Archive for the ‘House Rules’ Category

Savage Worlds Moonlighting Downtime Mechanics

Some games get pretty ridiculous, with characters going from farmers to gods in a matter of in-game months. Sometimes, for various reasons, you want to have a few weeks of in-game downtime between or during sessions. Apocalypse World has a great mechanic for this and I’ve altered it to make a Savage Worlds version that we’re now using in my 1-on-1 city-based home game. I’ll present the mechanics, then a little explanation on the design.

Moonlighting

Whenever there’s a stretch of downtime in play, or between sessions, choose a number of gigs to work. Choose no more than the number of dice you have in Smarts. Describe a gig then roll your wild die and the relevant skill, like Fighting for protection gigs, Stealth for picking pockets, or Investigation for academic research.

  • On a raise, you get profit from the gig you chose; if you get multiple raises that means exceptional success, perhaps extra pay, recognition or connections.
  • On a success, you get profit but with some complication (or failure but you got out of it clean: no profit, no fallout, no hard feelings).
  • On a failure, you failed the gig and suffer some fallout, like lingering wounds from a protection gig gone wrong, fines or jail time for criminal activities, and maybe someone is mad at you.
  • On snake eyes, double ones, you can’t roll for any more gigs this session and your failure was a fiasco: someone is definitely mad at you, you’ve probably lost something you care about, and the trouble is immediate.

The GM should discuss any profit, complications or fallout with you. If you didn’t roll snake eyes, you can now roll again for any remaining gigs.

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Australiana Apocalyptica

A few weeks ago I started up a solo game of Apocalypse World with my wife. We liked it but decided we wanted something different for a solo game and would wait for another month or two to play Apocalypse World with our main group once we’re done with Prime Time Adventures. This post has some custom moves that we were planning to use and probably still will – feel free to do whatever you like with them. I’ve also written up some brief setting details for an Australian apocalypse.

Savage Worlds with Aspects

In the Demonsea campaign I’m running for my wife, we’re using Savage Worlds. It’s a great system, and one of my new favourites. I like the Hindrances and Edges, but we found that choice there can sometimes be a bit limited and the ones my wife had picked for her character ended up not being very relevant. I know we could have changed them or made up our own, but that didn’t really excite us.

Instead, when we went to advance her character again we decided to try ditching Hindrances and Edges and incorporating Aspects, from FATE-based games like Spirit of the Century and The Dresden Files RPG. Now, I know this may be blasphemy to some, but we wanted to give it a shot. I’ve read a lot about SotC and DRPG, but haven’t yet had the chance to run either, so this was also like a test-run for using Aspects.

If you’d like an offline copy of these house rules, you can download a PDF here.

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Pyres of Vam is run by Mockingbard and his alter-ego(maniac) Vam. It focuses on tabletop roleplaying but you'll find other things here too.

Mockingbard loves roleplaying, worldbuilding and stories. He posts setting ideas, session recaps, gamemastery tips and the like for fun, for himself and to get his creativity on.

Vam posts from the villain's point of view: debunking monster myths, providing adventure ideas for villains, and helping fellow villains and dastardly GMs deck out their lairs and complicate the lives of filthy adventurers.

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