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Roleplaying

Savage Worlds mass combat in space

Combat starts, Mon Calamari cruiser encounters Imperial Star destroyer.

Combat goes on

This writing was made to demonstrate how Savage Worlds Mass Combat rules can be used to simulate conflict between two capital starships. In this example, a Rebel Mon Calamari cruiser comes out of hyperspace, along with an YT-1300 freighter (Millenium Falcon -model) and a troop transport. They are about to drive away or destroy the Imperial Star Destroyer blockading the planet.

Savage Worlds Sword & Sorcery settings overview

Image from Beasts & Barbarians

The new Conan movie is out, and everyone wants to have their share of harsh attitude, strong beverages in crowded taverns, scantily clad wenches (or fierce and proud amazons), loinclothed barbarians and fearsome sorcerers. If you're Savage Worlds fan, below you'll find brief introduction to several S&S settings and sourcebooks for Savage Worlds. But first I'll mention very briefly some non-Savage Worlds Sword & Sorcery options.

Savage Worlds: Conflict -encouraging hindrances and rules

These hindrances and skill adaptations are meant for a game where pc vs. pc conflict is good, even desirable. Players should understand that they should play their characters with feel rather than optimal efficiency - and if they do should be rewarded with bennies. These flaws can get pc's in quite much trouble, so an additional benny use for creating small story twists works well with them.

Savage Worlds: Random Hindrance generator

Savage Worlds Fan product

This tool is meant for inspiration in character creation, both pc's and npc's. You easily choose the 'safe' options' unless you are presented suggestions, which may get your imagination running and give birth to a refreshingly different character. So if you want inspiration for a new character

Star Wars roleplaying - doing it the right way!

A character's view to space mass combat

May the 4th be with you! This is an excellent day to speak about what makes a great Star Wars roleplaying game. Star Wars as a whole is epic, larger-than-life, heroic, pulpy action, exciting, it has large fleet battles, chases, dogfights, hutts, scoundrels, smugglers, droids, bounty hunters, a large number of aliens, huge beasts and wondrous planets and other locations, usually quite extreme in some way. One big part in the movies are also personal growth stories.

Star Wars: Dawn of the New Republic -campaign starts!

Cliffhanger! An imperial Escort Carrier emerges.

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.

Two Savage Worlds npc's for modern games

Savage worlds npc's

These two NPC's have been created automatically using a generator, which is part of a much larger entity. It will be released some day, but in which format it will be unsure - it's Licencee status with Savage Worlds would be something I'd like to happen but I can't promise.

What makes Savage Worlds cool?

Changing your mindset for Savage Worlds combat!

I've just run a D&D4E campaign that has continued 3 years. I'm a bit tired of the system, and as it's the only other system I've run recently, I can't help but to compare Savage Worlds to it. I'm trying to get rid of the ballast of D&D (being able to just a basic attack or a specified power) and find all the coolness Savage Worlds has - but it may take time to adjust. And it will likely take time from the players too.

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