Jules Drake is the epitome of the dashing rocketeer; brave to the point of reckless, utterly loyal to the cause and his cohorts and unwilling to back down in the face of danger.
He's been extraordinarily successful in his endeavors, fighting for king and country and doing his part to ensure that the British Empire survives in the shadow of the Serpent. As such, Jules has often been tasked with special operations teams directed by MI6, and is on permanent loan to that agency.
Jules believes in getting the job done, and isn't overly concerned with how the regulations say it should be done. He counts on his abilities to cover any shortcomings that might be in a given plan. This confidence has served him well, but it's only a matter of time before his reach exceeds his grasp.
The Boundless family have long been adventurers, scouring the earth for new challenges, and using the knowledge and treasure they looted to found a dynasty. That dynasty was nearly ended when the Serpent fell, crushing London, but fortunately Andrea's father, Richard Boundless, was abroad in India when it happened.
When I heard about Ken Hite's The Day After Ragnarok (a postapocolyptic Savage Worlds camaign setting in which the Nazis awoke the Midgard serpent ... and America killed it with an atomic bomb), I had to buy it. And I had to find an excuse to run it. To that end I'll be debuting my scenario "The Ruins of New York" at MEPACon Fall 2009 in Clarks Summit, Pa (near Scranton, Pa.).
To prep for it, and because my online friends asked me to, I'm going to be blogging about Ragnarok all week. I'll be posting a character or a two a day, links to resources I'll be using, and the scenario itself. Click through to see the full list of articles.
As I mentioned earlier, my gaming group's planning on attending MEPACon Fall 2009 in force and true to my word I've volunteered to run three events at the con: The Antares Run (Star Wars: Saga Edition), The Ruins of New York (Savage Worlds/The Day After Ragnorak), and Risk 2210.
Episode 27 of The Secret Lair is online and features a discussion of the (unwanted?) intersections of fantasy and science fiction. It also has the audio version of my review of The Day After Ragnarok, a campaign setting for Savage Worlds that asks the questions "what if the Nazis had summoned the Midgard Serpent in the end days of WWII ...
Recently Chris Youngs at Wizards of the Coast wrote an editorial pointing out that people can role-play in D&D 4th Edition just fine without any rules actually governing said role-playing:
Fourth edition doesn't include some of the mundane mechanical elements of character building that 3rd Edition did. For example, certain skills (I'm looking at you Craft and Profession) enabled a player to feel like his character had some sort of grounding in the "real world" of the campaign. Odds were good that you never made a Craft or Profession check in your game, but having ranks in that skill made you feel connected to your character's background. In 4th Edition, those skills are gone. Why? Because we feel like a character's statistics don't represent the absolute truth of a character's story. That's right -- one of the reasons those skills (and other such elements from other editions) are gone is that we felt they hindered roleplaying.
This elicited some "Hear! Hear!"-style posts from gaming blogs:
- The Day After Ragnarok
- A Savage Setting by Kenneth Hite
- Atomic Overmind Press
- 128 pages
- MSRP: $19.95
- Web: http://www.atomicovermind.com
- Buy it from Amazon.com
- Want more? Check out Nuketown's Week After Ragnarok feature.
My gaming group's making a concerted effort to attend MEPACon this fall. The northeastern Pennsylvania game convention is being held November 13-15 in Scranton, PA (exactly where hasn't been determined yet).
We decided to attend in force while we were at Origins, and it occured to us (well, first Bob, then the rest of us) that MepaCon was an awesome opportunity to run the games we always want to play, but never get a chance. Possible events being kicked around the group right now include a Justice Society of America superheroes game, Stargate SG-1 and G.I. Joe (all powered by Mutants & Masterminds). On the board and card game front, we're looking at Space Hulk, Race for the Galaxy, and Risk 2210.
One of my favorite parts of hitting the big gaming conventions is spending a few hours (or rather, a few days) browsing and shopping in the exhibit hall. Origins 2009 was no different, and while I'm happy to say I didn't break the bank, I did come back with a goodly pile of product purchased at the show.
I didn't go into the show expecting to pick up any Savage Worlds books, as our Weird Pulp campaign never really got off the ground, and we haven't played the game in months. But then I went to the Studio 2 booth, and found the brand new Fantasy Companion supplement for Savage Worlds. Published in the same folio format as the Savage Worlds: Explorers Edition, this book repackages the fantasy species information from the previous hardcover release of the game and folds in a bunch of edges, magic items, and monsters from the various fantasy toolkit PDFs.
I like PDFs, but I'd been hoping that Pinnacle would release the toolkits in a dead tree edition. when I saw the Fantasy Companion on the shelf, I instantly picked it up.