It’s that time of year when geeks talk funny. OK, funnier than normal. But as you know everything is better with pirates. So I’ll take this moment to rant about what I think is the coolest pirate RPG out there.

That’s right. Pirates of the Spanish Main for Savage Worlds. It ain’t exactly historical but it’s close enough for my tastes. It hits that cinematic sweet spot. It has just enough of the supernatural to not quite be a horror or fantasy game. Ship combat and life is pretty easy and not a bookkeeping burden. Plus, it’s Savage Worlds and you really can’t go wrong with that.
So me mateys, grab your rum, cutlasses! We’re off for some lost treasure!

Print Friendly

Yeah, I know it’s been a while since I said anything about Savage Worlds. Heck, I have been playing classic Deadlands so I guess that sort of counts.
Shaintar does hold a very special place in my little gamer heart. It was one of the first settings I looked at when I started messing around with Savage Worlds. I thought, “Hey that’s cool.” and kept digging. Thanks to Shaintar I wouldn’t have ran across all those other neat things that from Pinnacle and its licensees. So thanks to Shaintar crew for that.
Anyway Reality Blurs is offering up Shaintar: Legends Arise A Beta Player’s Guide for free. And it’s almost 200 pages. Remember Reality Blurs, those are the guys that brought us Agents of Oblivion and Realms of Cthulhu for Savage Worlds. Both are damned awesome products.
Since it’s free I’m not going to bother with any sort of review or anything but here’s the elevator pitch. Shaintar is a high fantasy heroic setting. Not a cookie cutter Tolkien rip off but close to what you would expect for a fantasy RPG. It’s nice. It’s neat. Just go check it out yourself.

Print Friendly

Pinnacle Entertainment announced their new secret setting and it’s Deadlands Noir and their funding it via Kickstarter. It was only announced at noon Eastern time today and it’s already exceeded its goal. Wow.

Now, I know I haven’t been mentioning Savage Worlds too much lately. It’s not that I lost love for the game. It’s just that real life has gotten to say hectic plus I’m not playing it right now. But damn this one that I am kind of excited about. I don’t know if it’s because I’m currently in a Classic Deadlands game plus prepping for Dresden Files game. I mean come on get those two mixed up in your head and you’re right into Deadlands Noir territory.
But like anything, I’m getting a little leery on Kickstarter projects. It’s nothing against this or any other project. It’s just the dollars aren’t quite stretching as far as they used to. My first thought when I see a new project is “Can I play this game with the stuff I have now?” Second, “Am I going to play it?” Third, “Can I afford it?” Hopefully, Deadlands Noir is going to chocked full of new great stuff like most of Pinnacle’s settings. But I’m not sure if I can get the gang to play this. It’s a possibility. Can I afford it? Hmmm. Maybe.

Print Friendly

Alright so the drool was rolling off my fangs as soon as I heard about this one. But live seemed to have other plans and I got a bit distracted. But thanks to the GM’s Day Sale over at Drivethrurpg, I managed to remember to pick up the Horror Companion. Oh, yeah. Now I know that it’s been a while since I’ve said anything about Savage Words, like I said life and all. But enough of my little pity party. Here’s the good bits.
The Horror Companion is an evolutionary step forward from the Horror Tool Kits. Many of the concepts are cleaned up and updated. As has been said in other reviews, there’s nifty new horror themed Edges and Hindrances as well as some pretty neat stuff. Here’s what I think is hot. Rituals. Ritual magic as opposed to blow crap up with a flick your wrist from fantasy games is a staple for horror games. Either the villain trying to summon something or the hero trying to stop it. Really nice addition. Fortunetelling. Another nifty little thing that can always cause some sort of problems with an RPG. You know, in case, the dice or the players have a different idea. Once again a clean and simple and relatively Savage take on it. Heck you draw cards. Lastly, Wards. I mean how many times have we watched Willow ward the house on Buffy. Another of those standard tropes that it isn’t too powerful but still should be useful.
Magic or technically Magick in this case is redone more along the lines of what you would expect for the genre. A slew of new Powers. Now, I would of liked a little more coverage on magic(k) but the information is out there. I would liked to see more optional ways of doing magic like from Salomon Kane.
A damn good creature section. What more can I say. I’m not going to do list for you. Really you have to have some reason to buy the book. But there’s the stats there for just about every type of beasty and mook NPC you might need.
And like just about every book, there’s a whole GM’s section.
A kind of nifty idea that just seemed like it was squeezed in was “The Children of the Night” section. This is some examples of creatures that might be playable as characters depending on the campaign. As most reviewers have said, these are not balanced in any way. Not even close. But they do give a place to start. I wouldn’t recommend just running with what is in book. GM’s planning on a World of Darkness type game would need pay close attention to balance from the beginning. I suggest doing your own templates. I really, really wish that this section was more fleshed out. But alas page counts and all. Sometimes things just end up on the cutting room floor.
All in all, it was good buy. It reinforces and updates the material from the Horror Tool Kits, adds some Powers, Edges and so forth. So if you’re Savage Worlds fan, don’t be like me and wait until the last minute to pick it up.

Print Friendly

It’s been too long since I touched anything to do with Savage Worlds. It’s no fault of the rules or anything like that. It’s just if I’m tinkering or playing with a game I tend to not thing about it.

Beasts And Barbarians

I know that Beasts and Barbarians by GRAmel has been out for a while and it’s been sitting there patiently on my hard drive just waiting of the attention it deserves.
First of all, I have a renewed love of Sword & Sorcery. Maybe because I’ve just been too much Pathfinder and am getting tired of all the High Fantasy. Beasts & Barbarians is a Sword & Sorcery setting for Savage Worlds.
First of all, Beasts & Barbarians is damned pretty book with some fine artwork. I know I don’t usually mention that but this one is really nice. Now, on to the crunchy bits. There are plenty of rules for new magic systems and some very nice rules for handling the Ale and Whores rule as well as a good chart for what happens between the adventures. All in all, it’s a good selection of Edges, Hindrances and Powers to add to a Savage Worlds game.
Where this product really shines is the setting. The Dread Sea Dominions is a damned fine setting. It’s well thought our and documented but not to the point of of every little detail. There’s plenty of room and inspiration for game masters. The world is big enough and varied enough to have just about any kind of Sword & Sorcery character you want. And that makes it cool. But here’s the real kicker. Even if you don’t like Savage Worlds. Don’t ever want to play it and just don’t care about it. That’s fine. But you should still pick this up if you’re looking for a Sword & Sorcery setting. It won’t be that difficult to convert the fluffy bits. So yep, if you don’t play Savage Worlds, it’s still a damned good source book for Sword & Sorcery game.
Beasts & Barbarians is available thru Drivethrurpg.(Affiliate Link)

Print Friendly

Holy crap. It’s been a long time since I posted anything about Savage Worlds but this one is worth it. I’ve been keeping my eye it since the guys at Reality Blurs have been talking about it and have waited anxiously for it.
I have to admit that this game takes advantage of all of my weaknesses. First, it’s for Savage Worlds. Second, it covers two of my favorite RPG genres (Spies and Supernatural) and throws them into the martini shaker for damned near the perfect cocktail (see I’m even using their tag line).
The core background fluff is that characters are Agents of Oblivion, hence the title. Basically, you belong to a super secret spy organization fighting all the nasty creepy crawlers in the world. That’s the basic premise. The good news is that it takes sort of the tool kit approach to setting and give plenty of advice for GM’s to create the kind of campaign they want. Anything from bring Realms of Cthulhu and playing a Delta Green style campaign, to alien and terrestrial conspiracies, normal monster hunting or just plain mundane spies. There’s also advice on setting the feel of your campaign from cinematic to gritty. As I read through the book, my mind started to put together a weird that would end up being like a cross between Dresden Files and Burn Notice.
On the crunch side, Agents of Oblivion adds some really nice stuff. It has setting specific Edges, Hindrances and Skills that tweak Savage Worlds for the setting and genre. There’s a couple of things that I found were really neat. The Single Use Devices or SUD’s. This is basically your system for all those nifty spy gadgets that we idolized when we were kids. Then there’s there’s the Resource Point system. Because spies don’t pay for their own equipment and such. This can grant characters temporary Edges, gear and Perks. As a GM, I would have a feeling of both dread and amazement upon hearing a player utter the words, “I call in an air strike.”
Now there are a couple things I’m not crazy about but they are things that are easily ignored or fixed. First, some of the equipment is just too much like cyberwear for me. Yes, I know it’s bleeding edge but in my mind there’s this divide between cyberpunk and classic spies. It’s sort of like how some folks hate black powder weapons in their fantasy games. It’s like that. So no real biggie. Also there’s isn’t much of bestiary in the core book (but one is on the way!). There is a system for generating nasties as well as plenty of other Savage Worlds sources to get your things that go bump in the night. So once again, something minor that is easily fixed.
While I’m ranting on Agents of Oblivion, I might as well throw out my wish list. I’d really like to see a supplement that deals with making more supernaturally based player characters something with sort of Hellboy feel to it.
Overall, Agents of Oblivion is a solid Savage Worlds setting. There’s plenty of little things to plug into other games and the setting is flexible enough you can bring stuff from your other sources (like Realms of Cthulhu or the Horror Toolkits). Well worth the $10.

Print Friendly
DriveThruRPG.com
Creative Commons License
This work is licensed under a Creative Commons Attribution-Noncommercial-Share Alike 3.0 United States License.
Suffusion WordPress theme by Sayontan Sinha
  • Facebook
  • Google+
  • Twitter