After all the recent setbacks, we really need a victory - bring me one! With these words from Admiral Ackbar echoing on their minds, the heroes left for planet Duram, where diplomatic negotiations have halted, apparently becausr of fear of fate of Calessia.
The story continues from last session; heroes are in almost hopeless situation!
The group starts to create a plan, but their time is limited; Imperial troops are starting to move towards the city very soon. Ferro's plan to run freighters towards walkers inside the city shield is abandoned as finding suitable one(s) would have required time and negotiations, and they would have been easy targets against heavy walkers' main cannons.
These are the simple but functional cyberpunk rules for savage worlds I'm using in my Savage Cyberworlds cybercthulhu campaign. The rules may be subject to changes but I'm mainly quite happy about them.
I wasn't immediately converted to Savage Worlds after finding it. I first disliked the idea of the system; As I've written a lot of SW materials, I thought of telling how I got into the game after trying several other ones, including trying to create my own rpg rules. If you're very critical about the system you want to use, this post may be an eye-opener.
A classic theme in fantasy games, this cemetery terrain has gained some inspiration from Baldur's Gate II: Shadows of Amn and Montmartre cemetery in Paris. These terrains have often seen use in rpg's, and they really bring atmosphere.
Plaster cast in mold (statue, tombstones, wall on the background)
Cardboard (Crypt walls and roof, bases, thinner obelisk parts)
GRAmel, which has recently become my favorite publisher, released a free Halloween -themed adventure for Beasts & Barbarians. The whole Beasts & Barbarians -series is most fascinating and this adventure is no disappointment. I read the adventure through and it's one of my two options to run next sunday, even if I usually dislike ready adventures.
In a recent discussion about roleplaying mechanics I heard an opinion mentioning that character flaws should be a disadvantage and therefore rewarding well for playing them isn't something that should be done. My way of looking at flaws is completely opposite. While flaws are in general supposed to be a tool of balancing (or in practice min-maxing) characters, they work best as a tool to bring atmosphere, good story and drama to a game. And for this purpose, they work best if players want their flaws to cause them problems.
Galactica is one of the games I'm planning to run with Savage Worlds in future. It's most likely to be a mini-campaign, consisting of ~5 sessions. As a miniature and prop -fanatic, I've gathered some props for the game already.
Most of the miniatures I'll use in the game will be sames I use in my cyberpunk campaign. Soldiers, men in suits, commoners, they all fit in. I've bought a few cheap clix I'll use as pilots, even if they don't have perfect match for the suit they'll work:
Brief review for the hasty: Beasts & Barbarians is a sword & sorcery setting that has a feel of familiarity - perhaps because many civilizations have been inspired by historical civilizations. Carefully spiced up with originality, combined with classic sword & sorcery elements and tied together with a believable history this setting make a very tasty stew.