Hey guys, two big pieces of news regarding World of the Dead, the sequel to War of the Dead by Daring Entertainment, which I came on board as editor of with Chapter 3! First and foremost, World of the Dead is available for preorder from RPGNow!
All pre-orders receive a free copy of the World of the Dead Players Guide (a $7.99 value) available for immediate download!
World of the Dead is a stand-alone sequel to the popular War of the Dead campaign. Although War of the Dead is not necessary to play, a copy of Savage Worlds from Pinnacle Entertainment Group is required. Inside this book you will find:
Five new player races
Expanded Setting Rules
New Edges
Details on living in the survivor kingdoms, plus rules for creating one of your very own
Complete rules for custom building new Living Dead
Adventure Generator
Full Plot Point Campaign and Savage Tales
Available only at RPGnow.com
Secondly, Daring has announced a new policy for fan material for folks that want to produce material for World of the Dead after its release! While full details will be announced when World of the Dead drops, this is the gist of it:
Any fan out there will be able to submit material to Daring Entertainment for approval (basically we are watching content to keep it Savage Worlds PG-13). Once approved, we will release it with the Savage Worlds Fan logo on it as a free download for all fans to grab.
What can you submit? Simple: anything. Characters, locations, adventures, entire Plot Point Campaigns, anything at all.
What is off-limits? Again, simple: Nothing. As long as the material is within the PG-13 rating that Pinnacle Entertainment prefers for Savage Worlds (and Daring Entertainment prefers for all its products) you're good to go. In other words, the World of the Dead Plot Point Campaign ends a phase for the setting, and leaves a ton of areas wide open, subplots open for the GM to resolve however he/she wants, and a whole world to yet explore.
What happens after the PPC is up to you! And your fan-material will help guide that for everyone else!
Because of the open format, and that every game at the table is different, we can even have multiple fan-material submissions for the same topic. In other words, if two fans submit material on the Unified Town of Beacon and the hinted at upcoming Civil War within the towns, and both take that idea in different directions, both will still be released. Which one GMs choose to use in play, or maybe even combine elements of the two for a third option at the table, is up to them. It's all about options and fun.
Stay tuned for more.
DISCLAIMER: The links provided in this blog post contain affiliate links for RPGNow. Any purchases made through those affiliate links will provide me with store credit at RPGNow, which is generally used to purchase more RPG material, usually for review on this blog.
Showing posts with label War of the Dead. Show all posts
Showing posts with label War of the Dead. Show all posts
Sunday, September 1, 2013
Friday, November 23, 2012
Camp Myth, Land of Fire and War of the Dead Kickstarters
It's holiday crunch time, and I'm dealing with electronics failures around the house, as well as missing work due to holidays, plus my kid's birthday just passing and Christmas around the corner, so I'm having to back off of supporting any Kickstarters financially for the time being, much as I'd like to.
That said, I can sure point them out to you, so here's a trifecta of Kickstarters I feel deserve your support:
Camp Myth by Third Eye Games
Using the same system found in Mermaid Adventures, Camp Myth seems to be a good alternate for those guys who were looking for an RPG for their kids, but found Mermaid Adventures to be a hard sell. In Camp Myth, you play a mythical creature attempting to score merit badges by doing things like Kraken Fishing, Golem Building and Unicorn Taming. Honestly, it sounds really cool. With 9 days left to go, it still needs nearly $2,000, however.
$15 gets you the book in PDF, along with the Phoenix Watching e-book, while $35 gets you the print version.
Hellfrost: Land of Fire by Triple Ace Games
Honestly, I'm hard pressed to find a better example of a small press publisher with a track record for both content and quality than Paul Wade-Williams (better known as Wiggy), but Land of Fire, the Arabian Nights expansion for the amazing Savage Worlds setting Hellfrost, is still about 4,000 lbs pounds shy of its goal with 14 days left. Hellfrost, like most of Triple Ace Games' material, is pretty amazing and I have little doubt that Wiggy would work his magic again with Arabian Nights.
7 pounds (about $11, I think) will get you the PDF, while you can get the PDF and an adventure for 16 pounds or the print version for 38 pounds.
World of the Dead by Daring Entertainment
Okay, I want to see this come to fruition for a few reasons...1) I think it'll be great and 2) there's a fair chance I'll be working on the book (I AM listed on the Kickstarter team). World of the Dead is the full blown setting book and Plot Point Campaign follow up to War of the Dead, the expansive, 52 week zombie apocalypse adventure saga. World of the Dead is over halfway funded with 27 days left to go.
$12 scores you World of the Dead in PDF, $25 gets you that and an exclusive adventure, $40 gets you the hardcover and an alternate adventure opening and $50 is the extravaganza, getting you World of the Dead, War of the Dead and The Paper Dead...and if you go to $60, you can complete a trilogy with that exclusive adventure from the $25 level. It's pretty much the perfect page to feed your Walking Dead obsession.
That said, I can sure point them out to you, so here's a trifecta of Kickstarters I feel deserve your support:
Camp Myth by Third Eye Games
Using the same system found in Mermaid Adventures, Camp Myth seems to be a good alternate for those guys who were looking for an RPG for their kids, but found Mermaid Adventures to be a hard sell. In Camp Myth, you play a mythical creature attempting to score merit badges by doing things like Kraken Fishing, Golem Building and Unicorn Taming. Honestly, it sounds really cool. With 9 days left to go, it still needs nearly $2,000, however.
$15 gets you the book in PDF, along with the Phoenix Watching e-book, while $35 gets you the print version.
Hellfrost: Land of Fire by Triple Ace Games
Honestly, I'm hard pressed to find a better example of a small press publisher with a track record for both content and quality than Paul Wade-Williams (better known as Wiggy), but Land of Fire, the Arabian Nights expansion for the amazing Savage Worlds setting Hellfrost, is still about 4,000 lbs pounds shy of its goal with 14 days left. Hellfrost, like most of Triple Ace Games' material, is pretty amazing and I have little doubt that Wiggy would work his magic again with Arabian Nights.
7 pounds (about $11, I think) will get you the PDF, while you can get the PDF and an adventure for 16 pounds or the print version for 38 pounds.
World of the Dead by Daring Entertainment
Okay, I want to see this come to fruition for a few reasons...1) I think it'll be great and 2) there's a fair chance I'll be working on the book (I AM listed on the Kickstarter team). World of the Dead is the full blown setting book and Plot Point Campaign follow up to War of the Dead, the expansive, 52 week zombie apocalypse adventure saga. World of the Dead is over halfway funded with 27 days left to go.
$12 scores you World of the Dead in PDF, $25 gets you that and an exclusive adventure, $40 gets you the hardcover and an alternate adventure opening and $50 is the extravaganza, getting you World of the Dead, War of the Dead and The Paper Dead...and if you go to $60, you can complete a trilogy with that exclusive adventure from the $25 level. It's pretty much the perfect page to feed your Walking Dead obsession.
Sunday, February 12, 2012
More Shameless Self Promotion
By the nature of the site, I do a lot of pimping for other people's stuff...today, I need to do a little pimping for my products again.
Hellrazer: The Chronicles of Rachel Strand was selected by DrunkDuck.com as their feature this past Thursday, drawing extra attention to mine and Johnnie Johnson's hard work. That was a great moment for me this week. Every little bit of recognition helps, you know? Facebook users can also follow us on the Hellrazer Facebook page.
We also had a comic book signing last night for Equinox #2, which continues the Genesis story from Equinox #1 and includes a back-up story introducing The Curse, a story I previewed on here a few months ago. The Curse will be appearing in Hellrazer later this year, and you can order copies of either issue of Equinox at IndyPlanet.com.
Finally, preorders are open for War of the Dead Chapter 4, written by Lee Szczepanik Jr., edited by me and published by Daring Entertainment. This is the grand finale of the War of the Dead saga, taking your zombie apocalypse survivors into Legendary and setting up the World of the Dead Savage Setting. You can still order Chapter One (print or PDF), Chapter Two (print or PDF) and Chapter Three (print or PDF) at RPGNow.
More great stuff to come on the blog! Two more Wild World Wrestling stars, more Comics You Should Read, an advance review of the Rogue Mage RPG, the Mistborn Adventure Game and more SAGA of Spider-Man with my son!
Hellrazer: The Chronicles of Rachel Strand was selected by DrunkDuck.com as their feature this past Thursday, drawing extra attention to mine and Johnnie Johnson's hard work. That was a great moment for me this week. Every little bit of recognition helps, you know? Facebook users can also follow us on the Hellrazer Facebook page.
We also had a comic book signing last night for Equinox #2, which continues the Genesis story from Equinox #1 and includes a back-up story introducing The Curse, a story I previewed on here a few months ago. The Curse will be appearing in Hellrazer later this year, and you can order copies of either issue of Equinox at IndyPlanet.com.
Finally, preorders are open for War of the Dead Chapter 4, written by Lee Szczepanik Jr., edited by me and published by Daring Entertainment. This is the grand finale of the War of the Dead saga, taking your zombie apocalypse survivors into Legendary and setting up the World of the Dead Savage Setting. You can still order Chapter One (print or PDF), Chapter Two (print or PDF) and Chapter Three (print or PDF) at RPGNow.
More great stuff to come on the blog! Two more Wild World Wrestling stars, more Comics You Should Read, an advance review of the Rogue Mage RPG, the Mistborn Adventure Game and more SAGA of Spider-Man with my son!
Sunday, October 16, 2011
The Walking Dead Brings War of the Dead Sale!
To celebrate the beginning of The Walking Dead Season 2, from now until the end of the month, you can get War of the Dead Chapters 1-3 half off at RPGNow!
War of the Dead is an epic zombie apocalypse campaign for Savage Worlds that is building to a head in Chapter 4 next year, and exploding into the Savage Setting World of the Dead! You should get caught up now, before Chapter 4 comes out.
Chapters 1 and 2 were reviewed by me, and Chapter 3 edited by me!
Thursday, June 9, 2011
War of the Dead Chapter 3 Drops Monday!
Time IS running out to take advantage of the War of the Dead Chapter Three pre-order (as well as the accompanying sales on Chapters One and Two). The pre-order gets you all of Chapter Three in PDF format for $14.99, which is $5 less than the already discounted regular bundle price, as well as an exclusive set of 3D vehicle flats by the very talented Jordan Peacock.
Just hit the little "War of the Dead" link at the bottom of the post and read my reviews of the first two chapters (written at a time in which I had no affiliation with Daring Entertainment, other than being provided review copies). If you dig zombies and Savage Worlds, don't miss this chance to jump on board War of the Dead at a reduced price!
Friday, May 20, 2011
Some End of the Week News
RPGNow Wants To Know About Your Character
I know, right? Well, RPGNow is holding a big honkin' contest with some great prizes for the person that not only impresses the judges, but the voting public. Click on through to check it out.

Pinnacle Gets Into The EBook Business
Pinnacle Entertainment, makers of Savage Worlds, recently announced that they are getting into the eBook business, with fiction lines based on their game worlds, such as 50 Fathoms and Deadlands. They followed that up by blocking my e-mails and phone calls so I couldn't bug them for work.
They were right to do so.
I'm excited about this...as you may recall, I purchased a Nook last year, and ePub is being supported by Pinnacle's new publishing efforts.
War of the Dead Chapter Three Goes On Sale 6/13/11
Daring Entertainment has made the release date official. I am particularly excited about this, because this is my first professional RPG gig (for those who missed the announcement, I was brought on as the editor) and I am gleefully enjoying the twists as turns as much as I know you will. Hurry up and take advantage of those pre-order deals, though...they are a freaking steal.
Next Week, Postmortem Studios Takes Over The Blog
Well, not exactly...but I have reviews lined up for four of Postmortem Studios' games: Chav the Knifing, Bloodsucker the Angst, Tough Justice and Agents of S.W.I.N.G...and I'm planning an e-mail interview with Postmortem Head Honcho James "Grim" Desborough. I'm hoping to have a couple of other reviews in place over the weekend.
Caladon Falls Fundraiser Is Still Going On
Caladon Falls, which I hope to be running online very soon, is getting closer to the end of its fundraiser period, and still has a deficit to make up. Really, if you like Savage Worlds and fantasy at all, I STRONGLY encourage you to chip in. It's not like you don't get anything for it, and it's a tremendous book.
The Part-Time Gods Kickstarter Just Keeps Going
Third Eye Games' Part-Time Gods Kickstarter started strong and just will not stop. Indeed, with 24 days left to go, they have raised more than twice their goal and rising.
Everything's Coming Up Aces
On a personal note, I just landed a new job that I start at the end of the month, and things are falling in place for my Hellrazer webcomic with the amazing Johnnie Johnson. We hope to be in full-swing with it by summer. One way or another, I will have something special lined up for Halloween this year for Savage Worlds fans...I am looking into a commercial release, but am skeptical about being able to meet Pinnacle's licensing requirements...either way, I'm prepping a Savage Worlds horror release that will be available by mid-October, one way or another.
Thanks for reading!
T.
I know, right? Well, RPGNow is holding a big honkin' contest with some great prizes for the person that not only impresses the judges, but the voting public. Click on through to check it out.

Pinnacle Gets Into The EBook Business
Pinnacle Entertainment, makers of Savage Worlds, recently announced that they are getting into the eBook business, with fiction lines based on their game worlds, such as 50 Fathoms and Deadlands. They followed that up by blocking my e-mails and phone calls so I couldn't bug them for work.
They were right to do so.
I'm excited about this...as you may recall, I purchased a Nook last year, and ePub is being supported by Pinnacle's new publishing efforts.
War of the Dead Chapter Three Goes On Sale 6/13/11
Daring Entertainment has made the release date official. I am particularly excited about this, because this is my first professional RPG gig (for those who missed the announcement, I was brought on as the editor) and I am gleefully enjoying the twists as turns as much as I know you will. Hurry up and take advantage of those pre-order deals, though...they are a freaking steal.
Next Week, Postmortem Studios Takes Over The Blog
Well, not exactly...but I have reviews lined up for four of Postmortem Studios' games: Chav the Knifing, Bloodsucker the Angst, Tough Justice and Agents of S.W.I.N.G...and I'm planning an e-mail interview with Postmortem Head Honcho James "Grim" Desborough. I'm hoping to have a couple of other reviews in place over the weekend.
Caladon Falls Fundraiser Is Still Going On
Caladon Falls, which I hope to be running online very soon, is getting closer to the end of its fundraiser period, and still has a deficit to make up. Really, if you like Savage Worlds and fantasy at all, I STRONGLY encourage you to chip in. It's not like you don't get anything for it, and it's a tremendous book.
The Part-Time Gods Kickstarter Just Keeps Going
Third Eye Games' Part-Time Gods Kickstarter started strong and just will not stop. Indeed, with 24 days left to go, they have raised more than twice their goal and rising.
Everything's Coming Up Aces
On a personal note, I just landed a new job that I start at the end of the month, and things are falling in place for my Hellrazer webcomic with the amazing Johnnie Johnson. We hope to be in full-swing with it by summer. One way or another, I will have something special lined up for Halloween this year for Savage Worlds fans...I am looking into a commercial release, but am skeptical about being able to meet Pinnacle's licensing requirements...either way, I'm prepping a Savage Worlds horror release that will be available by mid-October, one way or another.
Thanks for reading!
T.
Saturday, May 7, 2011
War of the Dead Chapter 3 Pre-Order!
War of the Dead Chapter Three is available for pre-order now from RPGnow for $14.99, which is $5 cheaper than the retail price of $19.99. In addition to all 13 weeks of War of the Dead Chapter 3, preorders will receive a set of 3D vehicle flats by Jordan Peacock, who brought us the amazing Paper Dead set.
I will not be reviewing War of the Dead Chapter 3 as I did the first two...and for good reason, a reason that has helped diminish the amount of time I spend on this blog: I was approached by Daring Entertainment to serve as the editor on War of the Dead Chapter 3, and I have accepted...and the road to Colorado is a pretty crazy one. SO, I hope you join us for the next stage in one of the coolest, and most ambitious, Savage Worlds campaigns I've seen...and take advantage of that great pre-order deal (that's $1.15 an adventure, not counting the value of the 3D vehicles)!
UPDATE: Daring Entertainment has actually taken it a step further. For a limited time, War of the Dead Chapter 1 and Chapter 2 are each available for only $14.99, and The Paper Dead is available for only $8.99! So, you have from now until Chapter 3 releases in June to take advantage of some freaking steals...and that's not even factoring in all of the cool free stuff available for War of the Dead as well. Hit the Daring Entertainment RPGNow Storefront to take advantage.
Wednesday, February 2, 2011
Tommy's Take on War of the Dead: Chapter Two Week Thirteen
Before I review the final Week of War of the Dead Chapter Two, some linkage:
War of the Dead Chapter One
War of the Dead Chapter Two Weeks One through Three
Chapter Two Week Four
Chapter Two Week Five
Chapter Two Week Six
Chapter Two Week Seven
Chapter Two Week Eight
Chapter Two Week Nine
Chapter Two Week Ten
Chapter Two Week Eleven
Chapter Two Week Twelve
The Paper Dead
And now, without further ado, the halfway mark of the series.
War of the Dead Chapter One
War of the Dead Chapter Two Weeks One through Three
Chapter Two Week Four
Chapter Two Week Five
Chapter Two Week Six
Chapter Two Week Seven
Chapter Two Week Eight
Chapter Two Week Nine
Chapter Two Week Ten
Chapter Two Week Eleven
Chapter Two Week Twelve
The Paper Dead
And now, without further ado, the halfway mark of the series.
Saturday, January 22, 2011
Tommy's Take on War of the Dead: Chapter Two Week Twelve
With the impending release of the final Week of Chapter 2, let's take a look at the penultimate week.
Saturday, January 15, 2011
Tommy's Take on War of the Dead: Chapter Two Week Eleven
Agh, I got this at the beginning of the week, when I had other stuff queued up, so I couldn't get right to it...but Week 11 of Chapter II came out at the beginning of the week, continuing the "slow finish" of rounding off Chapter II and setting up Chapter III.
Tuesday, January 4, 2011
Saturday, January 1, 2011
Tommy's Top Six and Birthday Blog Giveaway
I reviewed a LOT of games since I opened my blog last year, and I wanted to take a special moment to recognize the six that captured my attention the most, provided that they fit under the following criteria: 1) I had to have reviewed the title on my blog from January 1st through December 17th. Unlike some year end awards, I'm not concerned with actual release dates, but when the books actually made it into my hands. 2) Only one book per company was allowed. This rule came in because one draft of the list had four books by two companies. The Top Six itself is a purely arbitrary number...I like the number six, nothing more.
There were a lot of products that I really enjoyed, that didn't get tagged for a certain reason, and I plan on doing a follow-up with a couple of those, explaining why I didn't choose certain titles.
Without further ado, in alphabetical order:
BASH ULTIMATE EDITION (Basic Action Games)
Why You Should Buy It: I love superheroes. It's part of the reason I write comics...(even though I have yet to do a traditional superhero book, unfortunately). Marvel SAGA is my favorite RPG of all time, flawed though it is...I've read a lot of superhero games since then, but none have captured my imagination in the same way as BASH, and I am hard pressed to think of a superhero game that does as much, with as little work. It has an "equalizer" for characters of multiple power levels on the same team, it provides plenty of options for making characters without the same level of bean counting that you get with Mutants and Masterminds or Champions, and it scales up from gritty to cosmic, all in the main rulebook. It currently holds the distinction of being the only game that I have ever purchased twice, once in PDF format and once in softcover. In fact, if the new version being released through Cubicle 7 is full color, I may go so far as to buy it one more time (and donate my black and white copy to someone). Chris Rutkowsky has made what is, to my mind, one of the best RPGs I have ever read, as it hits pretty much all of my sweet spots without a ton of work. For me, certain other major superhero RPGs are either underwritten, or incredibly overdone to the point of being Too Much Work...but BASH never has that problem. With Vigilance Press and Daring Entertainment coming aboard as third party licensees, I hope that BASH gains the following that I feel it truly deserves.
Buy the PDF at RPGnow, and look for the print version in 2011 from Cubicle 7.
HIGH VALOR (Silverlion Studios/Better Mousetrap Games)
Why You Should Buy It: I love fantasy gaming, but I can't make myself do Dungeons & Dragons anymore. I want epic, high fantasy, not dungeon crawls...and, as you may have guessed, I don't want it to be Too Much Work. High Valor is pretty much rules light, but never goes too far away from being a game. Just because you have three stats (kinda like you do in BASH, actually), and monsters only have one, doesn't mean it's not still a game. I love the mechanic of borrowing back and forth between your pools when you REALLY need to accomplish something, and I really like the fairly freeform nature of Magic and Miracles. I think one thing I love the most is that your experience comes from your Triumphs and Dooms...even epic failures help to define you, as you and your legend grows over time. Be Epic. High Valor wants you to. Don't kill a monster and take its stuff, risk life and limb to destroy an elder troll terrorizing the region, and take its head as a warning to all other foul creatures...and if it happens to rip your eye out? Then your legend is even more epic. The setting is dark, but not TOO dark...providing a growing storm of evil, sure, but you're expected to fight it *and win*. To boot, Tim Kirk seems dead set on making books that stand alone, so if you buy this? All you need is this...plus, the system is incredibly easy to convert to, since the monsters are basically one stat plus flavor text. Now, this isn't a highly tactical combat game...but it is a pretty damn awesome fantasy epic.
Buy the PDF at RPGnow, or the print version at Lulu.
INTERFACE ZERO (Gun Metal Games)
Why You Should Buy It: This is precisely what Savage Worlds settings could (and, IMHO, should) be. I'm not saying that every Savage Setting needs to ape Interface Zero, I'm saying that publishers shouldn't be afraid to make their game. Gun Metal Games does not hesitate to provide you with new Hacking rules, Cyberspace, cybernetics and the single coolest equipment chapter I have read since, well, Pinnacle released a whole book for Deadlands (both the Interface Zero equipment chapter and the Deadlands book - Smith & Robards - are written as catalogs). I'm also a sucker for random tables, as anyone that reads my reviews should know, and so not only does Gun Metal Games provide an adventure generator, but they also provide a random Bounty generator! The crazy part is that as comprehensive as this book is (at 300 pages), there is still a TON of room for development! Psychics will be coming this year, and publisher David Jarvis has been hyping it pretty heavily over on the Savage Worlds forums at www.peginc.com, if you wanna check that out. Also, Gun Metal Games and Silver Gryphon Games have announced that we will be getting an "Interface Zero" version of the latter's Wellstone City...and given the people involved, combined with the Savage Worlds system, I can't feature it not being twelve shades of awesome. In the meantime, get IZ and get acquainted with a world where life is cheap, especially if you were born in a vat (or built from the ground up).
Buy the PDF at RPGNow.
Leverage (Margaret Weis Productions)
Why You Should Buy It: Oh, man, what a year these guys had, and all because of two releases: Smallville and Leverage. Smallville was a GREAT game...but I'm not a fan of the show. Leverage was a GREAT game, and I AM a fan of the show. However, making a faithful adaptation of the show wouldn't have been enough to make the list. And luckily, they did more than that: Sure, you can run the Leverage crew, no problem...and you can build your own crew from the ground up. However, the book walks you through basically every step necessary to set up your world and run your game, including (YES!) random generators for making Jobs for your Crew to take! When I read the quickstart, I was excited, but scared to death: I mean, seriously, how in the heck do you run LEVERAGE as an RPG? For me, it seemed awfully daunting...and then came one of the best GMing chapters I have ever read. At that point, I was mostly just sad not to have the opportunity to run it right now. Great concepts get mangled in translation all the time, but Margaret Weis Productions took this opportunity and knocked it out of the park. Just an amazingly well-written rulebook and a phenomenal translation of the TV show.
Buy the PDF at RPGnow, or order the hardcopy from Margaret Weis Productions.
War of the Dead Chapter One (Daring Entertainment)
Why You Should Buy It: One of the most ambitious projects ever released for Savage Worlds, War of the Dead is a four part, epic campaign beginning on a simple cruise ship and changing the world forever. This is the zombie apocalypse come to Savage Worlds in a way that Zombie Run could never have been. Chapter One is the first thirteen weeks of the campaign, taking your hapless, Novice characters from their life-changing cruise, back to land, including a conflict with a ruthless biker gang and relative safety in one of the remaining refuges left. The world is familiar and filled with inside references to famous zombie creators like George Romero and Robert Kirkman, but most importantly, Lee Szczepanik understands the strengths of the system he is writing for, filling adventures with massive battles against zombie hordes that would have GMs pulling their hair out under many systems. Also, I'm a big fan of how many of the episodes feature random encounter charts, using card draws, specialized for the location and situation. Plus, of the books on this list, the support for War of the Dead absolutely blows the other picks away, with freebie adventures that fill the gap between Chapter One and Chapter Two, as well as one of the coolest sets of paper miniatures I have seen in The Paper Dead, including a printable RV with "anti zombie" attachments! If you like The Walking Dead or Night of the Living Dead, and wanna play something like it, this is it, right here. Chapter Two is in the home stretch now, and has even eclipsed Chapter One in some ways, though it has never failed to live up to the promise of Chapter One, even at its low points, in my opinion. I admit, when this project was first announced, I threw up my shoulders with a resounding "eh"...but going on nearly twenty six installments now (not even counting the free adventures), and Daring Entertainment has produced a Savage Worlds campaign with some amazing promise, as well as a scope rarely seen in this genre (again, The Walking Dead is the closest thing that comes to mind).
Buy the PDF at RPGnow, or order the print version from Cubicle 7.
Wu Xing: The Ninja Crusade (Third Eye Games)
Why You Should Buy It: I like superheroes, high fantasy, zombies, Leverage...I'm not BIG into cyberpunk, but I'll try anything in Savage Worlds. I kinda hate most anime, and I'm just not into oriental mysticism/mythology/history, etc. So why is Wu Xing here? Because I am not into those things and this book just stood out as one of the coolest books I have read in recent memory, perhaps ever. I had no real experience with Third Eye Games before this year, though I did get Apocalypse Prevention Inc. in the Haiti Bundle, but it kind of got lost in the shuffle when I was trying to download and read EVERYTHING. After Eloy Lasanta approached me about the game, I gave it an honest go, and really loved what I read there...so I checked out Wu Xing on the strength of API (which is right up my comfort zone, genre-wise)...what I found was a very cool, over the top, albeit westernized (to the annoyance of some, not me) martial arts fantasy epic. The production is fairly light in this day and age, but that just means the book is filled with content. Plot hooks are all over the thing, and Third Eye Games doesn't truck in metaplots, meaning that if you want to expand something there and run with it, or answering one of the burning questions, there is no wrong answer and you are not likely to find something completely invalidated by a future book. All of the clans just come alive, and what could easily have been a rigid, "not much else to do" setting is instead loaded with intrigue and plot hooks. Any RPG that can take a genre I pretty much can't stand and make me go "oh, crap, I GOTTA play" is a big winner in my book. Wu Xing is just full of "cool".
Buy the PDF at RPGnow (where Wu Xing is also listed as Print on Demand option for those who have it available) or pick up the print version at Beautiful Brains Books & Games.
And now, the cool part:
These six publishers have pledged to give you, dear readers, a chance to win PDFs of these games, as part of the "Thank you" for reading the blog and the reviews of their fine games. Here are the prizes:
- Three (3) PDF copies of BASH Ultimate Edition (awarded separately) -OR- a Basic Action Games PDF of your choice, if you already own BASH.
- A PDF copy of High Valor.
- A PDF copy of Interface Zero plus a poster-sized PDF of the cover.
- Three (3) PDF copies of the Leverage RPG.
- A complete War of the Dead Chapter One PDF bundle, including the entire War of the Dead Chapter One, The Paper Dead and all of the Freebies released to date, everything you need (except for the Savage Worlds rules) in order to jump into Chapter Two.
- A PDF copy of Wu Xing: The Ninja Crusade.
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). If you are wanting a BASH PDF that isn't Ultimate Edition, specify it in the e-mail.
Thank you all so much for reading this blog, thanks to Michael Wolf at Stargazer's World, whose shoutout helped spike my blog traffic immensely over the summer, thank you to the Top Six publishers for the prize support for this giveaway, thank you to every publisher who gave me product to review over this last year, and thank you to Sean Patrick Fannon of RPGnow for allowing me in the affiliate program, which literally allowed me to make it to and from work when I started a new job last summer and otherwise had *nothing* to put in my gas tank.
Next up on the slate: A few products that were exceptional, but why I didn't pick them for the Top Six, reviews of the Squawk RPG as well as Dust Devils Revenged, an overall look back on 2010, some WWE thoughts for old times sake, probably a full on review of Smackdown vs Raw, the Legendary installment of Savage Worlds Characters Are All The Same, the new Supers version of it, and a look at RPGnow's new Print on Demand program (as I was apparently one of the last ones in the pilot program to get my book...despite ordering two hours after it launched).
Thank you, have a Happy New Year, and come back soon!
Tommy
There were a lot of products that I really enjoyed, that didn't get tagged for a certain reason, and I plan on doing a follow-up with a couple of those, explaining why I didn't choose certain titles.
Without further ado, in alphabetical order:
BASH ULTIMATE EDITION (Basic Action Games)
Why You Should Buy It: I love superheroes. It's part of the reason I write comics...(even though I have yet to do a traditional superhero book, unfortunately). Marvel SAGA is my favorite RPG of all time, flawed though it is...I've read a lot of superhero games since then, but none have captured my imagination in the same way as BASH, and I am hard pressed to think of a superhero game that does as much, with as little work. It has an "equalizer" for characters of multiple power levels on the same team, it provides plenty of options for making characters without the same level of bean counting that you get with Mutants and Masterminds or Champions, and it scales up from gritty to cosmic, all in the main rulebook. It currently holds the distinction of being the only game that I have ever purchased twice, once in PDF format and once in softcover. In fact, if the new version being released through Cubicle 7 is full color, I may go so far as to buy it one more time (and donate my black and white copy to someone). Chris Rutkowsky has made what is, to my mind, one of the best RPGs I have ever read, as it hits pretty much all of my sweet spots without a ton of work. For me, certain other major superhero RPGs are either underwritten, or incredibly overdone to the point of being Too Much Work...but BASH never has that problem. With Vigilance Press and Daring Entertainment coming aboard as third party licensees, I hope that BASH gains the following that I feel it truly deserves.
Buy the PDF at RPGnow, and look for the print version in 2011 from Cubicle 7.
HIGH VALOR (Silverlion Studios/Better Mousetrap Games)
Why You Should Buy It: I love fantasy gaming, but I can't make myself do Dungeons & Dragons anymore. I want epic, high fantasy, not dungeon crawls...and, as you may have guessed, I don't want it to be Too Much Work. High Valor is pretty much rules light, but never goes too far away from being a game. Just because you have three stats (kinda like you do in BASH, actually), and monsters only have one, doesn't mean it's not still a game. I love the mechanic of borrowing back and forth between your pools when you REALLY need to accomplish something, and I really like the fairly freeform nature of Magic and Miracles. I think one thing I love the most is that your experience comes from your Triumphs and Dooms...even epic failures help to define you, as you and your legend grows over time. Be Epic. High Valor wants you to. Don't kill a monster and take its stuff, risk life and limb to destroy an elder troll terrorizing the region, and take its head as a warning to all other foul creatures...and if it happens to rip your eye out? Then your legend is even more epic. The setting is dark, but not TOO dark...providing a growing storm of evil, sure, but you're expected to fight it *and win*. To boot, Tim Kirk seems dead set on making books that stand alone, so if you buy this? All you need is this...plus, the system is incredibly easy to convert to, since the monsters are basically one stat plus flavor text. Now, this isn't a highly tactical combat game...but it is a pretty damn awesome fantasy epic.Buy the PDF at RPGnow, or the print version at Lulu.
INTERFACE ZERO (Gun Metal Games)
Why You Should Buy It: This is precisely what Savage Worlds settings could (and, IMHO, should) be. I'm not saying that every Savage Setting needs to ape Interface Zero, I'm saying that publishers shouldn't be afraid to make their game. Gun Metal Games does not hesitate to provide you with new Hacking rules, Cyberspace, cybernetics and the single coolest equipment chapter I have read since, well, Pinnacle released a whole book for Deadlands (both the Interface Zero equipment chapter and the Deadlands book - Smith & Robards - are written as catalogs). I'm also a sucker for random tables, as anyone that reads my reviews should know, and so not only does Gun Metal Games provide an adventure generator, but they also provide a random Bounty generator! The crazy part is that as comprehensive as this book is (at 300 pages), there is still a TON of room for development! Psychics will be coming this year, and publisher David Jarvis has been hyping it pretty heavily over on the Savage Worlds forums at www.peginc.com, if you wanna check that out. Also, Gun Metal Games and Silver Gryphon Games have announced that we will be getting an "Interface Zero" version of the latter's Wellstone City...and given the people involved, combined with the Savage Worlds system, I can't feature it not being twelve shades of awesome. In the meantime, get IZ and get acquainted with a world where life is cheap, especially if you were born in a vat (or built from the ground up).Buy the PDF at RPGNow.
Leverage (Margaret Weis Productions)
Why You Should Buy It: Oh, man, what a year these guys had, and all because of two releases: Smallville and Leverage. Smallville was a GREAT game...but I'm not a fan of the show. Leverage was a GREAT game, and I AM a fan of the show. However, making a faithful adaptation of the show wouldn't have been enough to make the list. And luckily, they did more than that: Sure, you can run the Leverage crew, no problem...and you can build your own crew from the ground up. However, the book walks you through basically every step necessary to set up your world and run your game, including (YES!) random generators for making Jobs for your Crew to take! When I read the quickstart, I was excited, but scared to death: I mean, seriously, how in the heck do you run LEVERAGE as an RPG? For me, it seemed awfully daunting...and then came one of the best GMing chapters I have ever read. At that point, I was mostly just sad not to have the opportunity to run it right now. Great concepts get mangled in translation all the time, but Margaret Weis Productions took this opportunity and knocked it out of the park. Just an amazingly well-written rulebook and a phenomenal translation of the TV show.Buy the PDF at RPGnow, or order the hardcopy from Margaret Weis Productions.
War of the Dead Chapter One (Daring Entertainment)
Why You Should Buy It: One of the most ambitious projects ever released for Savage Worlds, War of the Dead is a four part, epic campaign beginning on a simple cruise ship and changing the world forever. This is the zombie apocalypse come to Savage Worlds in a way that Zombie Run could never have been. Chapter One is the first thirteen weeks of the campaign, taking your hapless, Novice characters from their life-changing cruise, back to land, including a conflict with a ruthless biker gang and relative safety in one of the remaining refuges left. The world is familiar and filled with inside references to famous zombie creators like George Romero and Robert Kirkman, but most importantly, Lee Szczepanik understands the strengths of the system he is writing for, filling adventures with massive battles against zombie hordes that would have GMs pulling their hair out under many systems. Also, I'm a big fan of how many of the episodes feature random encounter charts, using card draws, specialized for the location and situation. Plus, of the books on this list, the support for War of the Dead absolutely blows the other picks away, with freebie adventures that fill the gap between Chapter One and Chapter Two, as well as one of the coolest sets of paper miniatures I have seen in The Paper Dead, including a printable RV with "anti zombie" attachments! If you like The Walking Dead or Night of the Living Dead, and wanna play something like it, this is it, right here. Chapter Two is in the home stretch now, and has even eclipsed Chapter One in some ways, though it has never failed to live up to the promise of Chapter One, even at its low points, in my opinion. I admit, when this project was first announced, I threw up my shoulders with a resounding "eh"...but going on nearly twenty six installments now (not even counting the free adventures), and Daring Entertainment has produced a Savage Worlds campaign with some amazing promise, as well as a scope rarely seen in this genre (again, The Walking Dead is the closest thing that comes to mind).Buy the PDF at RPGnow, or order the print version from Cubicle 7.
Wu Xing: The Ninja Crusade (Third Eye Games)
Why You Should Buy It: I like superheroes, high fantasy, zombies, Leverage...I'm not BIG into cyberpunk, but I'll try anything in Savage Worlds. I kinda hate most anime, and I'm just not into oriental mysticism/mythology/history, etc. So why is Wu Xing here? Because I am not into those things and this book just stood out as one of the coolest books I have read in recent memory, perhaps ever. I had no real experience with Third Eye Games before this year, though I did get Apocalypse Prevention Inc. in the Haiti Bundle, but it kind of got lost in the shuffle when I was trying to download and read EVERYTHING. After Eloy Lasanta approached me about the game, I gave it an honest go, and really loved what I read there...so I checked out Wu Xing on the strength of API (which is right up my comfort zone, genre-wise)...what I found was a very cool, over the top, albeit westernized (to the annoyance of some, not me) martial arts fantasy epic. The production is fairly light in this day and age, but that just means the book is filled with content. Plot hooks are all over the thing, and Third Eye Games doesn't truck in metaplots, meaning that if you want to expand something there and run with it, or answering one of the burning questions, there is no wrong answer and you are not likely to find something completely invalidated by a future book. All of the clans just come alive, and what could easily have been a rigid, "not much else to do" setting is instead loaded with intrigue and plot hooks. Any RPG that can take a genre I pretty much can't stand and make me go "oh, crap, I GOTTA play" is a big winner in my book. Wu Xing is just full of "cool".Buy the PDF at RPGnow (where Wu Xing is also listed as Print on Demand option for those who have it available) or pick up the print version at Beautiful Brains Books & Games.
And now, the cool part:
These six publishers have pledged to give you, dear readers, a chance to win PDFs of these games, as part of the "Thank you" for reading the blog and the reviews of their fine games. Here are the prizes:
- Three (3) PDF copies of BASH Ultimate Edition (awarded separately) -OR- a Basic Action Games PDF of your choice, if you already own BASH.
- A PDF copy of High Valor.
- A PDF copy of Interface Zero plus a poster-sized PDF of the cover.
- Three (3) PDF copies of the Leverage RPG.
- A complete War of the Dead Chapter One PDF bundle, including the entire War of the Dead Chapter One, The Paper Dead and all of the Freebies released to date, everything you need (except for the Savage Worlds rules) in order to jump into Chapter Two.
- A PDF copy of Wu Xing: The Ninja Crusade.
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). If you are wanting a BASH PDF that isn't Ultimate Edition, specify it in the e-mail.
Thank you all so much for reading this blog, thanks to Michael Wolf at Stargazer's World, whose shoutout helped spike my blog traffic immensely over the summer, thank you to the Top Six publishers for the prize support for this giveaway, thank you to every publisher who gave me product to review over this last year, and thank you to Sean Patrick Fannon of RPGnow for allowing me in the affiliate program, which literally allowed me to make it to and from work when I started a new job last summer and otherwise had *nothing* to put in my gas tank.
Next up on the slate: A few products that were exceptional, but why I didn't pick them for the Top Six, reviews of the Squawk RPG as well as Dust Devils Revenged, an overall look back on 2010, some WWE thoughts for old times sake, probably a full on review of Smackdown vs Raw, the Legendary installment of Savage Worlds Characters Are All The Same, the new Supers version of it, and a look at RPGnow's new Print on Demand program (as I was apparently one of the last ones in the pilot program to get my book...despite ordering two hours after it launched).
Thank you, have a Happy New Year, and come back soon!
Tommy
Monday, December 20, 2010
Tommy's Take on War of the Dead: Chapter Two Week Nine
We are in the homestretch of War of the Dead Chapter Two, as it enters Week 9 and the Fall of Sanctuary.
Last week was easily the most horrific twist in the campaign so far, so I have a hard time imagining what could happen in the final five weeks that could top that.
Last week was easily the most horrific twist in the campaign so far, so I have a hard time imagining what could happen in the final five weeks that could top that.
Friday, December 17, 2010
Tommy's Take on War of the Dead: Chapter Two: Week Eight
Week 8 has been out for almost a week and I'm just now reviewing it...if that tells you what kind of week I've had (what with the last blog post also being a week ago).
Week 7 ended in an ambush and, as is often the case, this week resumes where that one left off.
Week 7 ended in an ambush and, as is often the case, this week resumes where that one left off.
Monday, December 6, 2010
Tommy's Take on War of the Dead: Chapter Two Week Seven
The second half of Chapter 2 of War of the Dead officially began today, after what has been a very strong start thus far.
Last week, the PCs began to discover that they were probably way off base on a number of things regarding the situation brewing at Sanctuary and, like most weeks, Week 6 left off with a cliffhanger featuring the impending arrival of a new foe...
Last week, the PCs began to discover that they were probably way off base on a number of things regarding the situation brewing at Sanctuary and, like most weeks, Week 6 left off with a cliffhanger featuring the impending arrival of a new foe...
Monday, November 29, 2010
Tommy's Take on War of the Dead: Chapter Two Week Six
With War of the Dead Chapter 2 at Week 6, we're at (kinda) the halfway point to the chapter. Last week, the PCs made it to the city of Sanctuary, to find a true war brewing between multiple factions...and it was, in my opinion, one of the strongest installments yet.
Does the trend continue this week?
Does the trend continue this week?
Friday, November 19, 2010
Tommy's Take on War of the Dead: Chapter Two Week Five
The next installment of War of the Dead gets ready to drop on Monday, and I have once more been kindly given said installment to give you pre-release review.
To summarize: Week 5 just ratchets up the tension incredibly, introducing a new status quo (as much as this genre has one of those), a new enemy and a very foreboding presence. The "War of the Dead" begins to truly live up to its name and starts to shift from "survival horror" to "apocalyptic epic". Shame on you if you haven't signed on yet.
I'm sure spoilers will abound, so look for the review after the jump.
To summarize: Week 5 just ratchets up the tension incredibly, introducing a new status quo (as much as this genre has one of those), a new enemy and a very foreboding presence. The "War of the Dead" begins to truly live up to its name and starts to shift from "survival horror" to "apocalyptic epic". Shame on you if you haven't signed on yet.
I'm sure spoilers will abound, so look for the review after the jump.
Saturday, November 13, 2010
Tommy's Take on War of the Dead: Chapter Two Week Four
Special thanks to Lee Szczepanik, Jr and Daring Entertainment for sending this along early, as Chapter Two, Week Four of War of the Dead comes out on Monday.
Obviously, there are spoilers, so tread carefully.
Obviously, there are spoilers, so tread carefully.
Friday, October 29, 2010
Tommy's Take on War of the Dead: Chapter Two Weeks One through Three
War of the Dead Chapter Two, by Daring Entertainment, has begun. The first chapter saw the PCs begin on the cruise ship Pinnacle, run afoul of some bikers, have an explosive battle in a church and get welcomed into a new community that utterly went to Hell.
And that was just the first 13 parts.
Since then, a couple of free adventures have been released to tide groups over until Chapter Two began. As before, you can buy these adventures individually, or you can subscribe to the Chapter Two Subscription and save money in the process.
And yeah, that does say "Weeks One through Three"...tread lightly, as there are spoilers, because I have chapters two and three already.
Friday, October 1, 2010
Tommy's Take on War of the Dead Chapter One
War of the Dead Chapter One is the first leg of the War of the Dead campaign epic for Savage Worlds by Daring Entertainment.
To be clear: Chapter One is actually 13 adventures, of which there will ultimately be 52 (not counting one sheets, which Daring has begun to release). It is a modern setting, set during a zombie outbreak, and you can buy them in bits or you can buy all of Chapter One as a package.
I'm going to save you the trouble: Like Savage Worlds and zombies? Go buy the bundle. I'll even
link to it for you.
WARNING: Though I will go as light as I can on spoilers, as I always do with adventures, it is virtually impossible to do a review of substance and also go spoiler free. If you are going to be a player in War of the Dead, do yourself a favor and stay away.
SERIOUSLY.
HERE BE SPOILERS.
WEEK 1 TO 3
The PDF is layered, searchable and has a table of contents, and is copy and paste enabled. The book actually begins with important setting notes before getting into adventures. The War of the Dead is specifically inspired by the works of George Romero and Robert Kirkman, so that is the flavor of zombie horror you can expect.
The character types available are pretty much anything in a "normal" modern setting, though handy character advice is offered for you, in common archetypes and how they might be affected in the new world.
A new Benny rule is provided called Heroic Determination, which allows a PC to spend a benny and get Combat Edge for free for one round.
Four new Hindrances are present (three of which having a Major/Minor scale), such as Responsibility to Others and Guilt. A new Scavenger edge is present as well, which provides a bonus for finding food, supplies and shelter.
Several Edges are removed (relating to Powers), and some useful Knowledge skills are mentioned, along with their uses.
Some character advancement tips beyond Fighting and Shooting are also offered, with a general emphasis on using more than using advancement to boost combat abilities.
The GM section provides the "rules" of the zombies...such as how they will not stop coming unless their brain is destroyed, and clarifies that they neither have superhuman strength or senses. The rules also cover the effects of the enviroment and temperature on the undead, with cold causing them to freeze up and dry climates speeding up decomposition.
Virtually everyone is susceptible to infection from a zombie's bite...however, there are odd individuals who are not. This is determined by the GM and not the players, so they can't just, say, take an Edge.
There are also guidelines for stopping infection by severing limbs, with the horrific possibility of that STILL not working.
There is a "random headshot rule", and it is recommended that PCs not be allowed to call headshots until the effects of a headshot have been witnessed first hand.
Tips are also given for the use of the Survival and Tracking skills in relation to the game world.
There is lots of useful setting info here for the GM about incorporating NPCs (and Savage Worlds is system VERY well suited for a "group of survivors" type game).
Week One begins aboard the cruise ship Pinnacle (the first of many easter eggs), setting off on its maiden voyage with 3,000 people on board. In the first act, that night at sea, a Texas oilman takes ill after speaking with the PCs and is taken to the infirmary. Once he savagely attacks his wife and anyone else in the infirmary, the cruise ship turns into a cruise ship from Hell.
In Act two, the Head of Security Jason Kirkman starts taking control of the situation, and the PCs are sent to their rooms...where they soon hear cries for help from a nearby cabin, leading to another zombie encounter.
This is all meant to bring the PCs to the attention of the Head of Security, ensuring that they are central figures in the ensuing chaos. The PCs get to witness a power struggle between Kirkman, Ship's Captain Romero and the ship's owner Mr. Forthington, hinting that things are about to get even uglier. Week one should conclude with Kirkman and the PCs on a ship rapidly going to Hell.
While things are going south here, they are also going crazy out in the world...and the cell networks are clogged up, cutting the PCs communications options down.
Week One is a good start, designed to familiarize the PCs with the situation before a fairly rapid (but not TOO fast) descent into anarchy, and they are cut off completely from the outside world.
Week 2 begins with a grisly scene of panicked passengers being attacked by the undead, with the crowd actively getting in the way if the PCs try to stop the undead.
Act two gets crazy ugly as a paramilitary team has attacked the ship out of nowhere, with the PCs stumbling into a fight between them and zombies. The immediate assumption is liable to be that they are involved with the zombies, but far from it: They are on the boat for other reasons altogether, a very nice touch as it already makes the world feel "bigger", in that not everything is tied directly into either the PCs or the zombies, but still has relevance.
In Week 3, the ship has been crippled and everything is going to Hell quickly. The adventure opens with a big set piece just designed for Savage Worlds goodness, with the PCs, Kirkman and the remaining soldiers getting to fight 28 zombies.
From there, we get to the first in what becomes a very cool recurring theme in the campaign: Encounter charts keyed to card draws. Draw a card for every PC and play through the encounters. Some very awesome encounters are present: A girl who has been bitten by her zombie mom, a man who has snapped and murdered his family and an entire deck that is completely overran by zombies being among my favorite. This all builds the paramilitary subplot to a head as we find out precisely why they are on board.
In Act Two, things calm down for the first time, as the known survivors gather together and assess the damage. An homage to the crazy religious lady from The Mist begins rattling the people, and a new encounter chart is used featuring incidents with the survivors, such as a possible suspicious interaction with the paramilitary guys, a random zombie busting in and a depressed man cutting his own throat in the room.
Week three ends with a fairly railroady beatdown of the PCs, Kirkman and the armed soldier for plot purposes...I would recommend just giving everyone a benny and moving on. I imagine they'll be okay enough with that. (Obviously, if you are wrapping up the session there, give it to them at the beginning of the next, just to be nice...they can use it.)
In fact, there are a few "cinematic moments" that kick in for the advancement of the plot...for me, at least, rather than ditching these I would just give out bennies any time the narrative took over, 'cause it is INCREDIBLY likely that the PCs will need all that they can get.
After the Week 3 section, the rest of the first book is filled with stats of the various Chapter One zombies: Shamblers, Sprinters, Newborns and Generals. Finally, all of the stats for the remaining NPCs in Chapter One, in order of appearance no less, are presented.
I really love that last bit of organization as, among other things, it lets you know that the author's not just making it all up as he goes along, since this was originally released weekly.
Overall, a very strong start to the campaign series.
WEEK 4
Week 4 begins with the big standoff with the dingbat zealot, and has one of the PC's allies flipping on them so that he can protect his family from the mob. She is convinced that the zombies only want the "sinners", but there are dead inside of the auditorium with the survivors that will help flip things on its ear.
This provides the PCs and their allies a chance to make their escape, where they discover that a) a Coast Guard ship is coming and b) their paramilitary buddies have wired the Pinnacle to explode and are not sticking around, leading to one more betrayal.
Of course, the Coast Guard ship is full of zombies, and is on a collision course with the Pinnacle.
This Week ends what is really the first Act or so of Chapter One, as the PCs and any surviving allies manage to escape the cruise ship...only to be stranded at see for two weeks.
The saga of the cruise ship Pinnacle is a great start to the War of the Dead, with a couple of early "human" breaks in the action...and I love the Encounter Charts being keyed to the card draws. I've just always dug stuff like that...I seriously love random charts, and making sense of the results.
WEEK 5
In Week 5, after two weeks at sea (thanks to a hurricane and their boat being damaged), the PCs make landfall for the first time since the game began. The first warning that something Just Isn't Right should be that the communications grid is largely dead. They make landfall at a marina, that just confirms that the whole zombie outbreak is a much larger phenomena (if the Coast Guard ship didn't clue them in, of course).
This Week also provides their first contact with NPCs after the ship, and is the first Week to focus primarily on a more human problem, rather than a zombie problem, with rampaging bikers.
This one also has a plot driven kidnap scenario that is required to set up the next Week. A little railroady, yes, but if they complain too much, give 'em two bennies this time.
The whole tone is a good change of pace after the crushing saga of the Pinnacle. I do think that the second forced abduction in five adventures was probably spaced too close together, but I also think that a group buying into the "game" won't mind TOO much, especially with a benny reward.
WEEK 6
Hopefully the PCs made nice with the elderly couple from Week 5, because they are being used as leverage by the bikers to force the PCs into working for them. The PCs get to be bait, drawing zombies away as the bikers raid a town for supplies.
This provides another cool encounter chart, including an opportunity to stock up on weapons, and two encounters featuring low flying aircraft...one of which is armed and doesn't see the PCs(!).
The PCs also get an RV in this adventure, which his a model in the Paper Dead supplement, complete with removeable roof so that you can see inside AND "zombie proof gear" to affix to the outside!
The raid allows the PCs the chance to escape...but it'll surely mean taking on the bikers.
The PCs also catch a break from a radio broadcast...directing them to a Rescue Station in Jacksonville.
The Encounters charts are always awesome, so any chance to bust those out are great. The PCs get a chance to not be whipping boys, and get a cool ride. And yes, in the Zombie Apocalypse genre, RVs are a cool ride.
WEEK 7
Now the PCs get a broader look at how the world has gone to pot in just a couple of weeks.
Another encounter chart is provided, this time with road specific encounters such as mid-road ambushes, spooked birds, a life threatening flat tire and the possible return of the biker gang the PCs just escaped from!
The RV Plot Device dies, setting up the PCs to meet a group of survivors, including a little girl destined to play a very important role in the overall arc of the story. It's best to take advantage of the calmed down atmosphere at the moment, to make it all have a little more impact when the church the survivors are holed up in comes under attack from the biker gang *while* a...creepy...zombie outbreak occurs inside the church.
Things descend into an appropriately chaotic mess again, with zombie hordes, bikers and a unique new breed of zombie that will...unsettle some folks.
The first time I saw "zombie newborn" was in the Dawn of the Dead remake...which came out a few months after my first son was born, after a tense delivery...I nearly walked out of the movie theatre, but I think I was overly sensitive at the time. I don't think it'll bother me as much here, and one cool bit is that one of the random encounters in the previous Week can foreshadow this.
WEEK 8
Week 8 serves, ultimately, to explain just what happened to the government as the group has their first formal encounter with the military, upon arriving in Jacksonville. Before that happens, the survivors of the church are threatened with a huge internal conflict that the PCs get to take sides in.
The little girl mentioned in Week 7 is at the center of all of this controversy, as she seems to be infected, but has no wounds or the like. This is a huge point of contention for the survivors, some of who are afraid they are endangering everyone by keeping her around.
One gripe with this scenario is that twice the girl in question is placed in a horrible, life threatening situation...but has plot immunity (as she is integral to later chapters). I don't mind the plot immunity, but two life threatening situations in this adventure for someone who is in no danger seems...excessive.
WEEK 9
Week 9 has the PCs and some military in the ruins of Jacksonville, trying to find medicine for the girl...and begins with three encounters to be spread out, featuring opportunities to aid people in awful situations, with guilt effects if they choose not to.
More crazy fun from random Encounter Charts is included, this time focusing on crazy, chaotic encounters in a city in flames. They can get attacked by feral dogs, rescue a woman trapped in her car, get *shot* at and have to deal with an exploding gas main.
If they make it past the zombies and a gun weilding raiding party, they get to return to camp to find out that tensions at home base have completely erupted, resulting in the PCs having to get the Hell out of dodge with whatever allies they have left.
This is a nice "out of the frying pan, into the fire" adventure, and after two Weeks with the military, they are surprisingly not revealed to be evil, incompetent or traitors...just guys out of their depth a bit.
WEEK 10
Week 10 provides a huge, and much needed, change of pace: The PCs find an actual community of survivors...and pretty much this whole Week is decompressing, acclimating and so on. Not a ton of action going on in this Week, just a lot of slow build and plot development.
For some groups, this is might be too "slow". It is definitely not what you expect from a Savage Worlds adventure, but I submit that this is a good thing.
WEEK 11
Another week of lite-action/heavy-roleplaying as the town's Mayor is ordering the military contingent that the players found while on patrol to leave, due to them being a drain on resources. This is setting up a large fracture among the survivors, as some (including possibly the PCs) are sure to be on the side of the military, but the father of the young girl who may be infected is far more concerned with utilizing the resources of the town to help his daughter.
WEEK 12
Week 12 begins ratcheting the action back up for the finale, as the PCs find out that the Living Dead have homed in on settlement, and the town has about a day's notice of their approach. This leads to a supply run at a nearby town...and turns into a race against time as the young girl has gone missing.
This leads to a crucial choice for the PCs: They can help defend the town against the undead, which breaks into the mass combat rules...or they can abandon the town to try to rescue the girl, and unearth the secrets that the town has been hiding in the process.
WEEK 13
The adventure begins with a "surrender or die" scenario, which probably means that the PCs will be abducted for the third time since the plot began. However, some very important information is conveyed here, including the possible origin of the virus that creates zombies, as well as the reason the little girl is so important: She has been infected with the virus, and her body has been fighting off the virus ever since.
This all builds to one more apocalyptic turn of events, putting the PCs back on the road once more, and setting the stage for Chapter Two.
The WEEK 13 book ends with some teasers about what is coming in the future, as some of the past will come back to haunt the PCs.
CONCLUSION
$20 for 13 adventures and the beginning of an incredibly ambitious campaign for Savage Worlds. It definitely falls closer to the Evernight "scripted campaign" territory than it does the now-famous "Plot Point" campaigns...not saying that's a bad thing, just saying.
The author plays to the strengths of Savage Worlds throughout Chapter One, as it is one of the few systems that could pull off large set pieces with hordes of zombies and a slew of NPC allies and not really slow down. The cruise ship is strong start, forcing a clausterphobic feel right off the bat. Chapter Two is supposed to begin releasing soon, but in the meantime Daring Entertainment has begun releasing War of the Dead One Sheets, as well as optional rules inspired by FATE.
While I don't hesitate to give this a strong recommendation, I do note that there are a couple of places where the plot hammer does come down awfully heavily. There will be some groups that will chaffe at this. I think my usual group would roll with the punches, especially if I tossed them an extra benny or two for their troubles...as they can usually use them in games where the odds are LESS stacked against them, so they'd love me for them here. I think three forced kidnappings/surrenders/captures in the first Chapter was probably pushing it.
There are some pieces that are very obvious homages to various films and stories, but I think they are clearly meant to be homages and most folks will get that. The "card draw" random encounter charts absolutely rule it, though, and if I ever start writing Savage Worlds adventures, I will shamelessly steal the concept and incorporate it as often as I can because I absolutely love random tables.
Highly recommended for some Savage Worlds/zombie killing fun. I wish to Hell I'd had this a year ago when I interrupted our Savage Worlds group to try to go back to All Flesh Must Be Eaten. We wouldn't have bothered.
To be clear: Chapter One is actually 13 adventures, of which there will ultimately be 52 (not counting one sheets, which Daring has begun to release). It is a modern setting, set during a zombie outbreak, and you can buy them in bits or you can buy all of Chapter One as a package.
I'm going to save you the trouble: Like Savage Worlds and zombies? Go buy the bundle. I'll even
link to it for you.
WARNING: Though I will go as light as I can on spoilers, as I always do with adventures, it is virtually impossible to do a review of substance and also go spoiler free. If you are going to be a player in War of the Dead, do yourself a favor and stay away.
SERIOUSLY.
HERE BE SPOILERS.
WEEK 1 TO 3
The PDF is layered, searchable and has a table of contents, and is copy and paste enabled. The book actually begins with important setting notes before getting into adventures. The War of the Dead is specifically inspired by the works of George Romero and Robert Kirkman, so that is the flavor of zombie horror you can expect.
The character types available are pretty much anything in a "normal" modern setting, though handy character advice is offered for you, in common archetypes and how they might be affected in the new world.
A new Benny rule is provided called Heroic Determination, which allows a PC to spend a benny and get Combat Edge for free for one round.
Four new Hindrances are present (three of which having a Major/Minor scale), such as Responsibility to Others and Guilt. A new Scavenger edge is present as well, which provides a bonus for finding food, supplies and shelter.
Several Edges are removed (relating to Powers), and some useful Knowledge skills are mentioned, along with their uses.
Some character advancement tips beyond Fighting and Shooting are also offered, with a general emphasis on using more than using advancement to boost combat abilities.
The GM section provides the "rules" of the zombies...such as how they will not stop coming unless their brain is destroyed, and clarifies that they neither have superhuman strength or senses. The rules also cover the effects of the enviroment and temperature on the undead, with cold causing them to freeze up and dry climates speeding up decomposition.
Virtually everyone is susceptible to infection from a zombie's bite...however, there are odd individuals who are not. This is determined by the GM and not the players, so they can't just, say, take an Edge.
There are also guidelines for stopping infection by severing limbs, with the horrific possibility of that STILL not working.
There is a "random headshot rule", and it is recommended that PCs not be allowed to call headshots until the effects of a headshot have been witnessed first hand.
Tips are also given for the use of the Survival and Tracking skills in relation to the game world.
There is lots of useful setting info here for the GM about incorporating NPCs (and Savage Worlds is system VERY well suited for a "group of survivors" type game).
Week One begins aboard the cruise ship Pinnacle (the first of many easter eggs), setting off on its maiden voyage with 3,000 people on board. In the first act, that night at sea, a Texas oilman takes ill after speaking with the PCs and is taken to the infirmary. Once he savagely attacks his wife and anyone else in the infirmary, the cruise ship turns into a cruise ship from Hell.
In Act two, the Head of Security Jason Kirkman starts taking control of the situation, and the PCs are sent to their rooms...where they soon hear cries for help from a nearby cabin, leading to another zombie encounter.
This is all meant to bring the PCs to the attention of the Head of Security, ensuring that they are central figures in the ensuing chaos. The PCs get to witness a power struggle between Kirkman, Ship's Captain Romero and the ship's owner Mr. Forthington, hinting that things are about to get even uglier. Week one should conclude with Kirkman and the PCs on a ship rapidly going to Hell.
While things are going south here, they are also going crazy out in the world...and the cell networks are clogged up, cutting the PCs communications options down.
Week One is a good start, designed to familiarize the PCs with the situation before a fairly rapid (but not TOO fast) descent into anarchy, and they are cut off completely from the outside world.
Week 2 begins with a grisly scene of panicked passengers being attacked by the undead, with the crowd actively getting in the way if the PCs try to stop the undead.
Act two gets crazy ugly as a paramilitary team has attacked the ship out of nowhere, with the PCs stumbling into a fight between them and zombies. The immediate assumption is liable to be that they are involved with the zombies, but far from it: They are on the boat for other reasons altogether, a very nice touch as it already makes the world feel "bigger", in that not everything is tied directly into either the PCs or the zombies, but still has relevance.
In Week 3, the ship has been crippled and everything is going to Hell quickly. The adventure opens with a big set piece just designed for Savage Worlds goodness, with the PCs, Kirkman and the remaining soldiers getting to fight 28 zombies.
From there, we get to the first in what becomes a very cool recurring theme in the campaign: Encounter charts keyed to card draws. Draw a card for every PC and play through the encounters. Some very awesome encounters are present: A girl who has been bitten by her zombie mom, a man who has snapped and murdered his family and an entire deck that is completely overran by zombies being among my favorite. This all builds the paramilitary subplot to a head as we find out precisely why they are on board.
In Act Two, things calm down for the first time, as the known survivors gather together and assess the damage. An homage to the crazy religious lady from The Mist begins rattling the people, and a new encounter chart is used featuring incidents with the survivors, such as a possible suspicious interaction with the paramilitary guys, a random zombie busting in and a depressed man cutting his own throat in the room.
Week three ends with a fairly railroady beatdown of the PCs, Kirkman and the armed soldier for plot purposes...I would recommend just giving everyone a benny and moving on. I imagine they'll be okay enough with that. (Obviously, if you are wrapping up the session there, give it to them at the beginning of the next, just to be nice...they can use it.)
In fact, there are a few "cinematic moments" that kick in for the advancement of the plot...for me, at least, rather than ditching these I would just give out bennies any time the narrative took over, 'cause it is INCREDIBLY likely that the PCs will need all that they can get.
After the Week 3 section, the rest of the first book is filled with stats of the various Chapter One zombies: Shamblers, Sprinters, Newborns and Generals. Finally, all of the stats for the remaining NPCs in Chapter One, in order of appearance no less, are presented.
I really love that last bit of organization as, among other things, it lets you know that the author's not just making it all up as he goes along, since this was originally released weekly.
Overall, a very strong start to the campaign series.
WEEK 4
Week 4 begins with the big standoff with the dingbat zealot, and has one of the PC's allies flipping on them so that he can protect his family from the mob. She is convinced that the zombies only want the "sinners", but there are dead inside of the auditorium with the survivors that will help flip things on its ear.
This provides the PCs and their allies a chance to make their escape, where they discover that a) a Coast Guard ship is coming and b) their paramilitary buddies have wired the Pinnacle to explode and are not sticking around, leading to one more betrayal.
Of course, the Coast Guard ship is full of zombies, and is on a collision course with the Pinnacle.
This Week ends what is really the first Act or so of Chapter One, as the PCs and any surviving allies manage to escape the cruise ship...only to be stranded at see for two weeks.
The saga of the cruise ship Pinnacle is a great start to the War of the Dead, with a couple of early "human" breaks in the action...and I love the Encounter Charts being keyed to the card draws. I've just always dug stuff like that...I seriously love random charts, and making sense of the results.
WEEK 5
In Week 5, after two weeks at sea (thanks to a hurricane and their boat being damaged), the PCs make landfall for the first time since the game began. The first warning that something Just Isn't Right should be that the communications grid is largely dead. They make landfall at a marina, that just confirms that the whole zombie outbreak is a much larger phenomena (if the Coast Guard ship didn't clue them in, of course).
This Week also provides their first contact with NPCs after the ship, and is the first Week to focus primarily on a more human problem, rather than a zombie problem, with rampaging bikers.
This one also has a plot driven kidnap scenario that is required to set up the next Week. A little railroady, yes, but if they complain too much, give 'em two bennies this time.
The whole tone is a good change of pace after the crushing saga of the Pinnacle. I do think that the second forced abduction in five adventures was probably spaced too close together, but I also think that a group buying into the "game" won't mind TOO much, especially with a benny reward.
WEEK 6
Hopefully the PCs made nice with the elderly couple from Week 5, because they are being used as leverage by the bikers to force the PCs into working for them. The PCs get to be bait, drawing zombies away as the bikers raid a town for supplies.
This provides another cool encounter chart, including an opportunity to stock up on weapons, and two encounters featuring low flying aircraft...one of which is armed and doesn't see the PCs(!).
The PCs also get an RV in this adventure, which his a model in the Paper Dead supplement, complete with removeable roof so that you can see inside AND "zombie proof gear" to affix to the outside!
The raid allows the PCs the chance to escape...but it'll surely mean taking on the bikers.
The PCs also catch a break from a radio broadcast...directing them to a Rescue Station in Jacksonville.
The Encounters charts are always awesome, so any chance to bust those out are great. The PCs get a chance to not be whipping boys, and get a cool ride. And yes, in the Zombie Apocalypse genre, RVs are a cool ride.
WEEK 7
Now the PCs get a broader look at how the world has gone to pot in just a couple of weeks.
Another encounter chart is provided, this time with road specific encounters such as mid-road ambushes, spooked birds, a life threatening flat tire and the possible return of the biker gang the PCs just escaped from!
The RV Plot Device dies, setting up the PCs to meet a group of survivors, including a little girl destined to play a very important role in the overall arc of the story. It's best to take advantage of the calmed down atmosphere at the moment, to make it all have a little more impact when the church the survivors are holed up in comes under attack from the biker gang *while* a...creepy...zombie outbreak occurs inside the church.
Things descend into an appropriately chaotic mess again, with zombie hordes, bikers and a unique new breed of zombie that will...unsettle some folks.
The first time I saw "zombie newborn" was in the Dawn of the Dead remake...which came out a few months after my first son was born, after a tense delivery...I nearly walked out of the movie theatre, but I think I was overly sensitive at the time. I don't think it'll bother me as much here, and one cool bit is that one of the random encounters in the previous Week can foreshadow this.
WEEK 8
Week 8 serves, ultimately, to explain just what happened to the government as the group has their first formal encounter with the military, upon arriving in Jacksonville. Before that happens, the survivors of the church are threatened with a huge internal conflict that the PCs get to take sides in.
The little girl mentioned in Week 7 is at the center of all of this controversy, as she seems to be infected, but has no wounds or the like. This is a huge point of contention for the survivors, some of who are afraid they are endangering everyone by keeping her around.
One gripe with this scenario is that twice the girl in question is placed in a horrible, life threatening situation...but has plot immunity (as she is integral to later chapters). I don't mind the plot immunity, but two life threatening situations in this adventure for someone who is in no danger seems...excessive.
WEEK 9
Week 9 has the PCs and some military in the ruins of Jacksonville, trying to find medicine for the girl...and begins with three encounters to be spread out, featuring opportunities to aid people in awful situations, with guilt effects if they choose not to.
More crazy fun from random Encounter Charts is included, this time focusing on crazy, chaotic encounters in a city in flames. They can get attacked by feral dogs, rescue a woman trapped in her car, get *shot* at and have to deal with an exploding gas main.
If they make it past the zombies and a gun weilding raiding party, they get to return to camp to find out that tensions at home base have completely erupted, resulting in the PCs having to get the Hell out of dodge with whatever allies they have left.
This is a nice "out of the frying pan, into the fire" adventure, and after two Weeks with the military, they are surprisingly not revealed to be evil, incompetent or traitors...just guys out of their depth a bit.
WEEK 10
Week 10 provides a huge, and much needed, change of pace: The PCs find an actual community of survivors...and pretty much this whole Week is decompressing, acclimating and so on. Not a ton of action going on in this Week, just a lot of slow build and plot development.
For some groups, this is might be too "slow". It is definitely not what you expect from a Savage Worlds adventure, but I submit that this is a good thing.
WEEK 11
Another week of lite-action/heavy-roleplaying as the town's Mayor is ordering the military contingent that the players found while on patrol to leave, due to them being a drain on resources. This is setting up a large fracture among the survivors, as some (including possibly the PCs) are sure to be on the side of the military, but the father of the young girl who may be infected is far more concerned with utilizing the resources of the town to help his daughter.
WEEK 12
Week 12 begins ratcheting the action back up for the finale, as the PCs find out that the Living Dead have homed in on settlement, and the town has about a day's notice of their approach. This leads to a supply run at a nearby town...and turns into a race against time as the young girl has gone missing.
This leads to a crucial choice for the PCs: They can help defend the town against the undead, which breaks into the mass combat rules...or they can abandon the town to try to rescue the girl, and unearth the secrets that the town has been hiding in the process.
WEEK 13
The adventure begins with a "surrender or die" scenario, which probably means that the PCs will be abducted for the third time since the plot began. However, some very important information is conveyed here, including the possible origin of the virus that creates zombies, as well as the reason the little girl is so important: She has been infected with the virus, and her body has been fighting off the virus ever since.
This all builds to one more apocalyptic turn of events, putting the PCs back on the road once more, and setting the stage for Chapter Two.
The WEEK 13 book ends with some teasers about what is coming in the future, as some of the past will come back to haunt the PCs.
CONCLUSION
$20 for 13 adventures and the beginning of an incredibly ambitious campaign for Savage Worlds. It definitely falls closer to the Evernight "scripted campaign" territory than it does the now-famous "Plot Point" campaigns...not saying that's a bad thing, just saying.
The author plays to the strengths of Savage Worlds throughout Chapter One, as it is one of the few systems that could pull off large set pieces with hordes of zombies and a slew of NPC allies and not really slow down. The cruise ship is strong start, forcing a clausterphobic feel right off the bat. Chapter Two is supposed to begin releasing soon, but in the meantime Daring Entertainment has begun releasing War of the Dead One Sheets, as well as optional rules inspired by FATE.
While I don't hesitate to give this a strong recommendation, I do note that there are a couple of places where the plot hammer does come down awfully heavily. There will be some groups that will chaffe at this. I think my usual group would roll with the punches, especially if I tossed them an extra benny or two for their troubles...as they can usually use them in games where the odds are LESS stacked against them, so they'd love me for them here. I think three forced kidnappings/surrenders/captures in the first Chapter was probably pushing it.
There are some pieces that are very obvious homages to various films and stories, but I think they are clearly meant to be homages and most folks will get that. The "card draw" random encounter charts absolutely rule it, though, and if I ever start writing Savage Worlds adventures, I will shamelessly steal the concept and incorporate it as often as I can because I absolutely love random tables.
Highly recommended for some Savage Worlds/zombie killing fun. I wish to Hell I'd had this a year ago when I interrupted our Savage Worlds group to try to go back to All Flesh Must Be Eaten. We wouldn't have bothered.
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