  • msg #317

Re: Savage Fantasy

I'm not too keen on an insect-type race, but I'm leaning towards the idea of a minotaur type race...hmmm, this thing is coming together I think. New ideas after a good night's sleep...

- Newcomer humans have a Roman feel to them.
- Caninids, strong race of people, have been used as slaves and gladiators by the humans for centuries.
- Saurians are ancient Aztec/Mayan like culture.
- Rakashans are nomadic and seafaring with Incan and Polynesian flair.
- Minotaurs????
Skycast
player, 60 posts
bp1
bp2
Sat 31 Jul 2010
at 14:39
  • msg #318

Re: Savage Fantasy

Working on banging out a map.


Strickland5
player, 100 posts
Sat 31 Jul 2010
at 17:21
  • msg #319

Re: Savage Fantasy

In reply to Skycast (msg #318):

Very nice map
Skycast
player, 61 posts
bp1
bp2
Sat 31 Jul 2010
at 18:41
  • msg #320

Re: Savage Fantasy

Races...here we go...

- Humans = two flavors Roman and Spanish
- Caninids = Afrikan/Egyptian (slaves, gladiators)
- Saurians = Aztec/Mayan (primarily non-PC race)
- Rakashans = Polynesian (nomadic seafarers)
- Minotaurs = ??? not sure yet
This message was last edited by the player at 19:29, Sat 31 July 2010.
darksong
player, 1 post
Mon 2 Aug 2010
at 12:39
  • msg #321

Re: Savage Fantasy

In reply to Skycast (msg #318):

Good lookin' map SkyCast.  Hey why not have your current stirling-influenced game turn into a torg-like scenario and throw the characters into this fantasy project?
Skycast
player, 62 posts
bp1
bp2
Mon 2 Aug 2010
at 20:06
  • msg #322

Re: Savage Fantasy

Updated map...making sure not to rush into this game. Want a good solid plan to make it last.


OggyBenDoggy
GM, 252 posts
Wed 18 Aug 2010
at 18:18
  • msg #323

Re: Savage Fantasy

still working on the game, Skycast?

I was in a SciFi game that seems to have died; any interest in someone starting one?  there are some Star Wars conversions out there for example
Skycast
player, 63 posts
bp1
bp2
Wed 18 Aug 2010
at 20:15
  • msg #324

Re: Savage Fantasy

I am working on specifics, its almost there. I'm going to lay out the setting and get feedback from players about exactly what they are interested in doing in the setting and what kind of adventures they want to pursue. I want to lay a solid groundwork to ensure that they game is vibrant, enjoyed by all and most importantly doesn't die.

I'm also looking for a game to play in; not too particular on the setting, many things would catch my fancy.
darksong
player, 2 posts
Thu 19 Aug 2010
at 12:34
  • msg #325

Re: Savage Fantasy

You guys (gals) ever heard of RunePunk?
I'm thinking of starting a one-shot that could lead to a campaign.

The one-shot part of it would try to ensure a relatively high chance of it finishing.

The campaign part of it is optional pending us liking the setting/story.
shadrack
GM, 27 posts
Thu 19 Aug 2010
at 14:53
  • msg #326

Re: Savage Fantasy

I'd be into a RunePunk game.  It seems like a really cool setting.
darksong
player, 3 posts
Thu 19 Aug 2010
at 15:07
  • msg #327

Re: Savage Fantasy

In reply to shadrack (msg #326):

For anyone not familiar here's a free primer:
http://realityblurs.com/wordpr.../runepunk-primer.pdf
OggyBenDoggy
GM, 253 posts
Thu 19 Aug 2010
at 16:47
  • msg #328

Re: Savage Fantasy

I would totally be up for runepunk
Cripple X
GM, 8 posts
Thu 19 Aug 2010
at 16:50
  • msg #329

Re: Savage Fantasy

I'd like to try a Runepunk game. Always wanted to give it a whirl.
Strickland5
player, 101 posts
Thu 19 Aug 2010
at 18:18
  • msg #330

Re: Savage Fantasy

I've got a copy of Runepunk somewhere... definitely up for a game
OggyBenDoggy
GM, 254 posts
Thu 19 Aug 2010
at 20:20
  • msg #331

Re: Savage Fantasy

so darksun to run
shadrack, me, cripple x and strickland to play.  4 pcs is pretty good
somewhere I have the runepunk player's guide... must find
shadrack
GM, 28 posts
Thu 19 Aug 2010
at 20:26
  • msg #332

Re: Savage Fantasy

OggyBenDoggy:
so darksun to run
shadrack, me, cripple x and strickland to play.  4 pcs is pretty good
somewhere I have the runepunk player's guide... must find


psst. darksong

looks like someone else is excited about dark sun too. :)
darksong
player, 4 posts
Fri 20 Aug 2010
at 12:58
  • msg #333

Re: Savage Fantasy

In reply to shadrack (msg #332):

Haha.  I actually was a big fan of the dark sun world when it first released.  It was a nice change of pace for them (was it still TSR back then?).
Strickland5
player, 102 posts
Fri 20 Aug 2010
at 12:59
  • msg #334

Re: Savage Fantasy

In reply to darksong (msg #333):

100% correct, it was also the first game to have the art truly integrated into the design of the game/setting. Plus I'm a huge fan of Brom
darksong
player, 5 posts
Fri 20 Aug 2010
at 13:19
  • msg #335

Re: Savage Fantasy

In reply to Strickland5 (msg #334):

oh man, yeah that artwork really set the mood so perfectly.
darksong
player, 6 posts
Fri 20 Aug 2010
at 13:46
  • msg #336

ScatterPoint

Not really done setting up yet; but, there's no reason y'all couldn't go hang out and RTJ if interested.

ScatterPoint:
link to another game

+-+-+-+-+-+-+-+-+-+-+-+-+
ScatterPoint
+-+-+-+-+-+-+-+-+-+-+-+-+
Savage RunePunk
An adventure campaign set in the RunePunk city of ScatterPoint using the Savage Worlds rules.

Official RunePunk Primer:  http://realityblurs.com/wordpr.../runepunk-primer.pdf
Savage Worlds Test-Drive:  http://peginc.com/Downloads/SWEX/TD06.pdf

+-+-+-+-+-+-+-+-+-+-+-+-+
Game Intro
+-+-+-+-+-+-+-+-+-+-+-+-+
Bright orange sparks fell to the grimy factory floor causing the walls to flicker with light in cadence to the hammer falls of the Overwrought workers.  The sole window in this part of the tower provided a glimpse into the chaotic storm filled sky; but, added no illumination to banish the shadows that lived among the rows of Cogs, further enhancing the sense of dread this night.

The sounds of clattering equipment and heavy metal gears grinding did nothing to shield the inhabitants in the upper living area of the factory tower from the intermittent wails and moans that accompanied the Inquisition along the walkway below.

Drizzel, small even by Ferren standards, smoothed his whiskers and checked his gear being careful to hide the notably soft-blue glow of his runic knife.  Listening carefully for the tell-tale signs that the self-proclaimed "holy" soldiers of the RedWarrens Inquisition had moved past his block and setup shop in the courtyard beyond, he slipped into the passageway that led from his shared sleeping quarters into a dark space adjacent to the factory tower.

As he made his way slowly and quietly through what was essentially an alley (albeit one that offered a drop dozens of feet to the unseen ground below) Drizzel reflected at the quickness and boldness of the Inquisition movement these past weeks.  Seemingly from out of nowhere this quasi-political force emerged into the streets and walkways of RedWarren bent on a mission of purging the population of... Drizzel wasn't even sure what their intentions or rants were about.  Not particularly religious himself, Drizzel never had any reason to notice or not notice any activities around the local Temple of Twilight or its presence in the Hall of the Four; but, he had to wonder how or why these holy investigators had escaped the agents of the Lady of Shadow's notice or that of any of the Four Gods for that matter.

Suddenly Drizzel found himself mesmerized.  He had turned the corner readying himself to take a spot in the shadows to spy on the happenings in the courtyard.  Instead he had come face to face (or as close as a small rat-man could come face to face with a tall shifter) with one of the ghostly Andari.  In the back of his mind he noticed he was slowly moving toward the Andari, hands at his side.  Did his knife manage to stay in his hand at least?  Not really caring anymore Drizzel could only focus on the ghostly eyes before him.
This message was last edited by the player at 14:04, Fri 20 Aug 2010.
darksong
player, 8 posts
Fri 20 Aug 2010
at 14:04
  • msg #337

Re: ScatterPoint

oops, darn.  I guess this should really go into Players Wanted, since it's no longer just an idea/proposal.
Skycast
player, 64 posts
bp1
bp2
Tue 31 Aug 2010
at 16:45
  • msg #338

Re: ScatterPoint

Still haven't dumped my fantasy game work up, just trying to go a little simpler and old school to make things easier on myself. Work travel over the next few weeks will bog it down, but it's still coming.


darksong
player, 11 posts
Tue 31 Aug 2010
at 18:38
  • msg #339

Re: ScatterPoint

In reply to Skycast (msg #338):

I've always been a big fan of these old style maps haha.  Maybe because I grew up on them.

Hexographer?
Skycast
player, 65 posts
bp1
bp2
Tue 31 Aug 2010
at 22:26
  • msg #340

Re: ScatterPoint

In reply to darksong (msg #339):

Yup, it's Hexographer, neat little program. Trying to strip away complexities and get back to the fun stuff.
OggyBenDoggy
GM, 255 posts
Wed 1 Sep 2010
at 19:44
  • msg #341

Re: ScatterPoint

you might find some of this interesing.  http://slangdesign.com/rppr/20...rld-campaign-primer/

it's a "new world colonization" type setup, designed for hte PCs to all be Old worlders, with a bit of a focus on settlement building
shadrack
GM, 30 posts
Wed 1 Sep 2010
at 19:47
  • msg #342

Re: ScatterPoint

In reply to OggyBenDoggy (msg #341):

I like that podcast.

they get on my nerves occasionally, but overall I really like the RPPR shows.
shadrack
GM, 31 posts
Fri 10 Sep 2010
at 21:01
  • msg #343

Dark Sun *Savaged*

I'm kind of on a Dark Sun kick. But I have no intention of playing it w/ D&D. I know that there are several Savage versions of Dark Sun.  Is there anyone out there interested in some Savage Dark Sun?

Disclaimer, I have a BIG exam coming up right before Halloween, so if there is interest, no game will start before Halloween. But savaging the setting and other such stuff will.
Strickland5
player, 105 posts
Fri 10 Sep 2010
at 21:05
  • msg #344

Re: Dark Sun *Savaged*

Dark Sun is where I cut my teeth as a GM (followed shortly after by Rifts) I'm always up for a game in the Athasian wastes
OggyBenDoggy
GM, 256 posts
Fri 10 Sep 2010
at 21:20
  • msg #345

Re: Dark Sun *Savaged*

it's more or less a magical post apoc, right?  Never played it.

but some non-traditional fantasy could be fun.
OggyBenDoggy
GM, 257 posts
Fri 10 Sep 2010
at 21:48
  • msg #346

Re: Dark Sun *Savaged*

there's a converation here http://savage.lythia.com/subpa.../files/SavageSun.doc
which could be used as a start
shadrack
GM, 32 posts
Mon 13 Sep 2010
at 17:50
  • msg #347

Re: Dark Sun *Savaged*

Yeah, I read that.  I'm not opposed to some of the stuff it has, but it just doesn't do quite what I want.  I think I'm going to convert it myself from the ground up.

I actually went to my parents' home over the weekend and got all my Dark Sun stuff. Turns out I have the box set, 2 supplements (Dune Trader & Slave Tribes), the Monstrous compendium insert (the compendium came 3 hole punched, so the insert is just a bunch of 3-hole punched pages). And the first 3 published adventures. (the first one has the PC's just 'around' while Kalak gets killed which is pretty cool.) Oh and the Dragon Kings book.

I don't want to clutter this board up with my ramblings, so once I get the basic conversion stuff done, I'll probably create a game for interested parties to peruse and discuss. Then, if there's interest I'll start the game up come November ( realize it's like the worst time to start a game, but RL has to come first, I fear).
shadrack
GM, 33 posts
Wed 15 Sep 2010
at 19:26
  • msg #348

Re: Dark Sun *Savaged*

bare bones is up, if your interested in getting in on the ground floor, or just curious about what I've done, feel free to take a look.

link to another game
OggyBenDoggy
GM, 260 posts
Tue 28 Sep 2010
at 22:07
  • msg #349

Re: Dark Sun *Savaged*

it occured to me recentl, that most games are fantasy, or at least have magic.  Which is fun of course.

is there there any interest in a Sci Fi game?  I could see doing starwars so people can have some powers, but spaceships, blasters, and etc I'd be really intereted int.

I could also see a "reach for the stars" type game, where maybe earch just discovered space flight, heck, mabye even aliens invade, and we fight them all (like the original V) and then take the fight to them.  Interest?
Strickland5
player, 107 posts
Tue 28 Sep 2010
at 22:11
  • msg #350

Re: Sci Fi?

If I wasn't in a dozen games already... yes.
darksong
player, 13 posts
Tue 28 Sep 2010
at 22:14
  • msg #351

Re: Sci Fi?

Same.  Interest: Total.  Time: Close to Nil.

Something set in the Hyperion Cantos universe would be cool; although maybe it's too hard-sci-fi for something pulpy like SavW(?).
OggyBenDoggy
GM, 261 posts
Tue 28 Sep 2010
at 22:18
  • msg #352

Re: Sci Fi?

Oddly, for all I read a lot of SF, I've not read those yet.

I was thinking more, the aliens invade, or maybe set in the Vorkosigen universe, or star wars.
darksong
player, 14 posts
Tue 28 Sep 2010
at 22:24
  • msg #353

Re: Sci Fi?

Check out the first one "Hyperion" at least.  Guaranteed awesomeness.
dskerr
player, 5 posts
Wed 29 Sep 2010
at 01:26
  • msg #354

Re: Sci Fi?

I'm in a kind of sci-fi game set in Warhammer 40K universe.

I used to play Gurps Traveller with some friends, they might also be interested in a sci-fi SavW game.
OggyBenDoggy
GM, 262 posts
Wed 6 Oct 2010
at 18:32
  • msg #355

Re: Sci Fi?

well, I bit the bullet and bought the SciFi toolkits and the pdf of SF adventures.

Pretty interesting.  A lot of different ideas to work with.
Skycast
player, 75 posts
bp1
bp2
Tue 18 Jan 2011
at 03:27
  • msg #356

Re: Sci Fi?

All, I haven't had much luck of late getting a game up and running and sticking. I'm pretty flexible but want to get a game going that I would enjoy running and that the players are invested in. I have ideas for both of the following and would like a few folks ready and willing to give input and stick with things.

Old School/Blue Box Fantasy - Gaming ala the early days of D&D where us older farts started. Group of "villagers" set out on a life of adventure; world starts small and expands as needed. Inspiration taken from the series Merlin.

Royal Agents - Troubleshooters/agents in a duchy/barony that enforce the law, travel the lands and protect its people. Inspired by the likes of Brotherhood of the Wolf...human centric fantasy setting fighting the supernatural kind of thing...witches, undead, etc. Has some trappings of revolutionary era colonies.
Cripple X
GM, 12 posts
Tue 18 Jan 2011
at 03:42
  • msg #357

Love that second idea

That Royal Agents idea sounds sweet. I always liked the idea of the Buttons, Bayonets, and Blood Savage Tale though I never got a chance to run or play it. If you were going to run a campaign of the idea you mentioned then that Savage Tale is basically required reading.
Strickland5
player, 128 posts
Tue 18 Jan 2011
at 14:33
  • msg #358

Re: Love that second idea

Might want to look at Solomon Kane for 'inspiration' on the Royal Agents idea
OggyBenDoggy
GM, 275 posts
Tue 18 Jan 2011
at 19:19
  • msg #359

Re: Love that second idea

Could to Royal Agents in the Americal Colonies.  that way you can have both old world issues, witches, weres, etc, and Native monsters
Cripple X
GM, 13 posts
Tue 18 Jan 2011
at 19:26
  • msg #360

Re: Love that second idea

Wasn't one of the Pinnacle Staffers talking about writing a setting like that? Spirit of '76 or something to that effect? I feel like I've heard them talk about it on The Game's the Thing podcast.
OggyBenDoggy
GM, 276 posts
Tue 18 Jan 2011
at 19:32
  • msg #361

Re: Love that second idea

there's a d20 setting like that.  there might have been an SW game like that being worked on
Skycast
player, 76 posts
bp1
bp2
Tue 18 Jan 2011
at 21:01
  • msg #362

Re: Love that second idea

In reply to OggyBenDoggy (msg #361):

Seems as though there is interest. Was looking at going one of two ways...please chime in. The first is a purely fictional land and the other would be an alternate history Republic of Virginia in the New World.
OggyBenDoggy
GM, 277 posts
Tue 18 Jan 2011
at 21:49
  • msg #363

Re: Love that second idea

My call, whatever is easier for the GM

if you go with alt history, you can steal from real history, and jsut add what you want.
Cripple X
GM, 14 posts
Wed 19 Jan 2011
at 03:45
  • msg #364

Re: Love that second idea

OggyBenDoggy:
My call, whatever is easier for the GM


That's my vote too.
Skycast
player, 77 posts
bp1
bp2
Wed 19 Jan 2011
at 15:48
  • msg #365

Re: Love that second idea

If this sounds enticing to a few of you fellas I'll create the game and we can start initial setup. I'll whip out a simple hex map detailing an initial small region:

Genre: Alternate History Pulp Horror
Primary Influences:
• Television: Fringe, X-Files
• Cinema: Brotherhood of the Wolf, Last of the Mohicans, The Patriot, Van Helsing
• Literature: The Black Coat, Revere: Revolution in Silver, Solomon Kane

It is the year or our Lord, Sixteen Hundred and Sixty Six, some call it the year of the beast; Amerique boils with conflict and intrigue as the tenuous foothold of vying Europan nations take root in the fertile ground of a savage new world. Witches struggle against Puritan firebrands, royal agents play games of murder and deception for the glory of their monarch, and soldiers take to the field of battle where musketeers clash amid the roar of cannon and shot. Patriots stake their lives to overthrow the old order and establish a new freedom, unfettered by the evils of slavery, persecution and the supernatural.

Scientifick philosophers and alchemists compete to push the boundaries of science that could shape the course of the future, while sorcerers and witches seek to preserve the arcane arts of the past. In the forested mountains druids create standing stones and earthen mounds to draw power from the land and defy the encroachment of civilization. All the while this new land and its original inhabitants, the Native Sons, struggle to deal with the tide of Europan encroachment.

In one small slice of Amerique the king and his men have been vanquished and a new Republic has been born, but with beginnings come new challenges and old foes alike. The knights of old no longer roam the lands of Virginia so somebody must take up the mantle to protect the land and its people. The young Republic of Virginia occupies a stretch of the middle coast between Carolingia and New Sweden, curled around the broad arms of bountiful Chesapeake Bay. Divided into the States of Alexandria, Richmond, Pamunkey, and Manassas it also incorporates a semi-autonomous Native Son state called the Powhattan League, and an English utopian community called Penn’s Wood.

Amerique is a campaign world set in an alternate version colonial America’s past, an age of frontier adventure, political intrigue, and supernatural horror. Inspired by history and infused with myth, it is a place where heroes fight for freedom, chart a vast wilderness, and battle unknown evils.

-----

Seeking brave, adventurous, independent and free-thinking souls...that's the call that came forth from Lord Jeferson and his adviser, the renowned philosopher Franklyn, describing the kind of people needed to become Virginia Cavaliers. From the untamed and wild Native Sons, the original inhabitants of Amerique, to the unexplainable supernatural that haunts these lands, and to the fierce settlers from Europa trying to tame this new world through force and political intrigue there are countless dangers lurking over the next hill, deep within the forests and around the bend in the road. The Cavaliers are a free-form militia and protective force designed to roam the lands of Virginia and beyond, protect the ideals of the Republic, defend and aid its citizens from adversaries and investigate the lands of Amerique wherever travels shall take them.

You are one of the intrepid souls that are protecting the various corners of the Republic of Virginia, ready to do whatever needs to be done. The state of Richmond is your home and the region surrounding Jamestown between the James and Chickahominy Rivers is yours to protect. Saddle up, adventure is in the air and the unknown is just over the horizon.

Strickland5
player, 129 posts
Wed 19 Jan 2011
at 15:52
  • msg #366

Re: Love that second idea

Hey Skycast did you run a similar game before? I recall playing in this (or a similar) setting but it was some time ago
This message was last edited by the player at 15:53, Wed 19 Jan 2011.
Skycast
player, 78 posts
bp1
bp2
Wed 19 Jan 2011
at 15:56
  • msg #367

Re: Love that second idea

I ran this for 3 old college gaming buddies, we all live across the country now, but never opened it up to the general public. It's based on the old d20 setting Northern Crown but I've removed a lot of the "way out" wonkiness.
OggyBenDoggy
GM, 278 posts
Wed 19 Jan 2011
at 18:01
  • msg #368

Re: Love that second idea

I've the books listed, I've only read Solomon Kane.  I'll have to look up the other two.

I already have a concept running around my head, something a little different.
Cripple X
GM, 15 posts
Wed 19 Jan 2011
at 18:54
  • msg #369

Re: Love that second idea

OggyBenDoggy:
I've the books listed, I've only read Solomon Kane.  I'll have to look up the other two.


Same here. I like the idea, I say we give it a whirl.
Skycast
player, 79 posts
bp1
bp2
Wed 19 Jan 2011
at 19:17
  • msg #370

Re: Love that second idea

Cool, sounds like fun to me. I'll finish up some initial prepwork, get the game setup and we can begin talking about particulars once we are in there. I should be able to get it up today but am traveling for work Thursday and Friday and am booked with kids b-ball games on Saturday.
Skycast
player, 81 posts
bp1
bp2
Wed 19 Jan 2011
at 20:09
  • msg #371

Re: Love that second idea

The Savage Amerique game is open:

link to another game
OggyBenDoggy
GM, 279 posts
Thu 20 Jan 2011
at 18:42
  • msg #372

Re: Love that second idea

two of us are there, but we could probably use two more
darksong
player, 23 posts
Fri 21 Jan 2011
at 13:24
  • msg #373

Re: Love that second idea

It looks pretty cool; and, I'm currently lurking.  Will jump in if y'all can't find more peeps.
darksong
player, 25 posts
Wed 9 Feb 2011
at 17:02
  • msg #374

Re: Love that second idea

Anyone interested in running or playing in an Interface Zero game?  Or co-GMing one?
I'm interested in trying cyberpunk SavW style and seeing how it works out.
OggyBenDoggy
GM, 280 posts
Wed 9 Feb 2011
at 19:27
  • msg #375

Re: Love that second idea

I'd be up for it, wasn't the player's book a free download?
Cripple X
GM, 16 posts
Tue 15 Feb 2011
at 21:25
  • msg #376

I'd play Interface Zero

In reply to darksong (msg #374):

A game I was in recently died off, so I've got room for another game. I'd be up for playing Interface Zero.
This message was last edited by the GM at 21:31, Tue 15 Feb 2011.
darksong
player, 27 posts
Wed 16 Feb 2011
at 21:12
  • msg #377

Re: I'd play Interface Zero

Some things to talk about are:
- opinions on gritty damage
- flavor of the game

Might as well take it offline.

Interface-Zero: Deep-Six has been created:
link to another game
OggyBenDoggy
GM, 283 posts
Wed 2 Mar 2011
at 19:58
  • msg #378

Re: I'd play Interface Zero

I've tried running a few games here, and they never seemed to work.  I think the problem is I tried to wing it, figuring "Hey, it's a PBP, there's plenty of time to sweat the plot." and then i'd get GMs block.

So, I have a number of DnD modules at home, and 50F.  would there be more intrest in a Fantasy type game, or in 50F?
Skycast
player, 82 posts
bp1
bp2
Thu 3 Mar 2011
at 15:59
  • msg #379

Re: I'd play Interface Zero

In reply to OggyBenDoggy (msg #378):

I'd be up to play some old school type fantasy stuff for sure.
darksong
player, 30 posts
Thu 3 Mar 2011
at 16:28
  • msg #380

Re: I'd play Interface Zero

I've always been curious about 50F.
Some folks seem to think it's a perfect Plot Points implementation.

Even if we don't end up playing it, I'd be interested in a discussion about it at least.
OggyBenDoggy
GM, 285 posts
Thu 3 Mar 2011
at 20:05
  • msg #381

Re: I'd play Interface Zero

one vote for each.

I think the reason people like it, is that it's the only, or one of the only, where you aren't working for someone.  In Tour of darkness you are in the military, in Rippers you work for the Rippers, in Necessary Eveil you work for someone.  50F you are a free adventurer.
Cripple X
GM, 17 posts
Fri 4 Mar 2011
at 01:13
  • msg #382

Re: I'd play Interface Zero

I would love to play 50F. Swashbuckling is my genre. I've wanted to play a Scurillian since I read the book, I guess I fell in love with the picture. I've wanted a SWEX version reprint of 50F forever because I could never find a hardcopy, I only have the pdf.

Edit: Heck, glancing at the PDF again, I could play just about anything
This message was last edited by the GM at 05:30, Fri 04 Mar 2011.
OggyBenDoggy
GM, 286 posts
Fri 4 Mar 2011
at 19:33
  • msg #383

Re: I'd play Interface Zero

well, two for 50F, and I'm a bit more inclined thataway anywher; there are several old school fantasy SW games at the moment.

Skycast, would you be up for 50F?  that'd make 3
Strickland5
player, 134 posts
Fri 4 Mar 2011
at 19:38
  • msg #384

Re: I'd play Interface Zero

Considering I'm in... 10 games right now... I'm going to hold off on attempting to join any new games, though 50F is one of my favorite settings.
Cripple X
GM, 18 posts
Fri 4 Mar 2011
at 19:44
  • msg #385

Re: I'd play Interface Zero

Strickland5:
Considering I'm in... 10 games right now... I'm going to hold off on attempting to join any new games, though 50F is one of my favorite settings.


I'm getting dangerously close to that number. This is definitely the last game I'm joining and only because I had another game die-off, and I love me some swashbuckling. I tell yea, sometimes RPOL games drop quicker than fruit flies.
Strickland5
player, 135 posts
Fri 4 Mar 2011
at 20:01
  • msg #386

Re: I'd play Interface Zero

I did play a 50F game here that fizzled, was alot of fun before it ended. Ahh poor Zahast, you never saw your full potential as a Kraken Marine!
Cripple X
GM, 19 posts
Fri 4 Mar 2011
at 20:15
  • msg #387

Re: I'd play Interface Zero

Strickland5:
I did play a 50F game here that fizzled, was alot of fun before it ended. Ahh poor Zahast, you never saw your full potential as a Kraken Marine!


Then join us! What's one more itsy-bitsy teeney-weeney little game gonna hurt? C'mon you know you wanna...

Sorry, I'll stop being a bad influence now.
OggyBenDoggy
GM, 293 posts
Fri 8 Apr 2011
at 00:00
  • msg #388

Re: I'd play Interface Zero

my 50fathoms game seems to be humming along nicely.  I had the crazy idea of starting a second game.

Most games here involve magic, even those with guns tend to be lower tech.

It would be a bit of a cross betwen X-Com and the original V.  Set on earth, more or less today, fighting/dealing with alien threats.  Combat missions would generally include extra's for cannon fodder.  In addition to combat missions, there will be research into alien tech, investigation of companies dealing with aliens, and possibly more if the campaign changes from covert to overt attacks

Edges from Tour of Darkness would probably be allowed; I don't have ToD but hopefully someone in the game will.

interest?

http://en.wikipedia.org/wiki/UFO:_Enemy_Unknown
Trollsmith
player, 1 post
Fri 8 Apr 2011
at 00:46
  • msg #389

Re: I'd play Interface Zero

In reply to OggyBenDoggy (msg #388):

Very much interest.  I have wanted to toy w/ SW gun rules and this seems perfect.
Strickland5
player, 139 posts
Fri 8 Apr 2011
at 00:49
  • msg #390

Re: I'd play Interface Zero

Oggy: That sounds very Alternity - Dark Matter ... I love it!
ralftschu
player, 29 posts
Fri 8 Apr 2011
at 07:02
  • msg #391

Re: I'd play Interface Zero

Sounds very cool.

I would try it. I guess Necropolis could also have some usefull edges.


Conspiracy X and Delta Green could also be helpfull.

I only own Gurps Conspiracy X-but I loved the cell ressources system and pulling strings.
Its definitly a other flavour then X-Com, but I would like to mention it.

In Conspiracy X you play member of supersecret organization, most members come from the FBI, CIA, secret service whatever. They have ressource points to "buy" things, like military grade weapons, vehicles, a secret base etc.

Then the Characters have "pulling strings". Similiar to Edges
So they have the power to stem police investigations, acquiere air support, call 10 full equipped soldiers, calls for arrest of innocents for a week and such things.

Both depends on their career, rank, edges etc.
Its like all the films where the heros bank account froze, police search them etc. on behalf of the conspiracy-but this time you are the conspiracy.
OggyBenDoggy
GM, 294 posts
Fri 8 Apr 2011
at 16:21
  • msg #392

Re: I'd play Interface Zero

X-com, for those who haven't played it, was shoot down the UFO, land soldiers, conduct squad level turned based combat.  Return to base, research technologies, build stuff. lather rinse repeat.  Alien missions were to terrorize civilians and kidnap people for experimentation

V from the 80s was friendly aliens arrive, turn out to be not so friendly.  humans form rebel group, fight nasty aliens

my thought was x-com, + aliens infiltrate/supborn humans.  So combat and investiatino type things.  At some piont they might come openly as well.

I was thinking htat between missions, PCs could do autopsies, research, build stuff, train the extras, investigate evidence of infiltration, depending on what role they have, doctor, scientist, mechanic, solidier, cop/spy

Success at those activities could lead to more funding, = more soldiers, weapons, vehicles, etc.

in terms of ToD or Necropolis, anything which has edges for soldiers, I recall ToD had Thumper King for grenadiers, some edges for machine gunners, etc. If someone can post those edges in the game, that would be great.

I'll create the game
OggyBenDoggy
GM, 296 posts
Fri 8 Apr 2011
at 22:25
  • msg #393

Re: I'd play Interface Zero

so far two SW newBs have signed up, I'll need someone to run the extras
Cripple X
GM, 24 posts
Thu 14 Apr 2011
at 01:51
  • msg #394

Temporal Probability Agency

Would anybody be open to playing Temporal Probability Agency from Apathy games if I ran the To Predict and Serve adventure series? Part one is out with the second and third parts due out later this year.

http://www.apathygames.com/tpa/
OggyBenDoggy
GM, 297 posts
Thu 14 Apr 2011
at 04:30
  • msg #395

Re: Temporal Probability Agency

Modern setting, no magic and such?  I'd be up for it
Cripple X
GM, 25 posts
Thu 14 Apr 2011
at 22:01
  • msg #396

Re: Temporal Probability Agency

Sweet. I'll run it if I can get two more interested parties.
shadrack
GM, 53 posts
Wed 20 Apr 2011
at 04:47
  • msg #397

Re: 2 questions

shady joker:
OggyBenDoggy:
did you mean to put in a link?

No I did not. But here you go.

http://www.savageheroes.com/co...ions/Bureau%2013.pdf

Bureau13

http://www.savageheroes.com/co...ions/Bureau%2013.pdf

And a list if savage heroes games in general.Free and useful stuff.


There was an AP of a savage worlds bureau 13 game on monkeys took my jetpack a week or two ago. Sounds like someone is coming out with an 'official' savage worlds treatment of it, sounded cool, but they didn't get real far in that episode.
darksong
player, 40 posts
Thu 21 Apr 2011
at 16:30
  • msg #398

Re: I'd play Interface Zero

Oh man, X-Com was so great.

Steam-games had the entire collection on sale a little while back.  Picked it up and planning on hitting some of the titles I missed.

OggyBenDoggy:
X-com, for those who haven't played it, was shoot down the UFO, land soldiers, conduct squad level turned based combat.  Return to base, research technologies, build stuff. lather rinse repeat.  Alien missions were to terrorize civilians and kidnap people for experimentation

OggyBenDoggy
GM, 301 posts
Thu 21 Apr 2011
at 19:54
  • msg #399

Re: I'd play Interface Zero

Lately, I've seen a fair number of d20 urban games starting.

might be fun to play in an urban savage worlds fantasy game, or a modern urban fantasty
Strickland5
player, 142 posts
Thu 21 Apr 2011
at 19:58
  • msg #400

urban fantasy

I'd be up for some, as I've been re-reading the Dresden Files here of late.
Cripple X
GM, 27 posts
Thu 21 Apr 2011
at 21:38
  • msg #401

Re: urban fantasy

I'd be interested in a Savage Worlds Urban Fantasy Game. Is it going to be homebrew or did you have something else in mind?
OggyBenDoggy
GM, 302 posts
Thu 21 Apr 2011
at 21:41
  • msg #402

Re: urban fantasy

you talking to me?  I'm running 50F and Savage X-com, I can't start a 3rd.
Cripple X
GM, 28 posts
Thu 21 Apr 2011
at 21:45
  • msg #403

Re: urban fantasy

Oh, sorry, I read that as you offering. My fault. I can't pick up another game as GM either, I'm already handling Slipstream, Necessary Evil, Daring Tales of Adventure, and Temporal Probability Agency is going to get cranking as soon as everybody wraps up characters.
OggyBenDoggy
GM, 303 posts
Thu 21 Apr 2011
at 21:47
  • msg #404

Re: urban fantasy

yeah, I should have beeen more clear it was a "does anyone want to run this?" type post
Trollsmith
player, 2 posts
Fri 22 Apr 2011
at 04:07
  • msg #405

Re: urban fantasy

I have been wanting to try running again...  Urban Fantasy eh?  Like WoD Changeling?  Charles DeLint type urban fantasy?

Any setting thoughts?
Strickland5
player, 143 posts
Fri 22 Apr 2011
at 12:32
  • msg #406

Re: urban fantasy

Is it bad that I'm in all the games that both Oggy and Cripple X mentioned?

As for the Urban Fantasy I think it might be a good use of the Super Power Companion... perhaps everyone gets 10 power points and 5 more at each rank-these would be automatic but you can't buy more... you get 10 to start and that's it. Then you build your fantasy character. Everything else is trappings... want to be a were-thingie no problem. Fae with a taste for the dramatic, easy. Sorcerer bent on taking over the world... do able too.

Guess the setting would be the key though, I've been re-reading Dresden and the world Butcher has is a great play ground I think.
Cripple X
GM, 29 posts
Fri 22 Apr 2011
at 15:35
  • msg #407

Re: urban fantasy

That's a very good suggestion Strickland, and that's exactly how I'd handle it if I GMed.

I've read all the Dresden Books as well. They're pretty solid. I could understand not wanting to go with an established IP in case somebody hasn't read it.

If you're a big Dresden Fan, you might want to check out the Dresden Files RPG. It runs under FATE, which is my other go to system besides Savage Worlds.
Strickland5
player, 144 posts
Fri 22 Apr 2011
at 15:36
  • msg #408

Re: urban fantasy

In reply to Cripple X (msg #407):

I've got a digital copy of both Dresden RP books, just haven't had a chance to read them through yet. I've heard good things about the Fate system though.
OggyBenDoggy
GM, 304 posts
Mon 25 Apr 2011
at 15:51
  • msg #409

Re: urban fantasy

Super powers would certainly allow more flexibility.  The other is to just say, you can play a race from fantasy, and allow AB:magic, miracles, etc.

the big questions are, IMO

1 - magic secret or no?
2 - magic came back or always been there?
Strickland5
player, 145 posts
Tue 26 Apr 2011
at 13:33
  • msg #410

Re: urban fantasy

Both of those questions lead to very distinct out comes

1 - magic secret or no?
2 - magic came back or always been there?

Magic is secret and always been around, then you have Dresden Files

Magic is not secret and came back, leads to a ShadowRun style game (early era SR anyways)

etc etc

Also depends on what sort of game you want to have as well.
OggyBenDoggy
GM, 305 posts
Wed 27 Apr 2011
at 21:41
  • msg #411

Re: urban fantasy

I like the Gurps:Technomancer setting.  basically, nukes brought magic.  the first nuke made all pregnant women withni a certain radius give birth to chimera's, human/animal hybrids.  the animal side were all local predators, so moutain lion, coyote, spider, snake, hawk
darksong
player, 42 posts
Thu 28 Apr 2011
at 18:42
  • msg #412

Re: urban fantasy

The Mage World of Darkness setting handles modern magic relatively well I think.

Something about normal people noticing magic if it's not part of the reality; but, then they shirk it off with a double-take as if it were something normal.

If the magic is really over the top and in view of normals, Paradox forces enter play and cause some harm or effect to the caster, basically giving an incentive to the player to try to keep things secret or subtle as often as possible.
rams
player, 12 posts
Thu 26 May 2011
at 00:54
  • msg #413

Zombies

A long post.

I'll admit it, I love zombies.  A lot.  I've been getting into the Walking Dead for a while now and it's got my wheels turning.

I've run a zombie themed campaign in the past, not on site mind you.  I won't rehash it, the fact is though it went well for a little while, and then it sort of trailed off.  My players complained it was too gritty and they didn’t get what my “thing” with zombies was.

After a lot of consideration however I realized that branching out to a different set of players would help.  That, and a zombie game with the sluggish pace of an online campaign, which is but one game on a sticky list of a dozen or more, might not lose its novelty very quickly even for people who don’t like Resident Evil video games or Romero films.  There might be enough people willing to give this a shot, so I thought I’d come and pitch it.

So based on what I learned from that experience a few years ago, I’ve been mulling over this idea for several months now and I decided if I do it, I’ll use Savage Worlds, just SWEX, for the rule set.

I do own and considered AFMBE.  I like the AFMBE source books and take inspiration from them, especially for putting variety into zombies, but I never cared to game in the Unisystem and have never run or played it at all.  It’s okay, but I like generic SW better.  It doesn't seem hard but SW does something very similar with more familiarity and elegance.

However, I felt the need to see if there’s enough overlap between SW players and survival horror/zombie fans to make this idea work.  Else, I’m probably better off taking some time to learn Unisystem and running it with the comparatively more popular AFMBE rules plus you know if someone has a copy of AFMBE, you know they dig zombies.

Keep in mind this is just to gauge interest, I’m sort of in a weird time pickle right now for another couple of weeks or so and I’m actively job hunting, so if I get a lucky break I might have to vanish for a while to move, get new internet service, etc.  So even in the unlikely event everyone on earth thinks this idea is wonderful, it wouldn’t materialize for quite some time yet.

Premise:

You write your own prelude, and if you’ve ever seen a zombie movie you know how.  Basically you are minding your own business, and suddenly, zombies!  However it happens you should encounter the undead, you lose consciousness quickly after this initial encounter.  Your character knows, definitively somehow, that the dead walk the earth and it’s a global phenomenon.

Perhaps you heard it over the TV and work and decided to go home immediately.  Perhaps you are one of the authorities immediately dispatched to go deal with the situation somehow.  Perhaps you thought you were safe camping out in the woods where there aren’t any people.  But somehow the dead found you.  Perhaps you are in combat with the undead, but your partner suddenly shoots you, and it all goes black.  Perhaps you flee into the street where an out of control driver hits you with his car.  Perhaps you simply faint upon the sight of your sister, who died of cancer three years ago, returned to your door step, her visage rotted and bloody.

It does not have to be long or elaborate, it does however have to be realistic and concludes on the date of JXXX 15, 201X (TBD later).  You are playing a person from the contemporary real world, after all.

The game begins for you when you wake up in a strange room.  You are wearing a very modest but loose chocolate brown (for men) or slate gray (for women) coverall garment made from some thin, flimsy fabric with elasticized cuffs, adjustable snaps in key places, and a built in draw string at the waist.  It’s a very generous garment which could conceivably fit the very short and petite,  if you tightened it up completely and rolled the legs and sleeves up all the way, but its full potential could cover the very tall and the very overweight.  It probably doesn’t fit very well but at least it’s roomy.  Your underwear isn’t even yours, it’s plain and white with no tags, stitched from some rough hewn fabric and it doesn’t quite fit properly either.  You are barefoot.

However it seems that whoever took your work boots, clothes, purse, IPod and/or wallet left you at least a little something.  As you bend to pick it up, you hear a noise coming from outside the plain room you find yourself in.

Rules:

The player characters wake up mysteriously in a strange room wearing new clothes with only one personal material possession of use (a water filter, a handgun, a headlamp, etc.)  It has to be something a person could conceivably carry in their hands a long distance without difficulty, and it will have minimal accessories (the water filter doesn’t have a replacement cartridge supplied with it, the handgun has only one magazine with a few rounds in it, the headlamp has only one set of batteries, etc.).  Basically you make your character with skills, attributes etc., request one item, and you are done.  It may be an item your character personally owned, or not.

A lot of Edges and Hindrances may not work or be allowed; basically anything depending on social or economic situation probably won’t make sense.  You can say your character is rich for example, but the Rich and Very Rich edges will be completely useless.   You could however still have the Attractive edge, for example.  I’ll have to help the players out here.

The player characters have gender parity forced on them(there is actually an in setting reason for it).  Neither male nor female may go below 40% of the PC population.  If one or more PCs should die or otherwise be removed from the game, the newcomers or replacements will have to close the gap.  I will have to assign character gender according to some system, likely a first come first serve list of some kind.  I know that sounds really weird but there truly is an in game reason for it, the players may be able to figure it out eventually.

All characters speak English fluently.  They can speak other languages if they should but I’m imposing this.

Beyond that the characters can be anyone fictitious great or small, although I would gently suggest most be adults between 18 and say 50.  American European Asian, tall short fat thin, well educated, illiterate, all the rest is left to you.

Execution:


This is something of a mind screw plot where the PCs try to unravel the mind screw while trying to survive, and a bit of a sandbox.  The characters, total strangers to each other, wake up nearby one another in a strange place in a strange city none of them have ever been to before.  They all have different stories, but the common memory is that the dead have risen and walk the earth.

How did they get here?  Where is this place?  Who put them here?  These are all questions nobody knows the answers to.  As they take their first few steps, they realize there’s an entire city surrounding them, and they can hear the moans of the walkers as they shuffle aimlessly down the street…

This campaign uses Google satellite views of a real city as its map, but with the labels removed.   Your characters aren’t even sure if they’re in the Americas, or Europe, or Australia or some other continent.  Can you escape the city?  Do you want to?

Now if that sounds horrible to you, you needn’t say a thing I will assume radio silence is non interest and you can stop reading if you haven’t already.  However if this intrigues you even a bit, I have a follow up question.

Content wise, this game would have to be flagged Mature.   Gore, violence, swearing and the like are going to be part and parcel of the experience.  This is just due to the nature of the genre and subject matter, most zombie movies are rated R after all.  I don’t necessarily need gore and the like to tell a story, but it’s just going to be completely lame if I censor it for a general family audience.  This is a game where people get hurt and die for real in realistic ways and the tone I'm going for just isn't suitable for absolutely everyone.

However I’m considering flagging such a thing Adult, mostly as a measure to insure easier compliance with site policies, not because I’ll have very much “adult” content and any of that would be mostly implied.  Being gratuitous is not the point as it would simply be easier on me to know that descriptions of horrid zombie combat and unchecked rampant swear words weren’t going to land anyone in trouble.  However I know a lot of people refuse to play an Adult game or can’t for legal reasons or site policy reasons.

The point being, if this interests you, would you prefer it be Mature or Adult?
shadrack
GM, 58 posts
Mon 30 May 2011
at 03:17
  • msg #414

Re: Zombies

I'd be down to give it a try.

I don't have a preference on Adult or Mature.
darksong
player, 49 posts
Tue 31 May 2011
at 14:22
  • msg #415

Re: Zombies

Happy that Walking Dead is coming back for a Season 2.  Happy that it's 13 episodes.  Sad that it's still so far away (Oct 2011?).
Pheylorn
player, 3 posts
Wed 1 Jun 2011
at 14:32
  • msg #416

Re: Zombies

I love zombies so I'd be up for it. Mature or Adult is all the same for me!
rams
player, 13 posts
Thu 9 Jun 2011
at 20:22
  • msg #417

Re: Zombies

A few hits here means there could be enough people, with a general advertisement, to make this work.

I won't promise a date on it but I'll work on development.
rams
player, 14 posts
Mon 27 Jun 2011
at 23:17
  • msg #418

Re: Zombies

All right I've been developing this a bit, and am starting to scrape a few rules together.  Essentially I'm creating a miniature Plot Point setting, it seems.

I'm most proud of my Home Made Edges.  To be fair I ripped some of these off whole scale from other games.

quote:
Bill Murray

Requirements: Novice, Intimidate d6+ or Taunt d6+
Oh, I do it to blend in. You know. Zombies don't mess with other zombies. Buddy of mine, makeup guy, he showed me how to do this. Corn starch. You know, some berries, a little licorice for the ladies. Suits my lifestyle, you know. I like to get out and do stuff. Just played nine holes on the Riviera. Just walked on. Nobody there.

For some reason, you get the zombies and they are not immune to your jeers.  By imitating their groans and body language, you can somehow communicate intent to them.  You may initiate Tests of Will against zombies. Bear in mind zombies are immune from being Shaken however.

Oscar Winning Bill Murray

Requirements: Seasoned, Bill Murray

Whenever you initiate a Test of Will against a zombie, it can become Shaken despite its natural immunity.  Generally this manifests as the zombie being confused and thinking you are a zombie too, something its feeble dead brain cannot handle very well.
Note:  Given how rare ammunition will likely be, this Edge is more powerful than you might think.

I Need My Smokes

Requirements: Novice, Notice d6+
L.J.: [referring to the lack of cigarettes and m*] It really is the end of the world.

When it comes to scavenging Useful Bits, you tend to pick up the ones you most likely need.  On a dumb luck roll to find a particular sundry item or a Trade Good (such as a cigarette) in your Useful Bits, you no longer default.
Note:  Despite the name, your character does not have to be a smoker to take this Edge.  It would be a very good Edge for a character who does smoke however, as you're far more likely to have something to smoke this way.

Cancer-stick Chewing Coyote

Requirements: Seasoned, I Need My Smokes

On a dumb luck roll to find a particular sundry item or a Trade Good in your Useful Bits, your luck die is replaced with a d6.

Speed Load

Requirements: Seasoned, Agility d8+, Shooting d6+
When overwhelmed by legions of the dead, you can lay down plenty of lead.

Your survivor can reload one weapon on his action, ignoring the usual –2 penalty to Shooting rolls in the same round.

Burt Gummer

Requirements: Seasoned, Survival d6+
Jodi Chang: [after assembling a potato gun, Jodi realizes a problem] Uh, but do we have a lighter?
Jack: Burt does.
Burt: [looks up from the gun] How do you know?
Jack: Well, 'cause you're... Burt.
Burt: [presenting lighter] Damn right I am.


Your survivor is resistant to Attrition.  The GM adds +1 to any Attrition rolls made on your behalf.

Improved Burt Gummer

Requirements: Veteran, Burt Gummer, Survival d8+

As Burt Gummer, but the bonus is now +2.

Zombie Hunter

Requirements: Wild Card, Novice
You gotta shoot 'em in the head!

Your survivor only takes a -2 penalty for Called Shots to a zombie's head.  This Edge applies to both melee and ranged attacks.

Improved Zombie Hunter

Requirements: Seasoned, Zombie Hunter

As Zombie Hunter, but your survior may make Called Shots to a zombie's head without penalty.

The Dead Walk the Earth!

Requirements: Novice, Smarts d6+, Notice d6+, Stealth d6+
Many have died, last week, on these streets. In the basement of this building, you will find them. I have given them the last rites. Now, you do what you will. You are stronger than us. But soon, I think they be stronger than you. When the dead walk, señores, we must stop the killing... or lose the war.

Your survivor knows the better part of discretion is valor and relies more on awareness than violence.  You receive a +2 bonus to Notice and Stealth rolls against zombies.

I Need Lighter Fluid

Requirements: Novice, Fighting d6+
Roger: Whad'ya think? Bag it or try for it?
Peter: You game?
Roger: I need lighter fluid.
Peter: You got it.


Your survivor is used to a brawl.  Whenever your survivor fights unarmed, he is considered armed. In addition, opponents in melee combat never benefit from any gang up bonus against your survivor.

Loot Hauler

Requirements: Novice, Strength d6+, Looting d6+
Roger: Hey, man, we can't carry all this s*.
[Peter wheels a gardening cart up with all of their supplies]
Roger: Oh, I see, we're just gonna wheel right by 'em, right?
Peter: We're gonna try, brother. We ain't doin' this for the exercise, so we might as well try to get what we can.
Roger: No way this is gonna happen.


Your survivor can haul more loot.  For encumbrance purposes, treat your strength as being one die type higher than it actually is.

Wichita

Requirements: Novice, Attractive
You're thinking about f* Wichita!

Being one of the pretty people is advantageous even in the zombie apocalypse.  Whenever your survivor makes a persuasion roll against another survivor who might enjoy your "company", you enjoy a +2 Charisma bonus.  In addition, you can use Smarts Tricks against the undead.
Note:  Despite the name and inspiration, male characters can take this Edge too.  The Charisma bonus applies against people who would be sexually attracted to your character, a circumstance decided solely by GM or Player fiat.  I also decided zombies can be distracted by attractive people as they act on their latent instincts from when they were alive.

Pheylorn
player, 4 posts
Tue 28 Jun 2011
at 14:50
  • msg #419

Re: Zombies

haha those are awesome rams! :)
OggyBenDoggy
GM, 359 posts
Mon 12 Mar 2012
at 00:12
  • msg #420

Re: Zombies

Kaiser's Gate for SW is coming out soon.

http://www.kickstarter.com/pro...te-for-savage-worlds

I kicked in; so is there interested in a game here?
darksong
player, 67 posts
Mon 12 Mar 2012
at 14:32
  • msg #421

Re: Zombies

OggyBenDoggy:
Kaiser's Gate for SW is coming out soon.


Looks cool.  Sort of like a Savage Tannhäuser.
derfinsterling
player, 46 posts
Mon 12 Mar 2012
at 14:36
  • msg #422

Re: Zombies

OggyBenDoggy:
Kaiser's Gate for SW is coming out soon.

http://www.kickstarter.com/pro...te-for-savage-worlds

I kicked in; so is there interested in a game here?


So did I. I might be interested. The premise is intriguing.
shadrack
GM, 79 posts
Mon 12 Mar 2012
at 17:28
  • msg #423

Re: Zombies

That does look cool.
Cripple X
GM, 32 posts
Mon 12 Mar 2012
at 18:06
  • msg #424

Kaiser's Gate

Yea, very cool. My question is this, if Germany has mages, Britian has Golems, France Griffon cavalry, what are they going to do with the Americans or Russia? The Tunguska event that started it all was in Russia. I know America doesn't get involved until very late in the first world war, but it seems odd to leave it out especially since one of the permanent portals is in the American southwest.
darksong
player, 68 posts
Mon 12 Mar 2012
at 18:33
  • msg #425

Re: Kaiser's Gate

Well, I just kicked in so I guess I'm interested.
OggyBenDoggy
GM, 360 posts
Mon 12 Mar 2012
at 18:49
  • msg #426

Re: Kaiser's Gate

I think all have magic to some degree.  How they apply it might be differet
OggyBenDoggy
GM, 361 posts
Mon 12 Mar 2012
at 19:19
  • msg #427

Re: Kaiser's Gate

the t20 version on rpgnow has a preview which includes a table of contents.

http://rpg.drivethrustuff.com/...mp;filters=400_0_0_0
shady joker
player, 89 posts
Mon 12 Mar 2012
at 19:45
  • msg #428

Re: Kaiser's Gate

Well I am about to start a game loosely based on Fallout 1. If anyone is intrested hit me with a pm.
OggyBenDoggy
GM, 362 posts
Tue 20 Mar 2012
at 23:06
  • msg #429

Re: Kaiser's Gate

I'm fooling around with an intro scenario to use with my weekly group to drag them into SW, and I was wondering if people would be interested in helping me playtest a short campaign.

It's based loosely on The Doomfarers of Coramonde by Brian Daley, if you've ever read it
shady joker
player, 92 posts
Thu 22 Mar 2012
at 23:07
  • msg #430

Re: Kaiser's Gate

How would you make a Savage Worlds Samurai game?
OggyBenDoggy
GM, 363 posts
Thu 22 Mar 2012
at 23:32
  • msg #431

Re: Kaiser's Gate

buy Iron Dynasty
shady joker
player, 93 posts
Fri 23 Mar 2012
at 00:57
  • msg #432

Re: Kaiser's Gate

Last time I saw Iron Dynasty it was in development. So it is out?
Wibbs
player, 11 posts
Fri 23 Mar 2012
at 01:10
  • msg #433

Re: Kaiser's Gate

In reply to shady joker (msg #432):

Yeah, its been out for quite a while I think.  There's at least one game on rpol that uses it.
Strickland5
player, 167 posts
I'm in a few games
Fri 23 Mar 2012
at 01:17
  • msg #434

Re: Kaiser's Gate

In reply to shady joker (msg #432):

The one game would be mine so of you'd like to come lurk you're more than welcome
shady joker
player, 94 posts
Fri 23 Mar 2012
at 01:20
  • msg #435

Re: Kaiser's Gate

Please send me a link strickland.
Strickland5
player, 168 posts
I'm in a few games
Fri 23 Mar 2012
at 01:26
  • msg #436

Re: Kaiser's Gate

In reply to shady joker (msg #435):

one link link to another game
derfinsterling
player, 52 posts
Mon 7 May 2012
at 07:18
  • msg #437

Game of Thrones

Would anybody be up for a Savage Worlds game set in Westeros? Probably right after the War of the Usurper?

I did a conversion for GoT a few years ago, that would serve as the basis for that.
OggyBenDoggy
GM, 379 posts
Mon 7 May 2012
at 16:20
  • msg #438

Re: Game of Thrones

so right after Robert Barathan was crowned?  Or after the book series ends?
derfinsterling
player, 53 posts
Mon 7 May 2012
at 16:24
  • msg #439

Re: Game of Thrones

In reply to OggyBenDoggy (msg #438):

After he was crowned. Like, a few years before the book series starts.
OggyBenDoggy
GM, 380 posts
Mon 7 May 2012
at 17:05
  • msg #440

Re: Game of Thrones

a good time / backstory could be the iron islands uprising/rebellion.
Strickland5
player, 169 posts
I'm in a few games
Mon 7 May 2012
at 17:08
  • msg #441

Re: Game of Thrones

Can't help you much on this one, I'm half way through the first book and want to throw it out the window - which would be bad as I'm reading it on my Kindle.
derfinsterling
player, 54 posts
Mon 7 May 2012
at 18:38
  • msg #442

Re: Game of Thrones

Really? You're the first I heard of who doesn't like Game of Thrones. Before you throw it out, though, finish it. I might yet draw you in.
OggyBenDoggy
GM, 381 posts
Mon 7 May 2012
at 18:39
  • msg #443

Re: Game of Thrones

I've been rereading the Miles Vorkosigan saga, and I must say I have a hankering for something science fictiony.
Strickland5
player, 170 posts
I'm in a few games
Mon 7 May 2012
at 18:44
  • msg #444

Re: Game of Thrones

Probably something to do with the overexposure thanks to HBO.

Going to read Assassin's Code by Jonathan Maberry then maybe go back to it.
derfinsterling
player, 55 posts
Mon 7 May 2012
at 19:41
  • msg #445

Re: Game of Thrones

OggyBenDoggy:
I've been rereading the Miles Vorkosigan saga, and I must say I have a hankering for something science fictiony.

Not familiar with that, what's it about?
OggyBenDoggy
GM, 382 posts
Mon 7 May 2012
at 20:37
  • msg #446

Re: Game of Thrones

http://en.wikipedia.org/wiki/Miles_Vorkosigan

It's a series, sometimes mis-labeled as military sci fi by Lois Bujold.  There are some space battles and small unit actions, but they are really more about intrigue and such (perfect for gaming).

Space flight depends on wormholes, which are easy to guard; one ship comes through at at time.  Which means, as a character pointed out, the best way to capture a wormhole is from both sides at once; agents, sabatoge, etc.

the first couple have a women as main character to I got my wife started with those, and the rest have some strong female characters so she's reading the rest.  I started ahead of her and it's been fun visiting Miles again.

The first two about miles are free e-books from the Baen free library

http://www.baenebooks.com/c-1-...x?SectionFilterID=13
StJason
player, 4 posts
Thu 10 May 2012
at 17:43
  • msg #447

Re: Game of Thrones

I've been wanting a Savage Heavy Gear game. I've got a working conversion going, I even have a pretty good plot arc thought out. I just don't have the time or energy for running anything. (Stupid school and work schedule...)
shady joker
player, 101 posts
Thu 10 May 2012
at 17:46
  • msg #448

Re: Game of Thrones

I was going to run ORK! in savagfe worlds style. A cxomedy game about playing the bad guys. I can't get the conversion down though.
xenongames
player, 9 posts
Thu 10 May 2012
at 18:37
  • msg #449

Re: Game of Thrones

What system conversions are required? Why not just use standard Fantasy SW and sprinkle in ORK! attitude?
shady joker
player, 103 posts
Thu 10 May 2012
at 20:50
  • msg #450

Re: Game of Thrones

I want to keep the Broccli makes ORKS explode rule. What edge should they get to balance that?
OggyBenDoggy
GM, 384 posts
Thu 10 May 2012
at 20:54
  • msg #451

Re: Game of Thrones

if everyone is playing the same race, it doesn't really matter.

it's just a setting rule
shady joker
player, 104 posts
Thu 10 May 2012
at 21:03
  • msg #452

Re: Game of Thrones

Good point but I don't want the orks to be human in different skins. I am thinking they need some edges and hinderances.
xenongames
player, 10 posts
Thu 10 May 2012
at 21:40
  • msg #453

Re: Game of Thrones

In reply to shady joker (msg #452):

That should be easy enough. What common racial traits do you want orcs to have? What is listed in the SWEE, SWD, or SWFC (I don't have my copy of the rules with me)?
shadrack
GM, 82 posts
Fri 11 May 2012
at 03:21
  • msg #454

Re: Game of Thrones

Usually Orcs are statted with
* size +1 (or Brawny) and
* Infravision.

Building them from SW Deluxe has them at
+2 for Size +1
+1 for Infravision

then probably a
-1 for -2 Charisma

then they'd be 'balanced' (mechanically speaking)
shady joker
player, 105 posts
Fri 11 May 2012
at 22:14
  • msg #455

Re: Game of Thrones

Yes but the orks in ork! do not have infravision. I'm thinbking of making them all +1 size and can choose an edge since everyone would be an ork!
xenongames
player, 11 posts
Fri 11 May 2012
at 23:23
  • msg #456

Re: Game of Thrones

"Standard" half-orcs get a Strength boost, which isn't really covered by the Size +1.
shady joker
player, 106 posts
Fri 11 May 2012
at 23:35
  • msg #457

Re: Game of Thrones

I am temp[ted to steal the 'RED MAN' from 50 Fathoms.
shady joker
player, 127 posts
Thu 12 Jul 2012
at 22:30
  • msg #458

Savage World:Dragon

I am starting a bizzare game where you play a full blown DRAGON. You have a fief kingdom and handful of men under your command. You can expand your territory, fight off invading 'heroes' and basicly dragon it up with your fellow players. What do you think?
rabideldar
GM, 60 posts
Savage World Master
Mon 16 Jul 2012
at 10:49
  • msg #459

Re: Savage World:Dragon

Working on a game right now where player characters would be vikings and warriors of Norse mythos.

If your interested here is the link to check it out. I will be using a premade adventure to start so it might just be a one shot if people are not interested:
link to another game
Nintaku
player, 3 posts
Sun 22 Jul 2012
at 23:53
  • msg #460

Re: Savage World:Dragon

I've been thinking about the world of Fable. It could be set in pretty much any Fable era, just shifting the technology levels around, but the core ideas would stay the same: You're a Hero, and have the ability to change the world based on your decisions. All Heroes are Wild Cards, and ONLY Heroes are Wild Cards.

I'm not really sure what I'd need to make this into a Savage Setting, but it's a start.

Secondly, the world of Brutal Legend could do with some Savaging. Magic based on music, armies of headbangers, groupies and roadies fighting impossible creatures, a neverending war over the spoils left behind by the Titans... It's a Savage World if ever there was one. The trouble is, I don't know enough about music to really set something like this up or get it going. Any ideas?
shady joker
player, 135 posts
Tue 24 Jul 2012
at 14:47
  • msg #461

Re: Savage World:Dragon

oi can some one here take over as gm for my games? i hate to leave my players hanging.
derfinsterling
player, 63 posts
Tue 24 Jul 2012
at 16:43
  • msg #462

Re: Savage World:Dragon

Which games? I'd be willing to take over gour Evernight game. At keast until your situatuon has worked itself out.
Boomcoach
player, 20 posts
Tue 24 Jul 2012
at 16:46
  • msg #463

Re: Savage World:Dragon

I have proposed, in Shady Joker's Rippers game, that we run it with the Mythic GM Emulator, if we do not get a volunteer to GM the game.  Does anyone here have experience running a game with MGME in a play by post environment?  I have used the fate table to help generate skirmish scenarios for miniatures games before, but that was face to face.
shady joker
player, 137 posts
Wed 25 Jul 2012
at 12:53
  • msg #464

Re: Savage World:Dragon

I have gained new gms for two of my games. I thank you all.
Willis
player, 11 posts
Thu 26 Jul 2012
at 14:18
  • msg #465

Re: Savage World:Dragon

Okay.  I'm going to ask one more time before I have to really get nasty....and begin begging.  Will someone please run a Hell on Earth Reloaded game?  I want to play!
Trollsmith
player, 7 posts
Thu 26 Jul 2012
at 14:19
  • msg #466

Re: Savage World:Dragon


Nasty like....  Nuclear War nasty?  Heh
rabideldar
GM, 64 posts
Savage World Master
Thu 26 Jul 2012
at 14:23
  • msg #467

Re: Savage World:Dragon

I am thinking about running the game since there are so many people asking. I've been watching the movie the Postman the last few morning and it has given me some decent ideas. However I've only played Deadlands once or twice. I know the basics but I am still trying to wrap my head around the changes that have been made now that it takes place years down the road.

It is coming just give me a chance. I'll be running a premade adventure if I run it to make sure I don't have to create everything from nothing.
OggyBenDoggy
GM, 405 posts
Thu 26 Jul 2012
at 16:54
  • msg #468

Re: Savage World:Dragon

Depending on the setting, you could start with some one-sheets.

or reskin a module from a different game, Savage Keep on the Borderland could be fun
shady joker
player, 139 posts
Thu 26 Jul 2012
at 16:58
  • [deleted]
  • msg #469

Re: Savage World:Dragon

This message was deleted by the player at 16:58, Thu 26 July 2012.
Nintaku
player, 4 posts
Thu 26 Jul 2012
at 17:03
  • msg #470

Re: Savage World:Dragon

I'm actually running Savage Keep on the Shadowfell later on today. It was going to be a D&D4e game, but none of us really want to learn those rules. Savage Worlds can handle it, the only question is if we can handle SW. Still never played a tabletop game of it. This should be exciting!
shady joker
player, 140 posts
Thu 26 Jul 2012
at 17:06
  • msg #471

Re: Savage World:Dragon

Fear not Nintaku compared to running DnD Savage worlds is a cake walk.
Willis
player, 12 posts
Thu 26 Jul 2012
at 17:18
  • msg #472

Re: Savage World:Dragon

Rabideldar, please be sure to let me know when you start the game.  I'm always willing to help people master the GM arts.
zacaldo
player, 1 post
Fri 27 Jul 2012
at 02:52
  • msg #473

Re: Savage World:Dragon

In reply to Willis (msg # 472):

Would Willis be interested in CO-GMing a sandboxy, treasure hunt game with a noob to Savage Worlds and Deadlands?
Willis
player, 13 posts
Fri 27 Jul 2012
at 04:17
  • msg #474

Re: Savage World:Dragon

Is it a Deadlands Reloaded game?
zacaldo
player, 2 posts
Fri 27 Jul 2012
at 04:21
  • msg #475

Re: Savage World:Dragon

Yes. Deadlands Reloaded.  Two ideas, one like your HULK idea only focusing one PC v.s. PC interactions, the second a sandbox game with Airship as base for players who would like to stick in a group and solo missions for those hired by an eccentric British aristocrat traveling across Deadlands big game hunting abominations and such.  Just really want to Learn Savage Worlds and get over the whole GM rPoll screen phobia.
This message was last edited by the player at 04:25, Fri 27 July 2012.
Willis
player, 14 posts
Fri 27 Jul 2012
at 15:47
  • msg #476

Re: Savage World:Dragon

I might be interested, but I'm really busy for the next couple I weeks due to planning and executing my sons extravagant Harry Potter birthday party.  I can't even get my own things going just yet and I have people waiting for me in other games.

I had a game at one point that I tried to run solo much like this one based in Doomtown. We could look at setting that one up again if we had enough help running the multiple factions represented in that particular city.
Olympia
player, 5 posts
Irony...
Sun 7 Oct 2012
at 02:13
  • msg #477

Re: Savage World:Dragon

So...I am reading the book On Stranger Tides (Tim Powers book). And once again I am inspired to start a Savage Worlds campaign.

Thoughts or ideas? How to convert this to the SW system?
GreenTongue
player, 44 posts
Wed 10 Oct 2012
at 18:38
  • msg #478

Re: Savage World:Dragon

In reply to Olympia (msg # 477):

Pirates of the Spanish Main?
=
Olympia
player, 6 posts
Irony...
Tue 30 Oct 2012
at 15:26
  • msg #479

Re: Savage World:Dragon

Thanks Green.

It had been out for a while so it took a little more searching for me to find it.

Presently consuming Pirates and plotting game!
Olympia
player, 7 posts
Irony...
Sun 18 Nov 2012
at 18:51
  • msg #480

Re: Savage World:Dragon

OK, mind changed.

I wonder if anyone would be interested in playing some Savaged Top Secret? The early days, when it was more true Cold War East vs. West than the later hocky GI Joe vs Cobra stuff.
overkill
player, 5 posts
Tue 20 Nov 2012
at 19:23
  • msg #481

Re: Savage World:Dragon

I'd play
Olympia
player, 8 posts
Irony...
Wed 21 Nov 2012
at 15:50
  • msg #482

Re: Savage World:Dragon

Sweet - I also posted in Game Proposals on open forum.

Here is the link: link to another game
shady joker
player, 145 posts
Thu 25 Jul 2013
at 17:08
  • msg #483

All Gnomes must DIE!

A parody one shot. You play a Hobgoblin war party with the Holy quest of wiping out the most annoying race in the world...Gnomes. Will use standard deluxe rules and maybe the Fantasy Companion. Anyone interested?
IrishMarshal
player, 3 posts
Thu 25 Jul 2013
at 20:01
  • msg #484

Re: Savage World:Dragon

Olympia:
OK, mind changed.

I wonder if anyone would be interested in playing some Savaged Top Secret? The early days, when it was more true Cold War East vs. West than the later hocky GI Joe vs Cobra stuff.

I'd be interested. I wonder if you could use Agents of Oblivion with the dial turn down and back?
shady joker
player, 150 posts
Wed 14 Aug 2013
at 21:10
  • msg #485

Re: Savage World:Dragon

http://www.1km1kt.net/rpg/ironsilk-kingdom

 Ironsilk Kingdom is a medieval martial arts setting full of mystery, drama, adventure, and mystical secrets. It is free, it is savage worlds, it kicks butt. Anyone want to play?
grandmaster_cain
player, 21 posts
Thu 15 Aug 2013
at 00:14
  • msg #486

Re: Savage World:Dragon

In reply to shady joker (msg # 485):

I'd be down for it.
Dark Devine
player, 1 post
Thu 29 Aug 2013
at 15:22
  • msg #487

Re: Savage World:Dragon

I'd love to get in on some Necropolis, but aside from my buddy I can't find hardly anyone who's even heard of it before.
OggyBenDoggy
GM, 422 posts
Thu 29 Aug 2013
at 16:17
  • msg #488

Re: Savage World:Dragon

If you want magic, guns, and war, there's also Kaisers Gate.  There is a kickstarter going on right now for the first supplement.

http://www.kickstarter.com/pro...ield-manual-volume-1

$25 from being funded.  Since I wrote it, I should be able to answer any questions anyone has.
shady joker
player, 151 posts
Fri 30 Aug 2013
at 14:05
  • msg #489

Re: Savage World:Dragon

In reply to OggyBenDoggy (msg # 488):

I pledged $15.
shady joker
player, 152 posts
Fri 30 Aug 2013
at 14:56
  • msg #490

Re: Savage World:Dragon

 Okay so I am thinking of a Death Note game using Savage Worlds Deluxe. Which means a game with nearly no physical combat, heavy on investigation, notice, and persuade. Would anyone be interested in that?

 Death Note is an anime drama. The plot is that a Shinigami drops a 'death note' in the human world cause he was bored. A human finds the note book and uses its power to murder criminals and try to build 'A new world with only kind ad honest people.' He dawns the name 'Kira' and murders criminals with the notebook and announces himself to the world as justice. Naturally the governments of the world are horrified and hire the best detective in the world the mysterious 'L' to catch Kira and bring him to justice for his murders.

The game I envision will use a similar plot. Players will be on the Kira Task force and must catch the killer before he uses the note book to murder them all. Besides the note book and Shinigami(Grimm Reapers basically) this is the 'real world' modern day earth. Anyone interested?
OggyBenDoggy
GM, 424 posts
Fri 30 Aug 2013
at 21:52
  • msg #491

Re: Savage World:Dragon

Thanks SJ.  It made it in the end.

Now I need to go do my last bit of proof-reading.

on a side note, is anyone thinking of running Rome?
shady joker
player, 153 posts
Sat 31 Aug 2013
at 03:15
  • msg #492

Re: Savage World:Dragon

Nope, I hit my monthly budget mark so now new books until after I get paid again.  I like the idea of a Rome game though. Some one did one before, but it felt cheesy and slapped together.
AnotherAndy
player, 1 post
Tue 3 Sep 2013
at 11:51
  • msg #493

Thrilling Tales

Would anyone be up for Thrilling Tales?
IrishMarshal
player, 5 posts
Tue 3 Sep 2013
at 13:12
  • msg #494

Re: Thrilling Tales

In reply to AnotherAndy (msg # 493):

Interested. Tell me more.
OggyBenDoggy
GM, 425 posts
Tue 3 Sep 2013
at 18:13
  • msg #495

Re: Thrilling Tales

WWR is nice becuase a full campaign is broken up into mini-campaigns.  Then the next one is a generation or two later.  I suspect that will work will with PBP
AnotherAndy
player, 2 posts
Tue 3 Sep 2013
at 19:33
  • msg #496

Re: Thrilling Tales

In reply to IrishMarshal (msg # 494):

1930s action. Evil Nazis, devious Chinese masterminds, gangsters, lost cities. What more can I say, Indiana Jones crossed with the green Hornet.
cooneydad
player, 23 posts
Tue 3 Sep 2013
at 19:39
  • msg #497

Re: Thrilling Tales

AnotherAndy:
In reply to IrishMarshal (msg # 494):

1930s action. Evil Nazis, devious Chinese masterminds, gangsters, lost cities. What more can I say, Indiana Jones crossed with the green Hornet.


Very interested.
grandmaster_cain
player, 22 posts
Tue 3 Sep 2013
at 20:12
  • msg #498

Re: Thrilling Tales

In reply to AnotherAndy (msg # 493):

I'd be interested.
IrishMarshal
player, 6 posts
Wed 4 Sep 2013
at 00:06
  • msg #499

Re: Thrilling Tales

In reply to AnotherAndy (msg # 496):

Ooh. Green Hornet and Kato.
AnotherAndy
player, 3 posts
Wed 4 Sep 2013
at 09:42
  • msg #500

Re: Thrilling Tales

In reply to IrishMarshal (msg # 499):

Yeah, that sort of thing. Doc Savage, the Shadow, the pulp genre was full of them. Two fisted heroes who faced insurmountable odds, rescued the beautiful dame, saved the planet from evil schemes and always managed to keep their hats on during high speed car chases in open top cars.
OggyBenDoggy
GM, 426 posts
Wed 4 Sep 2013
at 15:48
  • msg #501

Re: Thrilling Tales

For Thrilling Tales, is there a book or supplement we need?
AnotherAndy
player, 4 posts
Wed 4 Sep 2013
at 17:10
  • msg #502

Re: Thrilling Tales

In reply to OggyBenDoggy (msg # 501):

Yeaha supplement and it would help. It's 'Thrilling Tales 2nd Edition' from Adamant Entertainment

http://rpg.drivethrustuff.com/...rilling+tales+savage+
OggyBenDoggy
GM, 427 posts
Wed 4 Sep 2013
at 18:16
  • msg #503

Re: Thrilling Tales

Is that the full setting or more like the player's guide?
Are you requiring players to have it?
AnotherAndy
player, 5 posts
Wed 4 Sep 2013
at 18:22
  • msg #504

Re: Thrilling Tales

In reply to OggyBenDoggy (msg # 503):

That's what I'm still trying to work out. There is a lot of information in it, mostly addons to the main SW rules. But I do realise that it is ezpensive, give me a little while to see if I can work a way round it.
AnotherAndy
player, 6 posts
Thu 5 Sep 2013
at 20:43
  • msg #505

Re: Thrilling Tales

Had a look but there is no way I can see to run Thrilling Tales without players having access to the book, sorry.
cooneydad
player, 24 posts
Thu 5 Sep 2013
at 22:41
  • msg #506

Re: Thrilling Tales

I have a copy of the rules and would be willing to play.
AnotherAndy
player, 7 posts
Fri 6 Sep 2013
at 14:13
  • msg #507

Re: Thrilling Tales

Thanks Cooneydad. I can't see any other way, without the book play would be difficult if not impossible. Unless someone has any ideas?
AnotherAndy
player, 8 posts
Fri 6 Sep 2013
at 14:20
  • msg #508

Re: Thrilling Tales

Just found over at 'Drivethu'. Thrilling Tales is in the Savage Worlds September sale.
http://rpg.drivethrustuff.com/...9?src=savagesept2013
$4.99 or £3.20
IrishMarshal
player, 7 posts
Fri 6 Sep 2013
at 20:39
  • msg #509

Re: Thrilling Tales

I've a copy of Thrilling Tales 2ed. Just waiting for a chance to use it.
This message was last edited by the player at 20:41, Fri 06 Sept 2013.
cooneydad
player, 25 posts
Mon 9 Sep 2013
at 23:36
  • msg #510

Re: Thrilling Tales

AnotherAndy, you going to start that game? You have at least a few players.
AnotherAndy
player, 9 posts
Tue 10 Sep 2013
at 14:39
  • msg #511

Re: Thrilling Tales

In reply to cooneydad (msg # 510):

Yeah, just need a couple of days to get things ready.
IrishMarshal
player, 8 posts
Tue 10 Sep 2013
at 20:10
  • msg #512

Re: Thrilling Tales

In reply to AnotherAndy (msg # 511):

Cool Beans.
AnotherAndy
player, 10 posts
Sun 15 Sep 2013
at 10:27
  • msg #513

Re: Thrilling Tales

Okay I really want to do this. However this will be my first attempt at running a game here, and as I have no idea how to go about this, advice will be more than gratefully received.
Also this will be my first attempt at GMing Savage Worlds so please be tolerant.
cooneydad
player, 26 posts
Sun 15 Sep 2013
at 12:36
  • msg #514

Re: Thrilling Tales

We can help you, no worries.
IrishMarshal
player, 9 posts
Sun 15 Sep 2013
at 15:13
  • msg #515

Re: Thrilling Tales

In reply to cooneydad (msg # 514):

The nice thing about play by post is it gives you timre to think and look up rules.
shady joker
player, 155 posts
Sun 15 Sep 2013
at 17:59
  • msg #516

Re: Thrilling Tales

Fear not AnotherAndy, most of the posters here GMs themselves and you can ask for advice via pm. I do this often so I know it works. ;)
AnotherAndy
player, 11 posts
Mon 16 Sep 2013
at 09:07
  • msg #517

Re: Thrilling Tales

Okay, so how many interested, hands up.
cooneydad
player, 27 posts
Mon 16 Sep 2013
at 16:20
  • msg #518

Re: Thrilling Tales

Interested.
AnotherAndy
player, 12 posts
Mon 16 Sep 2013
at 18:16
  • msg #519

Re: Thrilling Tales

Right first question. What genre do I place this under? None seem to fit.
cooneydad
player, 28 posts
Mon 16 Sep 2013
at 22:55
  • msg #520

Re: Thrilling Tales

Historical is close enough.
IrishMarshal
player, 10 posts
Tue 17 Sep 2013
at 16:04
  • msg #521

Re: Thrilling Tales

In reply to AnotherAndy (msg # 517):

Hand up.
grandmaster_cain
player, 23 posts
Wed 18 Sep 2013
at 03:11
  • msg #522

Re: Thrilling Tales

Hand up!
Willis
player, 20 posts
Thu 19 Sep 2013
at 05:57
  • msg #523

Re: Thrilling Tales

Hand up!
AnotherAndy
player, 13 posts
Thu 19 Sep 2013
at 12:02
  • msg #524

Re: Thrilling Tales

Okay, you asked for this link to another game
Thrilling Tales, "Curse of the Jade Monkey"
@y3-aye
player, 1 post
Wed 20 Nov 2013
at 16:26
  • msg #525

Demigods/Supernatural Setting

I've been wanting to play something like Scion, Percy Jackson, etc.  I'm wondering how doable that is with Savage Worlds because I don't really like White Wolf's mechanics for Scion.  Has anyone tried this, perhaps using the Supers rules or the Fantasy rules?
This message was last updated by the player at 16:26, Wed 20 Nov 2013.
Willis
player, 22 posts
Wed 20 Nov 2013
at 16:41
  • msg #526

Re: Demigods/Supernatural Setting

I don't remember the name of the product, but someone has done a savage worlds setting where you play a demigod.  I'd think that would be easy enough to adapt to a contemporary setting.
@y3-aye
player, 2 posts
Wed 20 Nov 2013
at 16:56
  • msg #527

Re: Demigods/Supernatural Setting

Yeah, it is mainly the powers that I'd have to think about.  Supers could work but they are pretty focused on combat so I'd need to borrow or create non-combat stuff that people could take for supernatural gifts.

I'll look for the demigod product, thanks for suggesting it.
StJason
player, 11 posts
Thu 21 Nov 2013
at 18:17
  • msg #528

Re: Demigods/Supernatural Setting

Shaintair is the setting you are thinking of. You basically start with a character at Legendary and move up from there.
OggyBenDoggy
GM, 431 posts
Thu 21 Nov 2013
at 18:43
  • msg #529

Re: Demigods/Supernatural Setting

I'm pretty sure with Shaintar you start at novice.

You might be thinking of Suzerain.  I've not played it or read the rules, but I've read that it has levels above Legendary.

http://www.rpg.net/reviews/archive/14/14787.phtml
OggyBenDoggy
GM, 432 posts
Thu 21 Nov 2013
at 18:56
  • msg #530

Re: Demigods/Supernatural Setting

I think the one Willis mentioned is Mythos

http://www.peginc.com/store/my...e-setting-guide-pdf/

I don't know about Scion, but Percy Jackson could be done with standard rules.  Just make an AB for each godly parent.
@y3-aye
player, 3 posts
Thu 21 Nov 2013
at 19:03
  • msg #531

Re: Demigods/Supernatural Setting

It's more Percy Jackson, or a setting like that than Scion specifically.  I just like the idea of doing supernatural stuff in a modern setting with demigods.  Either normal people with magic items or using supers rules to give them special powers if we wanted something closer to scion.
StJason
player, 12 posts
Thu 21 Nov 2013
at 19:25
  • msg #532

Re: Demigods/Supernatural Setting

Ah, yes. Suzerain was it (I got similar names mixed up. Mea culpa.). Interesting idea, and have some good setting/adventures too.
OggyBenDoggy
GM, 433 posts
Thu 21 Nov 2013
at 19:26
  • msg #533

Re: Demigods/Supernatural Setting

I think AB<specific diety> would do the trick, possibly with some edges as well.
@y3-aye
player, 4 posts
Thu 21 Nov 2013
at 19:30
  • msg #534

Re: Demigods/Supernatural Setting

AB?
xenongames
player, 14 posts
Thu 21 Nov 2013
at 19:32
  • msg #535

Re: Demigods/Supernatural Setting

Arcane Background
Strickland5
GM, 193 posts
I'm in a few games
Thu 21 Nov 2013
at 19:32
  • msg #536

Re: Demigods/Supernatural Setting

Arcane Background
Willis
player, 23 posts
Fri 22 Nov 2013
at 00:33
  • msg #537

Re: Demigods/Supernatural Setting

That's not the one I was thinking of either.  Been looking to try to find it.
@y3-aye
player, 5 posts
Fri 22 Nov 2013
at 02:26
  • msg #538

Re: Demigods/Supernatural Setting

Arcane Background could work.  Each power is either an innate gift and you can only do it so much before burning out, or its a magic item you use.  It also means not learning any additional rules, which makes me happy.

I'll just have to invent powers not covered, I want to be sure that non-combative ones are an option and not just hurling lightning, fire, and stuff.
Willis
player, 24 posts
Sat 23 Nov 2013
at 00:56
  • msg #539

Re: Demigods/Supernatural Setting

Anyone up for running a Weird Wars: Rome game?
@y3-aye
player, 6 posts
Sat 23 Nov 2013
at 03:02
  • msg #540

Re: Demigods/Supernatural Setting

You mean a Weird Wars game done in Roman times or a Weird Wars game set in Rome during WW2?
Willis
player, 25 posts
Sat 23 Nov 2013
at 03:58
  • msg #541

Re: Demigods/Supernatural Setting

They just released Weird Wars: Rome.  It's Roman times.
IrishMarshal
player, 12 posts
Sat 23 Nov 2013
at 14:07
  • msg #542

Re: Demigods/Supernatural Setting

Have Weird Wars Nd am reading through it as time permits. I'd like to get into a game using it.
OggyBenDoggy
GM, 436 posts
Wed 18 Dec 2013
at 19:05
  • msg #543

Re: Demigods/Supernatural Setting

I've decided that I'll give running a game another shot, probably in the new year.

If work/life get's busy, I might have to put it on hold, but then I'll try to pick it up again.

So the question is, what setting?  I own:

Kaiser's Gate
Weird War Rome
Fifty Fathoms (the original version)
Temporal Probability Agency
High Space

and that's roughly my order of preference.  but the difference between KG and HS is only a few points, I'd run them all or I wouldn't have listed them.
derfinsterling
player, 70 posts
Wed 18 Dec 2013
at 19:06
  • msg #544

Re: Demigods/Supernatural Setting

I'd be up for one of the first three. No particular order of preference, but I have a fire mage ready to go for 50F.
Strickland5
GM, 195 posts
I'm in a few games
Wed 18 Dec 2013
at 19:11
  • msg #545

Re: Demigods/Supernatural Setting

In reply to derfinsterling (msg # 544):

I don't have Kaiser's Gate so that's out for me ... but Weird War Rome or Fifty Fathoms work for me. I MIGHT have a Grael Brute laying around somewhere :)
OggyBenDoggy
GM, 437 posts
Wed 18 Dec 2013
at 19:28
  • msg #546

Re: Demigods/Supernatural Setting

KG could be done w/out the book, I figured if I did it i'd start with a Dawn of Magic setting, when magic first starts.  An Indiana Jones-ish type campaign, which would eventually turn into a WWI setting.

EDIT: if I did 50F, I'd probably skip or alter the opening, as most of us have probably done it to death
This message was last edited by the GM at 19:30, Wed 18 Dec 2013.
grandmaster_cain
player, 24 posts
Wed 18 Dec 2013
at 20:21
  • msg #547

Re: Demigods/Supernatural Setting

50F would be wonderful, as I've never played it past the opening scenario.
derfinsterling
player, 71 posts
Wed 18 Dec 2013
at 20:27
  • msg #548

Re: Demigods/Supernatural Setting

Yes, I have played throug the opening... two or three times at the least.
Strickland5
GM, 196 posts
I'm in a few games
Wed 18 Dec 2013
at 20:40
  • msg #549

50F

Oggy don't you have a 50F game in deletion currently?
OggyBenDoggy
GM, 439 posts
Wed 18 Dec 2013
at 20:48
  • msg #550

Re: 50F

Holy cow, I do.

I could resurrect that one.
derfinsterling
player, 72 posts
Wed 18 Dec 2013
at 20:52
  • msg #551

Re: 50F

oh, right... I was a doreen on that, I think!
Strickland5
GM, 197 posts
I'm in a few games
Wed 18 Dec 2013
at 20:54
  • msg #552

Re: 50F

Glad I checked my epic list of games played :)

Yeah I was Maximilien Monte, RIP Cap'n Monte, then James Paige in that game
OggyBenDoggy
GM, 440 posts
Wed 18 Dec 2013
at 20:55
  • msg #553

Re: 50F

link to another game

if anyone wants to join, here it is.
GreenTongue
player, 47 posts
Sat 18 Jan 2014
at 00:45
  • msg #554

You arrive at a port city with your clothes and your boat...

If this was not a fantasy world it would remind you of Bombay, India back in 1,000 AD.
Hot, crowded and colorful.

Your body is no longer as it was and your mind is full of jumbled images. You feel as if you are occupying someone else's body and yet you don't feel separate from it.
=
GreenTongue
player, 48 posts
Sat 18 Jan 2014
at 14:31
  • msg #555

Re: You arrive at a port city with your clothes and your boat...

A reboot of Savage Tekumel with my own spin on the setting.
Using the classic start of a foreigner newly arrived in Jakalla. (Outsider is a free hindrance assigned by default.) The players are not expected to know anything about the setting and since there will be changes, knowing could be confusing.
=
This message was last edited by the player at 14:37, Sat 18 Jan 2014.
cooneydad
player, 30 posts
Sun 19 Jan 2014
at 04:22
  • msg #556

Re: You arrive at a port city with your clothes and your boat...

Sounds good! Where do we sign up?
GreenTongue
player, 49 posts
Sun 19 Jan 2014
at 15:11
  • msg #557

Re: You arrive at a port city with your clothes and your boat...

Cobbling something together for those interested.
link to another game
=
Wiglaf
player, 1 post
Wed 22 Jan 2014
at 03:18
  • msg #558

Re: You arrive at a port city with your clothes and your boat...

I have some ideas which I'd like to propose.  The catch is that I'm not sure I want to DM them.  I'm really interested in playing in either one though.

First Idea
Rise of the Runelords from Paizo.  This is by far my favorite Adventure Path and I loved GMing it, but I'd really like to play in it for once.  I've also fallen out of love with Pathfinder so would really enjoy giving Savage Worlds a shot at this excellent plot.  The main focus would be on having characters who actualy came from the areas in and around Sandpoint as well as Magnimar so that all of the little political plots and dramas can really be played out.

Second Idea
Space 1889.  I'd love to play a government agent type of character who works for America or Great Britain and is part of a team involved in the dirty politics of the era.  Perhaps even traveling throughout the system putting out fires in a steam punk James Bond or Jack Ryan kind of way.

Third Idea
Low fantasy and low magic setting with lots of grit and very deadly combat where the characters are defending their village or a small boarder fort against both human and inhuman predators.  This would have the lethality of Savage Worlds turned up to the max so that players would think twice about trying to solve everything with their swords.  Main inspirations are Beowulf and Grendel, 13th Warrior, Ironclad, Robin Hood, Braveheart, Kingdom of Heaven, The Eagle, King Arthur, Gladiator ect.

If there is enough interest in one of these ideas, and nobody else is willing to GM them, then I'll think seriously about setting one up myself, but it would be a slow moving game, like two or three GM posts a week or fewer slow.  I look forward to hearing people's thoughts.
cooneydad
player, 31 posts
Wed 22 Jan 2014
at 05:15
  • msg #559

Re: You arrive at a port city with your clothes and your boat...

I would be willing to run Rise of the Runelords.
This message was last edited by the player at 02:17, Thu 23 Jan 2014.
OggyBenDoggy
GM, 441 posts
Wed 22 Jan 2014
at 06:56
  • msg #560

Re: You arrive at a port city with your clothes and your boat...

there's been a few posts on the peg boards about running that one.  The only bit I remember is that you can cut some encounters, as they are the "earn XP to level" encounters and not necessary for the plot.

Space 1889 I've never played, but I wouldn't mind giving it a shot.

the last reminds me of the Conan story, Beyond the Black River.  could be done with Beasts and Barbarians, or just with the core rules
cooneydad
player, 32 posts
Thu 23 Jan 2014
at 04:48
  • msg #561

Re: You arrive at a port city with your clothes and your boat...

cooneydad:
I would be willing to run Rise of the Runelords.


Game created:

link to another game

Come gather if you're interested. Wiglaf gets first dibs.
Wiglaf
player, 2 posts
Thu 23 Jan 2014
at 08:19
  • msg #562

Re: You arrive at a port city with your clothes and your boat...

Cool!  I'm there!
tutunaku
player, 10 posts
Fri 24 Jan 2014
at 01:45
  • msg #563

Re: You arrive at a port city with your clothes and your boat...

Has anyone ever run a Delta Green game with Savage Worlds?
StJason
player, 13 posts
Fri 24 Jan 2014
at 02:13
  • msg #564

Re: You arrive at a port city with your clothes and your boat...

That should be easy enough to do with Cthuhlu and the various military settings... sounds cool!
Strickland5
GM, 199 posts
I'm in a few games
Fri 24 Jan 2014
at 13:26
  • msg #565

Re: You arrive at a port city with your clothes and your boat...

Weekend Warriors by 12 to Midnight is Delta Green-ish

Though Agents of Oblivion by Reality Blurs would probably be a better starting point.
StJason
player, 14 posts
Fri 24 Jan 2014
at 18:52
  • msg #566

Re: You arrive at a port city with your clothes and your boat...

Realms of Cthulhu [http://realityblurs.com/wordpress/?page_id=911] was what I was (failing to) thinking of.
There is also Tour of Darkness [http://www.peginc.com/store/tour-of-darkness/], possibly the most modern military setting that I'm aware of.

There is also a ton of (for some reason) WWII Cthulhuoid settings. God do I hate the Nazi-Cthulhu meme. Overdone. Boring.
This message was last edited by the player at 18:54, Fri 24 Jan 2014.
Wiglaf
player, 3 posts
Mon 27 Jan 2014
at 09:13
  • msg #567

Re: You arrive at a port city with your clothes and your boat...

Here is a random idea.  I'm actually thinking about running this one.

Take Space 1889.  Advance the timeline to the 1960's or later.  Now throw in cold war shenanigans along side the Aliens from Mars and Venus.  Aliens living in slums on Earth.  Earthlings making shady deals in the back rooms of seedy diners on Mars.  Rich tycoons paying millions for relics of advanced tech from the Belt.  All the while the Navies of the various world powers vie to keep the space lanes open and free from smugglers, pirates and terrorists.

How would the events of our history have panned out with Mars and Venus in the picture?  Dough-boys fighting in the trenches of Mars.  Marines forcing a landing on a hot LZ in the middle of alien jungle.  007 facing off against a Dr. Evil's Hill Martian bodyguard.

Does this sound awesome or am I off my rocker?
@y3-aye
player, 7 posts
Mon 27 Jan 2014
at 16:56
  • msg #568

Re: You arrive at a port city with your clothes and your boat...

You could do pacific theater with WWII Cthulhu stuff too.  Players are retaking islands from the Japanese and come across a base among old islander ruins where the locals had had pacts with deep ones.  Now the Japanese forces are making contact with them.
tutunaku
player, 11 posts
Mon 27 Jan 2014
at 18:04
  • msg #569

Re: You arrive at a port city with your clothes and your boat...

In reply to @y3-aye (msg # 568):

That is right up my alley.
GreenTongue
player, 50 posts
Mon 27 Jan 2014
at 19:08
  • msg #570

You arrive at a port city with your clothes and your boat...

If Savage Tekumel sounds interesting to anyone else, I have room for another player. It is a conversion of a very old setting with personalized tweeks.
Players are not expected to know anything about the setting or how they got there so, it is easy to start.

link to another game
OggyBenDoggy
GM, 442 posts
Mon 27 Jan 2014
at 19:17
  • msg #571

Re: You arrive at a port city with your clothes and your boat...

In reply to Wiglaf (msg # 567):

I could see that.  Space:1969.  One of the issues behind WWI is that Germany had no empire and they wanted one.  They needed coaling islands for a navy, they actually looked into invading New York to try and get the US to give up some islands.

http://en.wikipedia.org/wiki/I...of_the_United_States

maybe in Space:1969 the trigger was on mars instead of in the balkans.
Wiglaf
player, 4 posts
Tue 28 Jan 2014
at 04:24
  • msg #572

Re: You arrive at a port city with your clothes and your boat...

That's kind of what I'm thinking, except with liftwood extract as the contested resource.  There are a lot of options for ways to change things up.  I'll give it some more thought and start putting something together.  No idea when it'll be ready though.
StJason
player, 15 posts
Tue 28 Jan 2014
at 20:50
  • msg #573

Re: You arrive at a port city with your clothes and your boat...

Please keep the Space:1889 invention system, though! That thing is brilliant.
Wiglaf
player, 5 posts
Wed 29 Jan 2014
at 08:17
  • msg #574

Re: You arrive at a port city with your clothes and your boat...

True 'dat!  ;)

I've giving some serious thought to what kind of gadgets I can add to the mix since inventors will have access to 1960's style tech as well as the fun steam punk, gas punk, and atomic punk stuff.  We're talking flying battleships and walking tanks.  laser pistols perhaps, as well as nuclear powered space suits.  Lots of fun stuff would be on the table for anyone who wants to try and be 'Q' from MI6.
StJason
player, 16 posts
Wed 29 Jan 2014
at 16:03
  • msg #575

Re: You arrive at a port city with your clothes and your boat...

I'd want to be a guy with a twin tesla-coil backpack, and lots of electricity powers. Bolt (of course), Deflection possibly (maybe only metal?), flight perhaps, telekinesis "magnetism"...
Trollsmith
player, 9 posts
Thu 13 Feb 2014
at 23:41
  • msg #576

Charge!


I am very interested to run some kind of Savage Worlds military campaign.  I intend to make heavy use of Chases, Dramatic Tasks, Social Combat, and Mass Battles (in various, sometimes modded up ways) to simulate the chaotic environment of the battlefield and help with  the limitations of PBP.  No maps in general, just abstractions and narrative to push forward to victory.  Looking for maybe four players to give it a shot?

-Necropolis is an obvious choice for this.   I would like all four to be from the same Ordo amd then base the campaign around that choice.

-Weird War II is also a fine choice.  I would be interested to try a Pacific theatre squadron here.  But, Desert Rats could also be alot of fun.

-I also thought a Star Wars Rebellion game could be a fun way to use all these rules.  Early Rebellion.  The four would fly two Y-wing starfighters (Pilot and Gunner/Ops) defecting to the Rebel cause and joining a Sector Force.  Mixing starfighter dogfights, bombing runs, scouting missions, joining in guerrilla assaults.  Y'know, generally striking out from hidden rebel bases.

Any interest?  I will happily go with whichever idea gets four interested folks first.
OggyBenDoggy
GM, 443 posts
Thu 13 Feb 2014
at 23:54
  • msg #577

Re: Charge!

I tried to run an x-com game, but what ended up happening is that everyone just took cover and shot back and forth, at -2 for cover.

Didn't seem to be any incentive to try to maneuver to flank, etc.  Which might have been a failure on my part as GM.

For me:
Necropolis - as I don't have the book, I'd probably not be up for this
WWII - also don't have the book, but as it's in our history, that's probably not as big of a deal.  I'd be up for this.  PT boat crew in the Pacific, or chasing rommel around the desert.
SW - I'd be up for that.

Or Savage Twilight 2000?
Or Savage Warrior/Wanderer/Witch? (if you aren't familiar, it's basically similar to Morrow Project.  Bunch of guys get frozen and are woken up 100's of years after the fall of civilization)
or heck, Savage Morrow Project.
zacaldo
player, 7 posts
Fri 14 Feb 2014
at 00:45
  • msg #578

Re: Charge!

In reply to Trollsmith (msg # 576):

I would for one Trollsmith be looking for a kind Savage Gm to take on a Co-GM.  I know a lot of Gm's don't care for the idea, but I think I could really help out without taking over, a silent partner. If so pm me, I suppose this is not the forum for that.

Although, I would love to play weird war II, or Star Wars.  Don't know necropolis but would love to play in a game that tries to accommodate and improve on most PbP games.  Regardless good luck with your game!
Cripple X
GM, 49 posts
Fri 14 Feb 2014
at 00:55
  • msg #579

Re: Charge!

In reply to Trollsmith (msg # 576):

Necropolis or Weird Wars sounds fun.
tutunaku
player, 12 posts
Fri 14 Feb 2014
at 01:04
  • msg #580

Re: Charge!

I'd like to try my hand at Totems of the Dead again.
StJason
player, 17 posts
Fri 14 Feb 2014
at 01:35
  • msg #581

Re: Charge!

I'd just be happy with a SW game that doesn't fold after the first week. :D
Trollsmith
player, 10 posts
Fri 14 Feb 2014
at 01:44
  • msg #582

Re: Charge!


So far it looks like Weird Wars is winning out.....

Just to throw a monkeywrench in my own works, here's one mire idea...a longshot...

- Deadlands: Lost Colony.  Always liked the setting and hated that it came out at the worst time, just sliding right off the radar.  The game would focus on veteran UN Troops and the continuing struggle for Banshee.


StJason - You are right....  i really should have included that in my goals.  Dang!
GreenTongue
player, 51 posts
Fri 14 Feb 2014
at 01:48
  • msg #583

Re: Charge!

StJason: Well mine has met that goal. ;)
=
IrishMarshal
player, 13 posts
Fri 14 Feb 2014
at 01:53
  • msg #584

Re: Charge!

I'd definitely be up for a Weird Wars. Been wanting to try that out.
OggyBenDoggy
GM, 444 posts
Fri 14 Feb 2014
at 02:36
  • msg #585

Re: Charge!

If we did Weird Wars, I suggest we start out mundane, and gradually add the weird.

or maybe have one person "in the know"
StJason
player, 18 posts
Fri 14 Feb 2014
at 03:30
  • msg #586

Re: Charge!

Definitely.

I always wanted to run a Deadlands game that made it damn hard for the players to prove they are doing anything. The Jackalope turns into a rabbit before they get it back to town. Ghosts vanish. Werewolves turn to people. It's real tough to lower the fear levels... but the heroes know what they did.
...at least until the monster comes back...

Weird Wars should be much the same. Most of the time you are fighting humans. Just every now and then, something odd happens. And then the Mi-go come out of nowhere.


I'd vote for WW as well, but I hate the setting. Every setting and their dog does 'supernatural nazis in WWII' and it's booooooooooring.
Cripple X
GM, 50 posts
Fri 14 Feb 2014
at 13:50
  • msg #587

Re: Charge!

OggyBenDoggy:
If we did Weird Wars, I suggest we start out mundane, and gradually add the weird.


Yea, I think that would be most fun.
IrishMarshal
player, 14 posts
Fri 14 Feb 2014
at 14:14
  • msg #588

Re: Charge!

In reply to OggyBenDoggy (msg # 585):

That's my favorite type of character. Has no idea what goes on behind the shadows. Was in a GURPS X-Filesis game trying to come up with Sully style mundane reasons for what's happening.
OggyBenDoggy
GM, 445 posts
Fri 14 Feb 2014
at 17:49
  • msg #589

Re: Charge!

In reply to StJason (msg # 586):

I've heard that the blood drive adventures starts out pretty mundane and gradually ramps up the weird.

In some ways Deadlands tends to be "high weird", like Dnd is high magic.  Doing a "low weird" game would be fun.

heck, you could scale back on the steampunk aspects, use the real timeline, adn just do a western with a touch of the supernatural
StJason
player, 19 posts
Fri 14 Feb 2014
at 18:58
  • msg #590

Re: Charge!

I don't mind the steampunk elements (though it kind of loses it when everyone is sporting flying boots and lightning guns...), but yeah, priests casting miracles every few minutes, hucksters casting spells constantly (because who doesn't always play with decks of cards constantly... everywhere... in the middle of a gunfight..?) that always bugged me. But worse is when people have circus showings of Maze Dragons. Or instantly identify Devil Bats or whatever.
To me, half of a Deadlands adventure should be figuring out what the hell this thing is that is killing everyone. Then, finding the one thing that might stop them. Toting along silver bullets just because... just always seemed to be lame to me.
IrishMarshal
player, 15 posts
Fri 14 Feb 2014
at 19:21
  • msg #591

Re: Charge!

In reply to OggyBenDoggy (msg # 589):

I prefer Wild Wild West style Steampunk. That's the series with Robert Conrad, not the movie.  Very low key and no magic, at least there's always an explanation of anything resembling magic.
OggyBenDoggy
GM, 446 posts
Fri 14 Feb 2014
at 19:44
  • msg #592

Re: Charge!

In reply to StJason (msg # 590):

well, some critters, I think Maze Dragons and Desert Rattlers are "known".  the rest aren't
StJason
player, 20 posts
Fri 14 Feb 2014
at 19:48
  • msg #593

Re: Charge!

But they shouldn't be.

It should be something like bigfoot sightings. Where you are out on your own, suddenly this huge thing comes out of nowhere... and the only thing you can think of is the old stories about maze dragons or desert rattlers.

...but if you say it in town, everyone laughs at you. "Seen a Maze Dragon? Son, I've been in these waters for 20 years, never seen one!" "Did you also see the Flying Dutchman?" "Yeah, I saw one once too... After three bottles of rotgut!"
OggyBenDoggy
GM, 447 posts
Fri 14 Feb 2014
at 19:56
  • msg #594

Re: Charge!

What I mean is, unless I'm greatly mistaken, in the Deadlands setting Maze Dragons and Rattlers are viewed as normal, albeit unusual creatures.

Whereas Wendigoes, Desert Ticks, werewolves etc are not.
Trollsmith
player, 11 posts
Fri 14 Feb 2014
at 20:08
  • msg #595

Re: Charge!

World War II it is.  Maybe some weirdness.  Maybe not.  We'll just see.  I would like to steer away from the European theatre, as others have pointed out, its been done.  So-

- PT Boat crew - I tried the PT Boat idea a few years ago.  It fizzled as many games do, but the idea was sound.  I would be happy to give it another go.

- Carrier Squadron - Wildcat fighters or Dauntless dive bombers serving aboard the Yorktown.  Dashing throughthe early carrier battles from Coral Sea to Midway.

- Desert Rats - A rough-and-ready band of scroungers and scouts racing through the North African desert in modified trucks and jeeps.  Under supplied and on their own, the Brits of the Long Range Desert Group still manage to get the job done with panache.

- Stalingrad - No panache.  No food.  Not even enough guns.  Almost untrained "troops" funneled into the grinder that is the city by the Volga.   Welcome to Hell on Earth, comrade.
Cripple X
GM, 51 posts
Fri 14 Feb 2014
at 20:26
  • msg #596

Re: Charge!

Given the choices I'd say in order of preference: PT Boat, Carrier Squadron, Stalingrad, Desert Rats. It oftentimes seems to me like the Pacific Theatre gets less attention in media.
Strickland5
GM, 200 posts
I'm in a few games
Fri 14 Feb 2014
at 20:27
  • msg #597

Re: Charge!

Trollsmith:
- PT Boat crew - I tried the PT Boat idea a few years ago.  It fizzled as many games do, but the idea was sound.  I would be happy to give it another go.
Pretty sure I was in this game ... or at least was following it :)
Trollsmith
player, 12 posts
Fri 14 Feb 2014
at 20:30
  • msg #598

Re: Charge!


I'm fairly certain you were Strickland5 and a few others I think.
OggyBenDoggy
GM, 448 posts
Fri 14 Feb 2014
at 21:27
  • msg #599

Re: Charge!

For me, 1 or 3 would be tops

but I'd do any
IrishMarshal
player, 16 posts
Fri 14 Feb 2014
at 21:59
  • msg #600

Re: Charge!

In reply to Trollsmith (msg # 595):

Desert Rats first, PT Boat Crew second. I think both of these, but especially the Desert Rats fit game group parameter to a tee. Vague orders and your on your own to follow through. Carrier based is pretty restrictive what you can do outside of the tiny world of an Aircraft Carrier unless we get become the lost squadron on some remote haunted isle.  Stalingrad would tend to be very short lived.
zacaldo
player, 8 posts
Fri 14 Feb 2014
at 22:27
  • msg #601

Re: Charge!

Desert Rats as well, although the more I think of PT the more fun it sounds.  Either looks good.
IrishMarshal
player, 17 posts
Fri 14 Feb 2014
at 23:16
  • msg #602

Re: Charge!

PT makes me think of Mchale's Navy, the original with Ernest Borgnine and Tim Conway.
http://www.imdb.com/title/tt0055689/
Trollsmith
player, 13 posts
Sat 15 Feb 2014
at 14:42
  • msg #603

Re: Charge!

I managed to find my information from my first attempt at a PT campaign.  I'm getting it set back in, but here's the link

link to another game

If you want to be a part of crew of PT-48, PM me a request there.  There's 2 officer spots and 8 Enlisted.  More details in the game.

When you PM, don't worry about character for the moment.  Just answer these questions:

-What's the boat's nickname?

-There's a pair of Zekes diving out of the blue and heading straight for your boat!  What do you do!?
Trollsmith
player, 14 posts
Tue 18 Feb 2014
at 00:47
  • msg #604

Re: Charge!

So far I got 3 takers.  Could use 2 others and I know there was a few other interested folks.

Inspirational quote! (paraphrased)

"Give me a fast ship, for I intend to go into Harm's Way". - John Paul Jones

link to another game
This message was last edited by the player at 00:50, Tue 18 Feb 2014.
Dark Devine
player, 2 posts
Fri 21 Feb 2014
at 02:12
  • msg #605

Re: Charge!

As WWII goes, the Pacific theatre is under-appreciated.  I did one a few years back, set in the taking of Okinawa.  I enjoyed researching the history of the actual battles as much as, if not more than, putting my players through it.  That could easily be due to my having been there before, but still...  Few things are more satisfying than finishing a chapter (or session) and having your players simply say "Damn."  If they learn something and come to admire the history itself, and those who had the misfortune of being there in real life, then it is a job well done in my book.  However, if you get too realistic, warn them ahead of time that they shouldn't be too upset if their character ends up another statistic- another name on the wall.  Hell, tell them that anyway.  They should be concerned about the reality of it all, considering war is never a subject to be taken lightly.  Just my two cents.  Best of luck.
This message was last edited by the player at 02:12, Fri 21 Feb 2014.
Nintaku
player, 8 posts
Fri 7 Mar 2014
at 20:40
  • msg #606

Re: Charge!

Hi! I don't plan on derailing that PT interest check, because it sounds really awesome (if not my thing, I just don't really do soldiers and war, myself). Looking to get my feet wet in a Savage Worlds game that lasts longer than chargen, and I have a game in mind: Zombie Run, the Savage Tale about a group of people heading from Manhattan Island to Phoenix, Arizona to find a bastion of civilization two months after the apocalypse. Scavenging rules, zombie plague, interpersonal horror and desperate action.

I'm always into zombie stuff, and this looks like the simplest way to get introduced to Savage Worlds, mostly because it takes my least favorite part of any character creation, shopping lists for starting equipment, right out of the picture.

Anyone interested in giving it a shot? I'd prefer a game with few to no house ruling, as I wanna see vanilla Savage Worlds in action. (Had experience with someone "teaching" me Cinematic Unisystem, but house ruling basically every aspect of the system until it was something else entirely.)
OggyBenDoggy
GM, 457 posts
Fri 7 Mar 2014
at 21:14
  • msg #607

Re: Charge!

I like zombies
I think PBP for mini-campaigns like ZR are fun.  It starts, it runs, it ends, and you don't end up hanging
I'm in
Trollsmith
player, 17 posts
Fri 7 Mar 2014
at 21:17
  • msg #608

Re: Charge!


I have actually run Zombie Run before.  Had a great time.  Good mini-campaign.  I might could be convinced to helm it if there were no other takers.
Dark Devine
player, 3 posts
Sun 9 Mar 2014
at 06:01
  • msg #609

Re: Charge!

And always the zombie/apocalypse fanatic, I have a metric tonne of additional information if you want it.  It was made for AFMBE, but it carries over quite nicely.

Examples of such things:

A very comprehensive scavenging system.
A pretty friggin' decent barter system that I stole (ie: adapted/acquired) from D20 I think..
A good run-down of how apocalypses work, converted to game turns.
Etc.

Just message me if anyone's curious about any of it.
Trollsmith
player, 18 posts
Fri 14 Mar 2014
at 18:25
  • msg #610

Re: Charge!


The dead have risen.

The dead are hungry.

Anyone coming to dinner?

link to another game

A new Zombie Run is getting started.  Looking for 4 good players ready to suffer through an undead-infested, post-apocalyptic wasteland and maybe..../MAYBE/ create from this hell a better place.
OggyBenDoggy
GM, 462 posts
Tue 18 Mar 2014
at 04:30
  • msg #611

Re: Charge!

Would there be interested in a modern game, basically low powered supers, based on the series the 4400?

quote:
In the pilot episode, a comet deposits a group of exactly 4400 people in the Cascade Range foothills near Mount Rainier, Washington. Each of the 4400 had disappeared at various times starting from 1946 in a beam of white light. None of the 4400 have aged from the time of their disappearance. Confused and disoriented, they remember nothing between the time of their disappearance and their return.


They are watched by Fox Multer and Dana Scully Tom Baldin and Dana Skouris who eventually learn that many of these people have powers.

I'd prefer if players hadn't watched the show, as I plan on shamelessly ripping off the plots from what I remember.
jamat
player, 6 posts
Tue 18 Mar 2014
at 10:06
  • msg #612

Re: Charge!

In reply to OggyBenDoggy (msg # 611):

Sounds interesting .... heard of the series but never watched it..... were you thinking of randomly giving players their powers rather than them choosing.
Willis
player, 26 posts
Tue 18 Mar 2014
at 13:50
  • msg #613

Re: Charge!

Consider me interested, Oggy.
Strickland5
GM, 202 posts
I'm in a few games
Tue 18 Mar 2014
at 14:23
  • msg #614

4400

Oggy - Super Powers Companion reissue got your mind working? ;)

Consider me interested too!
OggyBenDoggy
GM, 463 posts
Tue 18 Mar 2014
at 20:33
  • msg #615

Re: 4400

giving them randomly would require me to come up with some sort of table.  That sounds suspiciously like work.

what I might do is let people give me 3-5 ideas, things they think might be cool, and I'll pick something from that list or based on it.

the powers in 4400 tended to be very focused, and weaker than, say Heroes.
One, for example, could force you to answer verbal questions truthfully.
Another could turn invisible
one could heal others, but it was draining.

none could fly, or were bulletproof, etc.  It could almost be done with Core Superpowers.
OggyBenDoggy
GM, 464 posts
Tue 18 Mar 2014
at 21:08
  • msg #616

Re: 4400

shady joker
player, 168 posts
Sat 5 Apr 2014
at 00:32
  • msg #617

Re: 4400

What about Star Chasers from Rel's Den? Anyone want to play/run that?

http://www.relsden.com/
Mikester
player, 2 posts
Sat 5 Apr 2014
at 04:06
  • msg #618

Re: 4400

Would anybody want to play in a Weird War II game? I've got a campaign in mind and wanted to see if anybody was interested?
@y3-aye
player, 8 posts
Mon 7 Apr 2014
at 13:10
  • msg #619

Re: 4400

I'd be interested in hearing more about your weird wars 2 idea.
Cripple X
GM, 55 posts
Mon 7 Apr 2014
at 14:09
  • msg #620

Re: 4400

Yea, I might be down for another WWII game depending on the idea.
Mikester
player, 4 posts
Mon 7 Apr 2014
at 20:52
  • msg #621

Re: 4400

I was plotting out a Weird Wars II game, but I've really been itching to play Deadlands: Reloaded, so I started up a game of that instead. I would love to run both, but I think I am going to put the Weird Wars campaign off a little bit, until I can get the Deadlands game up and running smooth. Sorry
cooneydad
player, 38 posts
Tue 8 Apr 2014
at 04:39
  • msg #622

Re: You arrive at a port city with your clothes and your boat...

Wiglaf:
First Idea
Rise of the Runelords from Paizo.  This is by far my favorite Adventure Path and I loved GMing it, but I'd really like to play in it for once.  I've also fallen out of love with Pathfinder so would really enjoy giving Savage Worlds a shot at this excellent plot.  The main focus would be on having characters who actualy came from the areas in and around Sandpoint as well as Magnimar so that all of the little political plots and dramas can really be played out.


Anybody heard from Wiglaf? I created this game for him and then he went AWOL :-p

At any rate, looking for another player in this game, preferably a solid melee type:

link to another game
This message was last edited by the player at 04:40, Tue 08 Apr 2014.
Nintaku
player, 19 posts
Wed 23 Apr 2014
at 09:44
  • msg #623

Re: You arrive at a port city with your clothes and your boat...

Hi! I have an idea for a game! (Actually I have a lot. This is about one of them.)

There was an old Atari and PC game way back when called Alternate Reality: The City. It was the biggest, most ambitious sandbox video game project I've ever heard of. I wanna make it into a Savage Worlds game.

The idea is that you're abducted by aliens and put into a fantasy world. There's a big overarching metaplot that can be followed or totally ignored, but there's also a sandbox world right there for you to explore, interact with, and become part of. I have some ideas for both of these sides of the coin, but was wondering if people would be interested in that sort of thing or had any advice.

I'm terrible with making maps and designing tactical encounters. Was wondering if there are good ways of abstracting a city layout while keeping it all straight for reference. Also wondering how to best serve SW combat on a PbP without ascii maps or anything. Also also wondering how to discuss a game idea like this without spoiling any intended surprises. I was considering "you were abducted by aliens" to become a surprise revelation for later, but that works best right up front.

Any thoughts?
OggyBenDoggy
GM, 467 posts
Wed 23 Apr 2014
at 17:29
  • msg #624

Re: You arrive at a port city with your clothes and your boat...

NOthing says that when you finally make the game it is aliens.

Instead of making a map street by street, you can make zones.  or see if you can find a map from the game online

http://www.atarimania.com/8bit...ty_map_atari_800.jpg
Nintaku
player, 20 posts
Wed 23 Apr 2014
at 21:12
  • msg #625

Re: You arrive at a port city with your clothes and your boat...

I've been looking at four or five maps from the game, but was hoping to cut that much detail down to abstractions so it'd be consistent when the players get to areas that haven't been mapped. All I'd need is to keep the things generally located together, so I think zones are really what I'm looking for. Thanks. ^_^
Olympia
player, 10 posts
Irony...
Mon 29 Dec 2014
at 17:07
  • msg #626

East Texas University, Pinebox, Texas

Received my late Christmas present from Pinnacle and Kickstarter last Friday, 12 to Midnight's East Texas University Savage World's horror setting.

Seems like a good setting for a long term campaign, and I've liked 12 to Midnight's products all the way back to D20 Weekend Warriors.

But, lately I've been snake-bit at drawing players and keeping games going (in other than SW systems), so I thought I'd send out an interest check here first.
Strickland5
GM, 211 posts
I'm in a few games
Mon 29 Dec 2014
at 17:24
  • msg #627

Re: East Texas University, Pinebox, Texas

Olympia:
Received my late Christmas present from Pinnacle and Kickstarter last Friday, 12 to Midnight's East Texas University Savage World's horror setting.

Seems like a good setting for a long term campaign, and I've liked 12 to Midnight's products all the way back to D20 Weekend Warriors.

But, lately I've been snake-bit at drawing players and keeping games going (in other than SW systems), so I thought I'd send out an interest check here first.

I backed ETU and would definitely play if you put it together/run it
Olympia
player, 11 posts
Irony...
Tue 30 Dec 2014
at 13:39
  • msg #628

Re: East Texas University, Pinebox, Texas

I'll start working on it.

I need to refresh my look at the horror mechanics - I don't want a Call of Cthulhu type insanity, but I think there should be something - even if only temporary.
Strickland5
GM, 212 posts
I'm in a few games
Tue 30 Dec 2014
at 13:53
  • msg #629

Re: East Texas University, Pinebox, Texas

In reply to Olympia (msg # 628): Apparently the designer desribed the progression of ETU as follows
quote:
Freshman = Scooby
Sophomore = Johnny Quest
Junio r= Buffy
Senior = Insane
So it doesn't really get to CoC style horror till the VERY end
Olympia
player, 12 posts
Irony...
Tue 30 Dec 2014
at 16:43
  • msg #630

Re: East Texas University, Pinebox, Texas

So it doesn't really get to CoC style horror till the VERY end

...which is what I want!

I like their descriptions as well. The progression makes sense too.

I have just created a holder for the game. Not sure what the wife has planned today, but I'm sure I'll have to start taking down the Christmas lights.

I'll fill in the game details as I can.
Olympia
player, 13 posts
Irony...
Wed 31 Dec 2014
at 17:04
  • msg #631

Re: East Texas University, Pinebox, Texas

Still in early stages, but if any of you Savages are interested...

link to another game
Samus Aran
player, 1 post
Wed 21 Jan 2015
at 21:24
  • msg #632

Re: Game Ideas?

I've been looking to get a good intro on Savage Worlds for a while now. What I'd really like to try is World of the Dead—the setting book, not the actual campaign. I love zombie apocalypses and I think that'd be a lot of fun to play. Especially with the rules for building up towns and stuff. Putting the "survival" in "survival horror."

I also have the Sci-Fi Companion and Accursed, which look cool, so maybe playing as a dhampir in WOTD would be cool.

To expand upon the idea a bit, I'm really interested in something like The Last of Us. Grim, gritty survival in a world overgrown with weeds and zombies, where people can be your inspiration to live or the reason you die, and so on. Oh, and zombie animals. We have to have those. They add so much to a zombie setting.

Also, Destiny seems like it'd be a fun setting. The video game by Bungie, that is. Seems like it'd make a pretty good fit with SW and might be worth looking into.
This message was last edited by the player at 00:14, Thu 22 Jan 2015.
jmenefee
player, 2 posts
Fri 23 Jan 2015
at 16:59
  • msg #633

Re: Game Ideas?

Given that I wrote part of the campaign world book (Mexico and Canada entries) for World of the Dead, I'd LOVE to be a player in such a game!
This message was last edited by the player at 17:00, Fri 23 Jan 2015.
Samus Aran
player, 2 posts
Wed 25 Feb 2015
at 06:30
  • msg #634

Re: Game Ideas?

No luck so far!
@y3-aye
player, 11 posts
Thu 26 Feb 2015
at 02:44
  • msg #635

Re: Game Ideas?

I've been playing Shadowrun: Dragonfall and it makes me miss cyberpunk games.  Has anyone tried Interface Zero?  Thoughts on it?
Trollsmith
player, 23 posts
Thu 26 Feb 2015
at 03:15
  • msg #636

Re: Game Ideas?


I have not, but I know Triple Ace Games has a set of free cyberpunk rules for SW that are pretty great.  Netrunning and everything.
Samus Aran
player, 3 posts
Thu 26 Feb 2015
at 05:30
  • msg #637

Re: Game Ideas?

Reiterating the two game ideas I want to play to try out SW (same as I posted on the HERO board):

The Last of Us (Heroic): A game in the setting of The Last of Us. Grim, gritty, survival (and survival horror) in a post-apocalyptic world devastated by the Cordyceps outbreak. It could be a very similar setting with actual undead zombies (and zombie animals!), but I think TLoU would work fine. Survival, maybe a reason to travel across the wastelands from one safe zone to another. Maybe one safe zone falls, and we have to escape and find somewhere else.

Mass Effect (Superheroic): I'd looooove to play around in the Mass Effect setting, as a biotic specialist and following the Reaper War (with some slight modifications to canon; let us assume that only the Reapers, not all AI, were wiped out, yeah?). Lots of plot hooks in the wake of a galactic war. I'd like to base it on my own playthrough, where I went Paragon and stuff, more details to come if the game ever happens.

Any interest?
jmenefee
player, 3 posts
Thu 26 Feb 2015
at 14:47
  • msg #638

Re: Game Ideas?

Samus Aran:
No luck so far!

Sorry Samus, I'd love to run it for you but I just don't have time :/ Maybe post under Looking for GMs?
Strickland5
GM, 214 posts
I'm in a few games
Thu 26 Feb 2015
at 14:48
  • msg #639

Re: Game Ideas?

Samus Aran:
Mass Effect (Superheroic): I'd looooove to play around in the Mass Effect setting, as a biotic specialist and following the Reaper War (with some slight modifications to canon; let us assume that only the Reapers, not all AI, were wiped out, yeah?). Lots of plot hooks in the wake of a galactic war. I'd like to base it on my own playthrough, where I went Paragon and stuff, more details to come if the game ever happens.

Had a friend who was SUPER interested in playing a Mass Effect game and asked me to help build it ... I used the NE/ Supers Companion rules to build things ... definitely interested though I know 0 about the universe :D
dm_punks
player, 19 posts
GM/Mystaran Misadventures
Tue 3 Mar 2015
at 03:44
  • msg #640

Re: Game Ideas?

I would have jumped on that Mass Effect game a year ago when I just finished ME3. Ran a one-shot IRL using Stars Without Number. Looking back in hindsight, Savage Worlds NE/Super Powers Companion would have nailed it. Can't remember why I used SWN instead...
shady joker
player, 172 posts
Tue 3 Mar 2015
at 10:56
  • msg #641

Re: Game Ideas?

dm_punks:
I would have jumped on that Mass Effect game a year ago when I just finished ME3. Ran a one-shot IRL using Stars Without Number. Looking back in hindsight, Savage Worlds NE/Super Powers Companion would have nailed it. Can't remember why I used SWN instead...


Probably because it was free and your player party was broke?
shady joker
player, 174 posts
Sat 14 Mar 2015
at 08:42
  • msg #642

Re: Game Ideas?

Anybody feel like Plying a game where you are a band of Hobgoblins out o stop the Gnome threat?
Samus Aran
player, 4 posts
Sat 14 Mar 2015
at 11:32
  • msg #643

Re: Game Ideas?

Still holding out hope for a gritty The Last of Us game!
Dark Devine
player, 17 posts
Sun 24 May 2015
at 00:44
  • msg #644

Re: Game Ideas?

I can't have much to do with it due to time constraints, but I've been really intrigued with Achtung!  WWII and Cthulhu (H.P. Lovecraft) done with Savage mechanics is a damn interesting mix to me.  So, just thought I'd pass the idea along.

Edit:

Samus, look into World of the Dead.  It could very easily be tailored to fit Last of Us.

EDIT 2: Derp.  I see now that you have already looked into it.  I stand by my suggestion though.  Mixing WotD and maybe Broken Earth, picking and choosing what you want to use for a house-rule conglomeration and all that?  That'd make an exceptional combination for a Last of Us based game.

For zombie animals, see "Savage Tales #6: Zombie Run".  It's got templates, premade dogs, and a zombie bear.  Let those last two words sink in...  Needless to say, I refused to ever let my players face off with a zombie bear.  Even for me that's overkill.  They'd have been ripped to shreds, since (if I remember) it still had the pace of a normal bear and I doubt they'd have managed to outrun it for long.
This message was last edited by the player at 00:51, Sun 24 May 2015.
Samus Aran
player, 5 posts
Sun 24 May 2015
at 05:38
  • msg #645

Re: Game Ideas?

Dark Devine:
That'd make an exceptional combination for a Last of Us based game.


The hard part isn't finding the right game materials. It's finding someone to run the game.

Dark Devine:
For zombie animals, see "Savage Tales #6: Zombie Run".  It's got templates, premade dogs, and a zombie bear.  Let those last two words sink in...  Needless to say, I refused to ever let my players face off with a zombie bear.  Even for me that's overkill.  They'd have been ripped to shreds, since (if I remember) it still had the pace of a normal bear and I doubt they'd have managed to outrun it for long.


I have thrown a zombie elephant at my players before. They managed to kill it, but it took a lot of work. And luck.
The Stray
player, 35 posts
Fri 7 Aug 2015
at 22:50
  • msg #646

Game Idea: Superheroes

I Picked up the new Super Powers Companion and the Sci Fi Companion, and it's gotten my wheels turning. I'm thinking of running a supers game once my current RL issues have cleared up enough that I can post regularly again. Is there any interest out there in an iron Age Cyberpunk Supernatural Horror Supers game?
xenongames
player, 25 posts
Fri 7 Aug 2015
at 23:37
  • msg #647

Re: Game Idea: Superheroes

The Stray:
Is there any interest out there in an iron Age Cyberpunk Supernatural Horror Supers game?


There are a lot of adjectives in that game description.
The Stray
player, 36 posts
Sat 8 Aug 2015
at 00:32
  • msg #648

Re: Game Idea: Superheroes

LOL. I suppose there are, but at's the best way I can describe the sort of setting that I've developed for Super Hero games.

IT's the sort of setting where one week the party is caught in the middle of a metahuman gang war, the next they're facing an invasion from the Realm of Nightmares and fighting vampires, and in another they're dealing with a meglomaniacal AI while a shady mega-corp tries to take them down.
This message was last edited by the player at 00:37, Sat 08 Aug 2015.
luke_poa
GM, 12 posts
Sat 8 Aug 2015
at 01:11
  • msg #649

Re: Game Idea: Superheroes

xenongames:
The Stray:
Is there any interest out there in an iron Age Cyberpunk Supernatural Horror Supers game?


There are a lot of adjectives in that game description.


Isn't this one of the possible ways to describe Exalted?

If you take into account some of the less common types of Exalted (Alchemicals), you have almost everything you mentioned. It just depends on the tone.
The Stray
player, 37 posts
Sat 8 Aug 2015
at 01:54
  • msg #650

Re: Game Idea: Superheroes

Never played Exalted so I wouldn't know. I think the closest I got was Scion, which I think took some elements of exalted in it. I have a PDF of the rules somewhere, but really couldn't get into it. The setting I run is more like Aberrant or Brave New World meets the old World of Darkness, with a dash of Shadowrun layered on top.
drewalt
player, 6 posts
Sat 8 Aug 2015
at 04:53
  • msg #651

Re: Game Idea: Superheroes

That sounds deliciously insane to me in all the right ways.
The Stray
player, 38 posts
Sat 8 Aug 2015
at 16:29
  • msg #652

Re: Game Idea: Superheroes

Sweet. Anyone else?
shady joker
player, 176 posts
Sat 8 Aug 2015
at 16:46
  • msg #653

Re: Game Idea: Superheroes

Exalted is just EPIC FANTASY. So as long as you have Fantasy elements and everything on EPIC scale you are good.

On Topic, I like The Stray's idea and would like to give it a go as a player.
luke_poa
GM, 13 posts
Sat 8 Aug 2015
at 16:49
  • msg #654

Re: Game Idea: Superheroes

shady joker:
Exalted is just EPIC FANTASY. So as long as you have Fantasy elements and everything on EPIC scale you are good.

On Topic, I like The Stray's idea and would like to give it a go as a player.


I struggled for years trying to adapt Exalted with Savage Worlds rules. Unfortunately, the setting is too rules-heavy. I finally managed when I realized that Exalted powers are supers-like, so I just went with Supers-Fantasy and got it right.

So Epic Fantasy is just one way to look at it. :)
Silver
player, 13 posts
Wed 12 Oct 2016
at 19:38
  • msg #655

Re: Game Idea: Horror

With it being Halloween I am looking at starting my first Savage Worlds game. I am interested in running a Horror Game, so I figured I would check in here and see if anyone would be interested in this ?

It would be a group of people gathered together with a common trait of having seen something "supernatural" experienced something supernatural.
rabideldar
GM, 66 posts
Savage World Master
Wed 12 Oct 2016
at 19:44
  • msg #656

Re: Game Idea: Horror

We talking Rippers like.

Or more like, common street level people in a horror movie?
bashful_batrean
player, 20 posts
Wed 26 Oct 2016
at 17:23
  • msg #657

Re: Game Idea: Horror [Bloodshadows]

Not sure if this would be the place to ask or not, but has anyone run across a Savage Worlds variant of "Bloodshadows" from WEG/PI?  I've always loved the setting and it screams to be savaged, but I'm not finding where anyone has put anything out in this vein.  Seems like it would be a good Halloween run!  ^_^
bashful_batrean
player, 86 posts
Fri 6 Mar 2020
at 19:09
  • msg #658

Re: Game Idea: Retro-Future [Slipstream]

Hi all!  I'm working on a Slipstream game and had originally planned to keep races as presented in original as well as race creation, but potentially use SWADE otherwise.  Has anybody tried this or used SWADE only for Slipstream?  (It might be possible to raid Flash Gordon for the new race variants, I haven't compared in that detail yet.)
Strickland5
GM, 235 posts
I'm in a few games
Fri 6 Mar 2020
at 19:41
  • msg #659

Re: Game Idea: Retro-Future [Slipstream]

bashful_batrean:
Hi all!  I'm working on a Slipstream game and had originally planned to keep races as presented in original as well as race creation, but potentially use SWADE otherwise.  Has anybody tried this or used SWADE only for Slipstream?  (It might be possible to raid Flash Gordon for the new race variants, I haven't compared in that detail yet.)

Can't imagine it would be that difficult ... isn't the only REAL change in SWADE the free skills? been ages since I looked at it so I could be wrong there ..

I did LOVE Slipstream as a setting, think I've been in 2 games here which sadly died before we could get very far
bashful_batrean
player, 87 posts
Fri 6 Mar 2020
at 20:01
  • msg #660

Re: Game Idea: Retro-Future [Slipstream]

In reply to Strickland5 (msg # 659):

Free Skills, Edge and Hindrance Consolidations, Races having different point builds with a lot of baked-in Hindrances dropped, Powers and Power Edges tweaked and Arcane Background changes.

Minor,  but definitely impact translation between editions.
bashful_batrean
player, 88 posts
Fri 6 Mar 2020
at 20:15
  • msg #661

Re: Game Idea: Retro-Future [Slipstream]

I think the best bet is to put versions of races I'm using into character creation thread, although I'm debating prepping 2 versions of the thread and finding out what books players have as resources.   Then I can use what most have.  Although if I post in thread all the relevant data, all you'd really need is a copy of Test Drive.
GreenTongue
player, 124 posts
Thu 26 Mar 2020
at 18:44
  • msg #662

Re: Game Idea: Retro-Future [Slipstream]

bashful_batrean:
Although if I post in thread all the relevant data, all you'd really need is a copy of Test Drive.

You say that like it is a Bad Thing...
bashful_batrean
player, 89 posts
Fri 27 Mar 2020
at 00:18
  • msg #663

Re: Game Idea: Retro-Future [Slipstream]

Well, still working on it.  Just got laid off due to Coronavirus trashing business/economy so more "free" time (which will be used trying to find temporary work so I have a roof over my head...)
Do0m
player, 43 posts
In the heart of Hellfrost
There is only Doom.
Thu 9 Apr 2020
at 08:14
  • msg #664

Re: Game Idea: Retro-Future [Slipstream]

Hello all,

So I know this is play by post, but I figure I might as well see if anyone is keen, but I have a Savage Worlds Hellfrost game going via Fantasy Grounds. It runs Wednesdays at 8:00pm PST, it's meant to be a relatively casual pickup and play game during this COVID stuff, so if you are interested, shoot me a private message and we can talk. No financial investment on your part, just need to download the Fantasy Grounds Classic demo for free on either the website (Fantasygrounds.com) or Steam.
Do0m
player, 45 posts
In the heart of Hellfrost
There is only Doom.
Mon 20 Apr 2020
at 02:05
  • msg #665

Re: Game Idea: Retro-Future [Slipstream]

Friends! I only have four players in a Savage Worlds Fantasy Grounds Hellfrost game. I'd love more! We play Wednesdays at 8:00 PST! Let me know if you want in!
derfinsterling
player, 85 posts
Wed 17 Jun 2020
at 17:15
  • msg #666

Re: Game Idea: Retro-Future [Slipstream]

Do0m:
Friends! I only have four players in a Savage Worlds Fantasy Grounds Hellfrost game. I'd love more! We play Wednesdays at 8:00 PST! Let me know if you want in!

Not my time zone, I'm afraid :-)
bashful_batrean
player, 92 posts
Mon 22 Jun 2020
at 03:45
  • msg #667

Re: Game Idea: Retro-Future [Slipstream]

Now accepting players!   Retro-Future Space-Pulp saga - Ray Guns, Rockets and Robots!

link to a message in another game




My heart turns home in longing
Across the voids between,
To know beyond the spaceways
The hills of Earth are green.

excerpt from "The Green Hills of Earth"
- "Noisy" Rhysling


Space Pulp! The Age of Sail is long ended, but the Age of Rockets has only just begun! Spacejockeys dogfight with star pirates hungry for loot. Inspired inventors and crazed chemists push the bounds of Science!, developing wondrous and fantastic new devices that border on magical. Mesmerists plumb the forbidden powers of the mind while avoiding the grasp of the tyrannical Queen Anathraxa. Intrepid explorers and bold adventurers dig for alien artifacts on strange and broken worlds. Morality is clear-cut black and white, and sometimes a punch in the jaw carries more weight than a blast from a ray gun.  It is "The Future that Would've Been" where Heroes are larger-than-life and the Ideals they represent are the ones that bring hope that "the best is yet to come".

"An Age of Rockets" is set in the Slipstream universe, with elements pulled from Flash Gordon to bring it into Savage Worlds Adventure Edition.  Much of original setting remains, with a few twists and surprises along the way.
This message was last edited by the player at 18:07, Mon 22 June 2020.
Silver
player, 15 posts
Mon 15 Feb 2021
at 19:15
  • msg #668

IC: Savage Worlds Small Town Horror

I hope this is the right thread for this ...
“Pleasure to me is wonder—the unexplored, the unexpected, the thing that is hidden and the changeless thing that lurks behind superficial mutability.”
― H.P. Lovecraft


Hello, I have recently gotten the urge to run something horror wise and so I am looking at Savage Worlds. Since it has a easy smooth system for what I want to do, which is tell and interactive story have a plot that is encompassing that will include the characters, where the characters are not just in the story but the story is their own as well.

“Everybody has a secret world inside of them. I mean everybody. All of the people in the whole world, I mean everybody — no matter how dull and boring they are on the outside. Inside them they've all got unimaginable, magnificent, wonderful, stupid, amazing worlds... Not just one world. Hundreds of them. Thousands, maybe.”
― Neil Gaiman, A Game of You

Background
Welcome to Abby Grace, MA  it is a town like any other. It is the town you grew up in and on the outside a town like any other. On the outside, it is beautiful, a tourist spot, with its crystal clear water, with its warm sand beaches, with the quaint little book store on the corner of Elm Street and Main. With the marry go round in the center of the town, where the children run and play in the garden square. All of these things that have been here before you, and gods allowing will be here when your gone. Yet, that's what people see on the outside when the inside is riff with darkness, a coat of pain over rust and rot, it might be hidden but it can still be felt. There is something wrong with Abby Grace, and it has been for such a long time.

The town itself is over eight hundred years old, and one might think it would have become a sprawling city by now. Yet, it remains a town of considerable size. A place where people know each other business, where small businesses are more frequent then the larger corprate owned places are.

It just happens to be the holiday season.

Everyone expects the sounds of music, children running around throwing snow balls at each other. Cars slowly rolling through the slush of the cobblestone streets. School has been cancelled so its chaos with the children running loose, in their warm clothing and bright colored scarfs. Tourists have come for Santa's Workshop, to take a picture with Jovial Hans Delvirr. Who makes wooden toys, well known for his rocking horses that look like a carosel horse. You could get one but he only makes  twelve customs a year.

Then it happened on December 13th something that had not happened since 1922. Everyone in the town heard them. The bells, which had not sounded in sixty year. Rang out loud and clear. So loud it was heard as far as the Pine Barrens, into the Industrial Area of Abby Grace. So shrill it burst the windows at The Church of Golden Light. Set dogs to barking and then the subtle sense of dread fell over the town.


“Things need not have happened to be true. Tales and dreams are the shadow-truths that will endure when mere facts are dust and ashes, and forgot.”
― Neil Gaiman, Dream Country


So this game will happen in the small town of Abby Grace, it will be horror there will by combat, and there will be stories in this haunted town. I would like to run it past this adventure. The characters will be at the very least acquainted with one another. Working together will be required.

The bells always led to disaster, the town knew it. The people knew it. All legends and fables are born in some level of fact.

Welcome to a holiday or horror.


I am looking for 5+ characters for this.
[x] Human characters only
[x] Magic & Psionics are allowed.
[x] Savage Worlds Core Rule Book, Savage World's Horror Companion, and I will allow stuff from East Texas University, adjusted for Abby Grace.
rabideldar
GM, 82 posts
Savage World Master
Mon 18 Oct 2021
at 16:11
  • msg #669

IC: Savage Worlds Small Town Horror

Sounds like an interesting idea.

Are you going more Call of Cthulhu or more World of Darkness type of adventure?
Sign In