The campaign continues after a half-year party! Falchor's player has left the game and a new player has entered the game. Godzul's player wasn't present and Falchor was looking for Godzul (who apparently was arrested for Drunken hooliganism, just like Doris - together they had somehow become owners of an tavern!). The group met near the marketplace where an execution was about to take place.
Second session confirms that this is the right way to do a Star Wars rpg campaign! A good sign of a great rpg session is that you ignore all the snacks in the table and reserved for the game for the whole session... This continues the story started in the first session. A new character, Chass 'Jazz' O'Brien entered the game in reinforcements arriving from Alessia II, flying an X-wing.
So I got Jalizar - City of Thieves just before Christmas in July -sales - which is good for you if you're interested in this great urban setting, as I got my review written when there's still little time to buy it on sale if you hurry. I had to finish this review in a hurry, so I apologise if I've forgotten something
Lots of cool pdf's on sale at DrivethruRPG/RpgNOW! I'm finally planning to buy myself a Deadlands reloaded player's handbook & see what the setting really is like - I've been curious about it for ages but haven't got into buying it until now. As a Savage Worlds fan, here's a few items I've found especially interesting:
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.
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.
Pacifism is a type of hindrance/disadvantage/flaw that works very differently in different types of games. In most games I play or run, no-one would take the pacifism unless there's a work-a-round against it's limitations - and I can't blame anyone for that, as these games usually have at least one combat each session, and usually everyone's most eagerly waiting for those combats! And they often are the most exciting parts of a game session.
Spoilers warning! This session actually reminded me of my Ptolus 4E campaign, with a difference of things happening instantly instead of calculating helpless villain's hitpoints from thousands to zero. But let's start from where the heroes ended the last session, running away from a horde of snake men in the ruined city of Quollaba. They ran down the hill and hid in a building, and everyone was able to jump to the roof of an adjacent building from the balcony when the creatures finally found them.
I happened to stumble upon this site when looking for new background musics for my rpg sessions; it's really worth checking! I am now categorizing them where they fit best (scifi/space, fantasy or both (or something else)). For my purposes, it was searching music with 'epic' feel that gave me what I wanted.
High Space briefly, with minor spoilers: An inspiring space/scifi setting that gives you an option of running a long epic story or Traveller -like small adventures. The main story feels a bit like Babylon 5 spiced with some cthulhu/galactica -like elements and unique, 'realistic' style space battles.