Thursday, November 30, 2023

Savage Worlds - Thrilling Tales

 Savage Worlds is a roleplaying game ruleset made by Pinnacle Entertainment Group. I played it once before in 2016 and also before that with its predecessor ruleset with the Deadlands setting. The Savage Worlds rules are generic and can be applied to many different settings. There is the aforementioned Deadlands (Evil reckoners have used magic to create monsters in different timelines in the 1800's and used for other time periods), Rippers (Victorian steampunk and magic), Space Opera, Fantasy, Superheroes, Pirates, Flash Gordon, Horror, Sci-Fi, Space 1889 (Victorian Colonists on Mars), and more. And that is just what Pinnacle produces for setting books

There are also many other genres designed to be used with the Savage Worlds ruleset by other publishers. But first the rules.

Players have various statistics at certain dice levels; low is a d4, then d6, d8, d10 and generally the highest is a d12. Skills are the same. When players make their characters they choose to increase what they want as well as take edges and hinderances. When something is happening that does not have a guaranteed chance of succeeding, the players roll a die of the same kind as a statistic or skill plus a d6, the wild card die, because all characters (and some villains') are wild cards. If either die comes up as the highest of that die (a 4 on a d4 or 6 on a d6, etc) they roll it again and add it to the first highest result. Many rerolls can occur and keep on adding to the total. A 1 is a bust and cannot be rerolled. Once the total is determined it is compared to the difficulty number (4 is average difficulty) or an opposing roll. A card deck is used for determining initiative with jokers giving bonuses as well as the ability to act first. All Wild Cards get bennies (poker chips or some kind of physical marker) which can give rerolls or to get rid of hinderances. More bennies can be earned through great role playing or crafty storytelling on the things they do. There is some more rules but that is about it.

The setting that was used by our game director was a setting called Thrilling Tales (made for both Savage Worlds, d20 Modern, and Fate rulesets). Think of the adventure pulp and cliffhanger serials of the 1930's and 40's. The heroes are more heroic, with quick healing and an extra benny, and the villains' more villainous. Players also get a bonus if they explain a statistically improbable but riveting action for a hero that they are doing. It is a great opportunity to be over the top with lots of emotion and the campaign was a great experience. I added to it with synopsis of the nights adventure for reminding folks of the next game session, which the game director would read out before each session to set the mood. Here is an example to give you an example of the setting and a session of our game:

As told in a 1930's radio announcer voice:

"When last we saw our heroes, they were in a diner across from the evil Eddie Boyd's office looking for a good way in when toughs of Eddie came in to teach the heroes a lesson. After telling them their ticket is officially punched, the gargantuan gorillas goons went outside and got out their steel bananas! Tommy guns! With the Blue Brain suddenly disappearing, it was up to Harry's "Electrostatic Carbon Ray Gun" TM and Arnie's "Twin Fists of Justice" TM to stop their assault. With the goons done, their guns were collected and Harry and Arnie left to regroup. Remember kids, only villains use guns irresponsibly.

They then met a contact through detective Lt Dave Ringo, who was none other than Felix March...Eddie's head accountant! He explained where the two account books were and was suddenly shot through an open window! Fortunately the accountant had brains and a bullet proof vest! The heroes then went to Eddie's Hellfire club to get one set of books and at night would pay Eddie Boyd's office a visit to get the other one in a potted plant.

The heroes quietly made their way up Boyd's fire escape and peeked inside an office window. They tried to quietly lift the window but too much noise was made! Harry activated his "Incredible Electrostatic Light Bender Belt" rendering him invisible. The brave Arnie then made a lot of noise to draw the toughs alerted to the noise up to the roof. Both Harry and Arnie took care of the toughs and retrieved the second book. The case could now come to trial with the evidence and Felix the accountant!

The heroes got some bad news from detective Lt Dave Ringo though...they were told to lay off Eddie Boyd! Digging further they learned of something heinous and vile...Johnny Malchek, a more talented goon for Eddie Boyd, had kidnapped the detective's doe-eyed daughter, Darla, from her Catholic school to stop the investigation by the good detective! How low can this evil go! The heroes persisted in their efforts to convince the detective they could help him get his daughter back so Johnny and Eddie can finally get the striped pajamas they deserve. Being successful, the detective told them the name of the location of his daughter's school.

Starting with staff of the school, they began to gather a better picture of events and of the kidnappers themselves as they traced their route to the Bronx in a Black phantom luxury car. The heroes old foe, Johnny Malcheck, was involved with three other toughs and one had a newsboy cap and certain scars. They also traced the car to an address. The heroes are now on their way to rescue the girl. When will the Blue Brain reappear? Why will Darla trust the heroes? Who will they meet once they get there? What villainous schemes will the Murder Club concoct next? Where will this mystery take you, the viewer, as you grip your seat in suspense? See Savage Worlds' Thrilling Tales Part 3 in a fine movie theater near you!"

This is a game system and setting I would play again. I also backed the recent Kickstarter for the new edition of the Savage Worlds rules. Although there will be only small tweaks I am already an edition behind.

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