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Fantasy "The Boys" for SWADE

Reynard

aka Ian Eller
Supporter
I settled on SWADE for my "The Boys" inspired fantasy convention game -- mostly because I know SWADE well (I do design for it on the side), but also because I think it will work for the concept pretty well. I want to use this thread to bat around ideas and get some community input on certain aspects. Note that the con isn't until November but I want to get the game in soon to make sure it is listed when they open event registration.

Anyway -- for this initial post I am looking for comments on the first draft of the event blurb. I can (and probably will) do a longer write up on my blog, but the Tabletop Events description is limited to 400 characters, so it has to be concise, informative and evocative. Let me know what you think can be improved to that end.
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For uncounted ages, the Champions and the Monstrosities fought one another on battlefields, in city streets and in the skies -- until the Champions finally won. For years these super-powered warriors, wizards and rogues have basked in adoration and wallowed in their vices. But with no great enemies to fight, they have become terrors to the populace, and threats to Temple and Crown. Now a conspiracy plans to end the Champions and give the world back to mortal kind, and you are part of it.
A dark high fantasy mini-campaign in 3 parts, inspired by The Boys using SWADE.
 

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Looks great. Only thing that seems missing—and I realize it's hard to fit this in, given the character limit—is who/what the PCs will be playing. Regular people? Descendants of monstrosities? Etc.
 

Looks great. Only thing that seems missing—and I realize it's hard to fit this in, given the character limit—is who/what the PCs will be playing. Regular people? Descendants of monstrosities? Etc.
Good point. They are explicitly "normal" people -- that is, heroic Savage Worlds characters, but no powers beyond some minor low fantasy tricks or whatever. The point is they have to figure out how to take out these comparatively godlike people.
 

Good point. They are explicitly "normal" people -- that is, heroic Savage Worlds characters, but no powers beyond some minor low fantasy tricks or whatever. The point is they have to figure out how to take out these comparatively godlike people.
Just a question - from the above, is Savage Worlds really the best system for this? I personally would prefer something a bit more mechanically and tactically crunchy and involved, just to let the players be more creative in taking on very overwhelming odds. Or the opposite, something very rules loose.

This is definitely no critique on your choice, I'm just curious how you are going to approach this brilliant concept system wise :)
 

Just a question - from the above, is Savage Worlds really the best system for this? I personally would prefer something a bit more mechanically and tactically crunchy and involved, just to let the players be more creative in taking on very overwhelming odds. Or the opposite, something very rules loose.

This is definitely no critique on your choice, I'm just curious how you are going to approach this brilliant concept system wise :)
I went back and forth over a few choices, including going a more narrative route (potentially using Band of Blades as a base), as well as something crunchier (Including various dedicate supers systems). Ultimately, though, I landed on SWADE for a few reasons:

1) I know it well, including do a decent amount of freelance for it. This means I can adjust and add to the system as needed to get the effect I want.
2) The fights versus the "supers" do not rely on desperate tactics. They rely on McGuffins. The Champions are so far beyond normals that only special gear, alliances with demons, and other such nonsense will work. So the actual adventures are about getting that stuff and setting up the ambush. SWADE is good for straight forward action oriented gameplay so the "capers/jobs" to get that stuff will run fast and furious.
3) I will steal as necessary from other games and other styles to get it done anyway, so it isn't going to be "hard" SWADE> For example, Bennies for Flashbacks will be a thing, as will failing forward. Because this is a con game, pacing and getting to the climactic scene is important.

But, mostly, it's #1. I am a big proponent of leaning on what you know in order to provide a good experience. If this was a home game meant to last a while, we would muddle through figuring out how to play Band of Blades or whatever and eventually make it work. As it is, i am running Scum and Villainy for the first time tomorrow and if I really do fall in love with FitD and think it will work for the game, i will run it again at the February con I also am a regular at, except I will use BoB.
 


Here is the second swing at the blurb. It's too long of course: The power-imbued Champions appeared when monstrous forces emerged from the Darkwell. Ser Brightburn, Lady Stormcrown, the mysterious Feywalker and others pushed the enemy back and closed the Darkwell forever. Now, years later, the Champions remain. They wallow in their vice and have become terrors to the people and threats to the Temple and the Crown. It is time for them to go, and your band of unpowered rogues and killers -- each once scarred by the Champions -- is ready to do the job. “Die, Heroes” is a dark high fantasy adventure inspired by “The Boys” using modified Savage Worlds rules told in three independent episodes.
 

@Reynard That's a great blurb!

Here's a version cut down to 392 characters without spaces, and 461 with. Note that using em-dashes, no spaces, instead of double-hyphens with spaces on both ends, helps a bit. On a Mac you press Shift+Command+hyphen to do that longer em-dash (not sure if it's a different combo on a PC).

Years ago Ser Brightburn, Lady Stormcrown, the Feywalker, and other power-imbued Champions pushed the monstrous horde back into the Darkwell. Now the Champions wallow in vice, terrorizing the people and threatening the Crown. It’s time for them to go, and your band of unpowered rogues and killers—each scarred by the Champions—is ready. “Die, Heroes” is dark high-fantasy inspired by “The Boys” using modified Savage Worlds, told in three independent episodes.
 

@Reynard That's a great blurb!

Here's a version cut down to 392 characters without spaces, and 461 with. Note that using em-dashes, no spaces, instead of double-hyphens with spaces on both ends, helps a bit. On a Mac you press Shift+Command+hyphen to do that longer em-dash (not sure if it's a different combo on a PC).

Years ago Ser Brightburn, Lady Stormcrown, the Feywalker, and other power-imbued Champions pushed the monstrous horde back into the Darkwell. Now the Champions wallow in vice, terrorizing the people and threatening the Crown. It’s time for them to go, and your band of unpowered rogues and killers—each scarred by the Champions—is ready. “Die, Heroes” is dark high-fantasy inspired by “The Boys” using modified Savage Worlds, told in three independent episodes.
Nice. Thanks.
 

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