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"Goodbye, Jean-Luc, I'm gonna miss you. You had such potential. But then again, all good things must come to an end."
- Q, Star Trek: TNG

Savage Worlds

The Ruins of New York: Coromir

by Ken Newquist / November 10, 2009

Coromir is a modern barbarian. Born outside of Pittsburgh, as a teenager his family was slaughtered by the Black River Cult. He barely escaped the culling, and spent the next few years living on his own in the wilderness of western Pennsylvania. He swore an oath to avenge his family’s death, and when he was 19, he succeeded in finding and killing the naga behind the cult.

His desire for revenge was not sated however, and rather than return to civilization, he pledge his life to hunting abominations. His travels have taken him throughout the ruins of the United States. He has been consistently disappointed with the people he’s found there, cowardly, manipulative bastards all too eager to pay someone else to solve their problems, obsessed with returning to the Old Ways. As though technology can save them. As though a gun can help you when you’ve used up the last of your precious bullets.

He’s taken their silver and beer ... but he’s refused to live with them.

The Ruins of New York: Jules Drake

by Ken Newquist / November 9, 2009

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 Ruins of New York: Andrea Boundless

by Ken Newquist / November 9, 2009

 The Day After RagnarokThe 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.

The Week After Ragnarok

by Ken Newquist / November 8, 2009

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.

My MEPACon Fall '09 events: Star Wars, Day After Ragnorak, Risk 2210

by Ken Newquist / September 12, 2009

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.

The Secret Lair: You’ve Got Your Fantasy in My Science Fiction!

by Ken Newquist / August 24, 2009

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 ...

Role-playing Mechanics: The Third Way

by Ken Newquist / August 10, 2009

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:

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