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

Tuesday, April 13, 2021

Happy Dance - I'm Gaming Again

It's been a long drought for me since my last game, as far back as October of 2019. Back then, my long-time gaming friends from high school got together at a small Comic Expo near our hometown. We call our rare get-togethers Hawacon. So this would be Hawacon 2019.

I expected to run a Savage Worlds Bureau 13 - Stalking the Night Fantastic game. The beloved 80s RPG was due for a Kickstarter to be fulfilled as a SWADE Setting by game time. Sadly, that fell apart so I created my own game setting utilizing Bureau 13 as inspiration. 

The Comic Expo was within Brigandry Games, an ex-Walmart turned Friendly Local Game Store.  The convention space was large and we were the only tabletop gamers present. The game became yet another con destination as attendees strolled by and watched for a while. It was a little odd and a lot loud but we had a great game. 

We planned to get together again a few months later to finish the scenario but then Covid hit - and kept hitting. So we gave up. I would have switched to an online-only game but we have several Luddites who refuse to join a remote game and a few others that don't have the network bandwidth. There are 12 of us so just scheduling a Hawacon is like wrestling squid.

Once the vaccines rolled out we decided it would be safe to try again but there were a number of us who were still uncomfortable with a face-to-face meeting. MapTool and Google Meet came to our rescue. Hawacon 2021 was on!

Our venue was the Texan Theater, which is an upscale venue in our hometown. It has wifi, big-screen TVs, and catered meals. Overall the best con experience of our gaming careers. Our host is a long-time friend to many of our group and we're very lucky they let us use such a nice place.

We picked up after a year and a half like we'd never stopped gaming in the first place. Three of our members could be present so we cranked up MapTool for visuals and used Google Meet for video conferencing. There were a few technical glitches but overall the system worked. 

For the next game, we'll improve the camera system. Last time we depended on a laptop and a cell phone. We'll use a webcam suspended over the table with a mic so the remote folks can hear and a cell phone mounted behind the GM in addition to the original laptop so remote players can see the in-person group from both ends of the table.   

Tuesday, December 24, 2019

MapTool Savage Worlds Adventure Edition (SWADE) Framework

Much time has passed since I worked on the Savage Worlds framework for MapTool. I am resurrecting the project for two reasons: RPTools recently announced they were adding HTML5/CSS3 and JavaScript to the MapTool Virtual Tabletop and Pinnacle Entertainment Group released the Savage Worlds Adventure Edition (SWADE).

SWADE has some significant rules changes which call for adjusting the old framework. However, the old framework was developed over the years and had become something of a Frankenstein monster of old and new ways of doing things in MapTool MTScript. I attempted to rewrite it once for Savage Worlds Deluxe Edition (SWD) but abandoned the project due to poor design desitions regarding internationalization which slowed the framework to a crawl.

The other factor was the introduction of HTML5, CSS3, and JavaScript into MapTool MTScript. This adds tremendous capabilities for the character sheet and other frames/dialogs giving me the ability to code dynamic screens. It also will make things much easier to code.

Before beginning the rewrite, I started a design document while I awaited the changes to MapTool. It fairly extensive (45 pages long) and is not yet complete. However, it is complete enough to begin coding. I'll continue updating the document as I reach new design decisions based on lessons learned from the new MapTool implementation.

The new framework will feature two primary Lib tokes: Rules and Setting. With luck, the rules should remain the same between Savage Settings. The Setting tokens will contain setting specific rules, edges, hindrances, stats, vehicles, and HTML themes. The setting token will also hold any internationalization required. Thus you'll have a French Setting token and an English Setting Token for the same ruleset. This bypasses my earlier problems with internationalization.

I've also decided to implement an Avatar system so no matter how many of your PC tokens are scattered across maps they will all interact with a single set of data. The PC tokens thus become very light with a single property naming the data store. Extra tokens work much the same way except the hold temporary data on them so you can summon 12 goblins to a map, they will all start with the same basic data but temporary changes to state, gear, power points, etc. will be kept with the Avatar without update the primary data token.

There are many other changes as well that you'll find in the design document. Feel free to give it a read and let me know what you think in the comments below. 


Sunday, August 2, 2015

Pinnacle Entertainment Seminar 2015

Here's the Pinnacle Entertainment Group GenCon session. It's worth 38 minutes of your time.

Thursday, February 12, 2015

Star Swords - The Beginning

So after a long drought, I'm GMing again. It feels good to be telling stories once more. I'm running the game via MapTool and Skype. We play twice a month.

The setting features aspects of Heinlein's Starship Troopers (swarms of bugs) and Niven's Known Space (warrior kitty cats and forerunners) with some Firefly thrown in for good measure (oppressive centralize government). It also has aspects of Shadowrun, Halo, and Star Frontiers.

In this setting, Earth and other well-established core worlds of the Grand Planetary Federation have become a bureaucratic hell where Social AIs dictate every aspect of citizen's lives. Humans live a pampered, if structured life with cradle-to-grave care. On the core worlds, aliens are looked upon as second-class citizens. Malcontents disappear and are never heard from again.

On the Frontier, life is rougher but freer. There are wars with neighboring races, new planets to explore, and FedCred fortunes to be made and lost in a day. Mercenary guilds are common and provide everything from explorers to law enforcement. The characters begin the adventure in one of these guilds.

Large numbers of alien races live in and around the Frontier but it is dominated by humans. Other races can be played but there will be some built in bigotry when you encounter GPF citizens.

Other governments outside the GPF include:
The Ateraxian Matriarchy – spider-like beings the operate a series of wormhole generators making a sizable income for the matriarch.

The Blorb Syndicate – large slugs with high-tech capabilities. Most other races are either slaves or food sources. They live in a back-stabbing, overly legalistic society. Few visitors leave the Sisternous system without several lawsuits filed against them.


The Kurr Hegemony – muscular apecats with a clan-based society and a large number of slave races. They have a raid or trade mentality depending on the strength of encountered races. Hunting other sentient beings (Sents) is a favored pastime.



The Kzzick Sovereignty – bugs in all shapes forms and sizes. They are humanity's primary threat. Kzzick consider all other races food sources and every planet material for growing the massive colonies.



The Riss Oligarchy – small lizards with a penchant for camouflage. The prey on other races and form the core of many pirate organizations.



The Verlian Union – large bears with clairvoyance. They are merchants with no real colonial ambitions. They revere their elders who they claim can see the future.



The Blorb, Kurr, Riss, and Kzzick are adversarial to the GPF while the Verlians and Atteraxians are allies. Client races of the GPF include Arvins along with the races present in the Science Fiction Companion. Other exist as well.


The game begins with characters applying to a mercenary guild. Guilds employ all sorts but for this game a good mix includes fighters, pilots, medics, explorers, and scientists. A combination of starship and dirtside skills are important.

Non-humans face special challenges in parts of the scenarios. Humans must be either an Oldie or a Frontiersman. Oldies are from the core worlds and don't follow the normal human character creation method receiving a better education (i.e. more skill points) but sacrificing the additional edge.

The game uses the Savage Worlds Deluxe Edition with the Science Fiction Companion. You can find the books at your local game store, on Amazon, or you can order the PDF from DriveThruRPG (cheapest). I've included the links below for Amazon and DriveThruRPG. The setting is best described in World of Grey. I've included that link as well.
On Amazon:

On DriveThruRPG - Note, this will be your cheaper option for the rule sets. They are $10 each.

I'll attempt to write a blog post detailing each came with setting tidbits as well.

All artwork is by Devin Night. You can find his tokens and other artwork at the Immortal Nights website. 

Tuesday, September 30, 2014

Savage September on DriveThruRPG

I broke down a bought a couple of items I've been eyeing for a while. I've included the game blurbs below from DriveThruRPG.

Weird Wars 2 - In the horror of war, dark things rise, and World War II is history's greatest conflict. The Japanese stalk the jungles of Southeast Asia. Carriers battle in the South Pacific. Tanks trundle across North Africa. Planes duel over England. The Nazi blitzkrieg conquers most of Europe with a genocidal madman at the controls. Prepare to battle the evil of the Axis powers and the hideous things that rise in their wake. This isn't just war-this is Weird War!

Weird War II contains everything you need to run horrific World War II adventures with the Savage Worlds game system: new powers, Edges, Hindrances, weapons, vehicles for all the major powers, an Adventure Generator, dozens of Savage Tales, new monsters, and an operational-scale Plot Point Campaign that ties it all together.

And . . .

Achtung! Cthulhu - Keepers and Investigators Guide [BUNDLE] - Achtung! Cthulhu is a terrifying World War Two setting, fully compatible with the Call of Cthulhu, Sixth Edition and Savage Worlds roleplaying games. This is the Investigator's Guide, with everything players need to create and run character's in the late 30's and 40's.

Discover the secret history of World War Two: stories of amazing heroism, in which stalwart men and women struggle to overthrow a nightmare alliance of steel and the occult; of frightening inhuman conspiracies from the depths of time; of the unbelievable war machines which are the product of Nazi engineering genius – and how close we all are to a slithering end! The Secret War has begun!

The investigator's guide includes a whole kit-bag stuffed with:

• New occupations, skills, equipment, and backgrounds from across Europe, the British Commonwealth, and the United States

• How you can keep the home fires burning, become part of the Allied war effort, or risk everything by joining the partisans to bring down the Reich from within!

• What life was like serving with the various military forces and on the Home Front

• An array of historical and fictional material to help you create exciting player characters and NPCs

• A background generator, designed to help you find out what dark secrets your past contains…


The Keeper's Guide is a full-blown tome of dark knowledge, including:

• Allied and Nazi forces & intelligence agencies

• New rules and strategies for World War Two combat & survival

• Key characters & vile creatures

• New tomes, secret weapons, artefacts & equipment

• Occult organisations and Mythos-based missions

• Full rules for use with BOTH Call of Cthulhu 6th Edition AND Savage Worlds in one book!

In fact – There’s a whole Shoggoth’s worth of Cthulhu villainy, enough for any Keeper to have his investigators dead, insane or running for their lives in no time! The Keeper’s Guide to the Secret War is the essential Achtung! Cthulhu wartime reference for any Keeper or fan of the Cthulhu Mythos.

Requires the Call of Cthulhu 6th Edition or Savage Worlds Rulebooks to play.

Sunday, September 28, 2014

Savage Worlds Freebies, A Kickstarter, and Chupacabra Con

We have two free products, a Kickstarter, and a Con to announce.



Visionary Comics produced a new web comic titled What A Man's Got To Do written by Pinnacle Entertainment Group's own Matthew Cutter. The 67 'page' work gives a nice taste of Deadlands for any of you unfamiliar with Pinnacles Weird West setting. You can also find a large number of Deadlands product reviews on this blog.



The second free product is a primer for PEG Inc's newest setting, The Last Parsec which corresponds to the full product's Kickstarter. The primer discusses the foundational aspects of the setting such as travel, communications, races, governments and corporations. Like the comic above, it's only a taste of the setting but would make a good handout for your players.



The Last Parsec was inspired by the Shane Hensley's play of TSR's Star Frontiers. I loved that setting. We played everything they published for it and then some. For more information, check out The Last Parsec design diary PDF.

The Kickstarter for The Last Parsec is well underway. At the time of this writing is is $30,000 over goal with 380 backers. Pinnacle handles Kickstarters in a very smart way but this isn't unusual for PEG. They know their audience well and found a way to fund additional content for their settings before release. I always pick the $35 level which gives the PDFs but I'm tempted to go print with this one.

So, big things are a comin'.

Speaking of which, I'll be at Chupacabra Con running a few sessions including one on Savage Saturday night. Come on out if you can. The guest list includes some Savage heavy hitters:



We look forward to seeing you there.

Sunday, March 9, 2014

Virtual Table Top Interview - Savage Worlds Crept In

Gaming Ballistic interviewed R. K. Athey (aka The Savage Troll) concerning Virtual Tabletops and MapTool.  It was a wide-ranging discussion about communities, products, and Chaos Lord Zack.


Sunday, March 2, 2014

Mobile Google Docs for Play-By-Post

I posted in a previous article how to use Google Docs (Drive) for a play by post game. For some reason, I expected people to post at their desktop. I was wrong. Almost everyone used a mobile device of some sort.

I'm organizing the game by Acts which contain Scenes which contain Rounds. I do one Drive document per Scene with the Rounds as Headings so I can generate a table of contents for easy navigation on a mobile device. Images use a sub-heading so they show up in the ToC as well. The players 'follow link' to any particular section.



First thing I had to figure out was how to take a screen shot. Don't laugh. I've never had to do this before. On my Note 2, I went to Settings->My Device->Motion and checked 'Palm Swipe to Capture'. To take a screen shot you act like you're going to karate chop your phone on one edge of the screen then swipe the edge of your hand from left to right or right to left. It takes some practice.

I then edit the photo in my favorite image editor, Sketch. It allows me to easily draw arrows and annotate. I can't say enough good things about that simple but powerful tool.

So, first thing I asked them to do is make sure they have Drive, Google+, and GMail.




I had previously shared the Drive document but it wasn't all that obvious to new users how to find that. 



The next problem was adding comments. Again, not that obvious to new users of the Drive Mobile App.


The results of this is a Savage Worlds game using MapTool. The maps are small on the screen but Drive allows a pinch motion on the image to expand for exploration.



I'm pleased with the results of using Drive on a mobile device. My only complaint so far is that when pinching the image above you often enter edit mode which covers some screen real estate with the touch keyboard.

Sunday, February 9, 2014

Using Google Docs for Play-by-Post

Recently I started a new Savage Worlds play-by-post (PbP) game utilizing the Science Fiction Companion. I've attempted this a few times but have run into problems. Basically people don't want to create another account on any of the PbP sites and not everyone is on Google. My solution is to utilize Google Docs (aka Drive) with a link that allows folks to comment.

Comments can be activated one of two ways.

Method 1
1) The first is to select a region of text.


2) Next, right click on that selection to bring up a pop-up menu and select 'Comment'.



3) A box will appear on the right side of the document to let you enter however much text you like.



Method 2
The second method involves using the Google Docs Menu.

Place your cursor in the document you want to discuss. Select 'Insert' from the main menu, then 'Comment'.



The comment box will appear as in step 3.

I'm going to give this a try. Ideally the characters will comment on the section of test. For rounds I'll put in their initiative order then let the comment on the character's name. I'll then 'Resolve' the comments as I continue the narrative inside the doc.

I'll post back here to let you know how it goes.

Monday, January 27, 2014

Savage Worlds Science Fiction Companion and The World of Grey

Pinnacle Entertainment Group released the Science Fiction Companion to an eager audience looking for Savage adventures in the far future. It contains new races, Edges and Hindrances, Setting Rules, gear, cyberware, and numerous new races and creature. It also includes rules for players and Game Masters to create their own robots, power armor, vehicles, starships, walkers.

PEG packs a lot into 98 pages making it will worth the PDF price of $14.99. I was curious how well it handled custom settings. I recently released a science fiction novella titled World of Grey and was curious as to how well the ships, characters, gear, and races of that book translated into the new rule set.

Ships

The Green Dawn is a Seminole class Assault Scout that exists somewhere between the Medium and Large ship types presented in the SFC. It but most closely matches the Medium template. I inferred a bit between the two sets of stats.


Medium Green Dawn Large
Size 8 9 10
Acc 45 43 40
TS 600 550 500
Climb 2 2 1
Toughness 25 27 30
Armor 6 6 7
Mods 25 27 30
Crew 5 15 50

I used our Ship Builder spreadsheet from a previous post to generate the Dawn. Here's the result.

Ship Name Green Dawn
Size Medium/Large
Acc/TS 43/550
Climb 2
Toughness 27(6)
Mods Remaining 2
Crew 15
Energy Store 200
Cost $26,540,000.00
Systems AI, Atmospheric, Deflector Screens, FTL, Hanger, Sensor Suite Galactic, Shields, Targeting System,
Weapons 2XLight Lasers (2X Linked), 2XMedium Lasers (2X Fixed and Linked), Torpedo 1XLauncher with 8xLight (1X Fixed),

The Dawn has the characteristic of Large ships in that it can take a maximum of 2 wounds per attack due to air-tight compartments. It also has a Marauder Drop Shuttle attached to the airlock behind engineering. Its meant to sneak past detection, survive a landing, and provide some direct fire support of the Hellhound squad.


Ship Name Marauder Drop Shuttle
Size Small
Acc/TS 50/700
Climb 3
Toughness 20(9)
Mods Remaining 0
Crew 1
Passengers 10





Energy Story 25
Cost $3,165,000.00
Systems AMCM, 2xArmor, Atmospheric, Deflector Screens, Passenger Pod, Sensor Suite Planetary, Shields, Stealth,
Weapons 1XLight Lasers (1X Fixed), 1XHeavy Slug Throwers,

Sarge's Hellhounds encounter a Slug ship during the story. Slugs are technologically advanced. I manifested this by giving them 50% more mod spaces on Blasphore's ship.

Ship Name Blashphor's 'Freighter'
Size Huge
Acc/TS 35/400
Climb 0
Toughness 35(8)
Mods Remaining 27
Crew 300
Passengers 0





Energy Story 500
Cost $89,280,000.00
Systems AMCM, Deflector Screens, FTL, Sensor Suite Galactic, Shields, Tractor Beam,
Weapons 8XLight Lasers (8X Linked), 4XSuper Heavy Lasers (4X Fixed and Linked), Torpedo 2XLauncher with 16xLight 4xHeavy (2X Fixed),

The slug ship used 20 of the mod spaces for this adventure with two superstructures. You'll have to read the story to find out what they were. 

So, with a little GM fiat, I was able to represent the ships fairly well using the base rules. The SFC applies a logarithmic curve to ship sizing so getting exactly what I wrote took a bit of fudging.

Characters

Next, I tried to interpret the characters.

Doc is a cyborg who was once a doctor at a colonial hospital. An attack left a third of her body destroyed. I was interested to see how she would translate. Here's how she turned out as a seasoned character.


Doc
Agility d8 Parry 4
Smarts d8 Toughness 8(2)
Spirit d8 Charisma -2
Strength d12 Pace 6
Vigor d8







Hindrances



Mean Minor –2 to his Charisma for ill-temper
Quirk Minor Flares cybereye during conversation
Vow Major To protect the Dawn
Bad Luck Major 1 less bennie per session





Edges



Cyborg Doubles Cyber Allowed
Healer +2 Healing
Ace +2 Boating, Driving, Piloting - Can make craft soaks





Skills



Driving d4+2


Fighting d4


Healing d8+4


K – Astrogation d6+2


K – Biology d6


K – Electronics d6+2


K – French d4


Notice d6+2


Persuasion d4


Piloting d10+4


Repair d4


Shooting d4


Throwing d4







Cyber



3xStrength(6), 1xAgility(2), Improved Vision(1), Improved Hearing(1), Trait Bonus -Piloting(1), Healing(1), Piloting(2), Knowledge (Electronics)(1), Knowledge (Astrogation)(1)





Gear



Smart Suit, Laser Pistol, Comlink, Personal Data Device

Races

Arvins are a race of lagomorphs (rabbits) from the planet Arv. They've been conquered a number of times so being taken over by the Federation was nothing new. In fact, they considered a real step up from being conquered by the Kurr, who used them as game animals.

What most races call cowardice, Arvins see has just plain common sense. They are one of the few non-human races that are seen throughout the Federation.

  • Fleet Footed(+1) - Arvins have a base pace of 8 and a running die of d10
  • Enhanced Hearing(+1) - +2 to hearing based Notice Checks
  • Leaper(+1) - Doubles normal jumping ability.
  • Night Eyes (+1) - ignores penalties for bad lighting
  • Yellow (-2) - All Fear checks made at -2

Conclusion

I was able to easily convert my fictional universe from World of Grey into Savage Worlds. I was quite impressed by how little work it took. All the concepts seem to flow easily into the the new ruleset.