For some time, I've been looking at Future Armada's Invictus with a curious eye, but I haven't had actual need for it. A few days ago I run a session of Babylon 5 and went to check what DriveThruRpg has to offer. I had been looking at High Space's Euphoria as I was planning to use it's setting Lantern as a base for the game.
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And so it begins - the Star Wars campaign done the right way this time! It's more than half a year since the beginning thoughts about a Savage Star Wars campaign, and now the first session is behind. While I wanted to run the campaign more improvising way, I wanted to plan the first session so it would have a lot of different elements the campaign would consist of: Flying in dangerous circumstances, doomsday weapons, darker aspects of war, spies, politicans driving their own agendas, chases, close combat (although this part was quite minimal), dogfights.
Here's a diorama I made for a competiton earlier, with some customized steampunk miniatures & scratchbuilt terrain.
A small diorama made from game props, just for fun. An evil wizards is summoning something he's too confident about being able to control...
I've been looking at various Savage Worlds toolkits/companions for a while, and finally I found the one I had been looking for most in a sale (Drivethrurpg's Christmas in July). I've been trying to find Sci-fi world builder toolkit in sale for several times but it has never been included in a sale when I've checked.
Briefly: As a very picky GM I've fought past my prejudices and found a rules system that wasn't just great, it blew my mind. While the system initially seemed like a big turn-off, putting it in the right context made it crystal clear: Why aren’t all roleplaying games made like this? Well, D&D and many other games have their own place, but IMHO this is how pure roleplaying games should be done. Fiction and story first, and it's actions of player characters that really matter.