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− | =Savage Nyambe=
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− | ; Game System
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− | : [http://www.peginc.com/Games/Savage%20Worlds/Savage%20Worlds.htm Savage Worlds]
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− | ; Pitch
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− | : The evil monkeys are waiting...
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− | ; Game Master
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− | : Edmund Metheny
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− | ; Players
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− | : 3
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− | ; Characters
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− | : Ajani (Wayne)
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− | : Kianga (Sophie)
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− | : (Laura)
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− | ; Date
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− | : November 21 & 28, 2005
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− | ; Technical Notes
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− | : Used the setting from [http://www.atlas-games.com/nyambe/index.php Nyambe].
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− | ; Recaps
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− | :
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− | ; Player Thoughts
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− | :
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− | ; Additional GM Thoughts
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− | :
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− | =St. Dympha Confidential=
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− | ; Game System
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− | : [http://www.dog-eared-designs.com/games.html Primetime Adventures]
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− | ; Pitch
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− | :
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− | ; Game Master
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− | : Alan Barclay
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− | ; Players
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− | : 4
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− | ; Characters
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− | : Dr. , psychiatrist (Laura)
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− | : Joshua Tesfamichael, Jamaican nurse (Edmund Metheny)
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− | : Herbert, patient (Ed Freeman)
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− | : Ghost (Sophie)
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− | ; Date
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− | : November 7 & 14, December 5 2005
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− | ; Technical Notes
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− | :
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− | ; Recaps
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− | :
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− | ; Player Thoughts
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− | :
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− | ; Additional GM Thoughts
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− | :
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− |
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− | =Masquerade=
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− | ; Game System
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− | : [http://www.talsorian.com/cfindex.shtml Castle Falkenstein]
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− | ; Pitch
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− | : It's two years after the incident on the brand new Orient Express and Lady Cecilia Wentworth has invited the other players to a Masquerade Ball on her estate...
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− | ; Game Master
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− | : Laura Mortensen
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− | ; Players
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− | : 2
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− | ; Characters
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− | : Lady Cecilia Wentworth, Adventuress (Sophie)
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− | : Richard Upton, Gentleman Thief (Edmund Metheny)
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− | ; Date
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− | : October 31, 2005
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− | ; Technical Notes
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− | : Third episode in a long-term mini-series.
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− | ; Recaps
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− | :
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− | ; Player Thoughts
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− | :
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− | ; Additional GM Thoughts
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− | :
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− | =Serenity=
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− | ; Game System
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− | : [http://www.serenityrpg.com/ Serenity RPG]
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− | ; Pitch
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− | : ''Serenity'', on its way to Sihnon to disembark Inara, has detoured to Persephone after the events in "Objects In Space" in order to make arrangements for salvaging Jubal Early's ship. After a long, difficult negotiation with Badger Mal sells him the location of the ship in exchange for a good downpayment and a cut of the profits.
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− | : Simon, having been shot and generally beaten up by Jubal Early, comes down with a severe case of the flu due to his weakened immune system and opts to stay aboard Serenity and be sick while the remainder of the crew heads out to take care of a very important event - Kaylee's birthday!
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− | ; Game Master
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− | : Edmund Metheny
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− | ; Players
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− | : 6
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− | ; Characters
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− | : Captain Mal Reynolds (John Powell, 1st game; Dennis Poor, 2nd game)
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− | : Pilot Hoban "Wash" Washburn (Johnny Bliss)
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− | : First Mate Zoe Warren (Sophie)
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− | : Mechanic Kaylee Frye (Laura)
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− | : Public relation agent Jayne Cobb (John Reiher)
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− | : Shepherd Book (Ed Freeman)
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− | ; Date
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− | : October 10 & 17, 2005
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− | ; Technical Notes
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− | :
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− | ; Recaps
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− | <blockquote>
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− | <p>'''Part 1:''' While Inara was gone and Simon was sick (and worse, nursed by River!),
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− | the rest of ''Serenity'''s crew celebrated Kaylee's birthday. A pleasant
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− | perspective at first, this turned into a shopping marathon followed by a
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− | karaoke evening in the preppiest bar one can find on Persephone...
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− | Kaylee, Jayne, Wash and Mal got pretty plastered; Shepherd Book and Zoe
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− | had the dubious pleasure of stacking them like cordwood on the Mule and
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− | hauling them back to ''Serenity''. But as soon as the crew walked or
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− | staggered in, a dozen nattily dressed goons showed up in the cargo bay,
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− | pushing a groggy Simon. Mal and the crew angrily sat down in the galley
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− | as told. A big samovar was sitting in the middle of the table.</p>
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− |
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− | <p>Their old friend Adelai Niska walked in and greeted them suavely. But
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− | behind him walked a woman dressed like a babushka in black, her head
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− | wrapped in a scarf; her face was that of a kindly grandmother, her body
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− | that of a tractor puller. "Adelai!" she called sharply as she whapped him in the back of the head with her purse. Niska seemed
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− | to shrink a bit and stepped back. The woman introduced herself as
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− | Alexandra Niskova, Adelai Niska's wife.</p>
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− |
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− | <p>In a lilting Russian accent, she explained that she was unhappy that the
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− | relationship between Niska and Captain Reynolds was no longer business,
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− | and had become personal. She wished to make amends and restore a
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− | business relationship. She and Niska had a short, vicious argument in
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− | low-spoken slavic, which ended when the woman pinched and pulled Niska's
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− | ear, with a vicious: "Adelai!" Grudgingly, Niska stepped forward and
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− | muttered and apology for the "misunderstanding." Wash, still pretty
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− | drunk, got up and tried to throw his teacup at Niska, but was clumsy and
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− | ended up spilling it in Mal's lap instead.</p>
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− | <p>Mrs. Niskova was not offended, but she did point out that Mal too had
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− | some responsibility to bear in the feud with her husband. Not because
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− | he had put Crow through his engine, no; that she found understandable.
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− | No, it was because Mal, when offered the chance in the original
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− | dealings, had refused to find out what were the contents of the train
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− | cargo he was to steal for Niska. Mrs. Niskova felt that she could offer
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− | a new job, one for which she would answer all questions, and which Mal
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− | and his crew would be able to take without remorse: an Alliance payroll job.</p>
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− | <p>An Alliance cruiser was scheduled for what appeared to be a routine
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− | patrol on the border; but secretly, it carried 60,000 platinum in
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− | unmarked, untraceable funds, earmarked to pay Alliance informers and
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− | covert operatives. The Alliance-operated facility where it should
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− | normally refuel in a few days was "unfortunately" forced to close for
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− | maintenance so that the cruiser would have to refuel at a privately-run
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− | station. The Serenity could be there two days ahead if it left
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− | promptly. Mrs. Niskova wanted the money stolen and delivered in a town
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− | called Tamartaha on Beylix, to the priest of the "onion church".</p>
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− |
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− | <p>As payment, Mrs. Niskova offered, on the one hand, to call all accounts
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− | quit; and on the other, to supply Mal with a computer worm that would
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− | remove Serenity's name from the short list of Firefly-class vessels the
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− | Alliance was investigating in connection with numerous bulletins on the
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− | Cortex (transport of known fugitives, theft, smuggling, robbery of St.
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− | Lucy's Hospital on Ariel, etc.) While the Alliance would eventually
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− | figure out that its database was compromised and would start its
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− | investigation from the beginning, it would buy Mal a few months. As a
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− | final bonus and incentive, she assured him that if, upon delivery, he
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− | decided that he could not in conscience support the use to which the
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− | money was to be put, he could keep the entire sum. She did put the
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− | condition that no Alliance personnel be killed, as she didn't want to
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− | attract attention to the Organization.</p>
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− |
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− | <p>Mrs. Niskova and her thugs left Mal and his crew to discuss the offer;
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− | they decided to take the job. They obtained stun weapons -- molecularly imprinted sonic rifles -- from their old
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− | friend Badger, covered by an expense account from Mrs. Niskova. After a
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− | discussion of various wild schemes to rob the cruiser, they decided to
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− | get there early, refuel, and leave Shepherd Book and Zoe there to watch
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− | for the cruider while Serenity waited in the black nearby. The cruiser
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− | would be staying at the refueling facility, the Hard Burn J, for about
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− | 12 hours during which the crew of 16 would get R&R in shifts.
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− | Serenity's shuttle would approach one of the cruiser's other airlocks
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− | away from the docking ring; Kaylee would override the airlock control
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− | and Mal and Jayne would go in to search for the money.</p>
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− |
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− | <p>Things went relatively smooth at first. When Book and Zoe spotted the
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− | Whitfield, they signalled Serenity. The first two personnel rotations
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− | seemed relatively crisp, so Mal decided to wait a bit, hoping to get a
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− | watch officer that was less vigilant. The third watch brought back
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− | three enlisted men and an officer who seemed to have had pretty intense
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− | R&R, so Mal decided to move. Wash did some pretty fancy piloting to get
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− | the shuttle in position, and Kaylee opened the airlock. Mal, Jayne and
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− | Kaylee boarded and started looking for the loot. Meanwhile, Book and
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− | Zoe spotted the captain heading back to his ship. Book distracted him
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− | by trying to strike up a conversation, and Zoe cold-cocked him from
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− | behind (the captain, not Book). Meanwhile, on board the Whitfield, Mal
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− | had a bit of a problem when the crewman he had knocked out fell on the
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− | control console and accidentally started the undocking sequence.
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− | Fortunately, Kaylee and him managed to avert disaster while Jayne
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− | located the money.</p>
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− | <p>After picking up Book and Zoe, they ran from the Hard Burn J, leaving
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− | the bewildered crew of the Whitfield to a likely court-martial. An
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− | uneventful trip took them to Beylix, the landfill planet (it's HoL!)
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− | Beylix Control didn't know of any town called Tamartaha, however. But
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− | when asked about the "onion church", they said it must be Tumbletown --
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− | a town of destitute scavengers living in an active cell where waste was
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− | dumped by the spaceship load. (Did I mention HoL?) Although Serenity
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− | couldn't land there, they were able to land nearby and take the Mule.</p>
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− | <p>In Tumbletown, they looked in vain for the church - until someone told
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− | them it had just been destroyed the day before. All they had to do to
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− | find it was follow the plume of smoke. They did, and found the ruins of
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− | what had been a beautiful church. Around the wreckage were a few bodies
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− | of priests and children. Suddenly, Zoe spotted movement in the debris!
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− | She and Jayne managed to pull a little girl out of the ruins. The
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− | wounded girl wept, repeating over and over that men in black had come
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− | and taken everyone away before destroying the church. (No, no hands of
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− | blue!)</p>
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− |
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− | </blockquote>
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− | ; Player Thoughts
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− | :
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− | ; Additional GM Thoughts
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− | :
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− | =Savage World Spellslinger: Adventures in the Fantastic West=
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− | ; Game System
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− | : [http://www.peginc.com/Games/Savage%20Worlds/Savage%20Worlds.htm Savage Worlds]
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− | ; Pitch
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− | : "Seeking young adventurous riders, for dangerous but good paying and exciting work as part of the Fortune Rangers. Must be an expert rider, shooter and able to live off the land if need be. Must own yer own guns, but will be provided horses. Orphans and youths preferred. Iffin' ye haven't heard of us, we provide express package and mail delivery service throughout the Territories. We also take on the tough jobs that no one else wants and this work includes, but is not limited to – bounty hunting, undead and vermin pest extermination, monster clearing, investigation, treasure seeking, and protection services. We do the jobs no one else can or is a willing to do. Iffin' yer interested and think ye are qualified, then report to Fortune Station #72 in the town of Skull Creek on 12th of Coldeven at noon sharp. Remember our motto – 'Fortune Favors the Bold'!"
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− | ; Game Master
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− | : Karl Hubbs
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− | ; Players
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− | : 5
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− | ; Characters
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− | : Gideon (Wilhelm)
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− | : Shalahazel Lightbringer, Elf shootist (Edmund Metheny - 2nd game only)
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− | : C.M Folbert, Half-Orc investigator (Sophie - 2nd game only)
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− | : (Manu - 1st game only)
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− | : Halfling (Laura - 2nd game only)
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− | ; Date
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− | : September 26 & October 3, 2005
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− | ; Technical Notes
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− | : Set in a Wild West somewhere in the future of Greyhawk. Some house rules on character creation (see [http://games.groups.yahoo.com/group/SeattleGAMERS_ASSEMBLE/files/Savage%20Worlds%20Files/Savage%20World%20Spellslinger/ Files section] of the Yahoo Group.)
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− | ; Recaps
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− | <blockquote>
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− | <p>Well when the group made it back behind the Sheriff's office, and the
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− | unnatural silence fell down on the group, the Halfling saw the gray
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− | cat on the roof of the barn, almost smiling at her. Then a slot on the
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− | back door opened and a shotgun shot at the Halfling but missed. A
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− | silent gun-battle with the Deputies quickly ended.</p>
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− |
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− | <p>When sound returned to the area they went looking for the Sheriff but
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− | he was not in office, but they found some strange fur and stuff in his
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− | desk. About then they heard some screaming and went out to the main
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− | street, when there was a crowd gathering. There were two headless
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− | bodies on the ground and the Elf found a trail of blood. Him and the
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− | half-elf and halfling followed trail, while the half-orc examined the
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− | bodies.</p>
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− | <p>Inside the General Store, the bloody trail led to the storeowner and
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− | his wife's bodies, also headless! The trail then lead out the back
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− | door and straight to the church!!! They started going that way, when
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− | the half-orc saw some strange people walking down the road… staggering
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− | and walking funny – Zombies from the local graveyard!</p>
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− | <p>Another battle, with zombies this time, hurts the half-elf but they
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− | kill all the walking dead!</p>
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− |
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− | <p>So into the Church they go, following the trail, and find a stairwell
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− | down into the earth. The halfling went down first and was surprised by
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− | a spider webs that wrapped her up tight… and a half-giant spider,
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− | half-gray cat came up and bite her. They killed it, but the halfling
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− | was hurt really bad and down for the count.</p>
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− | <p>So the half-orc and the elf went down deeper, while the half-elf
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− | carried the halfling out… thinking he would sit the fight out as he
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− | was badly hurt. But one brave town-folk name Gus (Laura playing an
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− | extra), decided to go down also.
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− | </p>
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− | <p>Downstairs, the half-orc and elf saw the a big pit that was spouting
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− | fire and a strange steel frame over it… with 9 heads stuck into the
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− | ironwork! The priest Otto started taunting them and the elf shot him…
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− | only to discover that he had some big barrier in front of him.</p>
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− |
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− | <p>Then about as the half-orc was going to shot him also, the sheriff,
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− | dressed in a huge robe of elk-skins, wearing antlers and carrying a
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− | big, mean looking scythe slashed at her.</p>
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− |
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− | <p>After many bad rolls by the party, and great rolls by the priest, the
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− | party was all killed!</p>
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− |
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− | <p>What was really going on?</p>
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− | <p>Well the priest, Otto, was trying to open a hell-gate to release Orcus
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− | from his prison. This "Doomgate" as it was called needed heads to fuel
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− | it, and he was killing off people to fuel it. When the party arrived
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− | it forced him to move up his plans. The sheriff was his main follower,
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− | and the gray-cat was a type of Imp-daemon familiar of his.</p>
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− | </blockquote>
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− |
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− | ; Player Thoughts
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− | <blockquote>
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− | <p>'''[[User:Shosuro Kando|Shosuro Kando]]:'''First a disclaimer - I'm only discussing the Savage Worlds system here,
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− | so any critical comments I make should in no way be construed as
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− | critical of Karl, his game mastering, or the scenario. I had a good
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− | time at the game and that's really all I ask of any roleplaying experience.</p>
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− |
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− | <p>That having been said, here are the things I liked about the system:</p>
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− | <ol>
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− | <li>It is pretty fast and furious, with very little of the system drag
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− | that Deadlands suffered from. There was one exception to this (which I
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− | will discuss below) but overall the game kept moving at a good clip
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− | without getting bogged down in the rules.</li>
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− | <li>Skill resolution was simple and straightforward - most of the time
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− | you have only one target number to worry about (4) so it is pretty easy
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− | to determine whether you succeed or fail.</li>
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− | <li>Character creation is simple, and the rules seem to allow for a wide
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− | variety of character types.</li>
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− | <li>Combat is tense - one bad die roll and you can be pushing up daisies.</li>
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− | <li>While I am not sure that the system is infinitely customizable (I
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− | don't think it would be a good system to port "Skyreams of Jorune" to,
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− | for example) it seems to be reasonably customizable to a wide variety of
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− | settings.</li>
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− | <li>Bennies are a nice addition, that can save your bacon six ways from
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− | Sunday and help take a bit of the bite out of an otherwise lethal system.</li>
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− | </ol>
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− | <p>Sadly we didn't use the magic system much, so I can't talk much about it
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− | - except to curse the evil priest who killed poor Shalahazel!!!! It
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− | seemed to work smoothly for the GM anyway.</p>
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− |
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− | <p>Some things I didn't like about Savage Worlds</p>
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− | <ol>
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− | <li>Initiative was a little too random. On several occasions during one
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− | fight I was out-initiatived by a bunch of zombies. It seems a bit
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− | strange that having high Agility does not help your initiative.</li>
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− | <li>The rules for Knockout Blow seem cumbersome, particularly by the
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− | fast, furious standards of Savage Worlds. Rolling for location, effect,
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− | permanance, and possibly continuing effect each round is the slowest
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− | activity I found in the game</li>
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− | <li>When fighting Wildcard characters, bennies become extremely
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− | important - perhaps too important. The ability to reroll is huge, and
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− | any party going up against Wildcard characters with less bennies than
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− | the Wildcards they are facing are likely in for a serious kicking.</li>
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− | <li>Injured characters quickly lose most of their effectiveness, and are
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− | reduced to rolling dice each round and hoping for a lucky shot. Having
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− | someone with healing abilities in any party is essential, since without
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− | healing a single lucky shot by even a low level henchman in a minor
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− | encounter can take a character out of the action for the remainder of
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− | the evening.</li>
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− | </ol>
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− | <p>Overall I would certainly play the system again, and might even try to
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− | run it some time.</p>
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− | </blockquote>
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− | ; Additional GM Thoughts
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| | | |
| =In the Name of The Father= | | =In the Name of The Father= |