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

Thursday, May 15, 2014

At Play in the Untamed Lands

Like most gamers my age, I cut my roleplaying teeth on Dungeons and Dragons.  After several years of Elves and Magic Users and Clerics who cannot use edged weapons, I began looking for something different.  Most of my college gaming was spent running GURPS Autoduel and playing in Spy Games, first Top Secret and later the James Bond RPG.  There were the occasional forays into fantasy gaming, the occasional Tunnels and Trolls game or even the occasional GURPS Fantasy game.  What led me away from the genre was a seeming monotony of the material.  Tolkienesque Fantasy was in abundance in those days, and even some of the more original worlds seemed to take the standard tropes and lay them over a slightly different background.

My first years out of college led me even further astray from fantasy in the TSR mold.  In Louisiana, I discovered Harn, and played in a ripping game of GURPS Conan.  Even so, by the time I returned from my southern sojourn, I had plenty of non-fantasy roleplaying under my belt, and could be occasionally coaxed into a game, either as GM or more rarely as a player.  

In the last couple of years, I have completed a couple of long more-or-less traditional fantasy campaigns, and one very short one (my second TPK thanks to a seemingly endless string of missed combat attacks by the players).  As previous, and future, posts will attest, I think it is safe to say that I have long since put to rest any axe I had to grind with that genre.

After those recent successful forays, I have been actively seeking material that rests firmly in the realm of fantasy, but travels well away from most of the traditional fantasy tropes.  With the advent first of the OGL, which I have mentioned in the past, and the e-publishing industry, there are innumerable fantasy products on the market.  Most of them are variations on the traditional fantasy theme ("Our Dwarves fly in airships!"), but there are some really interesting and different products out there as well.

One of the products that excites me is Totems of the Dead by Gun Metal Games.  Totems, which uses the Savage Worlds rules set,  is squarely in the realm of fantasy while managing to steer clear of most of the usual fantasy tropes.  It achieves this primarily through setting.  Rather than the usual vague Eurocentric setting, this game is set in a fantastic version of the Western Hemisphere.  The result is a world of the Americas developed with the inclusion of working magic systems and a very different set of outside influences.  Cultures range from the Incan-inspired Yaurocan Empire in the south all the way to Arcitic tribesmen that resemble the Inuit.  There are some external influences as well.  The Northeast corner of the map is the domain of the Skadians, Norse analogs who have expanded from unknown lands to the East.  The West Coast likewise has seen preliminary contact with the seafaring Chen and some violent encounters with the warlike mounted raiders the Ruskar.  To round out the picture, the mysterious land of Atlantis lies to the east.  Atlanteans staged an abortive invasion of the Untamed Lands a generation ago, before troubles at home brought the conflict to an abrupt end.



Gunmetal Games does an admirable job of handling the differing cultures that inhabit the Untamed Lands.  The various populations are each given unique starting edges, allowing them to feel very different from one another.  Additionally, the authors culled through all the various native american cultural traditions to put together a fantasy bestiary that feels refreshingly unique.  Thar be no Dragons.  Instead, Wendigo threaten the frozen North while winged serpents and Demon Frogs bedevil the more tropical climes.

The central temple at Chichen Itza.  
One of the more interesting cultures sits right in the middle of the continent, the Maztlani Empire.  Over the years I have made excursions to Tulum,  Chichen Itza, Altan-Ha and other ruins in and around the Yucatan.  Those trips, brief though they may have been, have given me a desire to revisit those cultures in game terms as well. The spread out nature and sheer size of the continent dictate that some cultures would likely never make it into play. As a centrally located trading empire, the Maztlani would be a good location for many of the cultures to interact.

The game I have in mind takes place in this central trading empire so that it allows for characters from any of a number of the surrounding areas.  The Maztlani Empire has traded with its neighbors for quite some time and established itself as the premier power in the central Untamed Lands.  Recently, many a number of outsiders seem to be making their way to the shores of the Yukek peninsula.  A strange new power has arisen in the East and is gradually conquering its way West.  The refugees report that invaders dress stangely and use foul magic rituals never encountered before.  The reports may be true, but some Mazlani scholars recognize the descriptions of the invaders from the legends of the ancient Zipacan civilization.  Brave men and women are needed to find the abandoned ruins of the Zipacan and see if they contain the secret of repelling these foul marauders.


Wednesday, May 14, 2014

Song of Hark and Wood

My engagement with the various elements of geek popular culture is pretty hit or miss.  Outside of Boba Fett and Han Solo, I really don't give Star Wars much thought.  Monty Python and Hitchiker's Guide quotes leave me flat.  I am really freakin' tired of every damn RPG product having some kind of Cthulhu tie in.. I don't give a good god damn about any of the various Doctor's of Who, their companions, or the Tardis. The influence of Harry Potter, Twilight, and even (to a lesser extent) the works of Tolkien leave me usually more than a bit sad.  The Marvel superhero movies interest me, but are not appointment theater experiences for me.

I am not completely on a deserted geek island though.  I have a deep affection for Firefly. I like Star Trek, although my preference for DS9 seems to make me apostate in some quarters.  I can quote The Princess Bride (and often do), watch Walking Dead every week that it airs a new episode, and wait longingly for the fall return of Sleepy Hollow. My closest association with the cutting edge of geek culture, however, is that I follow Game of Thrones.  I have read all the books, and am working my way through the Dunk and Egg short stories.  I own all the legal seasons of the HBO series, although I am a haven't yet gotten to season 3.  Not an uberfan, perhaps, but at least I knew the red wedding was coming, and I periodically fret about how long Mr. Martin takes between literary installments.

Even their logo is bad ass.
I even own most of the Song of Ice and Fire RPG by Green Ronin.  Green Ronin is one of my favorite companies.  The publishers of Freeport and other nifty products over the years, they have earned a reputation for making quality games.  SOIAF is no exception:  it is beautiful, thorough, and elegant in its own, complex way.  It is also a game that I do not think I will ever run. The mechanics make internal sense, but the nuances involved look like exactly the sort of crunch-intensive game that I try to avoid. One of the things I really like about the system is the idea that the players sit down together and design their own minor house, with each player working out their own position within that house.  That is a brilliant design choice, but I once sat down with a group of three players to do just that and it took us an entire evening to design three characters and the house they belonged to!  When that game got scrapped before we even played the first session, it sapped a lot of my desire to go through that process again.

Also, there is the matter of the whole weight of the expansion weighing down on the enterprise.  When playing material set in a pop cultural universe, the game master often must face two problems that do not crop up in less well known material:  property familiarity an expectations.  As a game master with only casual engagement with the sacred cows of much of geek culture, both of these can be an issue.  If even one of the players is familiar with the property, then their perception of the major players and events of the property may be very much at odds with my own.  If they are deeply invested in the property, it may very well be that their perception is correct, and what I am presenting is less true to the source material than it ought to be.  Given the rant in my previous post, I should probably avoid that sort of thing.

Expectations are equally troubling.  The SOIAF game is set four years before the events of the first book.  In one respect this is good, since Mr. Martin seemingly created a cast of thousands and is determined to kill every one of them before the series is over.  Placing the game before the book ensures that all of the characters in the books are still alive for the game.  On the other hand, it can seriously rob the game of tension.  If the game master tries to preserve the game world in such a way that the events in the books will come about, it robs some of the tension from the game.  Why bother saving King Robert Baratheon in the game if you know that he will somehow make it to the boar hunt in the first book no matter what your actions?  Why engage in a duel with Jamie Lannister if you know he must survive the encounter? On the other hand, if the game master does allow the players to kill or save any of the major characters from the books, then the game can spin so far afield of the books as to no longer resemble the material the players found so engaging in the first place. Quite the pickle, no?

GURPS Banestorm. One of the few Fourth
 Edition products that wasn't complete rubbish.
Still, the backstabbing and political machinations that are the trademark of SOIAF are perfect for a roleplaying game.  So how can I as a game master who admires the spirit of that tension, but probably does not have the inclination to wade hip deep into Westeros' cast of characters (and their baggage) proceed?  By transporting the skullduggery to another, less burdened setting!

 One of the best things that Steve Jackson Games ever produced was their fantasy setting, the Banestorm.  In this world, a splinter group of elves cast a ritual to rid them of the rising Orc menace, by banishing their enemies forever.  The ritual catastrophically failed, and not only did not expel the Orcs, but the resulting backlash (the titular Banestorm) dragged individuals and even whole villages from other realities into their own world.  A large number of these new transplants came from our world circa the year 1000.  For the last nine-hundred years, the old races and the new have lived hand in glove.  Jealous of their prerogatives, magic users ruthlessly suppress many technological advances, especially gunpowder, leaving the world roughly in the same feudal condition as when the importees first arrived.

Banestorm's brightest spot is the Aaron Allston classic Harkwood,  set in the low magic nation of Caithness, a kingdom that has recently lost its charismatic leader.   Harkwood is a fiefdom loyal to the new, uncertain young king.  Forces loyal and rebellious conspire at the Baron of Harkwood's annual tourney, and the players are inserted into the middle of the activities. One of the best parts of this supplement is that it allows you to chose which of any number of NPCs might be the ultimate bad guy.  Even players who might have played in this scenario before might not have an inkling about what is going on.  I ran a heavily modified version of this years ago.  A change of villain, new players and the twist I envision, could turn it into an very different experience.

For all the goodness that Harkwood contains, I think it could stand to be a bit nastier.  As written these are the machinations of the costume dramas of the 1950s.  If a clever game master (or failing that, if  I...) mixed the interesting succession conflict from Harkwood with the nastiness of the politics in SOIAF, a very satisfying campaign could result.

This union could even be taken a step further.  The players could use the house construction system from SOIAF (known as the Chronicle System) to create their own minor house of Caithness nobility and determine their level of (dis)loyalty to the young king.  When the events occur at Harkwood, they already have a vested interest in the outcome.  From there, the game progresses into the full blown political and perhaps military campaign as the various forces vie against one another for the very future of Caithness.

For this game, I would probably convert the whole magilla to Savage Worlds.  Changing a system can often lead to different character choices.


Tuesday, May 13, 2014

The earth is broken and I am out of glue

I have an affinity for post apocalyptic stories of a certain stripe.  Heroes struggling to survive in a world ripped apart by cataclysm or the folly of man is the sort of narrative that touches a nerve in me.  This disposition transcends medium as well.  My favorite book is I am Legend by Richard Matheson.  I am equally a fan of two of the three film adaptions of this work.  The creepy, low budget Italian version Last Man on Earth starred Vincent Price and was pretty good for what it was.  The 70s version The Omega Man departs radically from the original work, but has reserved a spot in my affection because a) I saw it well before I read the book and liked it for its own funky merits, b) the existence of this movie led me to seek out the book, and c) it had the decency to change the title when it took the basic premise of a work and then jacked it around significantly.  It is this last reason that I have a sincere problem with the actual titled adaption that starred Wil Smith a couple of years back.  I understand that some things get lost in the translation from page to film.  Changing every damn thing about the the premise, plot, location, and moral of a story and then calling it the original story is just low and dirty.

My love of the genre, however, transcends this one work. The Road Warrior movies also figure strongly in my story telling reserve.  A number of zombie movies, particularly Dawn of the Dead, overlap the PA genre. Usually it is the struggle-to-survive parts of those movies that I enjoy more than the actual walking dead parts.  Even the Resident Evil movies that I seem to like, even though I couldn't really tell you why I like them, have a strong survival element in them.


Aw, hell!  Everybody knows this is why I like the Resident Evil movies.

There are a number of good PA roleplaying games out there.  The original Gamma World had its merits.  Fantasy Games Unlimited's offerings were always too scarce and expensive for me to have ever gotten a copy of Aftermath! back when it was in print, although they are now readily available on DriveThruRPG.  More modern offerings include Fantasy Flights' Redline, the criminally little known Motocaust, the much better known Darwin's World, the WAY over the top Mutant Epoch,  and the quirky, but brilliant Other Dust (which I will likely make an entry about later in the month).  I reserve a spot of honor for nifty (and now  FREE!) Atomic Highway, the rules for the last PA game I ran, which also happened to be the first TPK I delivered in my adult game mastering experience. Steve Jackson Games even touched on the genre with the Y2K rulebook although much of that material seemed immediately outdated and quaint as soon as our computers did not implode at the turn of the millennium.  Mr. Jackson has reserved writing an actual GURPS Apocalypse sourcebook for himself.  Since he no longer actually produces more than the occasional bit of GURPS material, it seems likely that the apocalypse will actually occur before the SJG sourcebook will.

There are a lot of flavors of AP out there, from the brutal and gritty (Darwin's World) to the straight "everyone has four arms and laser eyes" gonzo (Mutant Epoch).  My favorite games in this realm, however, are scale back on the mutant animals and go for a more realistic (or at least less fantastic) experience.  One recent game world that really seems to strike balance I like is Broken Earth from Sneak Attack Press.  Broken Earth has been adapted to both Savage Worlds and Pathfinder, so there is a PA version for both the rules lite and the complex RPG enthusiast.  
Pathfinder cover art for Broken Earth.
 The setup is not astoundingly original. In the near future, the world powers collectively lose their minds and drop the bombs.  World civilization as we know it it over quite suddenly.  The present for the world is 2114.  The world population is now only a fraction of what it one was.  The remaining enclaves of people struggle to survive in a world where safety and security are the scarcest commodities of all. Technology is still around, but frequently there is no way to power it, few people who understand how it works, and even fewer that trust it.  This would make for a terrible world for most of us to live in, but it seems like the perfect place for Player Characters to run around in.

The science of the collapse, the authors admit would likely not hold up to rigorous scientific scrutiny.  It does, however, seem to have an internal consistency.  If you are willing to believe that a nuclear holocaust that could kill 99.9% of the human population could also leave enough of a world viable enough to support the remaining .1%, then the rest of the scientific improbabilities are really minor leaps of logic.  Certain humans have mutated into a new strain of existence. The unchanged humans dubbed those who mutated as Freaks, a name the changed have chosen to embrace.  In addition, some humans and freaks have developed psionic powers, mostly of the relatively mundane telepathy/telekinesis variety.  As a final wrinkle, while there are likely no humans still alive from the days of the apocalypse, a few experimental, synthetic life forms that resemble humans enough to pass among the population unnoticed are present in the setting with an unknown agenda.

Savage Worlds cover art for Broken Earth.
In the campaign I would like to run, the players begin as members of a small village near, but not a part of, several of the factions available in the game setting.  A sudden midnight attack leaves the players on the run, the whereabouts of loved ones in doubt, and the continuing existence of the community a doubtful proposition.  Can the players save their loved ones, or at least avenge their deaths?  If the community cannot be preserved, do the survivors relocate, seek admission into one of the other local communities, or strike out for Wrighttown, the closest thing to a city that remains in this shattered world, to seek their fortune?  Of course, the attackers may have designs on the players as well. 

Lastly, what is the source of that ever-present hum that only one of the PCs hears?  Could it be the source of the occasional violent outbursts that cause a lot of people to avoid that character?