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Posted by : Unknown Apr 17, 2014

So this week has been pretty busy, I have a new schedule at work that has allowed me some more free time to pick up this blog again and gotten in some much needed reading. So let's start there:

Last week I talked about Gnome Stew's Odyssey book that goes into the theory craft behind campaign design. Great read if you haven't read it I do recommend it mainly for a seasoned GM. The book assumes you know a little bit about what your doing and that you are doing most of this stuff already at a subconscious level. So why read it you might ask well the book kind of answers that, if you understand why you do something it becomes easier to do and do well.


My group and I took the week off for PAX East, unfortunately I no longer live in Boston and the funds weren't there this year so instead I went back to campaign planning. I also read another book by Gnome Stew called Never Unprepared: The Complete Game Master's Guide to Session Prep, another really good read though admittedly this one was a little bit more limited on the information I found useful. The book is well written and it goes into great detail of how you should go about prepping for a session (and a bit into campaign), but most of it feels a bit more like it is geared to someone with less GM experience. Plus it doesn't help that I tend to be an improvisational GM (something I am not particularly proud of all the time). And lastly I read one final book that I will talk about in great detail later because it was by far the best one of the bunch for me, really I dont want some of my players who read this blog to go reading it as it might take away some of the fun things I learned.


Savage Odyssey

To prove my point about the organic nature behind the ideas discussed in the Odyssey book I am going to focus my blog post around the frame work provide by the book.

Campaign Concept:

GM: Me(Surprise....)
Players: Those listed in the last post, though things may change as they always seem to, but this time I am going to limit my table to 6 players.
Campaign/ One shots: Campaign, bigger and better than before

System: Savage Worlds Deluxe Edition
Setting: A world of my player's design, in the aftermath of an Elder God being released by the same player group but not the same PC's. The setting was originally for D&D 3.0 then converted to 3.5 then to Pathfinder RPG and now finally to Savage Worlds. The world is different than the last time they played I want it to have a familiar yet alien feel.
Central Story: Survival and rebuilding while discovering a new world.
Role the PC's will take: Unlikely heroes, sword and sorcery type heroes who while heroes do not gain much from their adventures in wealth fame or power.

The Pitch:

This is Asamon, after Chaos was released. He destroyed and reshaped much of the known world before the last group of PC's killed him. This lead to unknown consequences Chaos' body broke-down back into the blood like fluid and was absorbed into the earth. Since then things have not been the same, wild storms of magic, strange new monsters lurk in the dark and climate changes around the world. Technology has taken a skew. Steel has become much harder to produce and most steel items have been secured (taken) by the Legion of Steel. Most relics and magic items no longer work. Magic in general has become rare, it is believed that the New Gods have something to do with the decline of magic. Since the fall of Chaos social rule and small settlements became the norm, it is considered rude to question someone about who they were before the fall of Chaos. It is a chance to be reborn. It is also a time of loss many people are missing or presumed to be dead in the year following Chaos' Death. You have gathered with a group like minded people for a better chance at survival. The elder Cassius has taught everyone basic survival skills and lead you to your new home in the village. Here you have your chance to be a new person. Welcome to The New Age.

Rules and Supplements:

Savage Worlds Deluxe
Supplements: Horror Companion, Fantasy Companion, Beasts and Barbarians Golden Edition, Deadlands Reloaded (Ailin' hindrance only)
Supplements Not Allowed: Anything Supers related and anything not specifically mentioned in supplements unless reviewed and approved by the GM/Group.
House Rules: Savage World offers settings rules to help the feel of the game match the concept. So we are using the following Setting Rules
  • Situation Rules(SWD 80 as needed) Disease and Interludes will be used regularly
  • Born A Hero (SWD 94)
  • Fanatics(SWD 94, thematically used)
  • Jokers Wild (SWD 94)
  • Multiple Languages (SWD 94)
  • Savings(B&B 104)
  • After the Adventure Events (B&B 104)
  • Sanity (Horror 22)
  • Backlash Sanity Loss (Horror 20)
  • Chronological Phenomena (Horror 20)
  • Rituals (Horror 26)
  • Wards and Binds (Horror 30)
  • Limited Races(presented in SWD): Human, Elf, Dwarf, Touched (race builder with GM/group approval). All other races assume they are dead and/or not playable. World is predominately human will explain more later as to why (the disease basically).
There will be a disease that will be prevalent during the game, will go into that another time though when I have worked out the kinks.

Thats it for now, if you like the feel of this again try the book out, next week hopefully I can push through Summer in the Quite Year and get some more info out there for this game, also more details on the disease and heroic concepts I would want to see.

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