Exploring the very best that Savage Worlds RPG can offer the gamer. Personal insights from The Armchair Adventurers (Dirk, Blythy and The Daily Dwarf) and special guest Eric Lamoureux
Welcome to an episode that we have been talking about for a while. The Armchair Adventurers Club have played more Savage Worlds over the past few years than any other game, so why has it taken us so long to get to this episode? There is so much to cover and this first part goes on forever! Thankfully, with new chapter breaks, you can take your time to find a way through it.
Judge Blythy Rules (50.34) When it comes to Games Mastering Savage Worlds, we have had different experiences. Blythy has run campaigns in the published settings, I have done one shots in my own settings. In the noisy Las O Gowrie pub in Manchester we compare some of our favourite aspects of the game.
Dave Morris joins us in the Room of Role-Playing Rambling and discusses White Dwarf and other projects he’s been involved with over his long career in gaming. You can join his Patreon to support JewelSpider and follow his blog.
There’s a new twitter account for you to follow @theRPGLibrarian follow it and direct mail me if you’d like to know more about the monthly Book Club, starting in Feb.
Follow all of the GROGNARD files projects on Patreon.
A Pulp adventure in the Savage World of ‘The Day After Ragnarok’.Across the world, lies the trillion-ton corpse of the Midgard Serpent, raised from the sea by the nazis and destroyed by Truman’s atomic fire: poisoning the Earth with every night that passes.A small band of mercenaries under the command of the Royal Navy have been deployed to escort a volatile tanker of Ophiline from the Hereford Cut to a small coastal town in Wales. A local separatist politician, Solo Man, is rumoured to have a stock-pile of precious resources to trade, in exchange for the valuable fuel.
The mission to play a different post-apocalyptic games each month in 2020 continues. This time I used Savage Worlds in The Day After Ragnarok setting created by Kenneth Hite in 2009.
The world in 1948 reeling from the intervention of the Nazis who summon the Midguard Serpent to the sound of Wagner (the players joined in with the Ride of the Valkyries) from the depths of the seas; Odin’s son reaps havoc upon the world.
Truman’s Trinity Device is despatched and it destroys the serpent’s brain “in torrent of of atomic fire … Dark crimson rain fell from Dublin to Denver. Where it struck the seas boiled and the Earth drank poison. And things engendered, mutated horrors born of dragon’s blood and broken strontium atoms …”
The serpent body (350 miles across) lies as a curtain across Europe, wiping out most of Britain. The Empire stays intact as Australia was untouched by the events, so Prince Henry serving as the Governor-General set up Sydney as the new Imperial capital. The Royal Society (and the Royal Engineers) have begun to drill into the serpent to extract precious resources from its gut. For the sake of Crown and Country, the grit of the Brits are keen to keep calm, carry on and rebuild from the wreckage.
This adventure begins at the Hereford Cut, the location of the serpent mine, where a group of mercenaries volunteer for a suicide mission, transporting 20 canisters of volatile, un-refined orphaline across the Brecon Beacons to coastal town. They’re acting on a rumour from ‘Douglas’, who was played by Michael Douglas, that a separatist movement are building up a power-base using resources that have washed up on the coast of Wales, including planes (in kit form) which were heading for RAF Burtonwood.
A forward party which would include a negotiator will accompany the 2 1/2 truck filled with canisters of orphaline with the intention of negotiating with the group, exchanging their technology with oil from the serpent.
Here is a play report in the usual format, 5 highlights and 1 fumble.
Bennies – Check!
Special ’snake skin’ playing cards as the action deck – Check!
An extra action deck of playing cards for the ‘chase’ sequence – Check!
Status cards – Check!
Traveller minis – Check!
Adventure cards – Check! Wild dice – Check!
A play mat downloaded for each player so they can layout all of their dice and stuff – Check!
Natty new GM Screen – Check!
I think I’ve said before that there are a lot of ‘bits’ to Savage Worlds if you get carried away (like I do). Most of the extra things that came out from the Adventurer Edition kickstart don’t really add much other than more palaver to manage. The Adventure Card deck on the other hand is a really good addition to the game. Every player gets an adventure card and they can play it once during the session.
These operate in a similar way to MOS in Nights Black Agents – a game-changing advantage that can be used to great effect if used at the right time. In this game, a stash of gas masks were found, some cards were played to ensure that they had initiative advantage at the best time and one was used to roll away from an exploded wreckage.
Sorcerer! Most of the fun from this session came from the ‘Wages of Fear’ set up they gingerly overcame obstacles in their truck, most of them taken from the original film or from Sorcerer (the William Friedkin remake).
They faced a tight turning circle over a rotten platform, a giant boulder, and sharp, tyre-shredding rocks on the road.
This was mechanically represented with usage dice. Prior to the journey, each character had a chance to make an adaptation to add a dice to the pool. Depending on their relevant talents they improved the suspension, loaded the canisters in sand and reinforced the canvas sides with steel-plate (which would prove very useful).
They had a d10, d8, d6 and a d4 to begin with. Every time they made a manoeuvre without a raise, they had to roll over 2 on highest the dice, otherwise it was removed.
At the point when the dice decreased, the oil released a cloud of vapour, if inhaled it gave them the ’snake bite’ and made them more vulnerable to the Serpent’s thrall.
The ‘unlucky’ driver seemed to suck this up every time!
Nunbush! The forward company (including the negotiator) were ambushed while the player characters were undertaking a tricky manoeuvre.
“When you get closer, you realise that the bandits with sub-machine guns are dressed as nuns.”
“Nuns, with guns?!”
They were actually members of the Daughters of Dionin, but it seemed funnier describing them as nuns.
It’s a savage world
I have the FATE version of The Day After Ragnarok, but after using its Adventure Generator to get the bones of the scenario I soon decided that I would take the Savage Worlds approach.
There were a couple of reasons: I know it better and the current Adventurer version has new chase rules that I wanted to test out.
I feel that Savage Worlds is better for the ‘fighty Pulp’ excitement that I wanted to generate.
The swingy exploding dice and the unexpected results add a more spectacular, unpredictable element that’s harder to achieve with the more controlled FATE.
Explosive End To prove the point, the finale was an exciting confrontation within the serpent temple. They were outnumbered. The driver spiked the eye of the ‘Aunt Jenny’, a serpent-witch who had devoured their contact Douglas and had assumed his form. The driver only had a Philips head screwdriver, but thanks to exploding damage dice he managed to kill the creature with a single blow. As the GM, I didn’t have enough bennies left to soak up the damage.
A lucky hit with a thrown orphaline canister took down the big boss Solo-Man followed by the shrine to the serpent.
Then, as they reversed away, the delusional character thought he’d finish it all off with another canister, “I’m rubbish at throwing, but don’t worry, I have 4 bennies.”
Sure enough, he burned through the bennies, and the canister landed on the truck. A couple of them survived that explosion, but not the moment when the final usage dice rolled a 2, causing the remaining 18 canisters to explode.
The delusional character managed to roll away to safety after causing a TPK. It was a great moment, and a very fitting conclusion.
The adventure card was played to ensure that the team got commendation. King Henry IX bestowed a post-humous Victoria Cross on the team.
My fumble: I forgot that the nuns had laid mines to protect them from being flanked. Ah well, the explosions got them in the end.
The next Go-Play is 28th March 2020 (follow the details on the web-site). The next post-apocalyptic game is The Morrow Project on 15th March (which was opened up to Patreons).
This is the third time that I’ve been to UK Games Expo and it was my best experience so far; I know the geography of the place and feel more comfortable than I have on previous occasions.
I met loads of great people, missed many more; play’s the thing, I spent most of the time in the ‘Devon’ room in the Hilton Metropol, as a GM and player, which meant I didn’t have enough time to socialise outside of playing.
Somehow I even managed to fit appearing in a seminar into the schedule. It featured the collective wisdom of Baz & Gaz from the Smart Party with Paul Fricker from The Good Friends of Jackson Ellias with some inspiring, fluent and engaging tips on running games at conventions. I’m on there too, mumbling about middle-management for some reason. You can listen to it on The Smart Party feed.
“There’s a massive queue for your seminar!” someone tweeted. I thought, “they’ve gone to the wrong one.” Sure enough, Paul and I found a queue for another seminar running at the same time; he shouted over the crowd, “If you want the How to GM at Conventions seminar, follow us.”
He rolled against CHA and 1d4 hirelings emerged.
Here are my 5 highlights and a fumble.
1. Legend of the Five Rings
Earlier this year I bought the new edition of Legend of the Five Rings as I was intrigued by its setting of Rokugan, the Emerald Empire. The concept of a fantasy Far East is really appealing and the books are beautifully produced, but after reading it, I had no idea how to start playing.
It’s the kind of game that will be a hard-sell to our group because it needs a certain level of absorption to get the most out of the intrigue between the different competing dynasties. Asako_Soh (from Twitter) created an introductory adventure that focused on the House of Crane and the House of Crab being united by a wedding. We played samurai who discover that the bride-to-be has gone missing.
I’m still not entirely sure how the dice work (it’s a bit like reading tea-leaves) but the pre-gens and the setting allowed for some good interplay between players. There were some nice role-playing moments where the mannered, cultured and very judgey Crane were trying to hide the truth from the cruder Crabs.
The end was spectacular featuring an epilogue with a duel between the one-armed Samurai of the Crane, and my brutish, Crab samurai who was better with a blunt instrument than the finesse of the katana, so was struck down, across the clavicle.
It was an excellent introduction to the game. A great start to the convention.
2. Strontium Dog
“Bringing Akill-Ease to Heel is my homage to the early Pat Mills satirical Strontium Dog stories from the early 80’s using Savage Worlds and the Mongoose supplement. This was a Cecil B. DeMille production with lego and relentless events thrown at the Stonts from the moment it begins to the very end.
Thanks to some unfortunate rolls, their transporter craft Daze-14 (Fortnite -geddit?) crash-landed into the killing zone leaving many of them injured and confused, but they were cool and ruthless when dealing with their warrants.
There was a satisfying cheer when Leonard Stump was grappled around the ankle by Harpi Harry’s wire-launcher and yanked off a balcony to his death, prior to being rescued from the planet by Johnny Alpha himself.
I was very excited to play this game as I was promised a Ray Harryhausen experience by the GM Dimbyd. He didn’t disappoint. Translated from French by MindJammer games, this is a setting that creates a fantasy Arabian Nights and ancient world infused with magic. At its heart is a simple d6 dice pool system that works very easily and the characters were full of flavour.
I played a betrothed princess, heading out across the desert with a caravan; I liked to refer to the other players as my entourage (not sure how they felt about it), when we were invited inside a magnificent palace that appeared to us in a mirage. It is the first time I played Caroline Munro, Bollywood dancing through a bazaar in search of followers, I hope it is not the last.
“Anarchic” was the description offered by the players at the end of this session.
I like to think it was an extremely balanced and controlled session, filled with suspense, emotional highs and lows of the anxieties of teenage life in the 80s by reflecting on the turmoil of realising that you are different and society is oppressing your burgeoning desires.
The players could choose which side of the social divide they wanted to play. The PSIonic freedom fighters or the PSIonic protection agency. They chose to be the PSIonics with their special powers. Each player had their own school of PSIonic talents and they all deployed them in ingenious ways as they tried to track down and rescue a PSIonic in transition in Hiddenwood.
I made a school boy error that would get me drummed out of the Smart Party. I didn’t realise that the legend on the handout map actually revealed the location of the hideout of the target teens.
Well, to be fair, there was a Pre-Cog on the team, so I think I got away with it.
The session became increasingly frenetic as the PPA closed in on them.
In emotional and action-packed scenes they rescued the target. A levitating motorcycle caused a dramatic crash, a critical ‘Plumbing’ roll fixed the dripping tap of a water witch who was revealed as the grandmother of the target PSI and two lovers were reunited in a dramatic ‘hands across the divide’ moment.
An emotional meeting between grandmother and grand-daughter was interrupted when the young psionic was teleported away to safety. Their van squealed into the scene, taking down the PPA and rescuing the PSIs, delivering them to a place of safety in the Enclave. Mission accomplished.
Anarchic? No, poetry.
The Design Mechanism kindly wrote Coddifut’s Stipule, a scenario for their forthcoming Lyonesse game based on the Mythras system, specially for this convention; it was an honour to debut the adventure as I am a huge fan of the Lyonesse novels.
“Begin in media-res,” we recommend in the ‘How to GM at Conventions” seminar. How about ‘begin at breakfast’ instead? The rules provide four pages of tables that create an exotic Vancian breakfast, the name of the tavern they’re eating it in and the town where the scenario is based.
Within moments, after several dice rolls, we created a scene straight from the pages of the novels. The characters introduced themselves over a meal of boiled fish and sea urchin in a white wine celery infused sauce accompanied with stewed effervescent parsnip. The landlord of the Dreadful Mule served it to them before the burgher of Swinspool Water appeared.
What followed was a wonderful three hours encounter Vancian fairy magic culminating in a classic scene of cruel trickery where the players conspired to get the upper hand. The Mythras passions worked really well by compelling some of the action and there was an ingenious application of the Impspring Twinkle-Toe spell to get one of the players out of a tight spot.
I don’t want to reveal too much as the scenario is going to be made available as a taster of the new game. Follow the Design Mechanism
It was excellent. The highlight of my weekend. Thank you to Loz Whitaker for making it possible.
6. Beer Drought
This time the event was bigger than ever which is great for the organisers, but is it getting too big? Places felt uncomfortable, the queues for food were ridiculous, there weren’t enough staff serving at the hotel (there had a system where you had to queue twice for a cup of tea; a queue to pay, a queue to make it.)
As in previous years, the gamers and the Masonic Order of Ladies share the Hilton. This year, they drank the bar dry by Friday lunch-time.
We had to drink lager. I know. It was terrible. Next time they’re going to need more beer or ration those ladies.
Three years ago I had my debut running a con-game at the first ever Con-Vergence in Stockport. The event will always hold a special affection my heart, and last year I hosted Golden Heroes, which was one of my personal gaming highlights of 2018.
This year I could only get there for the Saturday afternoon, so I missed some of the other games that were on offer as I flew in and flew out. It was great to catch up with gaming buddies who I normally only see in a small square window online or at other conventions.
I ran my Savage Worlds of Strontium Dog game. I’m doing it at Uk-GamesExpo on the Friday evening, so forgive me if I’m a little coy about the details in this play-report: no spoilers.
As usual, 5 highlights and one fumble.
Role-Play Relief: Simon “Iron-GM” Burley was there this time to offer a full complement of games for every session (he’s done one of his comprehensive review of the Con). It was good to catch up with him briefly as it’s 12 months since I interviewed him for the GROGPOD. He had copies Role Play Relief that he has edited and published to support Comic Relief. It comes in two volumes: Beginners and Expert. I bought both as I simultaneously know nothing and everything about Role-Playing Games.
2. Character Class: This was a Savage World game that used the Mongoose supplement written by Loz Whittaker for Traveller. I rolled on the mutations tables provided in the supplement and translated them into Edges and Hinderances. The resulting crew of Strontium Dogs pre-gens are both interesting, varied and down-right weird.
3. Play’s the thing! I’ve been messing about with this adventure for a number of weeks now. I’ve even run it online for a play test prior to it appearing here. These characters don’t really come alive until they have a player imagining their reactions to situations. There were some really entertaining moments as the players came up with mad-cap plans: “All clear *squark!*”
4. Le’ go of the Lego: This was the game where I was experimenting with ‘stuff’ to enhance the game. I didn’t go as far as miniatures, but I did use my son’s Lego collection to build up a scene using the whole of the table. We had to improvise with empty bottles of HobGoblin beer standing in for buttes in a magnificent canyon. I’d forgotten my battle mat and tape measure so my phone was used to make the measurements. I’m not sure how much the lego added to the enjoyment of the players, but it created a talking point for people not actually playing
5. Pat Mills would be proud … At the start there were a couple of people playing who had never heard of Strontium Dog and didn’t really like westerns. I was concerned that this game wouldn’t be right for them. Thankfully, they seemed to come along for the ride as everyone else seemed happy to recreate the mad cap action scenes from the comic. There was a great moment when Brightman Rock chucked a plasma grenade in the range of another character who whacked it back with his Happy Stick; the bomb exploded on Brightman’s calcified head.
6. The little hunt! On reflection, I’ve realised that there’s a couple of issues with the scenario that need to be ironed out before the next session. There are a couple of important skills missing from the pre-gens, for one thing, “You’ll need to roll ‘shooting'”
“I don’t have it!”
Most significantly, because of the time restraints, it didn’t work out as a ‘hunt’ as I had planned. The opening set up ended up being so compelling that the action came to the location, rather than the players going looking for it.
Above all, it was entertaining, and I had fun playing it. Not sure I convinced everyone that “Westerns are not *that* bad.
Dirk the Dice
Thanks to Kris and Snowy for organising the event.