The Dragonfyre Association is a collective of unique individuals who share a deep and abiding passion for several things. Beer, games, and movies are primary among these. Formed in 1995 under the less-than inspired name of The Red Dragon Club, it morphed several years later into Clan Linnorm (taken from the linnorm dragons found in the 1st Annual Monstrous Compendium for AD&D). Somewhere around 2000 or 2001 the name was changed to the Dragonfyre Gaming Association, or DFGA for short. We are a closeknit group of friends living in the western suburbs of Minneapolis, MN.
Showing posts with label RPGs - Savage Worlds. Show all posts
Showing posts with label RPGs - Savage Worlds. Show all posts

Wednesday, February 24, 2010

DOUG on 2/28

The plan for this Sunday is to do Necessary Evil, the Savage Worlds supers campaign where you play villains in a world besieged by an alien force for the past 2 years. I have a copy of the book along with a pdf so that can be utilized by people with laptops, but I'm thinking character creation will be part of the package. Especially since the first scenario is not very long. I'd like to start at about 1 pm on Sunday, and I should have a large box of miniatures to choose from to represent your particular villain.

Looking ahead slightly Aaron is ready for the next Fantasy Craft scenario which is tentatively planned for the first Sunday in March. Assuming Harris can make it, which hopefully he can.

DOUG continues!

Friday, January 22, 2010

The League 2000

Harris mentioned to me some time ago (years?) about a forum post he read that kind of stuck with me. It was about the League of Reagan-era Gentlemen and followed the trend of the League of Extraordinary Gentlemen in the sense that a group of otherwise unrelated characters were brought together to foil some plot/defeat some evil.

The idea has been rolling around in my head for quite a while and I decided I wanted to do a one-shot with this idea. It would be with Savage Worlds and would involve the League in 1999 - on the cusp of the 21st century. Some villain(s) were threatening the world and only an assortment of characters from the past 25 years stood in their way.

The premise behind the League is that the characters of fiction are real. Most of the most renown characters in the past 30 years have been TV or movie characters - larger than life, people whose name you know even if you haven't seen them or read them.

Here are some characters I brainstormed. You'll see some of these fulfill different niches, and more than a few are essentially "duplicates" (fulfilling the same role). But you get the idea.

John McClain – Die Hard

John Rambo – First Blood

Doc Emmet Brown – Back to the Future

Clarice Starling – Silence of the Lambs

Sarah Connor – Terminator 2: Judgment Day

Jules Winnfield – Pulp Fiction

Egon Spangler – Ghostbusters

Juan Sanchez Villa-Lobos Ramirez – Highlander

Ash Williams – Evil Dead II

Roy Neary – Close Encounters of the Third Kind

Karate Kid – Karate Kid

Cole Sear – The Sixth Sense

Agent J – Men in Black

“Crocodile” Mick Dundee – Crocodile Dundee

David Lightman – War Games

Wednesday, May 27, 2009

SW Vehicles More Thoughts

Been thinking about my vehicle rules for Savage Worlds, tinkering them in my head in order to put them down into a cohesive document. I'm thinking now about how they relate to characters.

Right now characters can take Arcane Background to utilize Powers. The one that best fits for vehicles is Arcane Background (Weird Science). Perhaps a new Edge that allows the person to apply Weird Science powers to vehicles? That would work in a pulp setting, definitely, where such vehicle tech is the realm of super-science.

In a setting where technology has become more ubiquitous, I don't think it works as well, so perhaps there's a different way to do it. Arcane Background (Vehicles)? I don't like the way that feels, so I've been leaning towards a new skill - Tech. I don't think a Knowledge skill is appropriate in this case, but maybe? Knowledge (Vehicles) would cover it. More thoughts to come.

Wednesday, May 20, 2009

Savage Worlds FallOut?

What you need mechanics-wise to do Savage FallOut:

· · Radiation effects – treated as Hindrances?
· Mutation rules – Arcane Background (Mutation)? – Charisma drops for each level?
· Scrounging rules – finding random junk
· Building your own equipment – armor, weapons, vehicles WITHOUT an AB, based on Repair?
· Degrading equipment and repairing it once it degrades
· Arcane Background (Weird Science) – additional rules for handling atomic power
· New Edges and Hindrances – look at FallOut 3 Perks
· Science skill – hacking terminals and robots, maybe Tech to keep it in line with vehicles
· Barter skill – negotiating for better prices, maybe just Persuasion?
· Creatures of the Wasteland – irradiated monsters and robots
· Residents of the Wasteland – generic NPCs
· Standard weapons and armor
· Professional Edges – Trader, Mechanic, Child of Atom, Knight of Steel, Slaver, Robot Engineer, Scrounger, Mercenary, Regulator, Raider
· Available races (maybe Background Edges?) – Wastelander, Vault Dweller, Ghoul, Pureblood
· VATS (Vault Assisted Targeting System) - ???
· Weapon, Armor, Vehicle Perks and Hindrances

Savage Worlds Vehicles

Been thinking a lot lately about a new set of vehicle rules for Savage Worlds. The system's lack of a system regarding vehicles is one of the biggest stumbling blocks I have to full incorporation of Savage Worlds into other games. For instance, to effectively do Star*Drive I would need a set of rules that allowed for the characters to upgrade their vehicle in ways that they want. Beyond that having a definite rule set I think would go a long way towards larger adoption of the system in the gaming community at large. I hope.

Towards that end I've been tinkering. The basic idea I started with was that vehicles have attributes just like characters. SW has five basic attributes that define characters and NPCs: Agility, Smarts, Spirit, Strength, and Vigor. Two of these (Agility and Vigor) port over easily. The other ones I had difficulties coming up with comparisons.

Initially then I came up with three new, vehicle specific attributes - Bulk, Power, and Tech. That worked, but there were a lot of good criticisms to that system when I posted the rules skeleton at Pinnacle's forums. Sean Preston also pointed out some things, and made the suggestion that I look at other games to see how they handle it. Not to copy them, but to get an idea of how a vehicle system could be integrated.

In searching through the many games on my shelf, I was surprised at how many of them had proprietary vehicle systems completely separate from characters. This makes sense, and was where I wound up at with my first pass. But what if there was a way? A few games actually had the basic idea of "vehicles=NPCs" that I wanted so I decided to look closer at those. In doing so I came up with the following definitions for vehicle attributes:

Agility: How agile the vehicle is
Smarts: How many automated systems are aboard the vehicle, can be 0
Spirit: How many defense and redundant systems are aboard the vehicle, can be 0
Strength: How powerful the vehicle is, for speed and ramming
Vigor: How resistant to damage and upkeep the vehicle is

This requires another attribute that would equate to the critter score of the same name - Size Modifier. This would allow vehicles and creatures to be rated on the same scale. The SM would help to determine crew requirements and Toughness (just like critters).

Here's the other rub: vehicles can have an Arcane Background. Well, kind of - it would be called something else (like Advanced Systems or something similar) but it would function exactly the same as an AB. You could make some powers permanent by sacrificing Power Points, or require a check.

It is important to note that vehicles do not make rolls on their own (unless there's an onboard intelligence). Instead, the vehicle attributes would replace the Wild Die for character skill rolls. A character driving a vehicle with an Agility d8 for instance would roll d8 for their Wild Die instead of d6. Still working that out for definitions, but that's the basic idea.

Also, all of this I think would require a new character skill which I'm tentatively calling Tech. It is a generic skill for handling the character's use of computers. Maybe a Knoweldge (Tech) skill instead? I don't really like using Knowledge skills for active use but that might be the best solution.