The city of Angkor is a little over a days walk from the great canyon through which runs the mighty river Karos. It is ruled by the God King Ishshak. This is a massive city the outer portions built using mud bricks, and the oldest parts of the inner city are made with stone. The center most building in the city is a giant ziggurat inside which Ishshak lives and rules over all that he can see. His priests roam the city dressed in orange robes, keeping a watchful eye on all that happens, and capturing those that break the laws of the city.
There are three situational rules that I have never used while running a Savage Worlds game that I need to make specific efforts to incorporate in my games. In fact there are instances of two of them that, if I had remembered them, would have been good in the last games that I ran.
The first of rule is the Chase rule. While I don’t normally set up chase scenes, just making sure that I have them in my pocket so to speak will be good in the future, because you never know when the characters will either be chased Continue reading “Rules I need to remember to use”
When I started seeing promos for the new Olympus, Inc setting for Savage Worlds, I was only moderately interested. In fact I was less interested in the cyberpunk nature of the setting than the modern-day descendants of the Greek gods urban fantasy bit. I thought it would make good inspiration for a Percy Jackson and the Olympians game. Which would probably be a good setting to introduce younger people into the hobby.
I have been thinking about writing up a location in Phoenix for Deadlands since I saw an image of the original Hotel Adams in the Phoenix, Arizona Historical Images Google+ feed. I thought it was an interesting building architecturally, but I didn’t know anything about it other than it burned down in 1910. So I started trying to look up information on it and I ended up finding two sites that would be useful for anyone researching historical events to incorporate into a scenario.
One of the things that I like about Fate Core and the related Fate system games is how they include the players in the generation of setting information. This combined with the Dungeon World move Spout Lore lead me to the concept of using the knowledge skills and the common knowledge rolls as a way to incorporate player ideas into the setting.
I know this is not anything new, I have heard of groups doing this kind of thing for years on podcasts and forum Continue reading “Using Knowledge skills to expand the world”
With all of the different game systems that I read, I have seen many different ways to set up a story to run. One of the ones that I have liked the most is the Countdown clock used in the Powered by Apocalypse games and that was first introduced in Apocalypse World. I have been thinking about how to include this mechanic in Savage Worlds.
First some brief notes about Countdown clocks.
They were first described in the Apocalypse World rules as a reminder that the threats in the game world have goals and plans to reach them. These plans are dictated by the desires and intentions of those to whom they belong. Continue reading “Incorporating the Countdown clock into Savage Worlds”
The only system I currently run or play is Savage Worlds, and when I am preparing to run a game, I tend to go very light on the preparation.
The first thing that I do is work out the basic idea for the session. It could be something as simple as get to the site where a delivery team was ambushed, pick up the package and finish the delivery (which is something that I used for an Interface Zero 2.0 game session) and then add in some twists or complications.