My science fiction bend continues, so lets talk about some of the Things in the Dark.
Source: Falcon-RawByte on deviantART
Dark Worlds or Rogue Planets are planets not connected to a star and instead orbit the galaxy itself. There could in theory be billions of these objects in our galaxy alone. Let’s do some thinking, on our planet almost all life requires sun light either for itself or for its food source. The bulk of life can also see and require reasonable temperatures to live. So what would a living thing be like that doesn’t require sun light, has no eyes and can exist at sub-zero temperatures be like?
If you’re a fan of comics and Savage Worlds I’d like to make a suggestion to look at the new comic strips from Up to Four Players, Crystal Heart. The idea of the game is that its set in a world where people can replace their hearts with Crystals that give them abilities with some minor hindrances linked to them. They’re also working on teaching Savage Worlds mechanics via the comic as it progresses, at which they’ve been doing a really good job.
The authors suggest a long term goal to publish a supplement for the setting as they’re now officially licensed with Pinnacle Entertainment Group. Which I’m very excited for.
If you like it you like it, if not, no harm.
In the gloom of the mine shaft our adventurers encounter a crumbed wall and through this opening they can hear movement. Their nostrils fill with the smell of stale air and decay. Passing into the dark passage Senan’s torch began to reflect off specks of red, these specks were appearing and disappearing; then they began to move. Out of the dim light emerged a tide of rats, pouring out of mounds of rot and ruin. A panicked battle brings out in the narrow passage way, many wounds are inflicted but the rats are put to rest.
Moving deeper into the passage way while patching up their wounds, the party miss an opening in the cave wall. Once they pass it by a group of wolves emerge and ambush them, in short order the Ranger is dropped, the Rogue is dropped, and the Bard is dropped. We are left with an injured Monk facing down the remaining wolves – and that’s where our story ends.
More like heroes arrive, but we’ll get to that.
I was asked to post of recaps from our sessions, not sure how one goes about writing this exactly but lets give it a go.
Our heroes are:
Lia Galanodel – The Elven Monk thirsty to drink in the world
Senan – The Human Bard with ties to the old ruling family (not by blood but by association)
Melech – The Tiefling Rogue who is the sole survivor of his clan
Dreg(olas) – The Dragonborn Ranger, cursed with visions of the world ending and hunted because of his race
Powered by The Apocalypse has a special place in my heart, I sadly don’t get to play it as much as I’d like (the versions that include sex moves are right off the table for my usual group). I’m also really into Sci-fi, dipping my toes into Fantasy every once and while but mainly I want to run games with ships, lasers, explosions, trading, fleet battles and more explosions. So when on Drivethrurpg I encountered Uncharted Worlds, I got very excited. In the span of about 2 hours I had bought, downloaded and read the whole book; needless to say I think I’m in love.
I’m still looking at Irish Myth, but this sword or at least its name got around a bit appearing in Irish, Welsh and English myth. First to Ireland; it appears as the weapon Fergus mac Róich a man who really couldn’t keep it in his pants and had the sword taken from him for sleeping with the wife of Ailill mac Máta (king of the Connachta).
3 Roadside encounters for your fantasy game
Taking a path the party has taken a dozen times, they find themselves outside a town that has never been there before. Everything about the places looks normal other than one or two strange things, candle flames are green, the cats are the size of dogs, etc. Little do the party realise they’ve crossed the veil to another world.
Perhaps a powerful spell was cast here weakening the veil between the worlds or maybe there is a strange alignment of the planets that will pass and trap them here.
We’ve all started a campaign with the group sitting around a table in a tavern, it’s one of the ultimate cliches of the hobby; along with rescuing princesses from Dragons (the classic quest) or my parents and everyone who knows who I am is dead (the birth of the murder hobo).
Sometimes people don’t know where to go from here, so here are some thoughts if you find yourself drawing a blank about where to go next.
As the party are in the middle of getting to know each other characters, there is a smash behind them. It was the window, someone has thrown a flaming torch through the window, outside in the flickering light of flaming houses; tribal raiders. The door is smashed down and 6 raiders pour in the door, roll for initiative.
You’ve jumped almost straight into the action, your players have had a little time to chat and then the adventures comes running through the door, armed and hairy.
I’ve shared some advice for game masters to take some of the crunch out of our game; this makes everyone’s life a little easier. Now let’s look at things players can do to make life easier for the game master and make your game better.
This might sound weird, but don’t just roll; you break the flow of the game. It should go, GM describes the situation, players describe their actions and if rolls are necessary then the GM will call for a roll. Following this guide you don’t have situations like:
GM: You enter a 20 x 20 room, it is completely empty.
Player: *rolls a 20* I am doing perception to see what’s in the room.
GM: The room is completely empty, walls, floor, ceiling and you.
Player: But, but I rolled a 20.
All this leaves us with is a frustrated GM, frustrated player and a wasted crit.
Let’s continue to make our lives a little easier.
If you haven’t read part one you can find it here: Making Your Game Less Crunchy
I hate the action economy, it’s brought my games to a hold so often. I know it’s a key part of the mechanics of the game, but why does it take us two turns to put one weapon away to draw another. Bugger that, let your players swap from their long sword to long bow with one interaction, then next turn let them go back again. Players who use multiple weapons or have two handed foci like the bard will love you for this. No longer will they have a turn where they can’t attack as they have to swap back to their sword. Flip side of that, when the party run from a greatsword wielding maniac, the maniac can swap to their bow and take shots at their backs in one turn.