Showing posts with label Savage Worlds. Show all posts
Showing posts with label Savage Worlds. Show all posts

Monday, June 11, 2012

Isles of the Saharan Sea: Exploring Hexes...

Good Afternoon, All:

The basics of moving around a sandbox setting of islands requires a little bit of attention, so that I know the ground rules by which the players will be operating. I'm taking a cue from Pathfinder's Kingmaker Adventure Path, modified somewhat for a seafaring setting, and converted to Savage Worlds, of course.

Travel Times
Travel Times for ships are based on their Travel Speed rating. A ship with a Travel Speed of 1 covers one regional hex in a day (or one hex every six watches), 2 indicates two hexes in a day (or one hex every three watches), and 3 indicates three hexes in a day (or one hex every two watches).

Note: If a water hex is obstructed by seaweed or excessive debris, such that it is thick enough to hinder ship movement, Travel Speed is halved. If a ship spends time exploring a hex for either standard or hidden sites, then Travel Speed is also halved.

Order of Exploration
Just like in land-based campaigns, characters may explore unknown regions. The order of operations for such efforts should probably occur in the following order of operations:
  1. Entering The Hex: When entering the hex, the characters should become aware of any landmark sites. These are sites that can be seen at a great distance, such as cities, sizable geographic landmarks or minor local weather patterns. The landmark site can be avoided or explored at the explorers' desire. Remember that the World Within is a hollow world scenario, and so there is no horizon to block view of major elements such as severe weather patterns, etc.
  2. Random Encounter Check: The GM should check for Random Encounters upon entering a hex, as well as every six watches spent exploring or "camping" in a given hex. (Survival skill checks may influence the potential for an encounter with such checks.)
  3. Exploring The Hex: If the characters take the time to explore the hex, the characters should automatically become aware of any standard sites. Standard sites are somewhat secluded, but are immediately identifiable when the explorers come within bow shot range, if not sooner.
  4. Searching For Hidden Sites: If the characters succeed in a Notice skill check while searching the hex for hidden sites, they discover any hidden sites that might exist in the hex. Hidden sites are those that are very secluded or hidden, and thus not immediately obvious, even when within bow shot range.

Random Encounter Checks
For random encounter checks, I am currently considering the use the system outlined in Martin Rayla's A Lightweight System for Random Encounters: d10+d10 article on Gnome Stew. In this article, he proposes a simple 2d10 table that, with modifiers, can determine the number of random encounters (if any) that a party might have in a given day. If one or more encounters are called for, I can always use the regional encounter tables to determine what the characters run into, as well as 1d6 roll to determine the Watch in which they occur. For the sake of convenience, I will replicate the table here:

Table: Random Encounter Checks
RollEncounter(s)
15 or lessNone
16-191
20-232
24 or more3

Enjoy,
Flynn

Friday, June 08, 2012

Isles of the Saharan Sea: Savage Sailing Vessels...

Good Afternoon, All:

I have been working to put together a general list of sailing vessels for Savage Worlds, for use in my Isles of the Saharan Sea campaign setting. Many of the basic types came from Pirates of the Spanish Main, but some have been modified based on further research and online comments. (The astute may notice that I removed the variable number of Wounds as given in POTSM, and assume that the standard rules of three Wounds for vehicles applies here. Also, additional types have been added, to round out the selections available. Finally, the costs were adjusted to better match the Silver Standard Price List I use for my fantasy campaigns, by simply dividing standard Savage World prices by two. The results of my endeavors are below:

VesselAccelCargoCrewHandlingTop SpeedToughnessTravel SpeedWeaponsCostNotes
Dinghy/Rowboat101+4+238(2)10250ss--
Longboat202+10+2610(2)101,000ss--
1-Mast Ship243+6+1313(2)127,500ssHeavy Armor
Skiff233+6+2313(2)227,500ssHeavy Armor
Sloop243+6+1413(2)147,500ssHeavy Armor
2-Mast Ship248+16+0414(2)2610,000ssHeavy Armor
Galley2480+160-2419(2)2610,000ssHeavy Armor; Oars; Ram*
Hoy248+16+2414(2)1610,000ssHeavy Armor
Junk148+16+2412(2)2610,000ssHeavy Armor
3-Mast Ship2815+30-1516(4)31212,500ssHeavy Armor
Brigantine2615+30+0518(4)31217,500ssHeavy Armor
Crumster288+16-1516(4)3812,500ssHeavy Armor
Schooner2815+30+1414(4)31212,500ssHeavy Armor
4-Mast Ship31024+48-2618(4)31630,000ssHeavy Armor
Frigate31012+24+0616(4)3815,000ssHeavy Armor
Galleon31024+48-3620(4)31660,000ssHeavy Armor
5-Mast Ship21025+50-3524(4)32050,000ssHeavy Armor
Man-O-War210125+250-3524(4)328250,000ssHeavy Armor

Hope This Helps,
Flynn

Thursday, August 25, 2011

Savage Kingmaker: Building Kingdoms...

Good Morning, All:

What follows are my thoughts on the Savage Worlds basic rule conversions for Kingdom Building as found in Paizo's Pathfinder #32, "Rivers Run Red", from the Kingmaker adventure path. If something is not listed here, assume that it follows the rules found in the original article listed above.

Kingdom Statistics
All kingdom checks (Economy, Loyalty and Stability) are based on the Ruler's Knowledge (Statecraft) skill, which is based on Smarts. Much like the resolution of Mass Battles, characters in specific roles may make an appropriate skill check to assist in one of the three kingdom checks for the month.

Alignment: As Savage Worlds does not have alignment, kingdoms do not recieve any bonuses to kingdom checks based on alignment.

Size: A Kingdom's size remains equal to the number of hexes comprising the kingdom. Kingdom checks suffer a penalty equal to half the kingdom's size, rounded down.

Leadership: Penalties to kingdom checks for missing a particular leadership position are halved from the article itself. (i.e. if the kingdom has no Councilor, then the Loyalty kingdom check suffers a -1 penalty.) Instead of granting bonuses to a kingdom check based on a statistic, each leadership role is allowed to make a single skill check to aid the appropriate kingdom check each month (+1 with a success, +1 per Raise). The skills for each leadership role are defined in the Skill By Leadership Role table below.

Table: Skill By Leadership Role
Leadership RoleSkill
CouncilorKnowledge (Statecraft)
GeneralKnowledge (Battle)
Grand DiplomatKnowledge (Linguistics)
High PriestKnowledge (Religion)
MagisterKnowledge (Arcane)
MarshalKnowledge (Battle)
Royal AssassinIntimidation
SpymasterStreetwise
TreasurerKnowledge (Statecraft)
wardenKnowledge (Battle)

Other Bonuses and Penalties: All other circumstances that impact a kingdom check provide a bonus or impose a penalty that is half that described in the article, round toward the most negative number. Thus, a -1 penalty in the article still grants a -1 penalty, while a +1 does not grant a bonus to the kingdom check, and a +3 only grants a +1 bonus on the kingdom check, etc.

Kingdom Check: Stability
The Ruler makes a Knowledge (Statecraft) skill check in Step 1 of the Upkeep Phase, modified by the kingdom's size as discussed above, the Stability check modifiers as determined per the article (and modified herein) and the skill check results of the appropriate leadership roles. If successful, he reduces Unrest by 1 (or gains 1 BP if Unrest is at 0). On a failure, Unrest increases by 1; on a result of 1 or less, Unrest increases by 2.

Kingdom Check: Loyalty
The Ruler makes a Knowledge (Statecraft) skill check in Step 2 of the Income Phase, modified by the kingdom's size as discussed above, the Loyalty check modifiers as determined per the article (and modified herein), the skill check results of the appropriate leadership roles, and half the BPs being withdrawn, rounded up. On a failure, Unrest increases by the number of BPs withdrawn.

Kingdom Check: Economy
The Ruler makes a Knowledge (Statecraft) skill check in Step 3 of the Income Phase, modified by the Economy check modifiers as determined per the article (and modified herein), the skill check results of the appropriate leadership roles, and an additional penalty based on item rarity (-4 for moderate items and -8 for major items). On a failure, nothing sells. With a success, the Ruler increases the kingdom's treasury by 2 BP (minor items), 8 BP (moderate items) or 15 BP (major items.)

In addition, the Ruler makes a Knowledge (Statecraft) skill check in Step 4 of the Income Phase, modified by the kingdom's size as discussed above, the Economy check modifiers as determined per the article (and modified herein) and the skill check results of the appropriate leadership roles. On a success, increase your kingdom's treasure by a number of BP equal to 1 for every 2 points on the trait check result above the base of 4.

Kingdom Checks: General
In addition, certain events call for kingdom checks in order to minimize or remove any negative impact. Those are simply a Ruler's Knowledge (Statecraft) check, modified by the kingdom's size as discussed above, the Economy, Loyalty or Stability check modifiers as determined per the article (and modified herein) and the skill check results of the appropriate leadership roles.

I think the rest of it could stand as is, at least for the time being. Some experimentation would be necessary. If I had a group interested in carving out a kingdom within the Madlands, I'd definitely try this out. If someone else gives these thoughts a try before I'm able to, any feedback would be greatly appreciated.

With Regards,
Flynn

Tuesday, August 23, 2011

Savage Kingmaker: Exploring Hexes...

Good Morning, All:

Sorry for the side trek, but I felt the need to chat about something else for a post or two. I've been playing most of the summer in a Kingmaker campaign using the Pathfinder rules. While I've enjoyed the experience, I still find the D20 System, even in its Pathfinder incarnation, to be overly complicated. While I'd run MyD20 Light if I had to Referee a D&D-like system again, right now my gaming group prefers Savage Worlds. Being the itinerate tinkerer that I am, I have recently been considering how to convert the basic experience of exploration and kingdom building to Savage Worlds. Below are some of my initial thoughts, in case you are interested.

Travel Times
While Pathfinder breaks down travel times by the party's speed on multiple levels, I prefer the more simplified approach promoted by Savage Worlds. In essence, I'd probably do something like this:

Table: Travel Times
Terrain (Obstacles)Cross The HexExplore the Hex
Grasslands/Plains/Road (Unobstructed)1/2 Day1 Day
Forest/Hills (Average)1 Day2 Days
Mountains/Swamps (Difficult)1 Day3 Days
Note: Characters moving at less than Pace 6 must make a Vigor roll to avoid taking a level of Fatigue from pushing themselves to make that distance. Characters (or mounted characters) moving at a Pace of 9 or higher may half the time listed in the table above.

Order of Exploration
Whenever characters explore an unknown region, I would suggest the following order of operations.

  1. Entering The Hex: When entering the hex, the characters should become aware of any landmark sites. These are sites that can be seen at a great distance on the horizon, such as cities, sizable geographic landmarks or even large structures. The landmark site can be avoided or explored at the explorers' desire.
  2. In addition, the GM should check for Wandering Monsters upon entering a hex, as well as every day or night spent exploring or camping in the hex. (Alternately, you could use a Survival check to avoid such encounters, if you prefer that system, which I personally do. For details, check out Fantasy Flight Games' Wildscape.)
  3. Exploring The Hex: If the characters take the time to explore the hex, the characters should automatically become aware of any standard sites. Standard sites are somewhat secluded, but are immediately identifiable when the explorers come within bow shot range, if not sooner.
  4. In addition, if the characters succeed in a Notice skill check while exploring the hex, they discover any hidden sites that might exist in the hex. Hidden sites are those that are very secluded or hidden, and thus not immediately obvious, even when within bow shot range.

I have yet to tackle "savaging" the Kingdom Building rules, but I've got some thoughts. I'll probably post something later if my thoughts coalesce. In the meantime, enjoy!

Happy Savaging,
Flynn

Monday, June 06, 2011

Traveller to Savage Worlds: Starships & Spacecraft Conversion...

Good Morning, All:

With two of my players out for the summer, the others of my gaming group decided that they would like to play in a short mini-campaign based on my old Traveller adventures. Taking a few moments (okay, closer to a day and a half), I came up with a set of Savage Worlds conversions for Traveller's spacecraft and starships.

Here are the basic tables I designed for conversion, inspired by the numbers found in Slipstream:

Table: Tonnage Conversion
TonnageToughnessSizeHandling
Under 10012(2)Small+1
10014(3)Medium+0
20016(4)Medium+0
40018(5)Medium+0
60020(6)Large-1
80022(7)Large-1
100024(8)Large-1
200026(9)Large-1
400028(10)Huge-2
600030(11)Huge-2
800032(12)Huge-2
1000034(13)Huge-2
2000036(14)Gargantuan-3
4000038(15)Gargantuan-3
6000040(16)Gargantuan-3
8000042(17)Gargantuan-3
10000044(18)Gargantuan-3
20000046(19)Gargantuan-3
40000048(20)Gargantuan-3
60000050(21)Gargantuan-3
80000052(22)Gargantuan-3
100000054(23)Gargantuan-3

Table: Weapon Conversion
WeaponDamageRangeROFNotes
Laser, 1-22d63/6/121AP 6
Laser, 3-53d63/6/121AP 6
Laser, 6-114d63/6/121AP 6
Laser, 12+5d63/6/121AP 6
Laser, 50-ton Bay6d63/6/121AP 6
Laser, 100-ton Bay8d63/6/121AP 6
Particle Accelerator, 1-22d83/6/121AP 7
Particle Accelerator, 3-53d83/6/121AP 7
Particle Accelerator, 6-114d83/6/121AP 7
Particle Accelerator, 12+5d83/6/121AP 7
Particle Accelerator, 50-ton Bay6d83/6/121AP 7
Particle Accelerator, 100-ton Bay8d83/6/121AP 7
Missile Rack, 1-22d106/12/241AP 8; Shots 12; Reload 1
Missile Rack, 3-53d106/12/241AP 8; Shots 12; Reload 1
Missile Rack, 6-114d106/12/241AP 8; Shots 12; Reload 1
Missile Rack, 12+5d106/12/241AP 8; Shots 12; Reload 1
Missile Rack, 50-ton Bay6d106/12/241AP 8; Shots 12; Reload 1
Missile Rack, 100-ton Bay8d106/12/241AP 8; Shots 12; Reload 1

Using these tables, I came up with the following conversions, which I offer for those who might be interested in using them for their own Traveller conversions:

Close Escort (Type CE): Size 400 tons (Medium); Maneuver 4; Jump 4; Computer Model/6; Cargo 2 tons; Toughness 18(5); Crew 4+8; Handling: +0; Cost: MCr356; Notes: Armored, Atmospheric, Gig; Weapons: 2x triple laser turrets (Dmg 3d6, Rng 3/6/12, ROF 1, AP 6), 2x triple particle beam turrets (Dmg 3d8, Rng 3/6/12, ROF 1, AP 7).

Corsair (Type P): Size 400 tons (Medium); Maneuver 3; Jump 2; Computer Model/2; Cargo 160 tons; Toughness 18(5); Crew 5+5; Handling: +0; Cost: MCr180; Notes: Low berths (20); Weapons: 4x single laser turret (Dmg 2d6, Rng 3/6/12, ROF 1, AP 6).

Express Boat (Type X): Size 100 tons (Medium); Maneuver --; Jump 4; Computer Model/4; Cargo 1 ton; Toughness 14(3); Crew 1+1; Handling: +0; Cost: MCr70; Notes: None; Weapons: None.

Express Boat Tender (Type XT): Size 1000 tons (Large); Maneuver 1; Jump 1; Computer Model/3; Cargo 60 tons; Toughness 22(7); Crew 6+7; Handling: +0; Cost: MCr275; Notes: Low berths(20), Ship bay (600 tons); Weapons: None.

Free Trader (Type A2): Size 200 tons (Medium); Maneuver 1; Jump 2; Computer Model/1bis; Cargo 61 tons; Toughness 16(4); Crew 6+7; Handling: +0; Cost: MCr66; Notes: Air/raft, Atmospheric, Low berths(4); Weapons: None.

Fighter: Size 10 tons (Small); Maneuver 6; Jump --; Computer Model/1; Cargo 1 ton; Toughness 12(2); Crew 1; Handling: +1; Cost: MCr18; Notes: None; Weapons: 1x single laser turret (Dmg 2d6, Rng 3/6/12, ROF 1, AP 6) or 1x triple missile turret (Dmg 3d10, Rng 6/12/24, ROF 1, AP 8).

Free Trader (Type A): Size 200 tons (Medium); Maneuver 1; Jump 1; Computer Model/1; Cargo 82 tons; Toughness 16(4); Crew 4+8; Handling: +0; Cost: MCr37; Notes: Atmospheric, Low berths(20); Weapons: None.

Gig: Size 20 tons (Small); Maneuver 6; Jump --; Computer Model/1; Cargo 2 tons; Toughness 12(2); Crew 2+4; Handling: +1; Cost: MCr28; Notes: Low berths (3); Weapons: 1x single laser turret (Dmg 2d6, Rng 3/6/12, ROF 1, AP 6).

Jump Shuttle (Type JS): Size 200 tons (Medium); Maneuver 3 (or 1 with SDB); Jump 2 (x3, Jump 1 with SDB and x2); Computer Model/1bis; Cargo 2 tons; Toughness 16(4); Crew 3; Handling: +0; Cost: MCr94; Notes: None; Weapons: None.

Lab Ship (Type L): Size 400 tons (Medium); Maneuver 1; Jump 2; Computer Model/2; Cargo 24 tons; Toughness 18(5); Crew 5+15; Handling: +0; Cost: MCr161; Notes: Labs (100 tons), Pinnace; Weapons: None.

Launch (or Lifeboat): Size 20 tons (Small); Maneuver 1; Jump --; Computer Model/1; Cargo 13 tons; Toughness 12(2); Crew 2; Handling: +1; Cost: MCr18; Notes: None; Weapons: 1x single missile turret (Dmg 2d10, Rng 6/12/24, ROF 1, AP 8).

Mercenary Cruiser (Type C): Size 800 tons (Large); Maneuver 3; Jump 3; Computer Model/5; Cargo 80 tons; Toughness 22(7); Crew 9+20; Handling: +0; Cost: MCr237; Notes: Air/raft, Modular cutter (x2, with ATV Modules); Weapons: None.

Modular Cutter: Size 50 tons (Small); Maneuver 4; Jump --; Computer Model/1; Cargo 2.5 tons; Toughness 12(2); Crew 2+1; Handling: +1; Cost: MCr28; Notes: 30-ton Module bay; Weapons: 2x single laser turret (Dmg 2d6, Rng 3/6/12, ROF 1, AP 6).
Modules:
ATV module: includes either a wheeled or a tracked ATV, masses 30 tons. MCrl.8.
Fuel module: 30 tons of fuel tankage. MCrl.
Open module: Customizable frame with 30 tons of excess space which can be allocated to passenger couches, fuel, cargo, cabins or staterooms. MCr2.

Patrol Cruiser (Type T): Size 400 tons (Medium); Maneuver 4; Jump 3; Computer Model/3; Cargo 50 tons; Toughness 18(5); Crew 6+12; Handling: +0; Cost: MCr221; Notes: Atmospheric, G-Carrier, Low berths (4), Ship's Boat; Weapons: 2x triple laser turrets (Dmg 3d6, Rng 3/6/12, ROF 1, AP 6), 2x triple missile turrets (Dmg 3d10, Rng 6/12/24, ROF 1, AP 8).

Pinnace: Size 40 tons (Small); Maneuver 5; Jump --; Computer Model/1; Cargo 22 tons; Toughness 12(2); Crew 2; Handling: +1; Cost: MCr20; Notes: None; Weapons: 1x single laser turret (Dmg 2d6, Rng 3/6/12, ROF 1, AP 6).

Safari Ship (Type K): Size 200 tons (Medium); Maneuver 1; Jump 2; Computer Model/1bis; Cargo 2 tons; Toughness 16(4); Crew 6+8; Handling: +0; Cost: MCr69; Notes: Air/raft, Atmospheric, Caging Area (10 tons), Marine Caging Area (13 tons), Life Boat, Trophy Room (10 tons); Weapons: None.

Scout/Courier (Type S): Size 100 tons (Medium); Maneuver 2; Jump 2; Computer Model/1bis; Cargo 3 tons; Toughness 14(3); Crew 1+3; Handling: +0; Cost: MCr29; Notes: Air/raft, Atmospheric; Weapons: None.

Seeker (Type J): Size 100 tons (Medium); Maneuver 2; Jump 2 (although only enough fuel normally for Jump 1); Computer Model/1bis; Cargo 3 tons; Toughness 14(3); Crew 1+3; Handling: +0; Cost: MCr24; Notes: Air/raft, Atmospheric, Half-sized staterooms, Ore Bays (x2, 20 tons each), Prospecting Buggy; Weapons: 1x single laser turret (Dmg 2d6, Rng 3/6/12, ROF 1, AP 6).

Ship's Boat: Size 30 tons (Small); Maneuver 6; Jump --; Computer Model/1; Cargo 14 tons; Toughness 12(2); Crew 2; Handling: +1; Cost: MCr16; Notes: None; Weapons: 1x single laser turret (Dmg 2d6, Rng 3/6/12, ROF 1, AP 6).

Shuttle: Size 95 tons (Small); Maneuver 3; Jump --; Computer Model/1; Cargo 71 ton; Toughness 12(2); Crew 2; Handling: +1; Cost: MCr33; Notes: None; Weapons: 1x single laser turret (Dmg 2d6, Rng 3/6/12, ROF 1, AP 6).

Slow Boat: Size 30 tons (Small); Maneuver 3; Jump --; Computer Model/1; Cargo 20 tons; Toughness 12(2); Crew 2; Handling: +1; Cost: MCr15; Notes: None; Weapons: 1x single laser turret (Dmg 2d6, Rng 3/6/12, ROF 1, AP 6).

Slow Pinnace: Size 40 tons (Small); Maneuver 2; Jump --; Computer Model/1; Cargo 32 tons; Toughness 12(2); Crew 2; Handling: +1; Cost: MCr18; Notes: None; Weapons: 1x single laser turret (Dmg 2d6, Rng 3/6/12, ROF 1, AP 6).

Subsidized Liner (Type M): Size 600 tons (Large); Maneuver 1; Jump 3; Computer Model/3; Cargo 129 tons; Toughness 20(6); Crew 9+25; Handling: +0; Cost: MCr237; Notes: Launch, Low berths (20); Weapons: None.

Subsidized Merchant (Type R): Size 400 tons (Medium); Maneuver 1; Jump 1; Computer Model/1; Cargo 200 tons; Toughness 18(5); Crew 5+16; Handling: +0; Cost: MCr101; Notes: Atmospheric, Launch, Low berths (9); Weapons: None.

System Defense Boat (Type SB): Size 400 tons (Medium); Maneuver 6; Jump --; Computer Model/5fib; Cargo 5 tons; Toughness 18(5); Crew 10; Handling: +0; Cost: MCr777; Notes: Atmospheric, Heavily Armored; Weapons: 2x triple laser turrets (Dmg 3d6, Rng 3/6/12, ROF 1, AP 6), 2x triple missile turrets (Dmg 3d10, Rng 6/12/24, ROF 1, AP 8).

Yacht (Type Y): Size 200 tons (Medium); Maneuver 1; Jump 1(x2); Computer Model/1; Cargo 11 tons; Toughness 16(4); Crew 4+9; Handling: +0; Cost: MCr51; Notes: Air/raft, ATV, Double Sized Noble Suite, Ship's Boat; Weapons: None.

Hope This Helps,
Flynn

Sunday, February 06, 2011

Savage Worlds: Six New Demons...

Good Afternoon, All:

Recently, I've been considering revamping the typical demonic hierarchy for my campaign. I looked at a good number of possibilities, considering noble titles and such, but they just didn't appeal to me. The thought then occurred to me that demons are most often pictured as being organized as armies of infernal fiends, ready to invade the Plane Prime at the drop of a hat. With that in mind, I started looking through various medieval and ancient military ranks. I found that I really enjoyed the evocative names of the ranks of the Roman Legions. That's when I decided on the following:

Servitor < Legionnaire < Centurion < Prefect < Tribune < Legate


Assuming that the demons frequently portrayed as Demon Princes fill the roles of the Legate Demons, then the infernal armies cascade from there in terms of power. (Sandamos, King of Demons, sits above the Legates in power and position, equivalent to the position of a Roman Caesar.)

Since I'm currently running a Savage Worlds game, I am providing stats for these planar monsters under that game system. (After all, it helps me more right now in my home game.) In a later post, I'll post MyD20 Lite (and possibly Swords & Wizardry) stats for these foul villains, as fighting demons is very cut-and-dry. It's very hard to justify considering an evil extra-planar creature that feeds on sin and souls as being a Good Guy, although demons are known for trying to manipulate mortals to believing they are just that.

Demon, Servitor
Attributes: Agility d8, Smarts d4, Spirit d6, Strength d8, Vigor d8
Skills: Fighting d6, Intimidation d6, Knowledge (Arcane) d6, Notice d6, Stealth d6
Pace: 6; Parry: 5; Toughness: 8 (1)
Special Abilities:
* Demon: Demons add +2 to Toughness, and gain a +2 to recover from being Shaken. Demons do not suffer from disease or poison.
* Flight: Pace 6, Climb Rate 3
* Natural Armor: Armor +1
* Natural Attacks: Two claws (Str+d4) or one bite (Str+d6)
* Size -1
* Weakness: Demons suffer an additional +1d6 damage from the following: Holy weapons, spells and attacks.

Demon, Legionnaire
Attributes: Agility d8, Smarts d6, Spirit d8, Strength d10, Vigor d10
Skills: Fighting d8, Intimidation d8, Knowledge (Arcane) d6, Notice d6, Spellcasting d6, Stealth d6
Pace: 6; Parry: 6; Toughness: 10 (1)
Special Abilities:
* Demon: Demons add +2 to Toughness, and gain a +2 to recover from being Shaken. Demons do not suffer from disease or poison.
* Natural Armor: Armor +1
* Natural Attacks: Two claws (Str+d6) or one bite (Str+d8)
* Spells: 10 Power Points; any two Powers selected from: blast, bolt, burst, confusion, jet, lower trait, puppet, telekinesis, teleport.
* Weakness: Demons suffer an additional +1d6 damage from the following: Holy weapons, spells and attacks.

Demon, Centurion
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d12+1, Vigor d12
Skills: Fighting d10, Intimidation d10, Knowledge (Arcane) d8, Knowledge (Battle) d4, Notice d8, Spellcasting d8, Stealth d8
Pace: 7; Parry: 7; Toughness: 14 (2)
Special Abilities:
* Demon: Demons add +2 to Toughness, and gain a +2 to recover from being Shaken. Demons do not suffer from disease or poison.
* Natural Armor: Armor +2
* Natural Attacks: Two claws (Str+d8) or one bite (Str+d10)
* Size +2
* Spells: 15 Power Points; any three Powers selected from: blast, bolt, burst, confusion, jet, lower trait, puppet, telekinesis, teleport.
* Weakness: Demons suffer an additional +1d6 damage from the following: Holy weapons, spells and attacks.

Demon, Prefect (WC)
Attributes: Agility d12, Smarts d8, Spirit d10, Strength d12, Vigor d12
Skills: Fighting d10, Intimidation d10, Knowledge (Arcane) d8, Knowledge (Battle) d6, Notice d8, Spellcasting d10, Stealth d8
Pace: 7; Parry: 7; Toughness: 16 (2)
Special Abilities:
* Arcane Resistance: Prefect Demons act as if they have 2 points of Armor when hit by damage-causing arcane powers, and add +2 to their Trait rolls when resisting opposed powers. This applies even to friendly arcane powers.
* Demon: Demons add +2 to Toughness, and gain a +2 to recover from being Shaken. Demons do not suffer from disease or poison.
* Flight: Pace 8, Climb Rate 4
* Large: -2 on attack rolls, attackers gain +2 on attacks due to size.
* Natural Armor: Armor +2
* Natural Attacks: Two claws (Str+d10) or one bite (Str+d12)
* Size +4
* Spells: 20 Power Points; any four Powers selected from: blast, bolt, burst, confusion, jet, lower trait, puppet, telekinesis, teleport.
* Weakness: Demons suffer an additional +1d6 damage from the following: Holy weapons, spells and attacks.

Demon, Tribune (WC)
Attributes: Agility d12, Smarts d12, Spirit d12, Strength d12+2, Vigor d12+1
Skills: Fighting d12+2, Intimidation d12, Knowledge (Arcane) d10, Knowledge (Battle) d8, Notice d10, Spellcasting d12, Stealth d10
Pace: 7; Parry: 9; Toughness: 16 (3)
Special Abilities:
* Arcane Resistance: Tribune Demons act as if they have 2 points of Armor when hit by damage-causing arcane powers, and add +2 to their Trait rolls when resisting opposed powers. This applies even to friendly arcane powers.
* Demon: Demons add +2 to Toughness, and gain a +2 to recover from being Shaken. Demons do not suffer from disease or poison.
* Flight: Pace 10, Climb Rate 5
* Natural Armor: Armor +3
* Natural Attacks: Two claws (Str+d8) or one bite (Str+d10)
* Size +3
* Spells: 30 Power Points; any six Powers selected from: blast, bolt, burst, confusion, jet, lower trait, puppet, telekinesis, teleport.
* Weakness: Demons suffer an additional +1d6 damage from the following: Holy weapons, spells and attacks.

Demon, Legate (WC)
Attributes: Agility d10, Smarts d12, Spirit d12+1, Strength d12+2, Vigor d12
Skills: Fighting d12+2, Intimidation d12, Knowledge (Arcane) d12, Knowledge (Battle) d10, Notice d12, Spellcasting d12+2, Stealth d8
Pace: 8; Parry: 9; Toughness: 18 (4)
Special Abilities:
* Arcane Resistance: Legate Demons act as if they have 2 points of Armor when hit by damage-causing arcane powers, and add +2 to their Trait rolls when resisting opposed powers. This applies even to friendly arcane powers.
* Demon: Demons add +2 to Toughness, and gain a +2 to recover from being Shaken. Demons do not suffer from disease or poison.
* Flight: Pace 12, Climb Rate 6
* Large: -2 on attack rolls, attackers gain +2 on attacks due to size.
* Natural Armor: Armor +4
* Natural Attacks: Two claws (Str+d10) or one bite (Str+d12)
* Size +4
* Spells: 40 Power Points; blast, bolt, burst, confusion, jet, lower trait, puppet, telekinesis, teleport.
* Weakness: Demons suffer an additional +1d6 damage from the following: Holy weapons, spells and attacks.

Enjoy,
Flynn

Thursday, August 19, 2010

Savage Worlds: New Mounted Combat Edges...

Good Morning, All:

In looking through the mounted combat Edges for Savage Worlds, I've noticed that there is a definite lack of potential for character development in regards to a Cavalier-esque character concept in a fantasy campaign. Toward that end, I've gathered the following Edges to enhance those possibilities in my own campaign. In case some of these look familiar, they are inspired, at least in part, by feats from the D20 System Reference Document and other 3E sources.

Core Savage Worlds Edges useful for Mounted Combat:
  • Steady Hands: allows you to ignore unstable platform penalty for mounts

New Background Edges

Born Horseman
Requirements: Novice, Riding d8+
Your character gains a +2 to all Riding checks, except when using Riding in place of Fighting for melee. In addition, he may also spend bennies to make soak rolls for any mount he controls. This is a Riding roll at –2 (cancelling their usual +2). Each success and raise negates a wound to the mount.
This +2 bonus to Riding does not stack with the one gained from the Chevalier professional Edge.

New Combat Edges

Mounted Combat
Requirements: Novice, Riding d8+
When your hero rides into combat, the Parry score of your hero's mount equals 2 + half your hero's Riding score, if that is higher than the mount's natural Parry. When your hero is taken by surprise, his mount does not get the benefit of this Edge.

Fighting From The Saddle
Requirements: Veteran, Mounted Combat, Fighting d8+
While mounted, your hero gains a +1 to melee attacks and damage.

Ride-By Attack
Requirements: Veteran, Mounted Combat, Fighting d8+
You are skilled at making running attack while mounted, which begins with a leap, followed by the attack, and ends with the attacker running past your opponent, all in a single movement.
If your hero's mount moves at least 2" before your hero makes an attack against an adjacent foe, he may attack and "withdraw from combat" without his foe, or other adjacent opponents, receiving a free attack. All movement after the attack must be in the same direction as the movement before the attack (the mount must move in a straight line).
Note that your hero is still subject to First Strike attacks from foes he moves adjacent to.

Spirited Charge
Requirements: Veteran, Mounted Combat, Ride-By Attack
When your hero scores a raise while attacking with a melee weapon from a moving mount, he does an additional +d10 damage instead of a +d6 damage.

New Professional Edges

Chevalier
Requirements: Novice, Agility d8+, Riding d8+
Chevaliers are elite cavalrymen who feel more comfortable atop a mount than on their own two feet. Chevaliers add +2 to Riding rolls. Additionally, through extensive training and practice, Chevaliers can mount or dismount as a free action, without affecting any penalties for multiple actions. Finally, Chevaliers may use the higher of their Riding and Fighting skills in mounted combat, rather than the lower of the two.
This +2 bonus to Riding does not stack with the Born Horseman background Edge.

The Ride-By Attack is based on the Fleche Edge from Pirates of the Spanish Main, and Born Horseman is a variant of the Ace Edge, geared towards mounts instead of vehicles. So, what do you think?

Hope This Helps,
Flynn

Friday, June 18, 2010

Savage Worlds: Stat Blocks for Hirelings...

Good Morning, All:

For those running fantasy games using the Savage Worlds rules system, I offer the following information on basic hirelings for use in your campaigns. These stat blocks are pretty simple and straightforward, built to allow you as GM to handle these characters quickly and easily without having to create a bunch of stats on your own. In addition, these can be offered to players as examples of the basic building blocks used to create such concepts, if your players are the kind that need them.

Hirelings
Basically, a hireling is a person who works for money. Hirelings are always employed for a stated term of service, defined by either duration or the performance of a specific task. Hirelings do not serve an adventurer out of great loyalty, but are hired to perform their tasks.

The following stat blocks refer to the six most common hirelings sought out by adventurers.

Acolyte
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Faith d6, Fighting d6, Healing d6, Knowledge (Religion) d6, Notice d4, Stealth d4
Pace: 6; Parry: 6 (1); Toughness: 6 (1) [8 (3) vs Ranged]
Edges: Arcane Background (Miracles)
Gear: Flail (Str+d6, ignore shield bonuses) or Mace (Str+d6), Leather Armor (+1 Toughness), Small Shield (+1 Parry, +2 Armor vs Ranged)
Powers: 10 Power Points; Healing and either Deflection or Stun

Apprentice Magus
Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d4, Knowledge (Arcana) d8, Notice d4, Spellcasting d6, Stealth d4
Pace: 6; Parry: 4 (5 with Staff); Toughness: 5
Edges: Arcane Background (Magic)
Gear: Dagger (Str+d4, Rng 3/6/12) or Staff (Str+d4, Reach +1, Parry +1, 2 hands)
Powers: 10 Power Points; either Bolt or Confusion, either Armor or Deflection, and either Detect or Speak Language

Laborer/Porter
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d6
Skills: Fighting d4, Knowledge (Trade) d6, Notice d4, Stealth d4
Pace: 6; Parry: 4; Toughness: 6
Edges: Brawny
Gear: Club (Str+d4) or Dagger (Str+d4, Rng 3/6/12)

Man-At-Arms
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d8, Knowledge (Battle) d4, Notice d4, Stealth d4
Pace: 6; Parry: 7 (1); Toughness: 6 (1) [8 (3) vs Ranged]
Edges: First Strike or Frenzy or Sweep
Gear: Short sword (Str+d6) or Spear (Str+d6, Reach +1), Leather (+1 Toughness), Small Shield (+1 Parry, +2 Armor vs Ranged)

Sage
Attributes: Agility d6, Smarts d8, Spirit d6, Strength d4, Vigor d4
Skills: Investigate d6, Knowledge (Specialty #1) d8+2, Knowledge (Specialty #2) d8+2, Notice d4
Pace: 6; Parry: 2; Toughness: 4
Edges: Scholar
Gear: Club (Str+d4) or Dagger (Str+d4, Rng 3/6/12)

Vagabond
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Climbing d6+2, Fighting d6, Lockpicking d6+2, Notice d6, Stealth d8 (+2 in urban environment)
Pace: 6; Parry: 5; Toughness: 6 (1)
Edges: Thief
Gear: Dagger (Str+d4, Rng 3/6/12) or Short sword (Str+d6), Leather Armor (+1 Toughness)

Hope This Helps,
Flynn

Tuesday, May 25, 2010

The Madlands Campaign: The Artathi...

Good Morning, All:

In continuing to develop the races of my future Madlands Campaign, I decided to abandon the vanaran monkey-man concept, given that the Madlands are effectively the great plains region of Cameria, and went back to basics. In the process of reviewing Fantasy Flight Games's Mythic Races, I found the Artathi, a race of cat-men well suited for life on the savannah-esque plains of the Madlands. Borrowing the core concept of the race, I came up with the following translation for Swords & Wizardry.

Artathi
The Artathi are a proud race of felinids who live upon and rule on the vast plains of central Cameria now known as the Madlands. While most resemble a humanoid lion in appearance, covered with a thin tawny coat and leonine facial features, other sub-races of Artathi exist that resemble other species of large cats. As a rule, the Artathi are very close to humans in terms of average height and weight, and possess a similar lifespan. A very proud race, the Artathi are easily insulted by others, and tend to react poorly to such efforts.
Ability Requirements: Artathi characters must have a minimum Dexterity score of 9, and a maximum Intelligence of 17.
Character Advancement: Artathi characters may progress as Fighting-Men and Clerics (from the Swords & Wizardry Core Rules, or as Crusaders, Rangers and Thieves (from the Hammersong's Legacy Campaign Setting). They may advance as high as eighth level as a Fighting-Man, Ranger or Thief, or up to sixth level as a Cleric or Crusader.
Weapon/Armor Restrictions: While the Artathi do no suffer any restrictions on armor or weapons, they prefer simple, primitive weapons and very lightweight armor that does not hinder their movement.
Low-Light Vision: The Artathi possess the ability to see in poor lighting conditions. They ignore any penalties from darkness, except in conditions of total darkness.
Natural Weapon (Claws): The Artathi may use their sharp claws to deal damage equivalent to a dagger (1d4).
Saving Throws: The Artathi are incredibly nimble and gain a +4 on saving throws to avoid effects that target an area instead of an individual. They do not gain this bonus when wearing armor heavier than leather.
Languages: For campaigns that give each race its own dialect, the Artathi should be able to speak with other tribes in the area, as well as humans, orcs, gnolls, and goblins.

In terms of Savage Worlds, the following stats would probably work pretty well:

Artathi
The Artathi are a proud race of felinids who live upon and rule on the vast plains of central Cameria now known as the Madlands. While most resemble a humanoid lion in appearance, covered with a thin tawny coat and leonine facial features, other sub-races of Artathi exist that resemble other species of large cats. As a rule, the Artathi are very close to humans in terms of average height and weight, and possess a similar lifespan. A very proud race, the Artathi are easily insulted by others, and tend to react poorly to such efforts.
Artathi Racial Traits:
* Agile: As a race, Artathi are naturally quite dextrous. They start with a d6 in Agility.
* Claws: Str+d4.
* Proud: The Artathi are easily insulted by others, and tend to react poorly to such efforts. They suffer a -2 penalty when attempting to resist Taunts, and must win an opposed Spirit trait check to avoid attacking those that successfully taunt them.
* Common Languages: Trade, Artathi

Hope This Helps,
Flynn

Tuesday, May 04, 2010

Savage Worlds Fantasy: D&D Classes In Savage Worlds...

Good Morning, All:

Today, I wanted to explore the concept of translating common D20 Fantasy classes into Professional Edges for Savage Worlds. Many already exist, in the form of the Holy/Unholy Warrior, Thief, Wizard and Woodsman edges. However, adding some more edges to cover other common classes, such as the Fighter or Monk, could help with the kind of D&D-inspired Savage Worlds fantasy games that I like to run. (Yes, I am aware of the very awesome Advanced Dungeons & Savages fan supplement, but it makes different assumptions than I like to make for my games.) Towards that end, I've looked to games like Swords & Wizardry and Dungeons & Dragons for inspiration, and came up with the following ideas.

Barbarian
Use the Berserk edge.

Bard
Use the Jack of All Trades or Common Bond edges.

Cleric
Use the Holy/Warrior or Common Bond edges.

Druid
Use the Beast Bond or Beast Master edge.

Fighter
Requirements: Novice, Brawny, Strength d8+, Fighting d8+, Intimidation d6+
Those that fight for a living are called warriors, and the warriors most devoted to improving their warskill are called Fighters. They are often physically imposing, and can perform great feats of strength and martial prowess.
When Fighters deal enough damage in melee combat to drop an enemy target into Incapacitation or death, they get an immediate bonus melee attack against another adjacent enemy, if they so choose. This edge only grants one bonus attack per round.

Monk
Requirements: Novice, Acrobat, Agility d8+, Spirit d8+, Fighting d6+
Monks are experts at unarmed combat. Trained from a young age to deliver devastating blows with their fists and feet, Monks are greatly respected for the martial arts they practice.
Monks are trained to fight unarmed. Opponents no longer gain the Unarmed Defender bonus against them, and they do not suffer a penalty on attack rolls when using their unarmed strikes to deliver nonlethal blows. Finally, Monks deal Str+d6 damage with their unarmed strikes.

Paladin
Use the Holy/Unholy Warrior or Champion edges.

Ranger
Use the Woodsman edge.

Rogue/Thief
Use the Thief edge.

Sorcerer/Wizard
Use the Wizard or Familiar edges.

Warlord
Use the various leadership edges.

Hope This Helps,
Flynn

Thursday, April 29, 2010

Ending The Campaign On A Good Note...

Good Evening, All:

Tonight, I want to write about the end of a campaign. My current Savage Worlds fantasy campaign has been running for two and a half years now. With the baby coming, I knew I needed to wrap it up and do so on a high note. Although I easily had enough material to cover another year or two of adventuring opportunities, including political intrigue, a demon war, an epic battle with kaiju and a host of other exciting options, I chose to wrap the game up with the main character's ascension to the role of Emperor of the Northern Lands. In order to do so, the player had established that he had to accomplish certain tasks in-game based on background elements that I had unveiled over the course of the campaign. The last one was the slaying of a Blue Dragon Great Wyrm that had taken over a city and declared the land his own. Having removed the false king at the end of last week's campaign, the characters were perfectly set for last night's events.

I started the session by throwing a storm at the party, along with refugees from a great battle against Cornelius, the great dragon to the south. Word came that Cornelius' forces were pushing north towards the township, so they hurried about preparing for the upcoming battle. I whipped out the mass battle rules from the Savage Worlds core rules for the climactic fight, which the players loved, and they made quick waste of the incoming forces. That set up the final conflict between Cornelius and his son against the party itself.

This beast was the worst thing they'd fought the entire campaign. By tooth and claw, wing and tail, the beasts beat upon the party. Magic flew about with intensity. Three of the characters came very close to falling, saved only by the skin of their teeth (and the use of bennies to reroll their Incapacitation checks). I saw cinematic strikes and excellent team work. The players pulled out all the stops, cursing my name all the while for giving them what they thought was too great a challenge. In the end, though, they brought the two dragons low, slaying them completely without a single loss of life. Only one player had one bennie on the entire table, and it sure wasn't me as the GM. It was a glorious game!

When everything was over, I thanked them one and all for playing, and for making this one of the top three campaigns I've ever run. (For the curious, the other two are a 7-year AD&D 2nd Edition campaign and a 3.5-year D&D 3E campaign, with two honorable mentioned being about two years long each, one in Fantasy HERO and the other in Vampire: The Masquerade.) As a GM and Referee, I really feel blessed to have the pleasure of running a game for that crew, and when I can start gaming again, I hope they all decide to come back and play again in the next campaign.

I love campaigns that end on a good note, with a strong sense of closure. While there were other stories that could have been told, and likely will be told in the future, this was a very appropriate place to wrap up the game. The players were happy, the excitement was high, and it felt good. You can't beat that, in terms of personal satisfaction. Okay, at least in terms of personal gaming satisfaction. I've both played in and run games that ended on a sour note, or simply just petered out. I'm pleased to see I avoided that here.

So, what kind of experiences have you had with ending a campaign? Focusing on the good stuff, can you tell me about your favorite experience? I'd definitely love to know, as sharing the Good Things (tm) is one way we can improve as GMs and as gamers.

With Regards,
Flynn

Monday, April 12, 2010

Lessons Learned From Savage Worlds: The Plot Point Campaign...

Good Afternoon, All:

One of the things I learned from Savage Worlds is the concept of the Plot Point Campaign. In essence, the Plot Point Campaign takes the concept of a central campaign-based story arc, and breaks it down into site-based (and somewhat partially time-based) adventure components. As each plot element is connected to a location, and players may explore the campaign setting at their own initiative, the characters can encounter these plot elements in whatever order they wish, and the pieces eventually fold together to point the party in the direction of the final scenes that mark the climax of the campaign.

The average Plot Point Campaign covers a range of nine to twelve core adventure scenarios that define the basis of the campaign itself. The first scenario is often the one used to introduce the campaign to the players, and the last two or so represent the culmination of the campaign's efforts. In addition to the core scenarios, many Plot Point Campaigns contain twenty to thirty unrelated scenarios that develop other aspects of the setting and even focus on smaller subplots that may last two or even three scenarios before being resolved.

In some ways, the Plot Point Campaign design is halfway between a story-oriented campaign and a sandbox style campaign. In the 1E AD&D Wilderness Survival Guide, IIRC, they call this a matrix-style campaign. Every adventure is silo'd based primarily by location, much like a sandbox campaign, but build to an overall story, much like a story-oriented campaign. The concept of setpieces, or small adventure scenarios and elements, really shines in such a setup, as the added emphasis placed by a larger-scale storyline adds to the usual sandbox experience. However, the story is not railroaded forwarded as many tend to experience with linear story-oriented campaigns.

Although there are a number of different formulas that one can come up with for a Plot Point Campaign, the best tend to resemble a diamond or a football when graphed out. You start from the initial scenario that introduces the hook for the adventure. This can be the group's first adventure, or perhaps the first one after they get used to one another. If they are interested, that adventure plants the seeds for the second scenario. In the second scenario, you typically present two to four elements that need to be accomplished before you can resolve the overarching issue. At least half of the elements that the PCs will need to accomplish will have a complication that requires them to undertake a second adventure scenario to complete. This brings us up to 5-8 adventure scenarios. Once the elements have been gathered, the final piece of the puzzle, which unites all the elements and/or reveals the final plan, must be undertaken as an adventure scenario. Then the Plot Point Campaign wraps up with its climactic one or two adventure scenarios, sometimes followed by a denoument.

It's a pretty interesting experience to try and write your own Plot Point Campaign, even if only as a guideline for a direction for your campaign should your players feel the need for such. Assuming ten adventure scenarios to make up the core path, as a GM you can intermix other non-related scenarios with that core path, such that you can assume you've got 19-20 different scenarios in the overall campaign, at a minimum. You should never assume that two adventure scenarios will be run right next to each other (except perhaps at the end), so whatever you create should be able to stand alone. If a particular adventure cannot stand on its own, then it's a smaller part of another scenario, and should be written that way. In this way, you can spend about half of your time (or less, even) on the core adventure, and the rest of your gaming time on smaller scenarios that build your characters, flesh out the world, create smaller subplots, and provide different adventuring opportunities as a change of pace.

As you collect your notes on these short adventure scenarios (which are rarely intended to run more than one or two sessions, if that), you will find that you are building up your world and filling your repertoire with information that can be used when improvising and running your game "on the fly". The adventure write-ups are portable, so you can adapt them to other campaigns in the future. The monsters and NPCs you'll create are even easier to recycle, and can be reused easily even in your current campaign. The same goes for new spells, unique magic items and other campaign elements that you develop along the way.

Ultimately, this approach lends itself well to one of the greatest pieces of GM advice on adventure prep I've read in a long time: always create your campaign elements with an eye towards recycling. Build it once, and you can then use it multiple times. That conserves your effort, and gives you more to work with as you move forward and grow as a GM.

Hope This Helps,
Flynn

Friday, February 19, 2010

Off To OwlCon!

Good Morning, All:

Not much to report today, save that I'm heading out to OwlCon sometime soon. While there, I'll be running two events under the Savage Worlds rules, but with a heavy Old School flavor to them.

Pavilion of the Dragon King
Lying at the center of the Hanging Gardens of Shar'dan, the Pavilion of the Dragon King protects a magical throne said to confer sovereignty upon all who sit upon it. A daring band of adventurers must defeat the dangers of the Hanging Gardens as they escort a young Prince to fulfill his birthright.
Friday evening, 8pm-12pm

The Cairn of the Blood God
The Cairn of the Blood God has remained hidden from the eyes of men for centuries, protecting its many secrets. Now a band of daring adventurers must brave its aberrant defenders in search of the famed ruby known as the Blood God's Eye.
Sunday morning, 10am-2pm

I'll post a quick report on Sunday evening to let you know how the convention went, and in particular how the two events played out. I'm meeting a few of my old gamer buddies there, too, so I'm doubly excited about this weekend's gaming prospects.

More On Sunday,
Flynn