While I like the idea of Sundered Skies, and would enjoy playing/running it, it just doesn't quite fit what my group wants. Since there's just four of us, and two are more casual gamers, we want to make sure we scratch the right itch as closely as we can.
We want more steampunk-y, and more pirate-y.
Thinking more Firefly with steampunk skyships.
Anyway, if anyone on here is running Savage Worlds and blogs about their game, let me know and I'll follow you. Or find me on G+ and let me know to add you back.
Steampunk is only a description. All you need to run steampunk is a bunch of wierd science characters, zeplins, victorian technology/flavor and a story that deals with corporatism/merchantilism and the advent of technology and its effect on society.
I've been planning on running a Gaslamp fantasy game in the PBP forums. It's still in the planning phases (due to world building).
I'll add you to my g+![]()
I'm about to start up a new Deadlands game that I'll be blogging about at http://steeldraco.wordpress.com. It's going to be a Deadlands adaptation of Chaosium's Masks of Nyarlathotep campaign, with sort of an exploratory side focus. The PCs are employees of the Tombstone Epitaph, helping write a gazetteer of the world after the chaos that's been going on. To that end, they're going to have a zeppelin and a crew of other Epitaph employees. Should be fun.Anyway, if anyone on here is running Savage Worlds and blogs about their game, let me know and I'll follow you. Or find me on G+ and let me know to add you back.
Anyway, if anyone on here is running Savage Worlds and blogs about their game, let me know and I'll follow you. Or find me on G+ and let me know to add you back.
I should probably do this. I came up with a campaign about six months ago, and it's kind of taken a life of its own. We started by playing the descendants of the bad guys in the final war of good and evil, and wound up creating an entire society through courage, grit and blood. We just jumped to the next generation of heroes, with the PC's now playing their old character's kids.
Fun times, I'll tell you that.
For example (and this is just one of many I'm sure), I'd tend to use 4e D&D if I wanted "high-fantasy" and Warhammer Fantasy Roleplay for "low-fantasy" (what we often call "grim & gritty"). But for that middle road I think Savage Worlds does great.
It's funny that I'm posting about this today because I've been cleaning out my gaming stuff and trying to purge or give away games that I don't need anymore. I have a stack of Rolemaster books eighteen inches high thanks to the fact that that system has a rule for everything. And yet I ran a year's worth of awesome SW games with two small books (Explorer's Handbook and Fantasy Companion). I dig that level of efficient fun.
One of the MAJOR advantages of the Savage Worlds design seems to be that adventures are slimmed down and streamlined--encouraging GMs to flavour them at will. Wild Hunt even flat out said to let player's RP a situation to get a specified advantage and "the more creative solution the better."
THAT is what I have found lacking in prewritten adventure modules for so so long.
I am on fire... haven't been this excited about an upcoming game in who knows how long.