My events for MEPACon Fall 2010 are up and ready for registration on Warhorn. The convention is being held Friday, 11/12 through Sunday, 11/14 at the Ramada Clarks Summit in Clarks Summit, PA. I'll be running three events -- "Catch and Release" (Star Wars: Saga Edition), "The Champions of New York" (The Day After Ragnarok), and "The Rise of the Ur-Flan".
When some co-workers and I decided to try our hand at a lunch-time role-playing campaign, I knew that game prep was going to be critical to making it work. But not the sort of game prep I normally did; this was all about the physical game prep.
We're playing The Day After Ragnarok using the Savage Worlds rules, and thanks to Ken Hite's numerous adventure generation tables, the scenarios practically write themselves. No, the part the essential part of making this campaign work was making sure I knew where my towel was.
Dice. Initiative cards. A battle map. Miniatures. I have all of this stuff in my game room ... but we're not playing there. We're in an under-ventilated, odd-smelling basement conference room whose only virtues are privacy, a table, and a dry erase board.
My lunchtime role-playing game campaign is now a reality. Inspired by Mike Mearls' tales of lunchtime D&D 4E campaigns, and after my coworkers jumped at an offhand tweet about a lunchtime game, I'm now running a twice-a-week The Day After Ragnarok game.
The first DC Comics book, DC ADVENTURES drops in August 2010. Three subsequent books detailing heroes and villains will be released later this year and in 2011. Mutants & Masterminds 3rd Edition will use the same ruleset, and be released in Fall 2011.
At the same time Savage Worlds Super Powers Companion is now available in print (it had been out in PDF earlier this year).
I love Savage Worlds. Half of the guys in my group love Savage Worlds. But part of what keeps the other half from jumping on board, at least for a fantasy campaign, is the lack of a Vancian magic system (aka the "fire and forget" memorization system from Jack Vance's Dying Earth series and popularized in Dungeons & Dragons). I know that many Savage Worlds fans see this as a feature rather than a bug, but it's a concern with the Blackrazors, who have 12+ years of D&D 2E/3E under their belts.
So what would a Vancian magic system look like in Savage Worlds? There are two key elements to a Vancian system: discovery and flexibility. Discovery comes from being able to find spells in scrolls and spellbooks, and add them to your own growing library. Flexibility comes from being able to pick the right spell for the right job, and not being locked down to a pre-determined power suite.
Recreating a Vancian system in Savage Worlds requires you to retain these discovery and flexibility while still working with its default power point system. Here's my take on it.
If there was a downside to The Day After Ragnarok it's that there just wasn't enough of it. I loved the book, and there's certainly enough there to run a campaign or three, but I wish there was more. In the very near future, there will be.
Atomic Overmind has announced that Tehran: Nest of Spies -- the first supplement for The Day After Ragnarok -- is releasing November 30, 2009 as a PDF source book for Savage Worlds and HERO 6th Edition.
After a few years away, the Blackazor Guild and I returned to MEPACon last weekend, our local gaming convention held near Scranton, Pa. every spring and fall. We used to be regulars at the local convention scene, but over the last few years we been running our own howngrown Nuke(m)Con instead.
Major Simon Cartwright is a globetrotting spy who’s traveled to all the surviving major cities in the world … as well as most of the ruined ones. He’s a debonair spy, one who revels in the glamorous aspects of the world of espionage: fast cars, high stake gambling and beautiful women.
Jason Freewalker is a second-generation lawman, his father having become a Texas Ranger just after Serpentfall. In the early days after Serpentfall, he rode with his father, battling scaly monsters crawled out of the Rio Grande to drink the blood of children and the Serpent cults arose from the Gulf looking to spawn realms of madness.
He’s been riding and shooting since he could walk, and he’s wanted nothing more or less than to walk in his father’s footsteps. Tragically, he’s done just that; the year he became a Ranger, his father died at his side, fighting an infestation of ghouls in Houston. He now proudly wields his father’s gun – a pearl-inlaid, silver-gilded Colt .45 – and wears his steel-toed, Serpent-skinned boots (their skin being about the only good thing to come out of those Fallspawn).