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<blockquote data-quote="Kunimatyu" data-source="post: 4866379" data-attributes="member: 22057"><p>Sure - if you want more than this, I'll fork the thread.</p><p></p><p><strong>The World</strong>: The Old Ones rule over primitive humanity. There are rare Bronze Age weapons (usually connected to one of the Old Ones) but most of humanity lives in squalor -- mud huts, clubs, and primitive magics rule the day.</p><p></p><p><strong>Geography</strong>: two big super-continents - the western one has "civilization" and lots of politicking around sites where the Old Ones live. The eastern continent is mostly wilderness with pockets of civilization (often nonhuman and hostile). My game is set in the eastern lands.</p><p></p><p><strong>Type of game:</strong> <a href="http://arsludi.lamemage.com/index.php/78/grand-experiments-west-marches/" target="_blank">West Marches</a> - players earn XP by bringing treasure back to civilization (and then spending it on alcohol and loose women until they run out and have to go adventuring again). Players can also earn XP by killing big lumbering monsters and bringing a trophy back to civilization.</p><p></p><p><strong>The creatures</strong>: total prehistoric mashup, because dinosaurs+cavemen is fun. Lots of horrific Lovecraftian things lurking in the shadows too, and because Fear/Shaken is an integral part of Savage Worlds combat, fighting elder things feels very different from going toe to toe with a dinosaur.</p><p></p><p><strong>The magic system</strong>: Surprisingly little modification - basic magic in Savage Worlds leaves you Shaken if you botch the casting, which is already a nice match with the setting. PC mages can find new Trappings for powers via books and artifacts, and occasionally they can learn simple powers like Detect/Conceal Arcana without needing to spend Edges.</p><p></p><p>No divine magic exists in a PC-playable form, though if you want to bargain for favors(like beneficial mutations) with the priests of Shub, have fun...</p><p></p><p>Mad Scientist gadgets *do* actually exist, but so far the players haven't looted a Mi-Go laboratory, so it's off limits for now. The psionic background is also completely okay, but none of my players have really been into it yet.</p><p></p><p>All in all, it was incredibly easy to use Savage Worlds with this setting, and the game is going great so far!</p><p></p><p>Back to the main discussion!</p></blockquote><p></p>
[QUOTE="Kunimatyu, post: 4866379, member: 22057"] Sure - if you want more than this, I'll fork the thread. [B]The World[/B]: The Old Ones rule over primitive humanity. There are rare Bronze Age weapons (usually connected to one of the Old Ones) but most of humanity lives in squalor -- mud huts, clubs, and primitive magics rule the day. [B]Geography[/B]: two big super-continents - the western one has "civilization" and lots of politicking around sites where the Old Ones live. The eastern continent is mostly wilderness with pockets of civilization (often nonhuman and hostile). My game is set in the eastern lands. [B]Type of game:[/B] [URL="http://arsludi.lamemage.com/index.php/78/grand-experiments-west-marches/"]West Marches[/URL] - players earn XP by bringing treasure back to civilization (and then spending it on alcohol and loose women until they run out and have to go adventuring again). Players can also earn XP by killing big lumbering monsters and bringing a trophy back to civilization. [B]The creatures[/B]: total prehistoric mashup, because dinosaurs+cavemen is fun. Lots of horrific Lovecraftian things lurking in the shadows too, and because Fear/Shaken is an integral part of Savage Worlds combat, fighting elder things feels very different from going toe to toe with a dinosaur. [B]The magic system[/B]: Surprisingly little modification - basic magic in Savage Worlds leaves you Shaken if you botch the casting, which is already a nice match with the setting. PC mages can find new Trappings for powers via books and artifacts, and occasionally they can learn simple powers like Detect/Conceal Arcana without needing to spend Edges. No divine magic exists in a PC-playable form, though if you want to bargain for favors(like beneficial mutations) with the priests of Shub, have fun... Mad Scientist gadgets *do* actually exist, but so far the players haven't looted a Mi-Go laboratory, so it's off limits for now. The psionic background is also completely okay, but none of my players have really been into it yet. All in all, it was incredibly easy to use Savage Worlds with this setting, and the game is going great so far! Back to the main discussion! [/QUOTE]
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