So after an epic 10 hour second session, we finally finished playing through Area 5. Most of the players were new to Savage Worlds and Fallout, but everything clicked and it was a lot of fun, and in the end of the brave scavengers emerged from the base with quite a bit of high tech loot.
Some thoughts on the sessions:
-I'm certainly no "killer DM" but 4 characters ended up dead (3 of which from one and the same player), which was actually a first for me. Bad damage rolls and killer mechs make for a bad combination. I had made a group of 13 available characters from which the group could choose. The ones they didn't choose at the start tagged along for the trip, and stayed at the entrance to the base while the others went in to explore. This allowed for quick replacements when one of them bit the dust!
-I always underestimate how long it will take to get through an adventure, so if someone wants to run it I'd advise splitting it up in 2 or 3 sessions at least.
Sunday, August 12, 2012
Thursday, June 21, 2012
Cards!
One of the things I like about the role playing hobby is that it requires very little financial investment: in its simplest form one core rulebook and a set of dice suffice to get a whole group of people playing. For everything else you can use your imagination. Luckily for the role playing industry many people seem to disagree with me, so they get to sell a torrent of additional books, guides, miniatures and other paraphernalia. Usually I'm able to resist the siren's call, but when I saw this deck of cards online I just needed to buy it. The faded, two centuries old look is a perfect fit for a Savage Worlds Fallout game!
Wednesday, June 13, 2012
Pregenerated Characters
Saturday, June 9, 2012
One shot + Character sheet
The hundredth post on this blog and one with good news, as at the end of the month I'll be hosting a one shot for some new players! I'll be running my Area 5 dungeon for the first time, so I'm curious to see how it will hold up during play. In a fortunate case of continuity, one of the players (the one who actually found the map to the dungeon) from the mothballed campaign will also return. To celebrate this post apocalyptic merriment I've made a revamped version of the character sheet, which I've put up here.
Sunday, June 3, 2012
San Diego PDF
Been a while since my last post, but have finally gotten around to finishing the write up for the San Diego location and collecting it in one PDF, which you can find here! Included is a rough draft for the Dominance system, using the setting of San Diego as a living dungeon of sorts.
. The Dominance
system takes all the scheming and plotting, street fighting and all-out gang
war of an average day in SD and randomizes the outcome using 1d30. Roll one for
every gang at the end of the day. Once a gang reaches 0 Dominance, it fades
back into obscurity as just another street gang and their turf is claimed by
their mortal enemy or various small street gangs.
Gang size
|
Starting Dominance
|
Gang member killed
|
Veteran gang member killed
|
Leader killed
|
Paying homage to other gang
|
Small (Ship Rats, Lawmen)
|
50
|
-1
|
/
|
-20
|
-10
|
Medium (Gassers, Pit Lords, Angels of
Mercy)
|
100
|
-1
|
-3
|
-35*
|
-30
|
Large (Jetheads, Puñetazo, Chain Gang)
|
150
|
-1
|
-3
|
-50*
|
-50
|
*Puñetazo: -10 for every dedo, Gassers: no such penalty
The Tally (roll 1d30)
1)
Roll again. If the
result is 1: Disaster! Whether through cowardly assassination or a full-out
assault, your leader was killed by a rival gang. Lose x Dominance and become mortal enemies of the culprits. If you have
multiple or no gang leader(s), take the respective penalty instead.
2)
Humiliation! At the
verge of defeat after an unexpected, overwhelming full-out attack, your gang
saw no other way out but to accept a rival gang’s superiority. Pay x homage to the gang in question.
3)
Hard-pressed! Your
gangers held your turf against a rival gang, but only barely. Ten of your most
senior members got a hot lead enema. Lose x
Dominance.
4)
Ambushed! Five of
your most senior gangers got ambushed while scavenging, culprits unknown. Lose x Dominance.
5)
Raided! A Gasser
raiding party robbed you of supplies and guns, killing ten grunts to boot. Lose
25 Dominance. If you are the Gassers, gain 15 Dominance instead.
6)
Deserters! Morale
took a dip and ten of your grunts slunk away in the night. Lose 10 Dominance.
7)
Fooled! A crate of
explosives your gang bought blew up in your face, as a rival gang bamboozled
you. A few mooks lost their lives. Lose 5 Dominance.
8)
Affronted! Some
street gangers just walked into your turf and shot a few commoners belonging to
you. You lose face and 5 Dominance.
9)
Swindled! A chem
deal went bad. You lose the chems, caps and three grunts. Lose 3 Dominance.
10) Bombed! Unknown perpetrators threw a molotov cocktail
into one of your safe houses, destroying the building and killing three mooks
who should have been standing guard. Lose 3 Dominance.
11) Insults! Two of your senior gangers exchanged some
unfriendly words and gun shots, now there’s only one left. Lose x Dominance.
12) Heartbreak! One of your gang’s favourite prostitutes
snuck away and now warms the beds of another gang. Lose 1 Dominance.
13) Overdose! Jet claims another one of your mooks. Lose 1
Dominance.
14) Status quo! Rather a slow day for your gang, let’s hope
tomorrow brings more action.
15) Turncoat! A grunt from a rival gang wants to join
yours. After grilling him thoroughly, his desire seems legitimate. Gain 1
Dominance.
16) Foiled! You discovered a spy in the ranks of your
mooks. You send his head back to the rival gang in question, just to get the
message across. Gain 1 Dominance.
17) Experience! Today marks the x-th kill, x-th year in
service or something similar of one your lowly grunts, earning him the right to
be called a veteran member. Gain 3 Dominance.
18) Expansion! Your gang managed to claim a building from
a troublesome street gang. Gain 3 Dominance.
19) Levies! Your gangers rounded up some commoners and
forced the most able ones into the ranks of your grunts. Gain 3 Dominance.
20) Payday! Your mooks stole a shipment of chems from a
rival gang and sold it to the intended buyer a few hours later for a pretty
penny, neither party being any the wiser. Gain 3 Dominance.
21) Flawless! During a brutal skirmish in the streets,
your most senior gang members managed to take out an equally large group of
rival gangers without losing anyone on your side. Gain 5 Dominance.
22) Opportunities! Your mortal enemy or a rival gang
declared a temporary truce, giving you time to gather your forces and
strengthen your position. Gain 5 Dominance.
23) Bounty! After a raid on a rival gang, your grunts
return with a score of liberated slaves, who promise to serve you faithfully.
Gain 10 Dominance.
24) Alliance! A major gang wants to enter an alliance with
yours, adding considerably to your prestige. Gain 10 Dominance.
25) Discord! An undercover agent of yours has successfully
sown discontent among a rival gang, causing quite a number of their gangers to
look for greener pastures, including yours. Gain 10 Dominance.
26) Victory! Your gang has driven a rival gang from a major
part of their turf, giving you control over the area and its resources, for the
time being, that is. Gain 15 Dominance.
27) Boom! A crate of military grade explosives has
recently made it into your gang’s possession, and today you put them to good
use, creating a few more bloody craters in your enemy’s turf. Gain 15
Dominance.
28) Misdirection! One of your mooks convinced a Gasser
raiding party that a rival gang had stolen one of their shipments of Psycho,
and the Gassers carved a bloody path through their turf. Your enemy is weakened
without you so much as lifting a finger. Gain 20 Dominance. If you are the
Gassers, two of your raiding parties just decimated each other, lose 15
Dominance instead.
29) Top dog! Your gang’s relentless attacks on a rival
major gang have left them weak, and they have offered to pay you homage if you
spare their miserable lives. Gain 15/20/25 Dominance according to the size of
the gang in question.
30) Roll again. If the result is 30: Terminated! A squad
of your most veteran gangers has taken out a rival gang leader, and your gang
is the talk of the town today. Gain 25 Dominance. If you have a mortal enemy,
it was their gang leader who snuffed it, and you gain an additional 10
Dominance.
Monday, January 2, 2012
War... war never changes
Hi everyone, first of all a happy new year and best wishes for 2012! Those who check the blog from time to time might have noticed it's been awfully quiet lately, and as the new year dawns it looks like it might continue like that for quite a while still. I doubt I'll restart my Fallout campaign soon, so I'm going to mothball the blog for the foreseeable future. I'll still be around in the background, so drop me a line if you have questions about any of the stuff on here or just want to chat about all things Savage Worlds/Fallout. For now: keep an eye on your caps and watch out for rads!
Minor update: For those of you interested in my non-Fallout related rants, I have made Roll for Surprise my new base of operations. Who says Christmas only comes around once a year!
Minor update: For those of you interested in my non-Fallout related rants, I have made Roll for Surprise my new base of operations. Who says Christmas only comes around once a year!
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