One of the things that I have been thinking about lately is how to do investigation heavy games better. This is coming up because I am currently running a Deadlands Noir game, and one of the most frequent and wide-spread issues is pacing and keeping the players from flailing around without knowing where to go next. Continue reading “Ideas for Clues in an Investigation Heavy Savage Worlds Game”
Cthulhu Dark is a new Lovecraftian horror game raising funding on kickstarter now. From the information that I have seen, it looks very interesting, and is inspiring for horror games in Savage Worlds. You can find the kickstarter Continue reading “Cthulhu Dark ideas for Savage Worlds Horror”
For my next session of the Deadlands Noir game that I am running, I am planning to use a variation on the Narrative rules from Weird Wars I. I have written about these rules before here, and you can find the rules in a preview here. Continue reading “Narrative Missions For Deadlands Noir”
Today I just finished reading Dark Streets for Urban Shadows. This is a setting book and a collection of extra playbooks and essays for the Urban Shadows (an Apocalypse World game). It is not something that I intend to write a review for unless I go back and re-read the Urban Shadows core book and review it first, Continue reading “Urban Shadows City Threats for Deadlands Noir”
This is an idea that I had while working on my latest session notes for my Deadlands Noir game here, and is in part based on the some of the ideas that came up in the new 7th Sea Second Edition rules. I don’t know why exactly the two ideas came together now, maybe it is because I just finished the Pirate Nations book, that I will be reading Nations of Theah Vol. 1 soon, or even that I have been reading some things on Rob Donoghue’s blog about the Risk mechanic. As it stands there is a lot of philosophical ideas in the new 7th Sea Second edition (and other games) that I use about not rolling dice unless failure would add to the overall story. Continue reading “Ideas for Expansion Rules for Dramatic Tasks”
This is something that I have been thinking about mostly since I read the preview of the Dresden Files Accelerated game, but that wasn’t the first place that I came across the concept. The first place I saw something like this concept was in the previews of Olympus, Inc1. The next place I saw it was with Savage Rifts in the Iconic Frameworks. Continue reading “Beginning Thoughts on Frameworks in Savage Worlds”
In a previous post here, I asked what is it about Deadlands Classic that people like better than Deadlands Reloaded. The only response I got to this question, which really matches what I seem to see in other places is the lack of flavor in Reloaded. So I thought I would put together some ideas of how to add some of that flavor back in. I am going to group these ideas into various sections based on how mechanically intrusive the change is.