RPGNow, in conjunction with some wonderful RPG publishers, is launching the New Year, New Game Sale once more, providing a toooooooooon of corebooks for half off their normal price.
And that's all well and good, but WHAT should you BUY?
Weeeell...I have some experience with some of the games, and I thought I'd call those out to you.
Age Past: The Incian Sphere - I wrote two pieces of short fiction for this fantasy RPG. Very fun if you like having powers to tinker with.
Don't Rest Your Head - One of the first RPGs I ever reviewed, actually.
Epoch - This unique horror RPG is actually being reviewed on my blog tomorrow, so stay tuned for that!
Heaven's Shadow - I obviously think highly of this RPG, naming it one of my Top Six of 2013. Speaking of...the print version of this is now on sale until the end of the month, in honor of being named one of my Top Six!
ICONS - I've ran it once, and I own a lot of books for it, but I've never review IT. Tons of support.
Leverage - A previous Top Six pick, based on one of my favorite TV shows.
Part-Time Gods - Another previous Top Six pick, playing mortals suddenly imbued with Godlike powers.
Savage Suzerain - Another previous Top Six pick. I've contributed to a few Savage Mojo projects because of my high opinion and reviews of their products.
Savage Worlds Deluxe Explorer's Edition - It's my favorite RPG. Ever.
School Daze - A very cool and unique school-based RPG.
Shainter: Legends Arise - The new version of the awesome fantasy setting for Savage Worlds.
Stormrift - Another RPG I reviewed very highly, featuring an alien invasion and the freedom fighters that would stop them.
The Mutant Epoch - Another Top Six pick, featuring some of the craziest, over the top, post-apocalypse fun one can find.
RPGs for sale here that I haven't had hands on experience with, but are on my "to-read" pile include:
Astonishing Swordsmen & Sorcerers of Hyperborea - I'm not a big OSR fan, but this looks great.
Bulletproof Blues - I have a fondness for supers, what with being a comic book writer and all.
Dead of Night - Because I also like horror.
Dungeon Crawl Classics - I got to play a short PBEM game of this, and I looooove the 0-level character funnel and magic system. It's on my "review list".
King Arthur Pendragon 5.1 - I've had this for a few years, but not yet ran it. It may well be on the agenda soon, with the Great Pendragon Campaign.
Rapture - I bought their big charity bundle recently.
And there are those that I DON'T yet own, but I have my eye on. Namely...
Adventures Under The Laughing Moon
Against The Darkness - I have almost pulled the trigger on this a dozen times, but the timing is never right.
Atlantis: The Second Age - It looks REALLY cool.
Crimson Exodus - Comes highly recommended from a friend.
Eldritch Ass Kicking
Eternal Contenders
Hoodoo Blues
Little Wizards
Modern Day Gladiators - Being an ex-pro wrestler has me curious about this one.
Noir - Because I like noir.
Numenera
Shattered Moon
Sojourner's Quest
Sorcery & Super Science!
(Of course, I'm open to review copies of these or any other games on the sale. *cough*)
So try a new game, and use my affiliate link so I can get store credit and try a new game of my own, that I will then review on this blog!
Showing posts with label Suzerain. Show all posts
Showing posts with label Suzerain. Show all posts
Monday, January 6, 2014
Sunday, September 16, 2012
Dungeonlands Kickstarter and Heroes & Servitors
The 24 Hour Design Party is complete, and the Dungeonlands Kickstarter is live!
Here is release info on the Kickstarter:
DUNGEONLANDS: TOMB OF THE LICH QUEEN
Savage Mojo's Old School Killer Dungeon which will be released in both Savage Worlds and Pathfinder versions.
Savage Mojo is pleased to announce DUNGEONLANDS, our upcoming killer dungeon set in the First Age of Relic, our fantasy realm, where your heroes will answer a call through time and space to rescue an angel imprisoned by the Lich-Queen.
Her Tomb is littered with the bones of all the heroes that came before. Her Machine spews forth endless hordes of chaos. Her Palace will hold your finest hour...or your crushing defeat.
The first Savage Mojo product produced for both Pathfinder and Savage Worlds, DUNGEONLANDS combines the epic adventure you've come to love from Savage Suzerain with classic, old school dungeons that have shaped the foundations of fantasy gaming.
There's an award-winning development team behind our Dungeonlands line, including writers John Wick (Legend of the Five Rings, 7th Sea, Houses of the Blooded http://johnwickpresents.com/) and Lee Szczepanik, Jr (War of the Dead http://www.daringentertain.com/); artists Jason Engle (http://jaestudio.com/), Jim Pavelec (http://jimpavelec.com/), Aaron Acevedo (http://aaronace.com/), Alida Saxon (http://alidasaxon.com/); and Savage Mojo (http://savagemojo.com/), ENnie and Origins Award winning publishers of Suzerain roleplaying games, Gamescapes roleplaying game accessories, and Brainradio fiction.
We're raising funds to create two books (one for Pathfinder rules and another for Savage Worlds) and a wide variety of accessories too: character cards, monster cards, a full soundtrack, tile maps for the entire dungeon, and more! We have a lot of great pledge rewards, including commissions from Jason Engle, custom tile map sets personalized for your game, or even illustrated fiction based on your character! Look for more on these and other rewards in the coming updates.
Funding Goal: $5,000
Deadline: October 14th.
HEROES & SERVITORS
They came from all corners of the universe,
heroes to defeat the Lich Queen
and free an angel from the Dungeonlands.
They came from all corners of the universe,
servitors of vile alien gods to protect the Lich Queen
and keep an angel imprisoned in the Dungeonlands.
High Fantasy; Epic Conflict
Heroes & Servitors is a book of pre-generated characters, ready to play
with backstories written. Get straight into the action. And for GMs,
there’s an evil, twisted version of each character, together with a premade
fiendish dungeon encounter especially for them. However you
mix them up, they’re bound to enliven your killer dungeon experience.
This is a product for the Savage Worlds rules system and Savage Suzerain. A Pathfinder version is in development.
A copy of Dungeonlands: Tomb of the Lich Queen is recommended to
make the most of this book.
Heroes & Servitors was created by the Savage Mojo crew over a 24 period as the end result of the Savage Mojo 24 Hour Design Party.
Here is release info on the Kickstarter:
DUNGEONLANDS: TOMB OF THE LICH QUEEN
Savage Mojo's Old School Killer Dungeon which will be released in both Savage Worlds and Pathfinder versions.
Savage Mojo is pleased to announce DUNGEONLANDS, our upcoming killer dungeon set in the First Age of Relic, our fantasy realm, where your heroes will answer a call through time and space to rescue an angel imprisoned by the Lich-Queen.
Her Tomb is littered with the bones of all the heroes that came before. Her Machine spews forth endless hordes of chaos. Her Palace will hold your finest hour...or your crushing defeat.
The first Savage Mojo product produced for both Pathfinder and Savage Worlds, DUNGEONLANDS combines the epic adventure you've come to love from Savage Suzerain with classic, old school dungeons that have shaped the foundations of fantasy gaming.
There's an award-winning development team behind our Dungeonlands line, including writers John Wick (Legend of the Five Rings, 7th Sea, Houses of the Blooded http://johnwickpresents.com/) and Lee Szczepanik, Jr (War of the Dead http://www.daringentertain.com/); artists Jason Engle (http://jaestudio.com/), Jim Pavelec (http://jimpavelec.com/), Aaron Acevedo (http://aaronace.com/), Alida Saxon (http://alidasaxon.com/); and Savage Mojo (http://savagemojo.com/), ENnie and Origins Award winning publishers of Suzerain roleplaying games, Gamescapes roleplaying game accessories, and Brainradio fiction.
We're raising funds to create two books (one for Pathfinder rules and another for Savage Worlds) and a wide variety of accessories too: character cards, monster cards, a full soundtrack, tile maps for the entire dungeon, and more! We have a lot of great pledge rewards, including commissions from Jason Engle, custom tile map sets personalized for your game, or even illustrated fiction based on your character! Look for more on these and other rewards in the coming updates.
Funding Goal: $5,000
Deadline: October 14th.
HEROES & SERVITORS
They came from all corners of the universe,
heroes to defeat the Lich Queen
and free an angel from the Dungeonlands.
They came from all corners of the universe,
servitors of vile alien gods to protect the Lich Queen
and keep an angel imprisoned in the Dungeonlands.
High Fantasy; Epic Conflict
Heroes & Servitors is a book of pre-generated characters, ready to play
with backstories written. Get straight into the action. And for GMs,
there’s an evil, twisted version of each character, together with a premade
fiendish dungeon encounter especially for them. However you
mix them up, they’re bound to enliven your killer dungeon experience.
This is a product for the Savage Worlds rules system and Savage Suzerain. A Pathfinder version is in development.
A copy of Dungeonlands: Tomb of the Lich Queen is recommended to
make the most of this book.
Heroes & Servitors was created by the Savage Mojo crew over a 24 period as the end result of the Savage Mojo 24 Hour Design Party.
Sunday, September 9, 2012
Savage Mojo presents DUNGEONLANDS
Savage Mojo is pleased to announce DUNGEONLANDS, our upcoming
killer dungeon set in the First Age of Relic, our fantasy realm, where your
heroes will answer a call through time and space to rescue an angel imprisoned
by the Lich-Queen.
Her Tomb is littered with the bones of all the heroes that came before. Her Machine spews forth endless hordes of chaos. Her Palace will hold your finest hour...or your crushing defeat.
The first Savage Mojo release produced for both Pathfinder and Savage Worlds, DUNGEONLANDS combines the epic adventure you've come to love from Savage Suzerain with classic, old school dungeons that have shaped the foundations of fantasy gaming.
Her Tomb is littered with the bones of all the heroes that came before. Her Machine spews forth endless hordes of chaos. Her Palace will hold your finest hour...or your crushing defeat.
The first Savage Mojo release produced for both Pathfinder and Savage Worlds, DUNGEONLANDS combines the epic adventure you've come to love from Savage Suzerain with classic, old school dungeons that have shaped the foundations of fantasy gaming.
- Savage Mojo will host a 24 hour online Design Party beginning at 9pm Eastern Time on Friday, September 14th and running to 9pm Eastern Time on Saturday the 15th. Utilizing a combination of livestream, online chats, whiteboards, blog posts and social media, the Savage Mojo Design Team will publicly create a new supplement for DUNGEONLANDS live and on the internet!
- DUNGEONLANDS will be the focus of the very first Savage Mojo Kickstarter, as we move to bring this ambitious project to print. Being far more than a single book, DUNGEONLANDS is our most ambitious product to date, with map tiles by Alida Saxon, random dungeon tiles and card decks for random exploration encounters!
- During the 24 Hour Design Party, Savage Mojo will be holding open auditions for the role of our Pathfinder rules guru! Love Pathfinder? Want to be a part of the most ambitious Savage Mojo project to date? Show us what you’ve got during the 24 Hour Design Party! Check out our Facebook, Twitter (@SavageMojo) and Google+ for more information!
- Each version (Pathfinder and Savage Worlds) will be designed to give you the best old school killer dungeon experience for each system!
Monday, May 14, 2012
May RPG Deals at RPGNow
Hey folks...been crazy busy with multiple projects, but I did want to take the moment to drop a line and point out that you can get a slew of PDFs at RPGNow for 20% off using the code DriveThruApril (yes, they have been told that it is, in fact, May). These offers are good until June 14th.
Savage Worlds Fantasy Companion [Pinnacle Entertainment] (http://rpg.drivethrustuff.com/product/64257/Savage-Worlds-Fantasy-Companion&affiliate_id=15975)
Realms of Cthulhu [Reality Blurs] (http://rpg.drivethrustuff.com/product/77953/Realms-of-Cthulhu&affiliate_id=15975)
Karma Roleplaying System Core [Bards and Sages] (http://rpg.drivethrustuff.com/product/58683/Karma-Roleplaying-System-Core-Rules-Book&affiliate_id=15975)
FantasyCraft [Crafty Games] (http://rpg.drivethrustuff.com/product/63884/Fantasy-Craft-Second-Printing&affiliate_id=15975)
Fat Dragon's Dragonshire Deluxe [Fat Dragon Games] (http://rpg.drivethrustuff.com/product/64254/DRAGONSHIRE%3A-Deluxe-Edition&affiliate_id=15975)
Paths of Power (Pathfinder System) [4 Winds Fantasy] (http://rpg.drivethrustuff.com/product/65792/%5BPFRPG%5D-Paths-of-Power&affiliate_id=15975)
Spycraft: Real American H.E.R.O.es [Crafty
Games] (http://rpg.drivethrustuff.com/product/65785/Real-American-H.E.R.O.es&affiliate_id=15975)
Fellowship of the White Star Campaign Book [Thenodrin Presents] (http://rpg.drivethrustuff.com/product/59997/Fellowship-of-the-White-Star-campaign-book&affiliate_id=15975)
Ninja Burger RPG (2nd Edition) [aetherial FORGE] (http://rpg.drivethrustuff.com/product/11881/Ninja-Burger%3A-The-RPG-2nd-Edition)
Heavy Gear Blitz! Locked & Loaded [Dream Pod 9] (http://rpg.drivethrustuff.com/product/12646/Heavy-Gear-Blitz%21-Rulebook&affiliate_id=15975)
Hero's Handbook: Dragonborn [Goodman Games] (http://rpg.drivethrustuff.com/product/59034/Hero%27s-Handbook%3A-Dragonborn&affiliate_id=15975)
Splicers RPG [Palladium Books] (http://rpg.drivethrustuff.com/product/64205/Splicers&affiliate_id=15975)
Noir Knights (Savage Worlds) [Savage Mojo] (http://rpg.drivethrustuff.com/product/80633/Noir-Knights-%28Savage-Worlds%29&affiliate_id=15975)
I particularly recommend Noir Knights, Realms of Cthulhu and the Savage Worlds Fantasy Companion.
Working on some new reviews to share with you over the next week, so look for those!
I particularly recommend Noir Knights, Realms of Cthulhu and the Savage Worlds Fantasy Companion.
Working on some new reviews to share with you over the next week, so look for those!
Wednesday, April 18, 2012
Half-Dozen Heroes: Caladon Falls
This is just a go at showing off some character creation options for the Caladon Falls setting for Savage Suzerain. This is NOT official Savage Mojo material, and is just me acting in my capacity as a blogger and not in any capacity with SM. I hope to continue the Half-Dozen Heroes series, within Savage Suzerain and without, visiting other Savage Worlds settings, and even venturing outside of them.
These are not necessarily meant to be super optimized builds...just examples of the characters you can make. Everything used on these characters was drawn from Savage Worlds Deluxe, Savage Suzerain and Caladon Falls. I will provide overviews, but not full mechanics, because you're just going to have to buy the books for those.
Angelus
Heroic (3 advances)
Agility d6
Smarts d8
Spirit d8
Strength d6
Vigor d8
Charisma: -2
Pace: 6
Parry: 5
Toughness: 8/7(2)(1)
Pulse: 25
Hindrances
Evil Spirit (Major)
Pacifist (Minor)
Quirk (Never looks people in the eyes, speaks in the past tense) (Minor)
Edges
Bearer of Ill Omen
Cool As Ice
Elan
Feel My Pain
Indomitable
Information Sponge
Iron Inside
New Power (Armor)
New Power (Divination)
Sighted
Skills
Climb d6
Fighting d6
Investigation d8
Notice d6
Ritual d10
Stealth d6
Streetwise d8
Survival d6
Swim d6
Powers
Armor
Boost/Lower Trait
The Sight
Telesma
Forced Manifestation
Spirit Interaction
Weapon of Spirit
Gear: Hardened Leather Armor (+2/+1), short sword (Str+d6)
Notes: I was one of the IndieGoGo backers for Caladon Falls, and I forgot to provide information for my "character" listing on the inside front cover...so someone listed a character named after my son, who stalks the streets of Vendol (known for its mausoleums), who speaks to the dead...and sometimes makes them speak back.
He not only uses Divination to accomplish this, but also gets an assist from his Telesma. Angelus just refuses to ever give up, showing inner reserves that push him well beyond his abilities at times. His connection to the spirit world causes him to make seemingly bizarre leaps of logic that generally prove to be correct. His dealings with spirits also cause him to only resort to violence as his last resort, and gives him an unsettling demeanor in which he refuses to look people in the eyes and often speaks of them in the past tense.
Thaered Braik
Novice
Agility d6
Smarts d6
Spirit d6
Strength d8
Vigor d8
Charisma: 0
Pace: 6
Parry: 6
Toughness: 6
Pulse: 10
Hindrances
Dragon Kin Recessive (minor)
Overconfident (major)
Poverty (minor)
Edges
Dragon Kin
Chameleon Skin
Skills
Climbing d4
Fighting d8
Intimidation d8
Survival d6
Taunt d6
Tracking d6
Gear: Long Sword (str+d8)
Notes: Thaered is a Dragon Kin warrior with vestigial wings who has more guts than brains at times, feeling as though his dragon-based heritage makes him tough enough to handle most any situation.
Declan Ferrath
Seasoned (3 Advances)
Agility d8
Smarts d8
Spirit d6
Strength d6
Vigor d6
Charisma: 0
Pace: 6
Parry: 4
Toughness: 6
Pulse: 15
Hindrances
Cautious
Standing Orders (Spy)
Wanted (Major) (various treasonous activities)
Edges
Acrobat
Alertness
Connections
Extraction
House Spy
Nobody
Skills
Fighting d4
Investigation d6
Lockpicking d6
Notice d8
Persuasion d6
Stealth d8
Streetwise d6
Telesma
Protective
Gear: Dagger (Str+d4)
Notes: Declan Ferrath is one of those guys that just blends into the crowd, working as an aide in House Killian. However, he is actually a spy for House Vesper and has been directly responsible for a growing number of setbacks...which would put his life in grave danger if they were ever discovered. Savage Worlds doesn't have a "Secret" Hindrance, or I would have used that in place of Wanted, but I wanted to keep everything as "official" as I could.
Earl Alden Mayhew
Veteran
Agility d6
Smarts d12
Spirit d8
Strength d4
Vigor d4
Charisma: +6
Pace: 6
Parry: 2
Toughness: 4
Pulse: 20
Hindrances
Anemic
Gone Soft (minor)
Small
Edges
Charismatic
Command
House Gift (Vesper - Magpie Mind)
Noble
Improved: Earl
Pure Strain Human
Strong Willed
Tactician
Intimidation d6
Investigation d6
Knowledge
Battle d10
Notice d4
Persuasion d6
Streetwise d4
Taunt d8
Telesma
Allure
Psychically Aggressive
Notes: This one was fun. An Earl of House Vesper who is an unfettered genius and a brilliant tactician, but utterly and completely vulnerable in the physical game. His Persuasion is only d6, but has a whopping +7 Charisma due to the influence of his Telesma and his noble lineage.
Darius Langsten
Heroic (2 advances)
Agility d6
Smarts d6
Spirit d10
Strength d8
Vigor d8
Charisma: +1
Pace: 6
Parry: 6
Toughness: 10(3)
Pulse: 25
Hindrances
Fanatic
Heroic
Optimistic (minor)
Edges
Brawny
Charismatic
Crusader
Double Defense
Improved
Empowered
Hard to Kill
New Power
Rapid Recharge
Sweep
Skill
Faith d12
Fighting d8
Healing d4
Notice d6
Persuasion d10
Riding d6
Powers
Healing
Light
Smite
Telesma
Weapon of Destiny
Weapon of Power
Protective
Gear: Plate Armor
Notes: Darius is a Crusader in the Swords of Trinity whose faith leaves him optimistic...to the point of annoyance at times. Darius no longer carries a sword since his Telesma activated and began speaking to him, as he now summons his sword from out of nowhere and empowers it with energy from the Telesma to do whatever he needs it to.
Gorin
Demigod (2 advances)
Agility d10
Smarts d6
Spirit d6
Strength d10
Vigor d10
Charisma: 0
Pace: 6
Parry: 8
Toughness: 8
Pulse: 35
Hindrances
All Thumbs
Homesick (major)
Rebellious Telesma (minor)
Edges
Fearsome Presence
First Strike
Flight of the Ascendant
Frenzy
Fury (Mastery)
Claws
Regenerate
Transformation
Killer Instinct
Professional
Quick
Quick Assessment
Thick Headed
Trait Perfection (Fighting)
Skills
Boating d4
Climbing d6
Fighting d12+1
Gambling d4
Intimidation d8
Notice d6
Stealth d6
Survival d6
Swimming d6
Tracking d6
Telesma
Protective
Psychically Aggressive
Telesma Radio
Unbounded Adjustment
Vigorous Spirit
Notes: Gorin hasn't seen it all, but he's seen a LOT. He left Relic a long time ago, and has faced off with some of the worst creatures and villains across the multiverse...and all he really wants is to go home. His Telesma tries to push him forward, to do the will of the Gods, but Gorin is growing angrier at it all the time. Gorin has become an impressive fighting machine, who can rattle his opponents into submission before he shreds them with his claws.
Anyway, a half-dozen heroes for Caladon Falls. Is the series worth continuing? Is there anything I should do differently? Do you have any special requests? Any feedback is appreciated.
Monday, April 2, 2012
Quantum Sliders: Arabian Nights Released!
Relic, American Grit, Shanghai 2048 and The Garden of Athena were only the beginning...
Introducing the first in the Quantum Sliders adventure series for Savage Suzerain, Arabian Nights!
The prosperity of a desert Sultanate is unraveling!
The Sultan is dead and the magical island of Karkadann crumbles under a scourge of ruinous djinn. What secrets were lost with the ruler’s passing? Our heroes delve into court intrigue, explore furtive desert hideaways, and travel a plagued land, looking for the answer. What they find won’t be pleasant, and in the end they must choose: defy the Great Spirit of Wishes or make a sacrifice....
In this Savage Worlds* adventure for Heroic rank characters you’ll find all you need to run a great session of Fast! Furious! Fun! It’s set among our Timeline realms, meaning it’s part of real world history, but with magic sprinkled on top!
* A copy of Savage Suzerain is also recommended to get the best out of this book.
- Each adventure is designed to be standalone.
- Though each adventure is standalone, sharp-eyed observers will notice recurring elements and thematic links.
- Quantum Sliders adventures can be linked together, played separately, in numerical order or any order!
Introducing the first in the Quantum Sliders adventure series for Savage Suzerain, Arabian Nights!
The prosperity of a desert Sultanate is unraveling!
The Sultan is dead and the magical island of Karkadann crumbles under a scourge of ruinous djinn. What secrets were lost with the ruler’s passing? Our heroes delve into court intrigue, explore furtive desert hideaways, and travel a plagued land, looking for the answer. What they find won’t be pleasant, and in the end they must choose: defy the Great Spirit of Wishes or make a sacrifice....
In this Savage Worlds* adventure for Heroic rank characters you’ll find all you need to run a great session of Fast! Furious! Fun! It’s set among our Timeline realms, meaning it’s part of real world history, but with magic sprinkled on top!
* A copy of Savage Suzerain is also recommended to get the best out of this book.
- Each adventure is designed to be standalone.
- Though each adventure is standalone, sharp-eyed observers will notice recurring elements and thematic links.
- Quantum Sliders adventures can be linked together, played separately, in numerical order or any order!
Wednesday, March 14, 2012
Me, Savage Mojo and This Blog
So, effective yesterday or so, I came to terms with Savage Mojo to become their Social Media Manager. Essentially, I will becoming their public face, especially in the realm of social media (Facebook, Twitter, Google+, game forums, that sort of thing). As many of you know, a while back I began a working relationship with them as their "Savage Campaign Guru", at which point I ceased things like doing reviews of Savage Mojo products (due to conflict of interest - even if I hadn't worked on the products in question).
I feel very positive about this step (especially as the sole working parent in the household, with my wife becoming a stay at home mom about a year ago), and I look forward to helping Savage Mojo grow into its rightful place, in my view, among the game publisher's pantheon.
What does that mean for this blog? Honestly, not much. Yeah, I'll talk more about Savage Mojo, but any time I have new projects coming out, you're going to hear about it (I mean, I'm going to beat you all to death with Hellrazer until you jump on the bandwagon, and I'm VERY pumped about the expected releases by Daring Entertainment this year). I'm still going to review games because, well, I love roleplaying games...I love playing them, I love reading them, I love informing people about them, and I do my level best to inform you of them without an agenda (at least until Tommy's Top Six rolls around every year).
I am very, very excited about the turns my life has taken, professionally and personally, over the last couple of years, and I look forward to sharing many more positive developments with you in the months to come. To that end, if you need to reach me for anything Savage Mojo related, drop me a line at community@savagemojo.com.
Stay tuned later this week for my review of Bedrock Games' alternate history RPG Servants of Gaius, but first, take a peek at the new Suzerain promo video we uploaded this weekend and swing by RPGNow right now and use the code WhenIrishDiceAreRollin to get 20% off of Caladon Falls until April 10th!
Thursday, January 5, 2012
The Honorable Mentions
After compiling Tommy's Top Six, I did have a few other books that I felt needed special mention, so I'm going to do that here.
In alphabetical order:
Agents of Oblivion by Reality Blurs: This horror-espionage mash-up gives you the tools to run almost anything from James Bond to the X-Files to Men in Black. You can even amp it up further, making the PCs mutant super agents. It even meshes easily with Realms of Cthulhu for as much, or as little, crossover as you like.
WHY IT DIDN'T MAKE THE TOP SIX: Timing. If I had reviewed this in a separate year than Realms of Cthulhu, this would almost certainly have made it into the Top Six, but I have a "one book per publisher" limit that I impose on the Top Six, and at the end of the day, I feel Realms just brings more to the table.
Caladon Falls by Savage Mojo: Caladon Falls is a fantasy setting/campaign for Suzerain, taking a grittier and more warlike approach than you typically see from fantasy games. In fact, it is largely Band of Brothers meets Lord of the Rings, and it's a very impressive campaign that takes full advantage of the Savage Worlds strengths, namely the ease in PCs commanding NPCs and the Mass Combat rules.
WHY IT DIDN'T MAKE THE TOP SIX: Timing. Fact is, I had to choose between this and Savage Suzerain and as great as THIS book is, THAT book lays all the framework for the awesome twist on Savage Worlds that is Suzerain.
Hellfrost by Triple Ace Games: One of the coolest (no pun intended) fantasy settings that I was very much "late to the party" for, Hellfrost is a dark fantasy setting for Savage Worlds in a world that is freezing quickly. With some great setting rules and a gorgeous bestiary, Hellfrost won me over nearly as soon as I sprang for my copies.
WHY IT DIDN'T MAKE THE TOP SIX: Notice that I said "Hellfrost", which isn't a single book, but three books: The Hellfrost Player's Guide, The Hellfrost Gazetteer and the Hellfrost Bestiary. Honestly, I came very close to nominating both the Player's Guide (because the bulk of the setting is right there) and the Bestiary (because I love monster books, and this is a very well done monster book), but I ultimately split the difference and went with the Top Six that you saw on January 1st.
Horror Show by Bedrock Games: Bedrock Games impressed me with Terror Network and Crime Network, their anti-terrorism and mafia RPGs, neither being subject matter I'm particularly enthusiastic about. In 2011 they took their skill based system and applied it to cinematic horror, in a combination that probably shouldn't have worked as well as it did. In fact, Horror Show wound up being a very pleasant surprise for me, a well-researched horror RPG with a tested system and a lot of love behind it.
WHY IT DIDN'T MAKE THE TOP SIX: The biggest reason is that it is essentially a horror toolkit, and there are horror toolkits out there. It came THISCLOSE to making the Top Six, but I ultimately decided that Ghostories had the more unique hook that would sway someone into trying it even if they already had a go-to horror game, whereas Horror Show seems less likely to sway someone who is already pleased with their horror options.
Part-Time Gods by Third Eye Games: The third corebook by Third Eye Games covers all new territory for the small, but impressive, company: Playing Gods. Sure, this isn't unheard of in RPGs, at all. Where this one is unique from those is that the Gods are still bound to their mortal lives, and have to strike a balance between being Gods and being humans. Utilizing a simplified version of the Dynamic Gaming System to bring the over the top powers of the Gods to life, Part-Time Gods is a worthy addition to the Apocalypse Prevention Inc. and Wu Xing line-ups.
WHY IT DIDN'T MAKE THE TOP SIX: Part-Time Gods was a HUGE success on Kickstarter, which led to a few top tier donors making it into the back of the book as characters. The "vanity buy-ins" just kind of annoy me. I'd prefer the page count being used for things I'll actually use...but I did only pay cover for the book, while they shelled out more. The other thing was that, for maybe the first time, I read an RPG that has multiple PC "factions" (Theologies in this game) and not one of them really GRABBED me. I can usually find a clan, tribe, group, whatever that "speaks" to me, but not this time. Kinda left me feeling like the White Wolf-esque clan approach worked against the game instead of for it this time.
Smallville High School Yearbook by Margaret Weis Productions: A fantastic resource for not only refocusing your Smallville games for a high school setting, but a great snapshot of "TV American High School". In fact, if you have the extra money and are running any kind of game set in modern American high school and need a refresher on things, I'd recommend picking it up.
WHY IT DIDN'T MAKE THE TOP SIX: In this case, I think the focus was specialized enough that if it were a complete game (like Tough Justice), I would have given it a nod. I couldn't quite do that given that it's a very specific (though well written) sourcebook for another game. Fantastic book, limited in scope, but incredibly useful for that scope.
In alphabetical order:
Agents of Oblivion by Reality Blurs: This horror-espionage mash-up gives you the tools to run almost anything from James Bond to the X-Files to Men in Black. You can even amp it up further, making the PCs mutant super agents. It even meshes easily with Realms of Cthulhu for as much, or as little, crossover as you like.
WHY IT DIDN'T MAKE THE TOP SIX: Timing. If I had reviewed this in a separate year than Realms of Cthulhu, this would almost certainly have made it into the Top Six, but I have a "one book per publisher" limit that I impose on the Top Six, and at the end of the day, I feel Realms just brings more to the table.
Caladon Falls by Savage Mojo: Caladon Falls is a fantasy setting/campaign for Suzerain, taking a grittier and more warlike approach than you typically see from fantasy games. In fact, it is largely Band of Brothers meets Lord of the Rings, and it's a very impressive campaign that takes full advantage of the Savage Worlds strengths, namely the ease in PCs commanding NPCs and the Mass Combat rules.
WHY IT DIDN'T MAKE THE TOP SIX: Timing. Fact is, I had to choose between this and Savage Suzerain and as great as THIS book is, THAT book lays all the framework for the awesome twist on Savage Worlds that is Suzerain.
Hellfrost by Triple Ace Games: One of the coolest (no pun intended) fantasy settings that I was very much "late to the party" for, Hellfrost is a dark fantasy setting for Savage Worlds in a world that is freezing quickly. With some great setting rules and a gorgeous bestiary, Hellfrost won me over nearly as soon as I sprang for my copies.
WHY IT DIDN'T MAKE THE TOP SIX: Notice that I said "Hellfrost", which isn't a single book, but three books: The Hellfrost Player's Guide, The Hellfrost Gazetteer and the Hellfrost Bestiary. Honestly, I came very close to nominating both the Player's Guide (because the bulk of the setting is right there) and the Bestiary (because I love monster books, and this is a very well done monster book), but I ultimately split the difference and went with the Top Six that you saw on January 1st.
Horror Show by Bedrock Games: Bedrock Games impressed me with Terror Network and Crime Network, their anti-terrorism and mafia RPGs, neither being subject matter I'm particularly enthusiastic about. In 2011 they took their skill based system and applied it to cinematic horror, in a combination that probably shouldn't have worked as well as it did. In fact, Horror Show wound up being a very pleasant surprise for me, a well-researched horror RPG with a tested system and a lot of love behind it.
WHY IT DIDN'T MAKE THE TOP SIX: The biggest reason is that it is essentially a horror toolkit, and there are horror toolkits out there. It came THISCLOSE to making the Top Six, but I ultimately decided that Ghostories had the more unique hook that would sway someone into trying it even if they already had a go-to horror game, whereas Horror Show seems less likely to sway someone who is already pleased with their horror options.
Part-Time Gods by Third Eye Games: The third corebook by Third Eye Games covers all new territory for the small, but impressive, company: Playing Gods. Sure, this isn't unheard of in RPGs, at all. Where this one is unique from those is that the Gods are still bound to their mortal lives, and have to strike a balance between being Gods and being humans. Utilizing a simplified version of the Dynamic Gaming System to bring the over the top powers of the Gods to life, Part-Time Gods is a worthy addition to the Apocalypse Prevention Inc. and Wu Xing line-ups.
WHY IT DIDN'T MAKE THE TOP SIX: Part-Time Gods was a HUGE success on Kickstarter, which led to a few top tier donors making it into the back of the book as characters. The "vanity buy-ins" just kind of annoy me. I'd prefer the page count being used for things I'll actually use...but I did only pay cover for the book, while they shelled out more. The other thing was that, for maybe the first time, I read an RPG that has multiple PC "factions" (Theologies in this game) and not one of them really GRABBED me. I can usually find a clan, tribe, group, whatever that "speaks" to me, but not this time. Kinda left me feeling like the White Wolf-esque clan approach worked against the game instead of for it this time.
Smallville High School Yearbook by Margaret Weis Productions: A fantastic resource for not only refocusing your Smallville games for a high school setting, but a great snapshot of "TV American High School". In fact, if you have the extra money and are running any kind of game set in modern American high school and need a refresher on things, I'd recommend picking it up.
WHY IT DIDN'T MAKE THE TOP SIX: In this case, I think the focus was specialized enough that if it were a complete game (like Tough Justice), I would have given it a nod. I couldn't quite do that given that it's a very specific (though well written) sourcebook for another game. Fantastic book, limited in scope, but incredibly useful for that scope.
Sunday, January 1, 2012
Tommy's Top Six of 2011 and Birthday Blog Giveaway
Last year's Tommy's Top Six and Birthday Blog Giveaway was a pretty good idea and a pretty big success, so I decided pretty early on to revisit it again this year. I am keeping the same criteria this year for last year's selections, which are as follows: 1) Only one title from each company could be eligible. Spread the love around and all that. This year, it was much easier to do that than last year. 2) I'm not concerned with when the book was released, only when I reviewed it, which had to be between December 17th last year to December 17th this year.
Also, like last year, I have some "runner-ups" or "honorable mentions"...a seperate blog post will detail those.
Oh, hey...and this is my 300th blog post! Yay!
Why You Should Buy It: Ghostories is a really misleading title, as this is pretty much an all-purpose horror game. Using the genreDiversion system, Ghostories has everything you need to play, and is also compatible with other genreDiversion games (like Mean Streets), while including conversion charts for PIG acquisitions like Bloodshadows. That's a LOT of play that you can get out of this one book. As noted, it goes above and beyond just ghost stories, providing demons, liches, shapeshifters and trolls, and then some. In addition to being able to play normal humans, the book opens things up to a number of powers, like Sorcery, Revelations (visions), Binding Lore (binding spirits), Unholy Arts (which summons Phantoms, who are reallly demons, and that's Bad), and much, much more. In addition, the book crams in nine adventures and around twenty plot seeds, so there should be very little question as to what you "do" with it. On top of that, it includes 21 ready made characters. I'm a fan of games that are a little lite while still having crunch, and the cool, atmospheric modifiers for the supernatural powers in this game qualify (like casting spells on Samhain, for instance), and the powers in the game are a fun, unique mix that help characters stand out from each other without making the game about essentially horror superheroes. I had picked up the original version of Ghostories before but really kind of overlooked it, but a side by side comparison of that one and this are wildly different. Ghostories is a meaty, 128 book with a low-powered, horror feel, and I would gladly use it in place of games like, say WitchCraft. In fact, for my next pure horror game (not the ass-kicking, monster-hunting type ala Angel or Rippers), I would look to Ghostories first before I would anything else (even Savage Worlds), and that's about the best compliment I can give. And it is worth noting that Ghostories HAS rules mods that make it a little more cinematic, but there are other games that can do that better. Stick with the low-end, investigative horror and Ghostories should shine.
Buy the PDF at RPGNow or the print version at Amazon.com.
Why You Should Buy It: The idea that Savage Worlds is only good for high-octane, pulp adventure got completely kicked in the teeth by Realms of Cthulhu. Filtering the Cthulhu Mythos through the Savage Worlds lens, Lovecraft's legendary mind-bending tales managed to impose their demented will on the Savage Worlds game system. Now, Realms of Cthulhu doesn't fundamentally alter Savage Worlds...it just provides you additional rules to fundamentally alter Savage Worlds with. For instance, Pulpy and Gritty damage as well as Physical and Mental damage. Setting rules that can make Savage Worlds MUCH harsher than most folks seem to think it is. It does up the complexity level of Savage Worlds, but only a bit, and it grows organically out of existing mechanics. The bestiary is an extensive one that covers most known Lovecraftian beasties, and it's full of random charts with which to generate random entities and corrupted people. It also has conversion notes for Call of Cthulhu by Chaosium, in case you want to use CoC materials with Realms. Magic gets twisted sideways and overhauled to fall in line with the Cthulhu mythos, and the production values are as good as any Savage Worlds book on the market. The options, setting rules and random generators in Realms of Cthulhu make this an amazing addition to any Savage Worlds library.
Buy the PDF at RPGNow or the print version at Amazon.com.
Why You Should Buy It: Obviously, I'm a pretty big fan of Savage Worlds. Like Realms of Cthulhu, Savage Suzerain kind of plays with the way you look at Savage Worlds. Whereas RoC takes it to harder and grittier levels than the core, Savage Suzerain expands it far beyond what most people consider to be the "upper limits" of the system. Savage Suzerain is a world-hoppping Savage Setting that actually encompasses multiple Savage Settings and dials the awesome up to 11 by making the PCs capable of ascending into Demigods, a rank beyond Legendary. The settings thus far have included fantasy warfare (Caladon Falls), Space Empires (Dogs of Hades), cyberpunk vampire apocalypses (Shanghai Vampocalypse), pulpy Depression-era investigation (Noir Knights) and much more to come. Any of the above books (especially Caladon Falls, a thing of beauty and awesome) could have qualified, but I have a One Book Per Company rule, and this is the one that expands those options to begin with and makes the rest of them possible. This is the book that lays the groundwork, providing a slew of new Edges and explaining just how Pulse Paths (which replace Arcane Backgrounds) work. Pulse starts off with basic effects, mimicking the powers from the savage Worlds rules, but eventually scales up to reality-altering (at least temporarily) levels. The Savage Tales and Plot Point campaign in Savage Suzerain is also one of the most effective I've seen at hitting all the thematic bullet points while still leaving the setting wide open at the end. I love Savage Worlds just as it is, but I love those Savage Settings that blow the whole thing wide open, like Realms and Savage Suzerain. Oh, and it has my favorite Hindrance ever: Optimist.
Buy the PDF at RPGNow or the print version at Amazon.com.
Why You Should Buy It: The Companion series is designed to help you expand Savage Worlds in your chosen genre. Similar to the old PDF-only Toolkits, the Companions provide new rules, Edges, Hindrances and so forth. Two of my favorite books from that line were the Horror GM's Toolkit and the Horror Bestiary....both of which did a LOT to inspire the material for this book. Obviously, horror is nothing new to Savage Worlds, what with one of the earliest settings being Rippers, to say nothing of the Deadlands connection. Even Necessary Evil had a bit of a horror element to it. The Horror Companion does a fantastic job of taking the earlier toolkit and bestiary and bringing them in line with Savage Worlds Deluxe edition. There are a number of horror specific tweaks, like Doubting Thomas becoming a Major Hindrance, but my single favorite part is the addition of Monster PCs, from vampires to werewolves to angels to demons. There are also great new powers and Arcane Items. If you're planning on running any sort of horror game for Savage Worlds, you would do well to pick this up...and even if you're not, and you like having monsters around, there are plenty of options to choose from. While I can't quite call it indespensible, I'd say it's pretty close, as a lot of this stuff is pretty easy to adapt to any Savage Worlds campaign that isn't "normal" (Deadlands Blessed totally need Consecrate Ground).
Buy the PDF at RPGNow.
Pick it up in PDF or in a print at RPGNow.
Why You Should Buy It: Easily the oddest selection on the list, Tough Justice is a historical farce RPG designed to emulate a very bloody period of England. Meant to be played as an adversarial RPG, it is one of my favorite approaches to PC vs PC games, because the PCs are on opposing legal teams, rather than actually having to do battle with each other (though that's not completely ruled out). I'm a sucker for courtrooom dramas, and that sort of thing is often abstracted down to a couple of die rolls...here, EVERYTHING impacts the outcome of the case, from pre-trial actions to witness tampering to closing statements to the jury. Most importantly, the game has an extensive list of examples to walk you through every step of the case, from arrest to execution (if applicable). You don't even have to worry about getting stumped with the creation of cases and defendants, as there are large, random charts for that. In fact, it is even possible for PCs to wind up standing trial, if you broke too many laws in their pursuit of justice. Easily the most unique game on this list, Tough Justice isn't just different to be different, it is a well-written game based off a tested system, providing one of the most unique experiences I can think of. You don't want another fantasy heartbreaker or Star Wars clone? Then pick up Tough Justice and support something truly different from the norm. Bonus points if you base characters off of the cast of Boston Legal.
And with that out of the way, now let's get to what you really came for: Free stuff.
Today marks the second anniversary of The Most Unread Blog on the Internet. Ever...as well as my 300th blog post. Last year, we had a very successful Birthday Blog Giveaway, and this year, we will do the same!
Thanks to the generosity of the above publishers, I am pleased to announce the following prizes:
- A PDF copy of Ghostories Expanded.
- A PDF copy of Realms of Cthulhu.
- A PDF copy of Savage Suzerain.
- A PDF copy of the Savage Worlds Horror Companion.
- One (1) print copy of SWord Noir, and two (2) Complete Sword Noir PDF Bundles, including Sword Noir and two adventures. (Print copy and bundles awarded separately).
- A PDF copy of Tough Justice.
Eight great prizes, including a print copy!
To enter, simply send me an e-mail to tommyb(a)sstelco(dot)com, with the subject (minus the quotes) "Happy Birthday Blog", listing your order of preference for the prize. Once I have closed entries by 11:59 PM Central Time on January 15th, I will use a randomizer to determine the winners...#1 gets their first choice, #2 gets their first available choice (their first choice if it wasn't taken, second if it was, and so on).
Thank you once again for continuing to read the blog. Thank you to the publishers for their generous donations for the Blog's Birthday. As the New Year begins, I have made some tweaks to the blog, placing the Savage Worlds Characters Are All The Same articles linked off the front page, and I have also added an Amazon aStore as one more avenue with which you can support the blog if you so choose.
Up next, I'll discuss a handful of products that almost...but didn't quite...hit the Top Six mark and why.
Thank you, have a Happy New Year, and good luck in the contest!
Tommy
Sunday, September 25, 2011
Hurricane Irene Flood Relief Bundle
Hey folks...
I'll try to get back to regular reviews and such in the coming week, but I wanted to toss a shout-out regarding this Hurricane Irene Flood Relief bundle, meant to help out the Schoharie County Community Action Program in New York.
There's some great stuff in here from several companies, but I'll say that Killer Thriller, Little Fears Nightmare Edition, Savage Suzerain and Zeeks alone make it WELL worth your $25.
Wednesday, April 27, 2011
Caladon Falls Kickstarter
Caladon Falls, which I just reviewed over here, is being brought to print via a Kickstarter-like fundraiser on IndieGoGo.
I *highly* enjoyed Caladon Falls (as I have all of the Suzerain products I've had the pleasure of reviewing thus far), and in addition to some nice new Edges and Hindrances, Caladon Falls provides a full plot point campaign that manages to feel like familiar fantasy while also distinguishing itself with a military twist that really takes advantage of the strengths of the Savage Worlds system?
For my part, I plan on at least chipping in $10 (Suzerain Adventure Deck? YES PLEASE)...more if I can do it (because, frankly, the Savage Mojo production values NEED to be seen in print, in my opinion).
So...check it out, support a great company's awesome gameline for (in my opinion) the best game system on the market today, and get stuff for it. Click that IndieGoGo link up top to learn more and kick in a donation.
I *highly* enjoyed Caladon Falls (as I have all of the Suzerain products I've had the pleasure of reviewing thus far), and in addition to some nice new Edges and Hindrances, Caladon Falls provides a full plot point campaign that manages to feel like familiar fantasy while also distinguishing itself with a military twist that really takes advantage of the strengths of the Savage Worlds system?
For my part, I plan on at least chipping in $10 (Suzerain Adventure Deck? YES PLEASE)...more if I can do it (because, frankly, the Savage Mojo production values NEED to be seen in print, in my opinion).
So...check it out, support a great company's awesome gameline for (in my opinion) the best game system on the market today, and get stuff for it. Click that IndieGoGo link up top to learn more and kick in a donation.
Wednesday, April 13, 2011
Tommy's Take on Caladon Falls
Caladon Falls is a Savage Suzerain sourcebook that returns to the world of Relic, which was first visited in the Savage Suzerain book.
Caladon Falls is available as a 148 page PDF, costing $19.95 at RPGnow and, like the previous Suzerain products, is full color and gorgeous. The PDF is fully bookmarked and searchable.
Much like many Savage Worlds products, Caladon Falls is split into two sections, one for the players and one for the GMs.
THE REALM OF RELIC
We start off with a brief history of the world, and I have to say I'm thrilled that it's only about a page long. I've just read a lot of fantasy world histories lately is all.
A discussion of languages is given, and directions are fairly annoyingly given as "Riseward, Setward, Steppeward and Seaward" instead of typical compass directions. It's not a HUGE thing, but I don't think it really adds anthing to the setting.
THE POWERS THAT BE
This is a rundown of the political structure of the realm, from the High King to the Noble Houses, which can play an important role in Caladon. There are four "rings" in each house, with political games being played among the circles.
There are seven houses, each with their own schtick. House Killian is rumored to be filled with shapeshifters, while House Laneer is focused on crafting steel and stone. House Marron are horse breeders, and House Sumner is wealthy and a little decadent. House Thrace are woodsmen and House Vesper are scholars, while House Wallend are tied very closely to nature. The text advises that there is a free supplement at the Savage Mojo website that details the houses further.
The Church of Trinity is the major religion of Caladon, and resembles Christianity more than a bit.
The Wizards Guild is the governing body of the wizards, and is specialized into five different branches depending on your wizard's focus.
LAY OF THE LAND
Here we get a nice map of Caladon, and detail of the important areas and landmarks, such as Caladon Falls, the capital city of Caladon. Every location is given at least a paragraph, and usually more, though the description never gets bogged down.
CHARACTER CREATION
Character creation is functionally identical to standard Suzerain generation, except for two things: 1) You are assumed to have some loyalty to either Caladon or doing good in general...and 2) you can take Heroic as an ADDITIONAL Hindrance above and beyond your normal ones, and in doing so, take an non-Legendary or Demigod Edge and ignore the rank requirements.
There are a number of new Hindrances, like Renegade Wizard and Homesick, as well as "recessive" Hindrances, which mean you are only able to use one of our racial abilities.
The Noble Edge is heavily modified, given the heavily political nature of the Noble Houses, and is now ranked in three levels.
New Edges include racial edges like Banshee (which aren't undead, but do have sonic powers), Dragon Kin and Dryads. There are a number of military Edges as well, which makes sense with the included campaign. Nobles can take House Gift, which bestows a special perk depending on the House the PC is a member of. "Nobody" is a nice Edge as well: You can essentially fade into the background in most situations, because the PC is just has nothing "noticeable" about them.
Three new Pulse Paths (Druid, Enchanter and Protector) are given, as well as some new powers (Druids can literally summon a refreshing rain that follows them around).
There are new Telesma Edges as well, like Weapon of Destiny that lets PCs summon a melee weapon from the Telesma, Weapon of Power which makes your exisitng weapon more lethal and Weapon of Spirit that can allow your weapon to strike spirits.
GEAR
Caladon Falls has some unique quirks in the construction of some of the weapons and armor, and this section details those, as well as providing pricing for the new gear that's available.
GM Section
And now we get important setting information.
WHY WE FIGHT
There's a war on, and Caladon Falls is under assault The Warlocks, who wield Wild Magic and are trying to do Very Bad Things to the world.
There's a nice system given for Wild Taint, which can be used to take any monster, animal or person and tweak them, showing the corrupting effects of Wild Magic, using a card draw and checking the suit and value of the card for the effects.
YOU'RE IN THE ARMY NOW
This is all about the organization and operations of the Caladon Army, which the PCs are very likely to wind up being a part of, especially if you use the campaign given in the book.
I do love me some random tables, and an interesting Random Patrol Table is also given, which can generate dangerous or beneficial encounters depending on suit readings.
There is also a sidebar on generating ruins that's interesting: You can let the players create the ruins for you...and you collect Karma while this is going on. Then you can spend the Karma to make their assumptions false as you play.
ADVENTURE!
The Plot Point Campaign is divided into three acts, meant to be started at Novice (but not necessarily using the first adventure as the PCs' first adventure).
I'm gonna go pretty light on description here so I don't spoil it for anyone who doesn't want to be spoiled...or so that players can't find this review and get info the GM doesn't want them to have.
Act I begins with the PCs as regular fantasy adventurers who hear rumors of things that aren't quite man or beast doing Very Bad Things...and getting to find out that those rumors are very much true, even if they have no proof at first. Pretty quickly the campaign shifts well out of standard fantasy territory, with the PCs being conscripted into the militia (and now you know why that whole "loyalty" prerequisite is there).
Act II should see them as Seasoned characters, and the Wild Taint is growing. Additionally, the military theme becomes more pronounced, with opportunities for using the Mass Combat rules presenting themselves. By the end of the Act, the PCs are forced to deal with something far more harrowing than military combat: Politics.
Act III should see the PCs as Veterans, and it begins with both hope and betrayal. The battle finally comes to Caladon Falls, with the PCs hopefully waging war successfully against the Wild Army. I will say this much: The climax isn't the climax, and events happen that take things back out of the Mass Combat scale and back to the more satisfying personal scale. I will also say that I wasn't completely thrilled with the Big Bad, if only because it bore a striking similarity to the Big Bads of a pair of previous Suzerain Plot Points.
At the end, the PCs are just now Heroic (or should be)...meaning that only now should their Telesmae awaken, and the heroes get their first glimpse at a much broader reality. Interestingly, a sequel campaign is already promised, if the PCs wish to stay in Relic and continue the War.
My disappointment in the Big Bad aside, I give them major props for a campaign that has a much different feel than your normal fantasy campaign. It feels a bit like Warhammer with the Wild Army and the spreading corruption, and Savage Worlds is VERY well suited to a game with skirmish level conflicts on up.
SAVAGE TALES
Sixteen Savage Tales, spread out among the experience levels. Some are given for very specific points in the Campaign, with virtually all at least tied in with the Wild Taint. In fact, the Savage Tales are presented in a viable order for running them, if you so choose. There's even a jaunt into the Spirit World to shake things up a bit.
BESTIARY
Two dozen new monsters, including animals specific to Caladon, probably the scariest looking wraiths I have ever seen, and a unique take on gorgons unlike any previous version I had seen before.
THE CALADON ARMY
The final entry is for stat blocks relevant to the army, most likely used as Extras when the PCs are fighting in large groups.
THOUGHTS
Another very well done book showcasing how Suzerain can build to the game-changing Heroic rank instead of just being high powered, as well as providing a very nonstandard take on the fantasy campaign while still feeling like a fantasy campaign.
I did catch a few typos that made it past editing, and I would have liked basically any other type of Big Bad more, but this is still some top quality work, and would be a GREAT way to introduce a group to Suzerain.
Caladon Falls is available as a 148 page PDF, costing $19.95 at RPGnow and, like the previous Suzerain products, is full color and gorgeous. The PDF is fully bookmarked and searchable.
Much like many Savage Worlds products, Caladon Falls is split into two sections, one for the players and one for the GMs.
THE REALM OF RELIC
We start off with a brief history of the world, and I have to say I'm thrilled that it's only about a page long. I've just read a lot of fantasy world histories lately is all.
A discussion of languages is given, and directions are fairly annoyingly given as "Riseward, Setward, Steppeward and Seaward" instead of typical compass directions. It's not a HUGE thing, but I don't think it really adds anthing to the setting.
THE POWERS THAT BE
This is a rundown of the political structure of the realm, from the High King to the Noble Houses, which can play an important role in Caladon. There are four "rings" in each house, with political games being played among the circles.
There are seven houses, each with their own schtick. House Killian is rumored to be filled with shapeshifters, while House Laneer is focused on crafting steel and stone. House Marron are horse breeders, and House Sumner is wealthy and a little decadent. House Thrace are woodsmen and House Vesper are scholars, while House Wallend are tied very closely to nature. The text advises that there is a free supplement at the Savage Mojo website that details the houses further.
The Church of Trinity is the major religion of Caladon, and resembles Christianity more than a bit.
The Wizards Guild is the governing body of the wizards, and is specialized into five different branches depending on your wizard's focus.
LAY OF THE LAND
Here we get a nice map of Caladon, and detail of the important areas and landmarks, such as Caladon Falls, the capital city of Caladon. Every location is given at least a paragraph, and usually more, though the description never gets bogged down.
CHARACTER CREATION
Character creation is functionally identical to standard Suzerain generation, except for two things: 1) You are assumed to have some loyalty to either Caladon or doing good in general...and 2) you can take Heroic as an ADDITIONAL Hindrance above and beyond your normal ones, and in doing so, take an non-Legendary or Demigod Edge and ignore the rank requirements.
There are a number of new Hindrances, like Renegade Wizard and Homesick, as well as "recessive" Hindrances, which mean you are only able to use one of our racial abilities.
The Noble Edge is heavily modified, given the heavily political nature of the Noble Houses, and is now ranked in three levels.
New Edges include racial edges like Banshee (which aren't undead, but do have sonic powers), Dragon Kin and Dryads. There are a number of military Edges as well, which makes sense with the included campaign. Nobles can take House Gift, which bestows a special perk depending on the House the PC is a member of. "Nobody" is a nice Edge as well: You can essentially fade into the background in most situations, because the PC is just has nothing "noticeable" about them.
Three new Pulse Paths (Druid, Enchanter and Protector) are given, as well as some new powers (Druids can literally summon a refreshing rain that follows them around).
There are new Telesma Edges as well, like Weapon of Destiny that lets PCs summon a melee weapon from the Telesma, Weapon of Power which makes your exisitng weapon more lethal and Weapon of Spirit that can allow your weapon to strike spirits.
GEAR
Caladon Falls has some unique quirks in the construction of some of the weapons and armor, and this section details those, as well as providing pricing for the new gear that's available.
GM Section
And now we get important setting information.
WHY WE FIGHT
There's a war on, and Caladon Falls is under assault The Warlocks, who wield Wild Magic and are trying to do Very Bad Things to the world.
There's a nice system given for Wild Taint, which can be used to take any monster, animal or person and tweak them, showing the corrupting effects of Wild Magic, using a card draw and checking the suit and value of the card for the effects.
YOU'RE IN THE ARMY NOW
This is all about the organization and operations of the Caladon Army, which the PCs are very likely to wind up being a part of, especially if you use the campaign given in the book.
I do love me some random tables, and an interesting Random Patrol Table is also given, which can generate dangerous or beneficial encounters depending on suit readings.
There is also a sidebar on generating ruins that's interesting: You can let the players create the ruins for you...and you collect Karma while this is going on. Then you can spend the Karma to make their assumptions false as you play.
ADVENTURE!
The Plot Point Campaign is divided into three acts, meant to be started at Novice (but not necessarily using the first adventure as the PCs' first adventure).
I'm gonna go pretty light on description here so I don't spoil it for anyone who doesn't want to be spoiled...or so that players can't find this review and get info the GM doesn't want them to have.
Act I begins with the PCs as regular fantasy adventurers who hear rumors of things that aren't quite man or beast doing Very Bad Things...and getting to find out that those rumors are very much true, even if they have no proof at first. Pretty quickly the campaign shifts well out of standard fantasy territory, with the PCs being conscripted into the militia (and now you know why that whole "loyalty" prerequisite is there).
Act II should see them as Seasoned characters, and the Wild Taint is growing. Additionally, the military theme becomes more pronounced, with opportunities for using the Mass Combat rules presenting themselves. By the end of the Act, the PCs are forced to deal with something far more harrowing than military combat: Politics.
Act III should see the PCs as Veterans, and it begins with both hope and betrayal. The battle finally comes to Caladon Falls, with the PCs hopefully waging war successfully against the Wild Army. I will say this much: The climax isn't the climax, and events happen that take things back out of the Mass Combat scale and back to the more satisfying personal scale. I will also say that I wasn't completely thrilled with the Big Bad, if only because it bore a striking similarity to the Big Bads of a pair of previous Suzerain Plot Points.
At the end, the PCs are just now Heroic (or should be)...meaning that only now should their Telesmae awaken, and the heroes get their first glimpse at a much broader reality. Interestingly, a sequel campaign is already promised, if the PCs wish to stay in Relic and continue the War.
My disappointment in the Big Bad aside, I give them major props for a campaign that has a much different feel than your normal fantasy campaign. It feels a bit like Warhammer with the Wild Army and the spreading corruption, and Savage Worlds is VERY well suited to a game with skirmish level conflicts on up.
SAVAGE TALES
Sixteen Savage Tales, spread out among the experience levels. Some are given for very specific points in the Campaign, with virtually all at least tied in with the Wild Taint. In fact, the Savage Tales are presented in a viable order for running them, if you so choose. There's even a jaunt into the Spirit World to shake things up a bit.
BESTIARY
Two dozen new monsters, including animals specific to Caladon, probably the scariest looking wraiths I have ever seen, and a unique take on gorgons unlike any previous version I had seen before.
THE CALADON ARMY
The final entry is for stat blocks relevant to the army, most likely used as Extras when the PCs are fighting in large groups.
THOUGHTS
Another very well done book showcasing how Suzerain can build to the game-changing Heroic rank instead of just being high powered, as well as providing a very nonstandard take on the fantasy campaign while still feeling like a fantasy campaign.
I did catch a few typos that made it past editing, and I would have liked basically any other type of Big Bad more, but this is still some top quality work, and would be a GREAT way to introduce a group to Suzerain.
Thursday, December 23, 2010
Tommy's Take on Noir Knights
This was actually the review I was preparing to do, when I did the Savage Suzerain one instead. Noir Knights is set in a Suzerain realm called American Grit, and shows up in the Savage Suzerain plot point campaign.
The PDF is $19.95, with most of the common cool features, like being searchable and bookmarked, with copy and paste available. You can order the hardcopy right now for $34.99.
The same production values are present here as they are in Savage Suzerain and Shanghai Vampocalypse, although the art on the cover image just doesn't do it for me. Conceptually, I don't have a problem with it...something about the style just doesn't click with me. Incidentally, I don't have a problem with the interior art (by the same artist), the cover just loses me.
FOR PLAYERS
The setting is a mostly-like-our US in the 1930s, in the heart of The Great Depression...just freakier. A conspiracy is afoot, and it is slowly tearing the United States down from the inside. Your PCs are assumed to be members of, or at least associated with, the United States Special Projects Administration - Task Force Division. This means that they are the kind of troubleshooters that deal with secret conspiracies threatening to take apart the United States from the inside.
And so the book provides us with the player's overview of the SPA, including three new Paths that we'll get to in a minute, to give you an idea of just how things work.
CHARACTER CREATION
Pretty standard Suzerain character creation, which is pretty standard Savage Worlds character creation, except everyone gets free Pulse. Noir Knights is assumed to begin at Heroic, after the Telesmae have "awoken" to the PCs and they are now doing freakier stuff...so if you want to plunge right into the Plot Point Campaign, create Heroic rank characters.
Unlike some realms, American Grit only has humans...however, since everyone is Heroic rank, the option is present to allow a PC who started in another realm and wound up in American Grit before the beginning of the Plot Point Campaign, for a nice variation.
A single new Hindrance is present - Charge. This is a dependent that the hero must care for, not a sidekick or anything.
Several new Edges are present, like the really cool Echolocation...basically, you use sound to make up for the lack of light. Fair Catch lets you spend Pulse to catch projectiles...and that includes bullets. Hail of Bullets lets you unload into a crowd but ensure that you never hit in innocent, Majesty makes it harder for Extras to become Unshaken in your presence, Nothing To See Here convinces people that you are doing whatever you're supposed to be doing and Sharp Shooter lets you pay Pulse to dump penalties off of Called Shots! There are some really cool Edges here!
A list of setting-specific Connections is supplied, as well as new Telesma Edges such as Folk Hero Telesma, which lets you take an Edge that is one rank higher than you are, once per Rank.
Three new Pulse Paths are provided: Ruizologist's are Weather Wizards, basically, and have a list of New Powers...Railwalkers are hobos who use sigils and, like the Ruizologist, they have a list of new powers well. Lastly are the Taximancers, who sometimes use dead things for back-up. Each of these is a specialization for an existing Pulse Path, meaning that you have to have the appropriate pre-requisite Pulse Path first. 18 new Powers are spread out among the Paths, like Mean Dog, which allows Railwalkers to summon attack dogs or Drudge, which allows a Taximancer to enlist the dead (though they typically only use animals these days), and Bolt from the Blue, which allows a Ruizamancer to summon a giant bolt from the sky that'll strike in a Medium Burst Template that doesn't directly harm those it hits...just potentially sends them flying,
THE SPA FILES
Here is a more detailed look at what the SPA is dealing with. It touches more on the sense of desperation in the Great Depression, the rise of carnivals and the prevelance of the railroads (and the sigil-drawing hobos that follow them). The text is full of little items that can be expanded into adventures, and does a nice of job planting the idea that something IS fundamentally wrong in the world.
A handy flowchart tries to explain government structure. Thank God this is set in the '30s at the rise of government expansion and not now, trying to keep everything straight.
Washington DC gets a special section of its own, since it is likely serving as the homebase for your party, from the mobsters carving up the city to the rumors that The Founding Fathers are back from the grave and operating as vigilantes.
GUNS AND GEAR
A few pages of equipment specific to the era, such as elephant guns and padded trenchcoats.
FOR GMs
And now we starting getting into the truth of the setting...and spoilers are coming, so if you're a player and not a GM, do go away.
For instance, the drought that created the Dust Bowl? Ruizologists that screwed up and breached the Realm of Fire. An assassination attempt on FDR goes wrong, killing the guy he tapped to head up SPA...a taximancer tries to "save" him, repairing the body and sticking a new spirit in...it just wound up not being the right spirit...and now that has turned into an unholy brain trust who are trying to cripple America in the Depression.
Oh...and the Transcontinental Railroad? It's one Great Sigil keeping heinous forces at bay...and the hobos guarding it are kind of one of the few safeguards against The End of Everything.
J. Edgar Hoover's infamous paranoia has led to him figuring out that some things just aren't what they seem, and Hoover, for his faults, is someone inside the system who ultimately has American interests at heart, rather than infernal interests.
Other benevolent factions include the Templars of Marassa, warrior-priests empowered by the Loa Marassa to make sure that the taximancers doing unnatural things are stopped in their tracks.
Even some of the mobsters in DC now have access to arcane forces, but the BIG secret is the truth behind industrialization: All of those big factories have a sub-basement in which the morlocks slave away...and along with some "normal" humans, who are happy to have a job.
I wouldn't be completely shocked to see a sequel in the American Grit realm.
ADVENTURE!
The plot point campaign has a dozen adventures to it, with Savage Tales to fill in the rest.
The campaign begins in Winter of 1934, with a missing persons case (mostly hobos, but a few locals) in Dodge City. Right off the bat, the PCs can wind up diving into something deeper if they know where to look.
The second plot point follows up on a thread involving a carnival in the first one, and ties into the hobo disappearances, as the government tracks the carnival to Tennessee.
Plot point three, in a bit of campy fun amidst a dark situation, lets the PCs encounter a megalomaniacal Thomas Edison inside a morlock factory (Edison himself is one, and has faked his death). Human trafficking isn't funny...but I know my game table would lose it the second I revealed Thomas Edison's plan to take over the world from his underground sweat shops. Awesomely, Edison has a captive who can end his plans if the PCs free him - Henry Ford, master of machines.
Plot point four leads the PCs to Florida, where they are thrust in the middle of a conflict between rail workers and indian natives, and get a crack and the ruizologists that caused The Dust Bowl to begin with!
Plot Point five is a head-on conflict with Ma Barker's gang...'cept most of them have been dead for a while, so they're a little more durable than your typical crook. Barker's plan involves dropping "Necro-Bombs" on Washington, turning everyone into zombies!
Plot Point Six is the historical Black Sunday dust storm...and it is one massive Dust Devil. For the halfway point of the campaign, they turn up the "heat", because this should be a fairly intense affair. At the conclusion of this point, their handler is piecing together a much larger conspiracy, even if they haven't been.
Plot Point Seven begins with a meeting of the minds and ends in a giant factory raid that lets the PCs work through dozens of drudges, a nasty ruizologist and a flying serpent...but leaves them missing pieces, still.
Plot Point eight starts off with a nasty hurricane coming to Florida and has more leeway than any previous plot point: It can be solved with guns or with words, and depending on what the PCs do, could easily wind up in the Spirit World!
Plot Point nine draws the PCs back to Washington as an ally from an earlier adventure goes missing...and Hoover hands them one of the villains named dropped earlier in the adventure as the suspected reason for the disappearance.
Plot Point ten has the PCs specifically requested for task in Pennsylvania which, at this stage in the game, draws suspicion from all involved. This lets them learn the truth about the Great Sigil and the railwalkers, as well as let them do battle with a Demigod.
Plot Point eleven seems to be a detour in things, taking on arcane gangsters...until the PCs get mystical information identifying the Big Bad that they have been hunting (their own boss) is in Washington DC.
Plot Point twelve is the grand finale, where everything gets laid on the table and the PCs get to kill their boss...only to realize that the shell he was stuck in was holding him back, and once freed, it turns into a MEGA boss fight...at this point, the PCs should just be crossing into Demigodhood.
Much like the Necessary Evil plot point campaign, you are going to have some people who just HATE the set-up, because it is, for the most part, their immediate boss telling them where to go and what to do, since the campaign explicitly assumes that the PCs are part of the SPA (and if they are not, it will mean a massive rewrite). Note: I love the Necessary Evil plot point, and so I don't have a problem with this one, just stating what will surely be a complaint.
One common complaint I've heard about Plot Point campaigns over the years is that they tend to "kill" the setting...that is, they fundamentally alter the setting far past the starting point. This one doesn't really do that with American Grit, though it does fundamentally alter the premise of Noir Knights - that is, The SPA does not survive the campaign intact. The setting itself can still be used as written (in fact, many of the events of the PPC will wind up under the radar of most people).
SAVAGE TALES
18 Savage Tales are included, with some name dropping. For instance, Blackbeard's Castle (though there are no pirates here, but Fish-Men). Another one involves the PCs getting to deal with the Chosen of Loki, who is trying to drop a sea creature in Lake Champlain. Another Tale deals heavily with the Spirit World, while John Dillinger makes a cameo in another. They also get to deal with a time traveler and his death ray, and it is worth noting for those who ran the Heart of All Saints adventure in the Savage Suzerain book that there are several callbacks to it in this one.
ALLIES AND ENEMIES
The book concludes with a set of generic stats for the various extras that show up, such as Dust Devils, drudges, thugs, etc.
CONCLUSION
I have to confess, I don't see the "Noir" part of it, other than it's being set in the thirties. I mean, you do have The Great Depression going on, but there's not much setting up the heroes as hard luck, or really even a lot of shades of grey in the setting. Citing "four color pulp", "answering the call to action" and "patriotism in the form of universal morality" as being what the adventures should invoke...yeah...not a lot of noir there, in my opinion.
That doesn't mean it's bad...far from it. I like the supernatural twist on The Great Depression, and Savage Mojo scores once again with some very nice character options. On one hand, I might would have gone with something other than a dragon for The Final Boss Fight, since that was done in the Savage Suzerain book already...but on the other, a big dragon is about the last thing you expect to see at the culmination of big battle in Washington D.C., supernatural setting or not.
While I think they missed the mark on the hard-boiled part, they delivered a great take on supernatural pulp action (Thomas Edison is a morlock looking to take over the world - that's awesome), and the setting still has tons of life left in it for a future Plot Point Campaign or setting book. I, for one, enjoyed getting a setting in this time frame focused on America and having nothing to do with, say, World War II.
To summarize: I really dig the book...Savage Mojo supplies some great settings and some tremendous character options. I just don't think I liked it for the reasons I'm supposed to, with names like American Grit or Noir Knights, because there wasn't anything particularly gritty or morally dark or ambiguous about it...on the other hand, it does provide a high-powered smackdown of Very Bad Guys who are trying to destroy the very fabric of America with Necro-Bombs and stuffed government officials possessed by Giant Dragon Demons whose plans are being held at bay by hobo wizards that time-traveled to ensure that the railroad system was a giant protective sigil.
If loving that is wrong, I don't wanna be right.
The PDF is $19.95, with most of the common cool features, like being searchable and bookmarked, with copy and paste available. You can order the hardcopy right now for $34.99.
The same production values are present here as they are in Savage Suzerain and Shanghai Vampocalypse, although the art on the cover image just doesn't do it for me. Conceptually, I don't have a problem with it...something about the style just doesn't click with me. Incidentally, I don't have a problem with the interior art (by the same artist), the cover just loses me.
FOR PLAYERS
The setting is a mostly-like-our US in the 1930s, in the heart of The Great Depression...just freakier. A conspiracy is afoot, and it is slowly tearing the United States down from the inside. Your PCs are assumed to be members of, or at least associated with, the United States Special Projects Administration - Task Force Division. This means that they are the kind of troubleshooters that deal with secret conspiracies threatening to take apart the United States from the inside.
And so the book provides us with the player's overview of the SPA, including three new Paths that we'll get to in a minute, to give you an idea of just how things work.
CHARACTER CREATION
Pretty standard Suzerain character creation, which is pretty standard Savage Worlds character creation, except everyone gets free Pulse. Noir Knights is assumed to begin at Heroic, after the Telesmae have "awoken" to the PCs and they are now doing freakier stuff...so if you want to plunge right into the Plot Point Campaign, create Heroic rank characters.
Unlike some realms, American Grit only has humans...however, since everyone is Heroic rank, the option is present to allow a PC who started in another realm and wound up in American Grit before the beginning of the Plot Point Campaign, for a nice variation.
A single new Hindrance is present - Charge. This is a dependent that the hero must care for, not a sidekick or anything.
Several new Edges are present, like the really cool Echolocation...basically, you use sound to make up for the lack of light. Fair Catch lets you spend Pulse to catch projectiles...and that includes bullets. Hail of Bullets lets you unload into a crowd but ensure that you never hit in innocent, Majesty makes it harder for Extras to become Unshaken in your presence, Nothing To See Here convinces people that you are doing whatever you're supposed to be doing and Sharp Shooter lets you pay Pulse to dump penalties off of Called Shots! There are some really cool Edges here!
A list of setting-specific Connections is supplied, as well as new Telesma Edges such as Folk Hero Telesma, which lets you take an Edge that is one rank higher than you are, once per Rank.
Three new Pulse Paths are provided: Ruizologist's are Weather Wizards, basically, and have a list of New Powers...Railwalkers are hobos who use sigils and, like the Ruizologist, they have a list of new powers well. Lastly are the Taximancers, who sometimes use dead things for back-up. Each of these is a specialization for an existing Pulse Path, meaning that you have to have the appropriate pre-requisite Pulse Path first. 18 new Powers are spread out among the Paths, like Mean Dog, which allows Railwalkers to summon attack dogs or Drudge, which allows a Taximancer to enlist the dead (though they typically only use animals these days), and Bolt from the Blue, which allows a Ruizamancer to summon a giant bolt from the sky that'll strike in a Medium Burst Template that doesn't directly harm those it hits...just potentially sends them flying,
THE SPA FILES
Here is a more detailed look at what the SPA is dealing with. It touches more on the sense of desperation in the Great Depression, the rise of carnivals and the prevelance of the railroads (and the sigil-drawing hobos that follow them). The text is full of little items that can be expanded into adventures, and does a nice of job planting the idea that something IS fundamentally wrong in the world.
A handy flowchart tries to explain government structure. Thank God this is set in the '30s at the rise of government expansion and not now, trying to keep everything straight.
Washington DC gets a special section of its own, since it is likely serving as the homebase for your party, from the mobsters carving up the city to the rumors that The Founding Fathers are back from the grave and operating as vigilantes.
GUNS AND GEAR
A few pages of equipment specific to the era, such as elephant guns and padded trenchcoats.
FOR GMs
And now we starting getting into the truth of the setting...and spoilers are coming, so if you're a player and not a GM, do go away.
For instance, the drought that created the Dust Bowl? Ruizologists that screwed up and breached the Realm of Fire. An assassination attempt on FDR goes wrong, killing the guy he tapped to head up SPA...a taximancer tries to "save" him, repairing the body and sticking a new spirit in...it just wound up not being the right spirit...and now that has turned into an unholy brain trust who are trying to cripple America in the Depression.
Oh...and the Transcontinental Railroad? It's one Great Sigil keeping heinous forces at bay...and the hobos guarding it are kind of one of the few safeguards against The End of Everything.
J. Edgar Hoover's infamous paranoia has led to him figuring out that some things just aren't what they seem, and Hoover, for his faults, is someone inside the system who ultimately has American interests at heart, rather than infernal interests.
Other benevolent factions include the Templars of Marassa, warrior-priests empowered by the Loa Marassa to make sure that the taximancers doing unnatural things are stopped in their tracks.
Even some of the mobsters in DC now have access to arcane forces, but the BIG secret is the truth behind industrialization: All of those big factories have a sub-basement in which the morlocks slave away...and along with some "normal" humans, who are happy to have a job.
I wouldn't be completely shocked to see a sequel in the American Grit realm.
ADVENTURE!
The plot point campaign has a dozen adventures to it, with Savage Tales to fill in the rest.
The campaign begins in Winter of 1934, with a missing persons case (mostly hobos, but a few locals) in Dodge City. Right off the bat, the PCs can wind up diving into something deeper if they know where to look.
The second plot point follows up on a thread involving a carnival in the first one, and ties into the hobo disappearances, as the government tracks the carnival to Tennessee.
Plot point three, in a bit of campy fun amidst a dark situation, lets the PCs encounter a megalomaniacal Thomas Edison inside a morlock factory (Edison himself is one, and has faked his death). Human trafficking isn't funny...but I know my game table would lose it the second I revealed Thomas Edison's plan to take over the world from his underground sweat shops. Awesomely, Edison has a captive who can end his plans if the PCs free him - Henry Ford, master of machines.
Plot point four leads the PCs to Florida, where they are thrust in the middle of a conflict between rail workers and indian natives, and get a crack and the ruizologists that caused The Dust Bowl to begin with!
Plot Point five is a head-on conflict with Ma Barker's gang...'cept most of them have been dead for a while, so they're a little more durable than your typical crook. Barker's plan involves dropping "Necro-Bombs" on Washington, turning everyone into zombies!
Plot Point Six is the historical Black Sunday dust storm...and it is one massive Dust Devil. For the halfway point of the campaign, they turn up the "heat", because this should be a fairly intense affair. At the conclusion of this point, their handler is piecing together a much larger conspiracy, even if they haven't been.
Plot Point Seven begins with a meeting of the minds and ends in a giant factory raid that lets the PCs work through dozens of drudges, a nasty ruizologist and a flying serpent...but leaves them missing pieces, still.
Plot Point eight starts off with a nasty hurricane coming to Florida and has more leeway than any previous plot point: It can be solved with guns or with words, and depending on what the PCs do, could easily wind up in the Spirit World!
Plot Point nine draws the PCs back to Washington as an ally from an earlier adventure goes missing...and Hoover hands them one of the villains named dropped earlier in the adventure as the suspected reason for the disappearance.
Plot Point ten has the PCs specifically requested for task in Pennsylvania which, at this stage in the game, draws suspicion from all involved. This lets them learn the truth about the Great Sigil and the railwalkers, as well as let them do battle with a Demigod.
Plot Point eleven seems to be a detour in things, taking on arcane gangsters...until the PCs get mystical information identifying the Big Bad that they have been hunting (their own boss) is in Washington DC.
Plot Point twelve is the grand finale, where everything gets laid on the table and the PCs get to kill their boss...only to realize that the shell he was stuck in was holding him back, and once freed, it turns into a MEGA boss fight...at this point, the PCs should just be crossing into Demigodhood.
Much like the Necessary Evil plot point campaign, you are going to have some people who just HATE the set-up, because it is, for the most part, their immediate boss telling them where to go and what to do, since the campaign explicitly assumes that the PCs are part of the SPA (and if they are not, it will mean a massive rewrite). Note: I love the Necessary Evil plot point, and so I don't have a problem with this one, just stating what will surely be a complaint.
One common complaint I've heard about Plot Point campaigns over the years is that they tend to "kill" the setting...that is, they fundamentally alter the setting far past the starting point. This one doesn't really do that with American Grit, though it does fundamentally alter the premise of Noir Knights - that is, The SPA does not survive the campaign intact. The setting itself can still be used as written (in fact, many of the events of the PPC will wind up under the radar of most people).
SAVAGE TALES
18 Savage Tales are included, with some name dropping. For instance, Blackbeard's Castle (though there are no pirates here, but Fish-Men). Another one involves the PCs getting to deal with the Chosen of Loki, who is trying to drop a sea creature in Lake Champlain. Another Tale deals heavily with the Spirit World, while John Dillinger makes a cameo in another. They also get to deal with a time traveler and his death ray, and it is worth noting for those who ran the Heart of All Saints adventure in the Savage Suzerain book that there are several callbacks to it in this one.
ALLIES AND ENEMIES
The book concludes with a set of generic stats for the various extras that show up, such as Dust Devils, drudges, thugs, etc.
CONCLUSION
I have to confess, I don't see the "Noir" part of it, other than it's being set in the thirties. I mean, you do have The Great Depression going on, but there's not much setting up the heroes as hard luck, or really even a lot of shades of grey in the setting. Citing "four color pulp", "answering the call to action" and "patriotism in the form of universal morality" as being what the adventures should invoke...yeah...not a lot of noir there, in my opinion.
That doesn't mean it's bad...far from it. I like the supernatural twist on The Great Depression, and Savage Mojo scores once again with some very nice character options. On one hand, I might would have gone with something other than a dragon for The Final Boss Fight, since that was done in the Savage Suzerain book already...but on the other, a big dragon is about the last thing you expect to see at the culmination of big battle in Washington D.C., supernatural setting or not.
While I think they missed the mark on the hard-boiled part, they delivered a great take on supernatural pulp action (Thomas Edison is a morlock looking to take over the world - that's awesome), and the setting still has tons of life left in it for a future Plot Point Campaign or setting book. I, for one, enjoyed getting a setting in this time frame focused on America and having nothing to do with, say, World War II.
To summarize: I really dig the book...Savage Mojo supplies some great settings and some tremendous character options. I just don't think I liked it for the reasons I'm supposed to, with names like American Grit or Noir Knights, because there wasn't anything particularly gritty or morally dark or ambiguous about it...on the other hand, it does provide a high-powered smackdown of Very Bad Guys who are trying to destroy the very fabric of America with Necro-Bombs and stuffed government officials possessed by Giant Dragon Demons whose plans are being held at bay by hobo wizards that time-traveled to ensure that the railroad system was a giant protective sigil.
If loving that is wrong, I don't wanna be right.
Tuesday, December 21, 2010
Tommy's Take on Savage Suzerain
Savage Suzerain is a dimension-hopping Savage Setting by Savage Mojo, and it's darn pretty...but then, most books graphically designed by Aaron Acevedo seem to be. I previously reviewed the very impressive Shangai Vampocalypse, using the free version of Savage Suzerain as my guide. That sparked me to pick up the full version.To get you in the mood for the dimension hopping, the cover has a guy in powered armor with a laser rifle standing opposite a lady with wings, a sword and traditional armor...while a small, ornate box called the Telesma floats in the air between them. We'll get to that in greater detail, later.
Suzerain is 196 pages and both colorful and art intensive, though if you get the PDF version, it does include a printer friendly version. The PDF will set you back about $20, which is generally more than I'm comfortable with for a PDF, while the print version is very reasonably priced at $34.99 (and you can get a Print+PDF bundle for about $10 more).
The PDF is fully searchable and bookmarked, though it does lack an index for those purchasing the print version.
Let's get to the meat of the book and see what we can see.
FOR PLAYERS
This technically comes after the disclaimers and table of contents (which is fully clickable in the PDF).
Here, we get the overview of Suzerain...from Novice to Heroic, it's pretty much Savage Worlds. From Heroic on...well...the characters kinda start getting epic. A new Rank has even been added beyond Legendary: Demigod. Starting from Heroic, it is possible for your PCs to travel through time and space, to other worlds and dimensions and right those wrongs.
They do recommend that at 180 XP, you mothball the PCs and start all over again...maybe even worshipping the previous PCs as Gods.
There are some tweaks to the terminology as well...bennies have been replaced with Karma, while Power Points are now Pulse.
As well, every PC has the Touch of Greatness...that is, a certain connection to the greater universe. This is why they have a Telesma and why they can advance to Demigodhood.
Fatigue has been extended, so you can take three levels of Fatigue in addtion to three Wounds, and race is a completely unique concept here...as everyone is technically human, but can acquire racial Background Edges.
As is common, some Edges are tweaked and some are removed. Followers can now be gained at Heroic rank, for instance, and Followers and Animal Companions can all gain advances every time your Hero does, once your Hero hits Seasoned.
The Spirit World also plays a huge role in Suzerain, and it gets at least broad detail in this section.
Some Optional rules are included...such as encouraging you to use Pinnacle Adventure Deck (and Savage Mojo offers their own, specific one as well), differentiating the red and black Jokers are positive and negative and players being able to spend Karma to add details (like a trap door when the heroes are cornered).
Once heroes hit Heroic, they start becoming unShaken even easier, gain more Karma and even see their Wild die increase.
Death also loses some of its sting in Suzerain, as heroes can spend Pulse and have their Telesma spare them...and once they hit Heroic, they can start spending Pulse to Flex nexus points...rewriting reality (temporarily). This is not a power to be abused, either, as Karma spent on Flexes do not regenerate at the start of the next session.
Character creation is pretty standard...although everyone gets 10 Pulse, without having to take any kind of Edge for it.
New Edges & Hindrances
Okay, all I'm saying about Hindrances is: Optimist. Yes, you can be too cheery. At Minor, it gets on people's nerves. At Major, you become "immune to the concept of danger"...this may be my favorite Hindrance ever.
As for Edges...wow...there are a ton of great options. Sidekick has pretty much been bumped down to a Seasoned Edge called Companion, and there are several Edges that let you spend Pulse to push yourself far beyond human limits, such as Surge, which allows you to increase your Pace as much as you want by spending 1 Pulse per extra inch. Pulse Armor lets you deflect attacks and Living Banner allows a Leader to expand their radius of influence as well as affecting Wild Cards alongside Extras.
Patron Gods can be selected, each of which grants unique abilities...like the Patron God of Fertility allowing you to create a replica of yourself for a limited time.
Pulse Paths
The Powers that you are used to do still exist in some form: Pulse Paths...of which there are four: Prayers, Rituals, Sigils and Spells. Two additional powers, The Sight and Divine Intervention, are included as well.
Saving The Universe
It seems that when the Telesma get together, they form a little pocket realm for the heroes to use as a home base. Honestly, if at all possible, I would recommend hiding this part from your players until you spring it on them...I'm sure I will. The realization that their Telesmae have built them a pocket realm, I think, is kind of a cool revelation.
At Heroic rank, the Telesmae pipe in and contact the PCs, letting them in on just what is going on. We get a full treatment here on the Telesmae, just what they are and how to handle them (including a hint that Excalibur was one...or at least had one built into it). The abilities of the Telesmae are laid out, such as their ability to "read" new realms and impart information on the PCs, and the Edges that they can take (they gain one Edge every time the PC increases in Rank). Some nice roleplaying options for the Telesmae are included as well: Don't worry about it, just use it as a tool...lay out a rudimentary personality for it...or have the everyone play the Telesmae of the PC to their left or right.
The Telesmae are rather cool, but I would again recommend not sharing this stuff with your PCs, at least not at first.
RELIC
A fantasy realm for Suzerain, the setting for their new release Caladon Falls, as well as a plot point campaign in this book, gets a Players Version treatment. This includes even more Edges, especially Racial Edges such as Aurora (bizarre light manipulators), Dwarf (who look more like stone golems than traditional dwarves) and Fury (half-man, half-wolf). There is an Edge group called Child of the Arrow which marks the PC as a Hunter and allows them to spend Pulse to increase their damage...the higher the Edge you want to take, the lower your Strength has to be. The only problem with this, is that most of your ranged weapons have at least a d6 Strength requirement...though I suppose you could always eat the penalty and use other Edges to compensate.
A handful of new powers are also presented for Relic, as well as a new Pulse Path: Anatomist...who can do things like transform their fingers into surgical tools.
FOR GMs
We get some new creature abilities, including the scary Vitality, which can be ranked and provides free Soaks for the beast that has it.
We also get a bit of detail on the Spirit World and why you would want to use it...it's not just a shadowy reflection of the living world...it's that and so much more. Imagine the surprise when your swords and sorcery party enter the spirit World and find their approximate village over there is being brutally dominated by a scar-faced Chicago gangster.
Or not, whatever.
A pair of sample spirits are included, as well as the Mael-Born - those born of a powerful spirit and a mortal (and why wasn't this a character option?)
WELCOME TO THE MAELSTROM
There's more than just the Physical World and the Spirit World...the Maelstrom is a crazy, beautiful, chaotic lightshow of a realm where the Gods hang out, and you really shouldn't if you don't own a Telesma.
The Maelstrom can screw with time AND space, so have fun with that. The book provides some of the important Realms, like the Realm of Archangels, Realm of Yggsrasil, The Realm of Pure Mages, The Realm of Mount Olympus, The Realm of Fire, The Red Realm, The Realm of Ascendant Order and The Fey Realm of Dreams, each of which gets a few paragraphs on what you should expect if you decide to visit.
We also get the "rules" for Time Travel...as applies to Heroic characters and as applies to Demigods. For instance, Heroic characters cannot exist in the same time more than once...it is impossible. We also get a primer on "elastic history"...that is, how history always tends to "bounce back", no matter what you try to do...with the suggestion that if someone REALLY wants to TRULY fundamentally alter events in history, it should almost be a campaign in and of itself.
Gods are also treated here, with the "hows and whys" of their normal interference, and how some Gods will ask nicely while others will manipulate and so on.
HEROIC GAMES
One of the stated goals with Savage Suzerain is to get you to agree that "Life begins at 60" (that is, experience points). Most adult roleplaying groups have to deal with missing players from time to time...so Suzerain built this into the system: Have Gods summon the missing player's PC (or all of the PCs except theirs) for a special mission through the Telesmae.
Some good advice is also given on the difference between playing in one setting, or hopping from dimension to dimension...and while the latter is one of the selling points of Suzerain, it is far from required. They even touch on the whole notion of everyone making a character from a different reality and banding them together as a unit...Buffy the Vampire Slayer, The Man with No Name, Aragorn, Obi-Wan Kenobi and Dick Tracy plucked from the time stream and forced to hop from reality to reality (for instance).
DEMIGOD GAMES
This is mostly some types on raising the stakes for some epic games...and I HIGHLY recommend Shanghai Vampocalypse as an example of a Demigod game. The margin for failure there is nuts...not in a Gygaxian dungeon kinda way...but there are a couple of points where, if you fail, that's it...end of the world.
RETURN OF THE DRAGON GOD
This is a full-on plot point campaign, with a plug for their Gamescapes line of maps, which has entries that coincide with at least approximations of many of the locations in this campaign.
The campaign begins with the PCs having captured a baddie named Gregor, who has kidnapped a bunch of kids. The PCs are also assumed to be around 30 XPs (you can jump straight to this, or play and build them up...your choice).
In kind of cool twist, the first two parts of the Plot Point are meant to only be followed up once the Pcs have SEVERAL adventures under their belts...after their Telesmae start talking to them and they break the Heroic barrier...it seems that a little detail was (likely) left undone during the kidnapping plot, one not directly related to the whole affair...and it is now having ramifications...200 years earlier.
Yeah, Suzerain operates on a different scale than the typical Savage Worlds setting.
This trip to the past drops them right in the middle of a massive melee, and the success or failure of the PCs in the next part can make the encounter with The Big Bad a little easier, depending.
The next part of the Plot Point kicks in while the PCs are Demigods...and, again, find that a certain detail was overlooked...oops. This time, we zip fromm swords and sorcery into an apocalyptic sci-fi wasteland.
The final battle itself is very interesting, especially for people who complain about their Savage Worlds fights being "one hit kills"...there are four important steps to follow in defeating The Big Bad, which will take some doing, and Pulse, in order to penetrate this thing's body and scatter its Pulse.
Did I mention that drawing blood on him can actually be bad? I won't spoil it here...but yeah.
The Plot Point is really just six points, but they are all interconnected. I think it's a slight cheat saying it takes the PCs from Seasoned to Demigod given all of the bouncing around, but I also think it's pretty cool, especially for the inventive "Boss Fight".
SAVAGE TALES
Eight tales are included for the pre-Heroic ranks. These include a Boogeyman tale with a twist, a little tomb raiding and a separatist conflict involving djinn. A couple of them are quite clever, and they all provide a good cross-section of some non-epic adventure.
HEROIC SAVAGE TALES
Now, there is a bit more travel involved here, including a trip to the Noir Knights setting to haggle over a Heart. They also get to take a sidetrack to the Dogs of Hades setting, in an adventure tied into one of the earlier Savage Tales.
DEMIGOD SAVAGE TALES
That plot thread that began in the Pre-Heroic Ranks, and went into the Heroic Ranks continues into an Alternate version of Relic. There are several trips into the Maelstrom, throughout the Realms, including a big brouhaha with Archangels and Demons.
The Savage Tales are filled with a number of creatures and stat blocks, even if a true bestiary isn't present, so an enterprising GM shouldn't have much trouble adapting things to their own game.
The book wraps with a one page character sheet, complete with an advancement track for both the character and the Telesma. Given the emphasis on companions, I would have at least included an NPC sheet to track their advances, personally.
CONCLUSION
Do you like the idea of epic level adventures in Savage Worlds? These guys are on the ball. From globe hopping to dimension hopping...or even just earth shaking stuff in a single world, it's all here. They have released four setting books so far (Shanghai Vampocalypse - reviewed here, Noir Knights - review coming very soon, Caladon Falls - review coming soon, and Dogs of Hades).
I dig Savage Worlds, and I'm not bothered by them changing some things...(I know some folks were uneasy with things like Power Points becoming Pulse or Bennies becoming Karma...but Deadlands has Fate Chips, y'know?).
A big thumbs up for a book that is not only gorgeous, but has a lot of substance backing up that style.
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