Showing posts with label savage worlds. Show all posts
Showing posts with label savage worlds. Show all posts

Tuesday, November 10, 2009

Go ahead and roll

How many times has this happened: You're GMing and a player says "OK, we're at the burned village. I want to see if I can find tracks from the raiders." And before you can say "Yep, there's a set of huge footprints leading into the hills" the player has thrown his dice, read the result and glumly reported back to you: "Nope, I didn't find 'em."

A variation of that scenario happened last weekend during my Savage Worlds fantasy campaign (featuring special guest player Chgowiz, in his first-ever Savage Worlds outing!). It illustrated that "think, don't roll" can still be applied even to new-school game systems like Savage Worlds.

Had the player asked me what he was able to find, I would absolutely have delivered the details. But once those dice fall, it's tough to backtrack and be like "Weeeell, you officially failed, but it's tough to miss orc footprints in soft soil."

It also points to a general weakness in games where there's a known target number or difficulty class. If you want to roll and tell me you fail, that's fine and dandy—yep, you failed. But if you want to tell me what your character does, you might just get a surprise when I tell you, "OK, you do it."

I'm thinking of putting a little edict in place for my campaign: Unless you're in combat, you don't have to roll for anything unless the GM says you do.

Chgowiz, for his part, took the exact opposite approach. He described his character's actions in detail and tried to set up situations where he wouldn't have to roll—because that added the chance of failure. He had some observations of his own from the game, which I hope he's able to post over at his blog.

Regardless, it made for a very interesting game that truly spanned the divide between old school and new school.

Tuesday, September 29, 2009

Rules-lite Savage Worlds: It works for us

This month marks the one-year anniversary of my Savage Worlds fantasy sandbox, Autumn Frontiers. We're about 14 sessions in, which averages out to about one session per month—not too bad, but a little less frequently than I would have liked. Oh well, we're all adults with busy lives, so I'm not gonna turn up my nose at 14 substantive sessions in a year. And did I mention that this is the longest-running game I've ever GMed?

Anyway, we're using Savage Worlds, and over the last year we've tinkered mightily with that system. Most of our modifications have been designed to speed up an already fast ruleset. That's one of my weaknesses as a GM—no system will ever be fast enough for me, because I live in mortal fear of boring my players with drawn-out, grinding combats. So anything that speeds things along is paramount at my table.

The first thing we did was eject the playing-card initiative system in favor of a single d6 roll per side (one for the players' party, one for the GM's monsters). This also necessitated tweaking all of the various edges that reference initiative or being dealth the Joker, etc. Spending a benny can still win the players initiative if they so choose, however. I know the playing-card initiative system is a hallmark of Savage Worlds, but to us it just introduced 52 extra fiddly bits to our already crowded tabletop. Out it went.

We've also ignored a lot of the combat maneuvers (disarm, called shot, etc) as well as most of the edges that don't show up on character sheets. When I stat out monsters, I prefer to express their threat in terms of hard numbers rather than edges (which, like feats, are difficult for me to remember during combat).

We kept the skill list, but we only use about 6 skills regularly, the rest being relegated to specific situations or characters.

Really, what's kept us most excited about Savage Worlds has been the innovative resolution mechanic: Target Number 4, which you can attempt on a variety of polyhedral dice based on your relevant skill. But you're always trying for a 4, mostly. And any dice that rolls its maximum explodes, allowing you to roll it again and add it to the previous number. This can result in some hideously high damage rolls, both for the players and the monsters they encounter, and that's kept things very interesting out in the wilderness. Anything that rolls dice to attack you can, conceivably, drop you with one attack. We love it!

In retrospect, the path we've charted with this game has a lot in common with UncleBear's "Old School Anything" concept—just strip out all the extemporaneous stuff from your game, look at what's left, and run a game with it.

Tuesday, September 8, 2009

Savaging the D&D Monster Manual

My local gaming store is gearing up to host its twice-yearly consignment auctions, so I've been combing my collection looking for unused material to sell off. Since I'll be dropping off a load of stuff in the next couple of weeks, my buddy (and fellow RPG Diehard author) Ben pulled together a pile of saleable stuff from his own collection to add to the auction; this lot included the D&D 3.0 Monster Manual.

While organizing our shared auction wares, I happened to flip open the Monster Manual. Now, I must confess that I've never actually perused any of the various beast books for D&D—if you'd asked me last week, I would have told you that their content is utilitarian in nature...stat blocks for critters and little else.

And although I found stats aplenty, I also found myself enthralled by the narrative description of the monsters. In general, I've turned up my nose at the more mythic, oddball monsters in D&D, preferring instead to populate my wilderness with evil humanoids like orcs, hobgoblins and troglodytes. You know, monsters that can think and strategize. But skimming the Monster Manual really fired my imagination in regards to some of the more fantastical creatures in the book, stuff like thoqquas (the segmented, elemental lava-worms that will fit perfectly into a dungeon I'm working on), mohrgs (more interesting than your average undead), hippogriff (until recently, I couldn't say that word with a straight face) and, of course, beholders.

Before I knew it, I'd pulled out a notebook and begun sketching out Savage Worlds stats for a dozen of the more interesting critters. They're on the way to my campaign notebook now—and Ben's Monster Manual, having offered up one last burst of inspiration, is on its way to the auction and, hopefully, someone else's gaming table.

Thursday, July 30, 2009

Savage Worlds fantasy sandbox, session 12

Last weekend saw the continuation of my Savage Worlds fantasy sandbox campaign, the evocatively titled "Autumn Frontiers" campaign. It's the longest-running campaign I've ever GMed. We hadn't played in a couple months, so I took the liberty of advancing the game clock ahead one month, plunging the wilderness into an icy winter.

As with previous sessions, the direction of this adventure was left up to the players. I had generated a few more random rumors that would have enticed them to explore new areas of the campaign map (which at this point is about halfway explored, more or less) but in the end they chose to follow up on some cyptic clues pointing to the Darkwater Keep, a ruined castle on a promontory overlooking a river a day or two east of their home base.

I'll quickly summarize the rest of the adventure: a PC died as the rest of the characters scouted the surface ruins of the Darkwater Keep. This was only the second PC death in the Autumn Frontiers campaign, and it was one of the most experienced players (he had only missed one of the last 12 sessions). But this particular player took it all in stride, and he embraced his death with gusto. Here's how it went down:

Jalez (the player's wizard, who is "seasoned" in Savage Worlds parlance and was actually quite powerful at this point) was keeping watch along a lonely cliff while the rest of the party hammered on a solid metal door. This door was one of two entrances the party had discovered leading into the dungeon proper; the first was well guarded by hobgoblins, so they opted to try this way in.

A half-hour's worth of incessant hammering on the door brought out a scouting party of troglodytes from the river 50 feet below the sheer cliff. Jalez was overpowered, and the troglodytes quickly started scrambling down the cliff face, carrying their arcane prize.

Upon seeing this, the rest of the party began desperately trying different tactics to slow the troglodytes and free their comrade. Prometheor the paladin spewed cones of flame from his perch on the cliff ledge. Kez the druid caused entangling roots to spring forth from rocky bluff, slowing the troglodytes' descent. Atabraxes the barbarian shapeshifter turned into a crow and plunged down to the water's edge, hoping to find Jalez struggling to the surface.

In the end, it was all for naught. Jalez, grievously wounded, was hauled below the dark river and torn to pieces by the hungry troglodytes.

Nico, Jalez's player, was a great sport during all of these tribulations, and it made me feel a lot better for killing a PC. By the end of the evening he was already talking about rolling up a ranger for next time.

In an email after this session, we were all hashing out the various events that led to Jalez's death. As GM, I can rest easy knowing that I did a very good job telescoping the danger surrounding the Darkwater Keep. Here's an excerpt from that email:

It ain't like you guys walked blindly into sudden danger; virtually everyone you spoke with warned you away from that place, and yet you still pressed on. Twas a true sandbox moment!

I also thought it was very interesting how some characters found their usefulness reduced by the particulars of the cliffside battle. Prometheor, for example, can go toe-to-toe with a marsh troll in single combat, but he couldn't scale the cliff face or swim in the river to save Jalez. It's a very important reminder that no character is an everyman, and that the Darkwater Keep will demand more out-of-the-box thinking if you guys want to delve deeper into its depths.

This is an example of something that Ben Robbins expands on in his West Marches writeups: the players must be given fair warning when approaching areas of the map that are really dangerous. They must understand that, so they have only themselves to blame when things go awry (sorry guys!).

That's not to say that the Darkwater Keep is an outrageous PC slaughterhouse; in truth, the troglodytes were fairly standard bad guys who unfortunately scored crazy good rolls on their dice. But adventuring there was just one option among many that were bandied about at the outset of this session. Doubtless the PCs will be interested in going back there soon to settle the score a little bit.

Monday, March 30, 2009

Bridging the gap of the miniatures debate

The great miniatures debate perplexes me. Do I need to use miniatures in my fantasy game? No.

But do I like miniatures because they are super cool and a nifty way to visualize characters and scenes? Yes.

I use miniatures only because they're awesome, not because the players are threatening to revolt if we don't map out every square inch of the battlefield and place our figures accordingly. We spend half our time simply pawing through the piles of figures, finding unnoticed gems in my collection and wondering when they'll make an appearance in the game. Miniatures also serve to plant the seeds for a new character concept. (Example: "Whoa—what do you think that sorcerer is carrying in his backpack?")

I use D&D minis and Mage Knight pieces because they're affordable and because I can throw them in a cardboard box between sessions without having to worry about chipping the paint. Yes, I play wargames and paint miniatures myself. I'm just not particularly inspired to paint minis for roleplaying games, y'know?

The point is, my group uses miniatures not as a crutch, but as a way of enhancing our gaming experience. The system we're using (Savage Worlds) is actually written to accomodate and encourage the use of miniatures, but we've had no problem using the rules as-is without leaning on minis.

Wednesday, March 25, 2009

Fully formed characters springing forth from the brow of Zeus

One of the things I'd do over with my Autumn Frontiers campaign is to curtail my instinctual desire to give the players pretty much whatever they want at character creation, within the bounds of the typical "buy what you what with your starting money" setup.

We're now 10 sessions into my campaign, which is set up as a location-based fantasy sandbox and interpreted through Savage Worlds. What I'm seeing is that the players are quite content to use their starting funds ($500 in Savage Worlds) to buy a few really cool bits of gear—and then cling to these items throughout the campaign, forsaking anything else that might come up during their exploration of the wilderness. And it's tough to deny them these pieces of equipment because they're so essential to the players' character concepts. (Example: "I want to play a dark elf who fights with a sickle. Can I buy a sickle?") This concept has backfired because nothing they find out there comes close to being as cool as the neato stuff they bought at character creation. I mean, the sickle-wielding dark elf isn't going to put aside his trademark sickle unless it freakin' breaks apart in his hands.

This is pretty much at odds with classic fantasy campaigning, where characters would encounter new and better equipment, weapons and spells, trading up as they went along to increase their overall potency in the campaign.

Here's another example: Out of an abundance of shared enthusiasm and generosity, I allowed our paladin character to pay a ton of money for a magical sword during character creation. It didn't boast outrageous damage, and it fits really well with his character concept (a paladin serving a flame goddess). It's all well and good—but no other magical sword will ever interest him as much as the one he's carrying right now. After 10 sessions, this character has begun to feel like a toy action figure that was taken out of its box, fully formed and ready to kick ass.

I recognized this during our last session, and I did something about it—I had the ghouls scavenge the paladin's magic sword and his large shield from his paralyzed body during a particularly brutal battle. They ran off with it, and the paladin scourged the lands in search of his special sword, which he found at the session's end.

But I felt lame about the whole affair, like I (the GM) was somehow punishing the player for something. We talked it over afterward, and there were no hard feelings, but still.

Should characters get whatever they can afford at character creation? The answer is probably no, but at the same time it's important for GMs to understand that not every player wants to start off as a bottom-of-the-barrel fighting-man who has to go after goblins with naught but a sharp stick and some lucky dice rolls. Heirloom equipment is fun. How can it be employed to both reward players and keep them excited about venturing forth again and again into the wilderness?

I also think I just need to play up the notion of equipment breaking and degrading over time out in the wilderness. Shields and bucklers don't last forever. If a backpack gets wet, it could ruin stuff stored inside. Chainmail rusts and weakens under repeated blows. Cloaks and robes can mildew and rot in damp weather. And magic swords become instant targets for monsters with more than a shred of intelligence...

Monday, March 2, 2009

Sandbox Recap: Into the Wilds

I gamed twice in the last couple weeks, most recently in Chgowiz's OSRIC/1e game, which is modeled after the West Marches approach to group adventuring. So far we've played three sessions in that campaign, and the player mix has been different each time. In fact, Chgowiz and myself have been the only two static players; everyone else has rotated in and out.

Prior to that, I refereed the 7th session of Autumn Frontiers, my own sandbox fantasy campaign we're playing with the Savage Worlds ruleset. We've reached an interesting point in the game; several of the players are about to move into the "seasoned" experience bracket, which is my signal to start weaving a few of the disparate plot threads together.

True to form, Autumn Frontiers is set up like a traditional sandbox, with location-based encounters populating a largely unexplored wilderness setting. But each region of the map is rich in detail and mystery, and at this point the players have explored perhaps 30 percent of the whole wilderness.

I'm also handing over a few in-game tasks to the players. The shared table map, which I've been tidying up between games, is now theirs to use or ignore. It's got most of the main stuff penciled in already, but the rest is up to them. Same with dungoen mapping--next time we delve into some ruins, it's up to them to keep a running map of where they've been and how to get out. This particular task is quite a lot of fun, actually, as last Saturday's game with Chgowiz showed. My character has been mapping out the kobold-infested mines as we go along, and there's certainly a sense of accomplishment when the referee's description matches up with your own hand-drawn map.

In any case, that 30 percent (a relatively small area) has yielded up a lot of hooks, encounters and characters. There are a few common threads holding everything together, and over the next few sessions I'll start investigating how it all fits together. If the players show interest, we'll advance the plot together. If not, well, there's always another adventure waiting just over the next hill--quite literally in this case.

Wednesday, December 17, 2008

From Common Adventurer to Ruler of the Realm

One of the players in Autumn Frontiers, my Savage Worlds sandbox campaign, has expressed an interest in pursuing that most old-school of endeavors: the construction of a stronghold. It’s the perfect springboard for a discussion about transitions, this month’s RPG Carnival topic, especially as it pertains to player characters who evolve from simple adventurers to lords of their own domains.

The player in question is Ben, my loyal co-author here at RPG Diehard, and he’s playing a gallant paladin serving a flame goddess. We’re only 5 sessions into the campaign, but Ben is already laying the groundwork for his character’s future: he’s starting to improve social skills so he can sway commoners to his cause, and he’s expressed interest in eventually building (or conquering) a small castle to better serve his character’s deity.

Very cool stuff indeed, and Ben is going about it in the right way, by putting things in motion early. But it begs the question: how exactly does a character transition from small-time adventurer to lordly ruler? The AD&D Dungeon Master’s Guide is quite explicit in describing the mechanical aspects of territorial expansion — mapping the surrounding areas, driving off enemy hordes, paying labor crews to build your keep, etc — but is somewhat more nebulous in terms of what is asked of the aspiring ruler.

Surely there’s a transition coming at some point in the future, as the sword-swinging holy knight assumes the role of castellan of his own citadel? I’m thinking this will involve the social landscape of the game. As the paladin’s influence grows, the various groups and factions in Autumn Frontiers will react differently to him as he travels the lands. At some point, he won’t even have to travel to project his will — rather, he’ll be able to dispatch diplomats or companies of soldiers to carry out his business. Leaving him free, of course, to pound on Orcus.

In any case, Gygax’s meticulous mechanics for clearing a territory, mapping the landscape and building a keep don’t fit well with our somewhat more free-wheeling Savage Worlds game. Whatever transition is in store for Ben’s paladin is going to be decidedly stripped-down.

PS — My Obsidian Portal campaign wiki is growing, albeit slowly, as I add in details and adventure writeups.

Wednesday, November 19, 2008

Wilderness Campaigning in Savage Worlds

I’ve found the “raise” mechanic in Savage Worlds to be particularly useful for procedural tasks that come up in wilderness campaigns. [Each raise in SW represents a multiple of four by which you beat the target number; if your die roll beats the target by 8, you get two raises, for example. Dice explode in SW, so raises happen a little more frequently than you’d think.]

With that in mind, here’s what I’ve been tinkering around with for our campaign.

Orienteering and Getting Lost
We’re using a 5-mile hex map to explore the world of Autumn Frontiers. When heading overland, the party announces their general destination for the day (“We’ll head south until we get to the abandoned watchtower and then camp for the night”), and then one player makes a single Tracking check. Generally this will be the character with the best Tracking stat, but I can imagine situations where other PCs may have to step up to the plate.

A success means they’re able to navigate a single hex and proceed on toward their destination, rolling again in the next hex. A raise means they get through one additional map hex — covering 10 miles, estimated very roughly, before rolling again. A further raise equates to another 5-mile hex covered, etc. It's possible, with a single incredibly lucky dice roll, to have the PCs to hike unmolested several dozen miles toward their destination without getting lost.

If the roll fails, the party is lost in whatever 5-mile hex they ended up in. The GM should describe the physical geography, especially if there might be a chance that the players could spy a landmark and thus orient themselves that way. This can either lead to more exploring to find a new route, or perhaps an overnight stay in the wilds before attempting orientation again the next day.

Foraging for Food
A success means the character hunts/scavenges/forages enough food to sustain himself for the day — in our campaign, this is going mostly going to mean wild game meat, because one of the characters took “Vegetarian” as a hindrance. Each raise allows the PC to feed one additional character for that day. Note that foraging — especially hunting — takes a significant amount of time and should definitely affect how fast the party can travel overland.

Friday, October 31, 2008

The Benny Economy in Savage Worlds

Last night, amid much negotiation and impassioned discussion, our group hit upon a cool new house rule for our Savage Worlds game.

We’re calling it the Benny Economy, and it expands upon an existing mechanic in SW that gives each player three “bennies” at the outset of the game. These are tokens, stones, glass beads, whatever, and they can be “spent” for rerolls and damage soaks, kind of like hero points in Mutants & Masterminds or fate chips points in Deadlands. And since the GM is encouraged to give out extra bennies during the session for good roleplaying or problem solving, these resources are meant to be spent, not hoarded.

The GM gets bennies too, to be spent by his minions and NPCs, usually one per PC at the table, plus a couple more for each big monster or villain.

Last night, though, we hit upon a much more dynamic way of spending bennies: When a PC spends a benny, it’s added to the GM’s stock. Likewise, when the GM spends a benny, it’s passed on to the PC most directly involved with the action.

So we’ve established a free-flowing metagame economy whereby the GM can inject a little fiat into the game — but only by passing on a minor advantage to the characters. And when the players need a hail-mary roll, they can try for it — but next time they might not be so lucky. Plus, the players around the table can watch the GM’s benny pile wax and wane throughout the game, so they’ll know at a glance how many resources the referee can bring to bear on a particular scenario.

Admittedly, this mechanic has virtually no grounding in the story or plot. It’s just a cool metagame notion that, for us, seems more engaging than the rules as written in the SW book. What do you think?

Monday, October 20, 2008

Last Weekend's Old-School Gaming Moment

Yep, we had our first great old-school gaming moment last weekend. The first of many, I hope, from Autumn Frontiers, my Savage Worlds/Points of Light sandbox mashup.

The players were exploring a ruined holdfast situated in some forested hills. As near as the PCs could tell, the crumbling, three-story tower and half-collapsed curtain wall had been built — and then abandoned? — centuries ago by a dwarven culture. The drum tower itself was in particularly bad shape, with heaps of rubble and collapsed masonry everywhere, not to mention gaping holes in the floor and ceiling.

The dwarves had stashed several sealed cauldrons of tar in various places around the holdfast, perhaps intended to be used to defend against invaders at some unknowable point in the past. The players found these cauldrons and deduced their contents after a little experimenting. (“I sprinkle some of our magic ice powder into the black liquid. It turns into a crystal? OK, I use my sword to spill a little bit on the floor and light it on fire. Cool, it burns! Must be tar or pitch.”)

Using ropes, the players were able to work their way into the squat tower. They explored the top level (replete with battlements and a commanding view of the surrounding countryside) and headed on down to the first floor, which was partially built into the hillside. Over the years, a small stream had pushed through the tower’s thick stone wall and now flowed slowly through this chamber. Roots hung from the ceiling and moss grew on the heaps of broken masonry piled everywhere. It was dark and dank.

So it was no surprise that this fetid chamber should be home to a colony of oil beetles, huge and black with glistening carapaces. The players locked swords with these beasts for a few rounds, but common sense quickly won out. They darted back upstairs, whereupon the paladin and the druid began dragging one of the heavy cauldrons to the edge of a large hole in the floor...that led down to the beetle-infested first level. While they were doing this, the thief and the wizard mounted a determined defense against the enraged beetles, which were now swarming up a crumbling spiral staircase onto the second level.

After a few close calls, the characters managed to tilt the cauldron over the lip of the maw, sending a hundred or so gallons of black tar spilling down into the depths of the beetle hive. The druid tossed in a torch, and the rest is history. I didn’t even roll — those beetles didn’t have a chance. They squealed and hissed and burst from the heat as their innards boiled.

It was a elegant solution that I didn’t really see coming — and it’s also a strong argument in favor of logical dungeons built for particular purposes, with lots of options for enterprising players. In this case, the dwarven holdfast was meant to defend against something, so it was only logical that the battlements should have cauldrons of tar ready to be dumped on invaders at a moment’s notice. Turns out the “invaders” were inside the tower itself.

Friday, October 17, 2008

Back in the Hot Seat After a Long Absence

More than a year after I GMed my last multi-session RPG, I sat down with a group of friends last night to delve into Autumn Frontiers, my new fantasy sandbox campaign.

It’s difficult to express how much my gaming ethos has changed over the weeks and months that I’ve been brainstorming and sketching out this setting. In years past, I produced self-contained adventures that — while drenched in detail and very engrossing — offered little in terms of sandbox play. This was fine, because the players I gamed with were part of this paradigm as well. With few exceptions, they expected a “plot” and were only too happy to move along it.

Since then, though, my sentiments have changed. Starting with a chance encounter at Ars Ludi, I’ve voraciously sought out articles and blog posts from the likes of James Maliszewski, Jeff Rients, Ben Robbins, Rob Conley and Sham the Quixotic Referee. Their quirky return-to-yer-roots notions really set off a cavalcade of ideas in my head — made all the more relevant when you consider that I missed old-school D&D entirely, having started playing RPGs in 1994 with d6 Star Wars. The whole effort was made manifest when I picked up Goodman Games’ Points of Light supplement (co-authored by Rob Conley, btw). My game grew legs and took off, if only in my head. And even if the players barely scratch the surface of the world, it was certainly worth it.

And so, on a Thursday night in October, we met at Ben’s place in Chicago. Four players showed, including two I’ve never gamemastered for. With little more than character sheets, a rulebook and a blank hex map, we cranked up the heavy metal and got to gaming.

It ranks as one of the most singularly satisfying GM experiences of my life. Everyone was in-character and one the same level — namely, a semi-campy mashup of Conan-style swaggering, played out against the backdrop of a frightened, depopulated medieval frontier village. The “tavern” where the party met was just few rough-hewn benches tucked in the corner of the village blacksmith’s shop; Garron, the one-armed forgemaster, sold ale by the mug and kept his smithy ringing late into the night, helping weary travelers shake off the cold with beer and helpful gossip.

Each player had received a randomly generated rumor via email in the week prior to the session, and they eagerly presented these hints in-character as the PCs gathered in Garron’s workshop. There was a great moment when the highborn wizard harumphed about not wanting to go risk his skin exploring the ruins of Tora Norrith, but the spirit of adventure on out in the end. The PCs agreed to depart at sunrise, and we had a nice little scene where the characters bedded down in an abandoned barracks.

The overland trip to Tora Norrith (just a few hours' hike, given the topography) was an absolutely golden wilderness scene, festooned with Survival rolls, foraging attempts and even some discovery (the druid stumbled across an ancient quarry site carved with dwarven runes; the thief had the presence of mind to make a charcoal rubbing of these runes, which will help out immensely if they choose to investigate further).

We had a few stumbles with the Savage Worlds rules, including forgetting all about the soak roll when the druid took a crossbow bolt to the chest (he survived). And I’m still learning how to effectively run NPC enemies in Savage Worlds. But all in all, it was a great first adventure and — get this — our next session is scheduled for this Saturday! So soon — gotta go prep!

Wednesday, October 15, 2008

Playing With Half A Group

Scheduling (and all the woes therein) has been a common theme here at RPG Diehard. Both Ben and I have lamented the challenges involved with simply gathering a group of players together, to say nothing of the actual art of playing the game.

For Autumn Frontiers, my new Points of Light/Savage Worlds campaign, I’m going to try my hardest to stick to a regular, reliable schedule. And the more I think about that, the more I think that that’s probably going to necessitate playing without all the players present, at least every now and then.

This is going to be a bit of a change for my group; over the years, we've been pretty easy-going and only too happy to continually postpone a session to make sure everyone's around the table. What that's resulted in, however, is a whole lot of polite emails and not very much gaming. Time for a change?

If handled properly, I think this sort of play can actually serve to enhance the immersive, survival-based fantasy game I’m hoping to run with this group. If we’re set to start at 7 p.m. and a player can’t make it until 8:30, that’s fine — the game will proceed, and I (the GM) will play their character. Or another player; it doesn't matter. The point is that the game is ongoing even when the player is absent — not in a punitive way, though, because that would be cruel. Then, when the player does show up, he’ll enter the game in media res — maybe in the middle of a mountaintop chase, or maybe in the middle of a tense lockpicking moment.

Part of me wants to put my foot down and say “Alright, we’re playing every Thursday; no compromises.” But that’s not fair to adult players who have lives and spouses and jobs; moreover, I’m just as likely to cancel a regular game at some point too. I’m curious how you might handle a group that’s chronically difficult to schedule. Do you regularly play with half a group?

Monday, September 29, 2008

Rations and record-keeping: Fun?

Question for you OD&D DMs out there: Do you make your players mark off rations or man-days of food during wilderness campaigns? I have a strong desire to do just that in Autumn Frontiers, my burgeoning Points of Light/Savage Worlds mashup setting — but I’m also conscious of the lameness of such record-keeping, especially in the casual group that I’m expecting for the game.

Wednesday, September 24, 2008

A new name and a campaign intro

All great campaigns need a name, right? I actually didn't know this until I read Ben Robbins' post on the topic (written in 2006, stumbled upon by me yesterday). It got the gears turning, though, and I think I've finally settled on a name for my Points of Light fantasy campaign, to be run using Savage Worlds. Here's the intro I'll be distributing to the players:

The Autumn Frontiers

The world is an unforgiving place. We forget this sometimes. A well-honed blade can safeguard a man's family. Strong walls can hold back invaders. And a disciplined army can protect an entire realm. But what would happen if these mainstays of civilization should falter?

This is the world of the Autumn Frontiers. After decades of bloody conquest, the high lord's army is pulling back, ending an ill-fought campaign and abandoning the frontier to the barbarians and savages. But even in defeat, an enterprising few can find opportunity. Soldiers returning home whisper tales of ruined fortresses filled with plunder unimaginable, of foul raiders that stalk the moors at night, of windswept mountains that hide the armories of kings. Evil has crept back into the world, nipping at the heels of the fleeing soldiers. Will you venture forth into the wilderlands?

Autumn Frontiers is a fantasy game for Savage Worlds, set in an untamed land that has shaken off the trappings of modern civilization. Exploration, discovery, and survival are the game's key themes, and every major decision will be left to the players. This style of roleplaying cuts both ways: If the players choose not to rescue a convoy of traveling mages, for example, then the wizards' arcane plunder will no doubt fall into the hands of fiendish outlaws — and these foes will almost certainly use their newfound power to exert greater control over the lawless lands. Similarly, rumors of a loot-filled dungeon may prove to be little more than conjecture if a rival band of graverobbers raids the catacombs first. Decisions have consequences.

Since there's no linear plot in this game, you shouldn't feel compelled to react in any particular way over the course of the game. You won't hurt my feelings. Every choice you make is one more chapter in the unfolding saga of the Autumn Frontiers.