Showing posts with label Masks of Nyarlathotep. Show all posts
Showing posts with label Masks of Nyarlathotep. Show all posts

Tuesday 7 June 2011

Savage Speculations

Chaosium's Basic Role-Playing system is my great love, and while Savage Worlds comes a distant second, it still dominates the pursuing pack. I've had great fun running an Eberron campaign under the rules, and I expect it to continue for a while yet, but even so I'm feeling a little stifled by all the fantasy gaming my group seems to be doing.

We've got a regular Pathfinder game on the go, there's Savage Eberron now and then, and Ben's got this big plan for a collaborative sandbox campaign again set in a fantasy realm. These are all good fun games, and I like fantasy as much as the next bespectacled geek, but sometimes I want my character to be able to lay down a burst of suppressive fire or jump off a building on a motorbike. We did have Rogue Trader for that kind of stuff, but I'm not sure that campaign's going to make a return, and anything cyberpunk is a no-go alas. So I've been thinking about more modern or scifi games I could run, using Savage Worlds as the engine.

Savage Star Wars was my first thought, a scifi-fantasy hybrid to be sure, but with enough droids and spaceships and blaster guns to provide a contrast to all the normal sword-swinging of our weekly games. The problem I always had with Star Wars as a gaming setting was that the plot had already been written and cast a long shadow across attempts to run a game; I know others have succeeded, but it was too much of a strait jacket for me.

This was long before Bioware came out with Knights of the Old Republic and in doing so introduced a proof-of-concept setting which had all the right Star Wars bits but was not as beholden to existing canon. Seeing potential here, I went online to see if I could get a second-hand copy of the Old Republic Campaign Guide, saw the price tag of £200, and then gave up on the idea.

Savage Sabre Team/Savage Counter-Strike/Tom Clancy's Savage Six
and
Savage Dozen/Kelly's Savages/Inglourious Saveges/Where Savages Dare
Years a go I played in a BRP-based game in which we played the parts of SAS operatives dealing with a hostage situation. It didn't last long, as the GM didn't think BRP was deadly enough as it was and doubled all weapon damage, so our team was all turned into red mist within minutes. Even so, it has always stuck with me as a viable game concept, and it's something which would work with Savage Worlds, although any such game would be more on the pulpy side, so it would perhaps be better off used to emulate those brilliant 60's and 70's WWII adventure movies.

This one could be a winner, but it does have some potential problems. There is a definite danger of it falling into a formulaic mission-based structure, which may not be a problem but might chafe for some players. There's also the possibility that it might be a bit mundane for some tastes, as I'd be keen to avoid the supernatural, although pulling in some Bond-type silliness or piles of Nazi gold might well alleviate that.

It's not something I've explored, but there's perhaps some potential in throwing this idea into the future, and running some sort of Space Marines or Starship Troopers type game.

Savage Feng Shui
I love Feng Shui as a setting, but the rules seemed to me to get in the way of the fast-and-loose feel they were trying to create. Savage Worlds has the right feel and the pace is just right, so this is one idea with which I've been toying for a while. It's another hybrid setting, but with plenty of guns and car chases to scratch that modern gaming itch, and it's broad enough for anyone to find something they like within. The only potential problem I foresee with this is that while Savage Worlds covers almost everything Feng Shui did, there's one curious omission in that it has no martial arts rules to speak of -- beyond the wonky ones from Deadlands -- so there would be some work needed to include this rather essential element.

Savage Cthulhu
As a BRP-diehard, it would feel like a betrayal on a cosmic level to run a Mythos game in anything other than Call of Cthulhu -- I had to shower for three hours after playing Trail of Cthulhu -- but I could see Masks of Nyarlathotep working quite well in a more Savage style. I'm just not sure I could live with myself afterwards.

Savage Final Fantasy
Bringing in some more technological elements into the bog-standard fantasy setting might make all the difference, but I'm not sure it's getting far enough away, so this is the least developed of my ideas. I'm also not sure it's worth emulating a video game when one can just play the video game, but that's a longer subject for a later post. This one is probably a non-starter.

So there you have it. I'd like to get away from fantasy, not out of any dislike for the genre, but just because we're already doing so much of it and I'd like some variation in my gaming. Feel free to chime in with any suggestions and while I've focussed on Savage Worlds here, I would be more than happy to have a look at any BRP-related recommendations.

Saturday 18 December 2010

What a Carrion

Last night, we wrapped up the Pathfinder one-off we started last week, with the player-characters successful in rooting out the cult activities in Carrion Hill and defeating the eldritch abomination the cult had summoned.

As I mentioned before, I found the Pathfinder ruleset to be far less intimidating to run than I had anticipated, but even so I think it's too bitty -- in the sense that it has a lot of working parts -- for my liking, and if I were to run a D&D variant again in the future, I think it is likely to be something a bit more loose and interpretative like Swords & Wizardry or Labyrinth Lord. The move in D&D3 -- and thus Pathfinder -- to codify everything has I think led to a situation where exploitation of the rules has become more possible, rather than less; a good example of this is the idea of an optimum character build, something which is almost unknown in earlier editions. I don't begrudge the playing of the system in this way -- indeed my monk in Ben's game is an example, with his five attacks a round and his inability to be hit -- but I do wonder if the game as a whole is unbalanced in loading all this on the players' side. Much as I hate to admit it, but the Unmentionable Edition is perhaps more robust in this regard.

I'm sure it is possible to head off the exploits and level the playing field, but I suspect it takes a familiarity with the game that I am never likely to have, and that it would be easier to achieve in a simpler system. We shall see, as I have already been asked to run something under Swords & Wizardry.

I also wonder if these issues would have been as prevalent if the adventure had been better. I was quite impressed by Carrion Hill as I read through it, as it has a clever time-sensitive element as well as a neat modular structure reminiscent -- perhaps deliberately -- of the classic Masks of Nyarlathotep. The players are thrown into a situation, but can tackle the next sections in any order they please, which in turn can affect the climax of the scenario. The problems arose in the details, and these only became apparent in play.

The adventure suffers from a lot of glaring bottlenecks in the plotting. For example, the vital clue which lets the players know what to do next and unlocks that modular structure is written in Aklo, a language most characters are unlikely to have, and which is not even represented among the included pre-generated characters; the party got around this by having the cleric spam Comprehend Languages for a whole day, but that led to them falling afoul -- if only a little -- of the time limit. On a similar note, there are far too many sections where high skill values in Knowledge (Arcana) and Disable Device are required to progress, which can end the scenario right there and then unless the GM fudges things. The scenario more or less demands that a wizard and a rogue are in the party, but nowhere is this mentioned, and again the pre-generated characters don't measure up and are unlikely to hit the numbers required.

Furthermore, nonsensical situations abound and only exacerbate the bottlenecks. A building with an epic-level lock on the front door is bad enough, but for the same building to be made of thick stone, to have no windows and for the doors to be made of the same thick stone stretches credibility. Is this a fortress, perhaps? Or a gold depository? No, it's a brick factory. The whole adventure seems to be designed in this negative, passive-aggressive fashion, where everything is there to hinder the players, as if this were not a game, as the whole point of it was not for people to have fun. That said, some faults lean in the players' favour, such as the villain who occupies a room too small for the whole party to enter, which would be fine if he were a close-quarters fighter rather than a magician. Or the big final monster of the scenario, which is so big that by the rules as written it should not be able to get out of the first location, let alone get close enough to the player-characters to menace them at the climax.

I have bought two of Paizo's adventures. One was so awful that I knew it from a read through, but Carrion Hill surprised me. If I am to use their scenario materials again, it will be as a source of ideas rather than something to be run as is, as the convenience of a pre-written adventure is outweighed by the poor writing.