Here is a new monster for your Weird War I games that is native to the middle east. You can find some of the mythology about these creatures here and here.
Ghuls are a desert-dwelling, shapeshifting demon that lure unwary people into the deserts or abandoned places to kill and eat them. Traditionally they appear as attractive woman to lure their victims away from help, and then they
Continue reading “The Arabian Ghul for Weird War I”
So I have spent the last two days reading both the Player’s Guide and the War Master’s Handbook. I really enjoyed this, the second setting in the Weird War series that I have read (the other one is Weird Wars Rome) and I like this one better. To be fair though, I have more of an interest in World War I than in Rome. The horrors while there are some overlap between the two, I find the new ones cool, and the introduction of the some of the ones from other sources such as Deadlands particularly appropriate (I am looking at you Blood Wire).
Continue reading “Impressions of Weird War I”
I backed the Fate Core kickstarter a number of years ago and have followed the thoughts of various people who were involved with it, and this has led me to applying these two ideas to Savage Worlds.
The first thing is Fate Core’s bronze rule, sometimes referred to as the Fate Fractal, which states that pretty much anything in the game can be treated as a character. For example if the purpose of the session is to survive a storm, Continue reading “Fate Core’s Bronze Rule and Ad Hoc Skills”
Notes: This scenario is partially inspired by the Laundry Files Atrocity Archives and knowledge of the Indian Schools system that was put in place to erase the Native American culture during the late 19th and early 20th century. I am using the format that I have in the past used with Monster of the Week mysteries and added a count down clock at the end to give some ideas for the pacing of the scenario.
Hook: Children at the Phoenix Indian School have been disappearing during the night.
Continue reading “A Deadlands scenario for Phoenix, AZ”
While waiting on the funding for the Weird War I to make its way through kickstarter and to Pinnacle, I thought I would go back and look over the Weird Wars Rome setting for the first time since I read it a year or so ago. In it I found something that I had forgotten about that could be useful for games where the players play several generations in a family.
Continue reading “Generational Games”
The Weird War I kickstarter has moved into the final three days, and so I thought I would take some time to go over the Narrative Missions System preview that was released a few days ago. After reading it, I remembered that there is a section in the Savage Worlds Deluxe rules I remembered there was a section on Interludes, so since I have never used those rules, I went back a re-read them as well just to see what the differences are. The first difference I saw is that the Narrative Missions System involves everyone, so in that case, I like it better than the Interlude that only Continue reading “Weird War I’s narrative missions”
I have finally had a chance to read the newly revised quick start rules for the 7th Sea Second Edition that is on kickstarter now. This is a followup on the previous pair of posts that I did on the rules (part 1, part 2), and related to the Sorte rules and the post on odds, even though I have not re-done the tests to see what the differences are. And while there are some editing gaffes in the update where the risk deals eight wounds, but then they talk about two wounds afterwards and the character sheets are not updated to reflect the new rules, I like this version a lot more Continue reading “7th Sea Second Edition Revised Quick Start Rules”