Things That Go GULP In The Night!

Yesterday we finally finished my Savage Worlds adaptation of Simon Forster’s Mischievous Monsters, having started two months ago (the problems of busy gamers!). I can link to the author now as my players can’t benefit from reading the original, not that they would anyway (would they?).

Although I still feel that I’ve a long way to go as a GM, I left the table feeling quite satisfied yesterday as I felt that I’d achieved one of the goals that I’d set myself, that each of the PCs should have something essential to contribute to the resolution of the adventure. We started with the PCs returning to the Inn from the Westwood to find everyone but the merchant gone. After my son’s character posed the indelicate question regarding why Lady Caitlin’s older sister had been confined to a convent I encouraged the players to reveal to each other some of the things that they know separately* and was rewarded to see some pennies dropping.

From R to L Elowyn, Nab'han, Lady Caitlin, Kelun the druid and Sir Elathan

*We have a group with mixed history – 4 players who have been with us since the beginning in Albion and two newer players, whose characters are from Cornumbria according to the Dragon Warriors’ “Legend” setting. The sister of one of the new players was disgraced by a villain whom the others had defeated but then escaped for example. Also the party had just intercepted a coded message referring to an NPC group whom the ‘old’ players had encountered way back, meaning that they had to explain who this faction was and why they might be relevant.
After all had settled down to bed (leaving a watch of course), they were roused in the middle of the night by unsettled horses. They were reacting to the arrival of three Brethrin (see below for SW stats). Kelun, Nah’ban and Elathan quickly grabbed their weapons to go outside, only to encounter one of the 7′ high monstrosities headed for the inn’s door. Kelun immobilised him with Entangle, allowing Elathan to lop his head off with a single blow.

Meanwhile in the stables the party’s Extras, a squad of six experienced warriors from Dun Falas, were contending with another two of the creatures. After rolling 32 points of damage with a mundane sword (new record for our group) and still failing to cause any damage the six Huws went on the defensive, unfortunately too late for Huw the Poet who was devoured in one gulp.

The party managed to dispatch the remaining Brethrin without further deaths, though both Elathan and Nab’han ended up with two wounds damage a piece. One of the Brethrin fell to Lady Caitlin’s magic arrow, the other to Isembard’s trusty sword. The players were then encouraged to track down the source of these Unseelie fairies, which they duly did.

Finding the clearing where the Fir Darrig had been calling the Brethrin through, Kelun was able to destroy the summoning stone using his Arcane Talent in a Dramatic Task fashion after intimidating the Fae creatures.

On the return to the inn, Isembard and Elowyn decided to take off on their own and investigate the last Fir Darrig track heading eastwards to a cave. There they managed to elude all of the traps and catch one of the wee folk left there after a brief chase using the new SWD chase rules.  They also managed to locate some of the Fir Darrigs’ stash of stolen goods. Thus all of the loose ends have been tied up.

Summary of Special Actions:

As I mentioned briefly above, one of my GM goals that I’ve recently adopted is to include in each adventure something which makes each player feel that their character contributed significantly to the outcome of the adventure. Whilst this won’t always be possible as I can’t control the outcome of the dice, yesterday it did – partly by design, partly down to luck. Definitely something I can keep up.

  • Elathan (knight) – beheaded first Brethrin
  • Kelun (druid) – entangled Brethrin, broke portal
  • Caitlin (princess) – killed second Brethrin
  • Elowyn (mystic) – healed Elathan and Nab’han, instrumental in capture of a Fir Darrig
  • Isembard (dwarven fighter) – killed third Brethrin
  • Nab’han (assassin) – snuck around; both in the inn and at the northern grove

Monsters

I’ve used Simon Forster’s descriptions of the monsters here italicised, for which I hope he’ll forgive me. I’ve included my Savage stats based on his description, with a few own interpretations:

Fir Darrig

These small fairies are as large as a young child (2’ tall), resembling rat-like humanoids dressed in ill-fitting frock coats and flat caps. Their leaders tend to wear better clothes and top hats, often worn and battered. They delight in mischief, practical jokes, and laying traps. They have a cruel and wicked sense of humour, love to cause chaos, and especially enjoy harassing Clerics and other Lawful types.

Generally, the Fir Darrig do not seek to kill their victims; after all, where would be the fun in that? What they will do is cause harm, be it physical, mental or emotional (ideally, all three); but they are more than happy to let others kill for them, so long as it is entertaining and their traps and jokes are the preludes.

They are poor fighters, but will defend themselves and their kin, and if cornered and their lives are threatened they will do whatever they have to in order to survive, including killing.

Attributes: Agility d10, Smarts d6, Spirit d6, Strength d4, Vigor d6
Skills: Fighting d4, Notice d8, Stealth d12, Taunt d8, Throwing d8
Pace: 8 (Fleet-footed, d10 running); Parry: 6; Toughness: 5
Hindrances & Edges: Curious; Arcane Resistance, Quick (re-draw initiative if card is 5 or less)
Gear: Dagger Str+d4
Special Abilities:

  • Size -2
  • Small: Opponents take a -2 to all attack rolls.
  • Invulnerable to non-magical, non-cold iron, non-silver weapons

Ratkin (Fir Darrig leader, Wild Card)

Attributes: Agility d10, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d8, Notice d8, Stealth d12, Taunt d8, Throwing d8
Pace: 8 (Fleet-footed, d10 running); Parry: 7; Toughness: 6
Hindrances & Edges: Curious; Arcane Resistance, Quick (re-draw initiative if card is 5 or less)
Gear: Dagger Str+d4
Special Abilities:

  • Size -1
  • Small: Opponents take a -2 to all attack rolls.
  • Invulnerable to non-magical, non-cold iron, non-silver weapons

The Brethren

These large fairies are insatiable, filled with a hunger for mortal flesh and blood. They kill and eat any mortals, be it human or demi-human, or animal. They look like fat humanoid toads, with thick warty hides and huge saucer-like eyes that colour of blood. Their mouths are wide and full of tearing teeth. The brethren dress in monkish robes, often a dark green or deep brown. Despite their bulk and size (7’ tall, over 300 lbs) they are nimble creatures.

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d10, Vigor d6
Skills: Fighting d8, Notice d6, Stealth d4,
Pace: 6; Parry: 6; Toughness: 7(2 point rubbery flesh)
Hindrances & Edges: Greedy; Arcane Resistance
Special Abilities:

  • Brawler Strength +2 damage
  • Invulnerable to non-magical, non-cold iron, non-silver weapons
  • Fear (make a successful Spirit check or consult Fear table SWD p. 85)
  • Size +2
  • Engulf: While engulfed, the target is grappled as per the core rulebook with a –4 penalty to Strength rolls to escape and suffers 2d6 damage per round from digestive juices.  Armor offers no protection. Engulfed characters must make a successful Vigor check each round to survive.
  • Tongue: Reach 1. The tongue is coated in sticky saliva. If the toad scores a success on its Fighting roll, it has grappled its prey. On a raise, the victim is grappled and Engulfed on its next action.
  • Grappling: Opposed Fighting roll to grapple. Raise=opponent Shaken; Defender makes opposed Strength or Agility to break free (any other action made at –4); Attacker can make opposed Str or Agility to cause damage

Brawlers (random NPCs in the inn, with whom the PCs could have scrapped – the Saturday Night Crowd if you will)

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d10, Notice d4, Taunt d8
Pace: 6; Parry: 7; Toughness: 7
Hindrances & Edges: Arrogant; Brawler (+2 damage with fists), Brawny
Gear: Dagger Str+d4
Special Abilities:

  • Improvisational Fighter

The Creature Born of Chaos

This malignant creature was born from chaos and was trapped on the mortal realm. It lives a tormented existence in the cave in the well, venturing out at night to feed on small animals and anything larger that comes its way. It is humanoid in shape, featureless, made of thick black sludge with bits of bone sticking out in odd places. It oozes it way across the ground, but climbs exceedingly well.

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d6
Skills: Fighting d4, Notice d8, Stealth d12, Taunt d8, Throwing d8
Pace: 6; Parry: 6; Toughness: 6 (1 – tough hide)
Hindrances & Edges: Curious; Arcane Resistance, Quick (re-draw initiative if card is 5 or less)
Special Abilities:

  • Claw Str+d4
  • Poisonous Touch The creature’s touch turns living flesh to a black sludge: if the victim is shaken or wounded and a Vigor check is failed, the character takes 2d6 damage and receives the Ugly hindrance until healed.
  • Invulnerable to non-magical, non-cold iron, non-silver weapons
  • Wall Walker
  • Arcane Resistance (acts as if he had 2 points of Armor when hit by damage-causing  arcane powers, and adds +2 to his Trait rolls when resisting opposed powers)
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Back to the Gaming Board

So Sunday sees us back at the gaming table with the original Savaged Dragon Warriors campaign. Back in December we started a 50 Fathoms campaign for when only the core group can make it, but this weekend we could schedule everyone in. The last session was back in November and so I’ve been racking my brain trying to remember what we were up to so that I could (a) recall the ins and outs for myself, and (b) write an e-mail to my players reminding them of where we’d got to. Player names. Check. Underlying mission. Check. Where they’d got to. Check. Details? Hmmm.

Skytale cipher - courtesy of Wikipedia

One of the props we’d used last time was a coded message with a scytale cipher. I couldn’t remember the exact wording and it was relevant to what was going to happen in the future, couldn’t find my notes either. Where was that damn rod? Ah there. Hang on, this doesn’t make any sense. Who’s been mucking about with my toys? Until my 10-year old daughter reminded me that the first words of the message were “Harbingers seek” (after nearly 2 months interlude) and that they’d inadvertently wrapped the message the wrong way round the rod, and so I needed to read it back to front.

Aha: “Harbingers seek to destabilise T and M. T possibly cuckolded. Increased raiding between U and A. St. Avaloc raided. Book gone. Whitecloaks abroad.” It’s all starting to make sense again (honest!). Thank God for 10-year old girls and their infallible memories, heh?

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Race and Cultural Background in RPGs: Different Icing, Same Cake?

There’s an interesting discussion going on over at the wonderfully named Gnome Stew on non-human races in RPGs, which led me to the above metaphor. When we play non-human (or demi-human to use the accepted phrase of a certain wide-spread game) in RPGs, do we play them as the same cake simply with a different icing rather than as the different cakes?

What do I mean by that? I mean that regardless of the system non-humans (elves, dwarves and the like) are generally (a) statted, and (b) played like a human with a different skin rather than as something foreign and alien. Elves are humans but with slightly better agility. Dwarves are humans but with slightly better constitutions. Neither are really different to a standard human – they all overlap in an amorphous mass. Sticking for the moment to the statistics, the attributes and skills of the races, I can’t help thinking that the different races should look and feel more different on the character sheet. If we go back to the primordial source, by which I mean of course the Lord of the Rings, the (grand)father of all subsequent fantasy literature, we can see more significant differences. Tolkien’s elves were graceful, agile, wise, accomplished. The dwarves were brooding powerhouses that would stand up to anything. Neither was merely slightly different from humans, they were significantly different, an order of magnitude different. In my (humble) opinion, elves should start out with a d8 agility, be fleet footed as well as agile and have a ton of knowledge based skills to reflect their advanced years. Dwarves should have arcane resistance as well as something to reflect their resistance to poisons.

But it all becomes washed out by and fall victim to game balance. Story takes second place (if that) because no-one in their right mind would play a frail, clumsy human. Shame.

Which led me to another thought.

In Dave Morris’ Legend setting the PCs’ race is rarely an issue, the game is thoroughly humanocentric and I believe that the option to play elves and dwarves may even have been something that the publishers insisted on back in the day, much as the inclusion or orcs was thrust upon him as an RPG cultural norm. But even here, there’s little to no cultural difference between the characters. The investment is too high – players often don’t want to think about where the character has come from. And the cost is too high – players don’t want to have their characters tied down to cultural loyalties. They want their them to be divorced from their backgrounds, free from any constraints so that in any given situation they can do what is most expedient.

Time for me to get out from behind the GMs screen and play again.

Merry Christmas to one and all and a Happy 2012 for you and yours!

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Notes from a Gaming Family

It’s Teach Your Kids to Game week over at ReachThruRPG, and as we game as a family, I thought I’d add my 2c-worth. I was introduced to the infamous Red Box Book Set 30 years ago at the tender age of 13 or 14 by a friend in the village in rural England. I only remember playing a couple of sessions with him before I started my own group, DMing AD&D until I left school for university just at the time when Dragon Warriors came out. I tried a couple of sessions with the new system and found it much the better game due to its simplicity, but I didn’t play at university and my books spent the next 28 years gathering dust. Occasionally I’d get them out and fondly flick through them wistfully, never daring to dream that one day I’d be able to dust them off and take my own kids on that magical adventure that is called role playing.

The turning point was a TV series that we started watching as a family two years ago. The kids (and wife) were glued to the box every Saturday to watch the BBC’s excellent Merlin series. Once they were obviously hooked, I tabled the idea of playing through our own adventures. I wrote up a couple of characters that I thought the kids would be able to identify with – a young knight and his magically gifted twin sister (as they are – without the magic bit). I constructed a simple scenario with the old Dragon Warriors rules that I’d bought years ago and never really played through, and we had a great afternoon.

The next adventure introduced a further character, played by my wife, and a few weeks later we picked up a neighbour and good friend. We haven’t looked back.

Right from the age of 8 we played with full rules in an involved setting with things going on in the background, clear aims (rather than just dungeoneering), good guys, bad guys, monsters, magic, the lot. We’ve never dumbed things down for the kids. My wife and I are both academics and have always tried to speak to the kids as equals who simply don’t know as much as we do yet. When they needed help I explained things as simply as I could and let them make the decisions.

Our gaming sessions were about 3-4 h to start with, and have got longer over time. The game system has changed from Dragon Warriors to Savage Worlds, which I think suits us a lot better; me because I find it easier to keep a handle on all the rules rather than having to delve into rulebooks all the time, them because of the increased focus on miniatures and the comic-like feel to the system.

Recently we started a second campaign – 50 Fathoms. The rationale for this is that we’d picked up two more gamers, a colleague and his wife, incorporating them into our Legend setting. It turns out that they can’t make it as regularly as the rest of us can and so we wanted to start something new to fill the other sessions. I gave the family the choice of what genre as I wanted them all on board. Pirates was the overwhelming favourite and so I went to the obvious choice for a SWer. For the first time they designed their own characters, including backgrounds, hindrances and secrets. They love our sessions. It’s good time together, building great family memories in the winter months (none of us enjoy playing when the sun’s shining outside and there are mountains within an hour’s drive).

The kids are 10 years old now. Who knows how long they’ll still be interested. But it’s great fun while it lasts. The next challenge for me will be what to do when they start inviting their friends, but we’ll cross that bridge when we get to it. Maybe we’ll end up being chased out of our small Bavarian village by enraged parents with torches and pitchforks, but I don’t think so 😉

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GM’s Musings – Adventure Writing

Not particularly relevant to the Dragon Warriors / Savage Worlds issue, but pen-worthy nevertheless.

PC Types and Player Types

I’ve been thinking more recently about GMing and adventure writing, looking at how I can up my game. After three winters back at the table and sufficient sessions with Savage Worlds that I again feel comfortable with what I’m doing, I’ve started reading around a bit more on the subject of leading games and designing adventures. The latest input was Cherie “Jade” Arbuckle’s readable and read-worthy “adventure creation handbook“.

Trying to get away from this

One of the ideas that’s been floating around at the back of my mind for some time, but which I have yet to implement to my satisfaction, is the inclusion of events in each session which make each of the players feel that their PC is special and essential to the group. Jade takes this concept further and mentions the concept of player types as well, which I’ve explored a bit in the meantime. The question isn’t just what makes the PC special, it’s what keeps that player at the table.

I have the (un)enviable advantage as a GM of being able to poll 75% of my core gaming group at the breakfast table, for the other 25% I have to wait for the train commute to work. So I asked them this morning what their favourite aspects of gaming are. My wife and daughter outed themselves as problem solvers; the last session started with them all locked up in cages on a pirate island – how are they going to escape the prison and the island, which really worked for them. My son likes the whole concept of adventuring (though I know for a fact that he’s a combat/treasure hound). The neighbour loves the strategic aspect of gaming, and dislikes interruptions where I have to look up obscure rules, confirming my decision to Go Savage – the focus on the battle maps and the ease of use rules tailor to both of these tastes.

Then I spent a couple of minutes on Charles Ryan’s “What Player Type Are You” questionnaire on Quizfarm, which confirmed what I understood my own player-type to be, namely a storyteller, which is why I GM I guess.

Lots of ideas to be working on anyway, and now I’ve got Cherie’s handbook it should be easier to plan adventures using these concepts. There’s nothing earth-shatteringly new in the book, and in several places I found myself nodding, realising that I was instinctively doing what she was advocating, but it does put it all together in a mechanical way that should make it easier to plan deliberately around the players and their PCs rather than trying to fit them into my private story.

Things I want to focus on / Tips I’ve picked up

  • Each adventure should try to include events which showcase each of the PCs abilities
  • Each adventure should include elements which interest all of the players
  • Adventures can start with these elements and be built around them, rather than artificially tacking them onto the finished scenario

Resources:

Coming Soon:

Problem solving in RPG adventures.

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Savage Legend Druid

One of the caster types that I always thought was missing from Legend was the druid as I thought that these fit right into the medieval Europe setting that Dave Morris created for us all those years ago. At this point I also need to explain what I mean by druid. My picture of them is very close to Stephen Lawhead’s version in The Paradise War trilogy. They’re a celtic priestly caste with authority and gravitas and with some magic ability too.

A few months ago I went and bought myself the Misfit Studios version of a Savaged druid, but ended up being disappointed, not because of the quality of the material but because it didn’t fit in with my mental image.

Then I found myself re-reading the Hellfrost Arcane Backgrounds as they have a druid as well. Didn’t cut it either. Then I read the notes on the Heahwisard and realised that apart from the whole Magocracy thing, this was exactly what I was looking for, even down to the staff and the slow magic casting. The only difference is that we’ve decided to kit him out with the traditional Power Points rather than subject him to the Siphoning. Bingo! We also gave him the Nobility Edge to represent the authority that he would have with the people, at least with the pagans of Cornumbria who still held on to the Old Religion.

So Savage Legend now has druids, found in the more isolated spots of Cornumbria and throughout southern Ereworn. They have their own Gorsedd and mabinogi and I’m a happy bunny for once because I don’t have to make up another new Arcane Background because it’s already been done for me.

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Who’s Lady Trelwyn?

This had to be the quote of the evening. The party are trying to travel across Cornumbria incognito as they are escorting a minor princess from Dun Falas to meet her prospective husband in Albion. Arriving at an inn at the end of the first day their plan to remain anonymous was scuppered by the party’s knight, Sir Elathan. A travelling minstrel was showing too much curiosity and thought that he recognised Lady Caitlin (the princess’ name). The rest of the party tried to fob the bard off with a story that ‘no, this wasn’t Lady Caitlin, it’s her very similar looking cousin Lady Trelwyn’. Thereupon Elathan (who hadn’t been paying a great deal of attention at this stage): “Who’s Lady Trelwyn?”

Needless to say, the player will not be allowed to forget this for a number of years to come…

Gaming anecdotes aside, our second outing with Savage Legend was a complete success even though the closest we came to combat was when of the Fir Darrig (a.k.a. bloody annoying little Irish gits) stabbed Sir Elathan in the hand when he caught one of them trying to steal his purse – not generally an advisable thing to do as Sir Elathan is rather attached to his cash.

Much social Skill rolling, lots of Notices and then a Vigor check in the morning to see whether anyone was Fatigued from the restless night of shenanigans. Quite a few Lore/Knowledge rolls too in order to see who might know what about whom. Love it, it’s so simple! The more I GM Savage Worlds the more I like it. I can actually GM the game rather than have my head stuck in the rules book for virtually anything except combat. Even the players are beginning to pick up what is expected from them when I tell them to make this or that roll – it all just flows and doesn’t get in the way.

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The Power of the Runes

When Isembard the dwarf was first rolled in Dragon Warriors, he ended up with 18 intelligence, leading us to an unusual background story involving the All Thumbs Hindrance. The PC’s owner now wants to bring in some rune magic and I’ve been toying with the idea during our summer hiatus.

The basis for my Savage Warriors Arcane Background is the Alchemist of Fantasy Companion fame, who could brew potions up to his or her PP in advance to use, with the drawback that preparing potions could blow up the lab. Trying to map something similar to SW I’ve made the following adjustments:

The runes are engraved on the armour, weapon or whatever in advance using certain materials, a process that takes an hour. The rune then lies dormant in that state until activated. The only ‘in game check’ is the Vigor role to activate the rune to avoid interrupting game play too much. ‘Excellent’ materials are limited availability.

The main mechanic difference to the Alchemist is that there is no backlash at creation but there is at activation. Also, activation is a free action. (Still not sure about that one.)

Material:
Should be appropriate to the rune being used. For example, for a fire rune the material can be:

  • Trivial (burnt twig – 1 use, -2 penalty to inscribe)
  • Good (piece of charcoal – 1d6 uses, no penalty)
  • Excellent (lava stone, infinite uses – but see below for critical fail, +2 to inscribing roll)

Inscribing a rune:
Use Rune skill to inscribe the rune on the blade, armour, etc.

  • success – creation worked, 1 charge of material used
  • success with raise – one beneficial effect (+2 damage, double duration, easier to activate…)
  • fail – 1 charge of material used, no rune inscribed
  • critical fail – material disintegrates

Activating a rune:
A free action, requires a successful Vigor check (explains why only dwarves can use rune skill – requires high constitution);

  • success – works
  • raise – one beneficial effect (as above)
  • fail – shaken, but rune not used (activation failed)
  • critical fail – shaken and take a wound, rune consumed

New Edge:

‘Rune Activator’ – +2 to Vigor checks to activate runes

There are also elements from the Hellfrost Rune Mage – each Rune is a separate Skill and must be learned separately. Increasing Skill in the Rune gives the caster access to more Powers. The Runes themselves are taken from the d20 Spells and Magic from Bastion Press (an excellent resource full of ideas for other magic systems, including mirror magic, shade magic and spellsinging), and adapted to SW.

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First Run with Savage Legend

After a trial run with the Tomb of Terrors a while back, yesterday we finally had time to run the first adventure with Savage Legend – my Savage Worlds / Dragon Warriors hybrid. First job was to complete the character conversion that I’d prepared in advance for the players (just to recap, we have a small family group with a couple of friends, only two of whom are RPG conversant). I read through the (huge) list of Edges which the PCs could ‘buy’ with their unalloted advances with everyone noting down those which they might be interested in and then making their choices.

The last adventure had left them at the top of a mountain having defeated the third of three hags but leaving the knight and the assassin incapacitated, so it was a chance to run through the healing rules. Astoundingly with a d6 and d4 healing Skills it was relatively easy to get both characters up to full strength within a few minutes. The princess was whisked off to her father and the rewards cashed in; a shield with a Saint’s bone embeded in the pommel for Sir Elathan (+2 Parry vs undead and demonic), a chainmail of free movement for Lady Elowyn, a ring of Advanced Avoidance for Nab’han the assassin and Isembard the dwarf gets to choose a free rune.

Now they have to escort Lady Caitlin back to Albion for her wedding to Sir Alric. Caitlin’s father, Conall, is providing them with an honour guard of six of his warriors. Before they set off, the six warriors (Huw, Huw, Hew, Hugh, Hew and Hugo) challenged the four intrepid adventurers to a fight on the battlegrounds in front of the Dun Falas fortress. There followed three set fights to test out the system:

Fight 1 started there, all pulled their initiative cards. The assassin and the mystic went first and started charging up the hill. Then the men of Dun Falas were up. A collective intimidate roll as the warriors broke into their ancient war song (war cry affecting all the opponents); everyone except the dwarf was shaken! Result! Sospan Fach has always made the hairs on the back of my neck stand up and it had the same effect on the players. Next was a concerted shield bash and knockdown. After that it was all downhill for the Six Huws.

Fight 2 was arranged for dawn the following morning in a nearby valley. The party were wise to me by now. Although the valley appeared empty, Nab’han the assassin decided to sneak through the woods at the edge of the map whilst Elowyn created an illusion of him to walk with the party. At last, they were using their brains! The Huws had been hiding in the bushes and Nab’han spotted them at about the same time that they launched their surprise flight of spears. However, the surprise attack of six extras was never going to overcome four seasoned Wild Cards. As they were collecting up their spears, a messenger arrived from Dun Falas; a nearby village was under attack from a giant and whether the 10 of them could deal with it.

Fight 3 took place in the village. Unfortunately the giant didn’t stand two rounds against the ten of them.

Obviously the three fights were set pieces, designed to give both me as a GM new to Savage Worlds and my players (also new to SW) to get a feel for how the translated player characters would work and how tactics can be employed in combat scenes. We all learned a few things, wrote a few notes about things we needed to look up and got to try out some new skills in the form of combat Edges. Not sure I’ve got the balance right yet on the way I’ve translated the mystic to the Savage Worlds – Elowyn was successfully blasting left, right and centre and the enemies never had a chance. Still, we’re living, learning and, most importantly, having fun.

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GM Merit Badges

Came across Strange Magic’s blog entry this morning talking about GM badges. Here are mine:

And a new one from me:

Metagamers tend to meet 'interesting' ends at my table😉

 

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