TheAuldGrump
First Post
I try to keep the violence one step down from prime time TV. And try to have it at a climactic point in the action rather than randomly spread through the session. When violence occurs it should mean something!
This summer I will be using the Savage World system, converting an adventure that I created for the Iron Kingdoms, where the PCs are an agency rather than an adventuring band. Simple investigation rather than combat is going to be the rule. They are hired by the foreman to investigate problems on a railroad being built between Corvis and Caspia.
Planned points:
A chase between a switcher engine and a handcart on the tracks, with the sitcher engine chasing the PCs on the handcart. (Best way of handling it? Jumping off the cart at some relatively safe point rather than try to stay ahead of the switcher.)
Investigating what is going on between 'jack 13 and one of the handlers. (Little things like the jack handler smashing a fly with his fist at the same time the 'jack crushes a gremlin...)
Find out who is sabotaging the railroad.
Negotiating with the rail gangs.
Negotiating with the rail company.
Find out who is politically blocking the rail line from being completed. (They are unlikely to get to this point, it ties in with the events of The Witchfire Trilogy...)
Good guys:
The foreman
Steam engine company representative.
Some (not all ) of the members of the rail gang.
Bad guys
Rail company representative
'Jack 13
'Jack 13's handler
Wyrm Cult
Politician in Corvis (Unlikely to matter)
'Troubleshooter'
Rail company goons
A few (by no means all) of the rail gang
Morally Ambiguous:
Most of the rail gang
Most of the 'jack handlers
Planned combats:
Rail gang busting up the office.
Rail company goons trying to bust up the gangs
'Troubleshooter' (assassin)
'Jack 13 and the handler
Wyrm Cult
About 2 combats a week, some will occur even if the PCs are not there, in which case they will simply find out what happened.
The scenario is planned to take 3 weeks, playing an hour and a half a day.
The Auld Grump
This summer I will be using the Savage World system, converting an adventure that I created for the Iron Kingdoms, where the PCs are an agency rather than an adventuring band. Simple investigation rather than combat is going to be the rule. They are hired by the foreman to investigate problems on a railroad being built between Corvis and Caspia.
Planned points:
A chase between a switcher engine and a handcart on the tracks, with the sitcher engine chasing the PCs on the handcart. (Best way of handling it? Jumping off the cart at some relatively safe point rather than try to stay ahead of the switcher.)
Investigating what is going on between 'jack 13 and one of the handlers. (Little things like the jack handler smashing a fly with his fist at the same time the 'jack crushes a gremlin...)
Find out who is sabotaging the railroad.
Negotiating with the rail gangs.
Negotiating with the rail company.
Find out who is politically blocking the rail line from being completed. (They are unlikely to get to this point, it ties in with the events of The Witchfire Trilogy...)
Good guys:
The foreman
Steam engine company representative.
Some (not all ) of the members of the rail gang.
Bad guys
Rail company representative
'Jack 13
'Jack 13's handler
Wyrm Cult
Politician in Corvis (Unlikely to matter)
'Troubleshooter'
Rail company goons
A few (by no means all) of the rail gang
Morally Ambiguous:
Most of the rail gang
Most of the 'jack handlers
Planned combats:
Rail gang busting up the office.
Rail company goons trying to bust up the gangs
'Troubleshooter' (assassin)
'Jack 13 and the handler
Wyrm Cult
About 2 combats a week, some will occur even if the PCs are not there, in which case they will simply find out what happened.
The scenario is planned to take 3 weeks, playing an hour and a half a day.
The Auld Grump