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

Friday, September 09, 2011

Hex Mapping Part 14: What do I See?

Whether you’ve opted to be a traditionalist and allow your players a few levels in the dungeon, or just decided to throw them straight into a hex crawl, eventually you’re going to have to deal with what, exactly, is in these hexes that we’ve mapped out. Six-mile hexes made sense in terms of long distance travel. In terms of what someone standing on the ground can see, however, they are absolutely absurd.

Our hex map is a gross abstraction. This is where you see the greatest divergence between a hex crawl and a traditional West Marches campaign. In a West Marches map it’s very important to mark minute details of the terrain since that is how the PCs are going to navigate across it. It’s very much a matter of moving from the river to the old, twisted oak, past the toppled menhir towards the ragged ridge.

Hex crawling is not like this at all. The basic unit of time measurement in hex-crawling is not the round or the minute or even the hour, but the day. The scale is not about searching for lost children or combing through forests to find a hidden shrine. It is more on par with the movements of armies, the interactions of nations, and the journeys of explorers.

Your hex map is a tool for improvisation but it cannot answer the question, “What do we see?” It can help you answer that question, and that’s exactly what it’s for. But it’s only a help. The DM of a hex crawl needs to be ready to fill in the fine details from the gross generalizations.

So what can be in a six-mile hex? Doc Rotwang turned to his own neighborhood to answer what could be found in a one-mile hex. I’m going to turn to history for my example. Specifically, what existed in Sherwood Forest?

We have a fairly good idea of the boundaries of Sherwood Forest because the term “forest” was more legal than botanical in medieval England. Using the 1232 borders (unfortunately many years after the death of King John, and so probably after the notorious banditry that would’ve inspired the legend of Robin Hood) we can see that it was roughly 6 miles wide and 24 miles north-to-south. This makes it almost perfectly fit four of our 6-mile hexes stacked atop each other. And what could a traveler in 13th century England expect to find in Sherwood Forest?

According to our map, the following: fourteen towns and villages, three abbeys, five hunting lodges, and three castles. Hardly a deserted and desolate place, even when not harboring a band of Merry Men.

This, then, is the other beauty of the six-mile hex. It’s literally big enough for you to put damn near anything you need in it, from a hidden bandit camp to a lost castle everyone forgot was there. The gross details we’ve plotted on our map are the things that are obvious: the large communities, the dominant terrain, that sort of thing. If you suddenly need a pond or a strange outcropping of mystical crystals, or the pillar of a cranky, misanthropic living saint, there’s more than enough room in each hex for you to include it. Suddenly dropping in a mountain with a 100-foot carving of a skull in its cliff-face might be a bit much, but short of that there’s lots of room for improvisation, the inclusion of new material (like a recently purchased adventure module), or whatever your random tables generate.

Next time, we’ll talk about more about random tables, since they’ll be your best friends when it comes to spicing up the PCs’ journeys across our hexed terrain.

Friday, August 12, 2011

Hex Mapping Part 9: Valley of the Avians

Hopping back to the eastern side of the mountain, we’ll next populate the broad, long valley south of the jungles. Starting in the far east, there’s a tower built by the orcs. It’s not as necessary as it used to be, but its primary purpose remains to guard against large forces moving through the gap between the mountains and the sea. I suppose the hidden lair of the mind flayers could be below it as well, but I haven’t really decided just where I want that to be, and it would make more sense if it was further north and west in the range, I think. At this point, there’s no need to force the issue.


Moving west up the valley, we see a village marked on the southern range. This is actually an ancient monastery that’s fallen partially into ruin. The current inhabitants are a community of kenku. Assuming the PCs can put up with their antics, they could serve as potential allies for the PCs, but knowing the way most players deal with thieving kenku, this is likely to turn into the target of a vengeful raid. ;p

Moving up (to the west in) the valley, we find a village in the plain between the mountains, alongside the river. These are orcs, captured from across the mountains and enslaved to toil here by the batfolk who live in deep caves where the town is marked on the map to the north and east of the village. (What are batfolk? Not entirely sure just yet. I’ll probably throw up stats and such next week.)

Finally, all the way up the valley is a castle. It was built by cloud giants in ancient times, but the current inhabitants are stone giants. In a massive aviary on one side of the castle they keep rocs, and they use them to raid all across the island. Most of their slaves are ankeri from the eastern side of the island, though they also have gnollish mamluks and a few hill giants among their menials.

Most of these creatures are neutral (or under the thumb of neutral monsters) and so any could conceivably serve as allies to the PCs. At the same time, none are obvious allies for the PCs. The players could easily end up antagonizing all of them which will make life very difficult, especially if they’re moving clockwise around the mountains. This is their last best chance to make powerful friends for a while.

Finally, there’s that one, single mountain south and west of the dead volcano. That was an oops on my part when I way plopping down mountains, but I left it, and I’m still tempted to do something with it. Perhaps it’s the home of reclusive, xenophobic dwarves? Again, there’s no rush to drop something in there now, but it’s certainly something to keep in mind for later.

Wednesday, February 17, 2010

Savage Worlds Review

When people of the future look back at RPGs at the turn of the century, I think Savage Worlds is going to be the game they hold up as the example of popular design choices for the time. The most surprising thing about the game (and I’m going to be talking about surprise a lot here) is how unsurprising it is. You’ve seen a lot of what’s in Savage Worlds before, and come to expect it from modern RPG design: the unified mechanic, the point-buy and skill-based character creation, the roll-plus-mods-versus-target-number. Considering the praise this game garners, I suppose I expected a bit more than was reasonable. Or maybe I shouldn’t be surprised at all; it is what people seem to want and expect in an RPG these days. I fully suspect that if you plopped someone down at a table with a pad of paper and pencil and told them to write a basic outline for a rules set in an hour’s time, most folks would come up with something that looks an awful lot like Savage Worlds.

Just so we’re clear, I’m reviewing the Explorer’s Edition based solely on a read-through here. I haven’t played the game so there are likely to be issues and benefits I’m overlooking or glossing that folks who’ve actually clocked some hours with the rules will be a lot more familiar with than me.

Right off the bat, however, Savage Worlds impresses as a gorgeous game. The paperback is done up like a journal from a pulp adventure, complete with a frayed paper graphic all along the edges of each page that make it feel like a prop from an Indiana Jones RPG. It’s printed on heavy, glossy paper in full color, and the art ranges from ok to exceptional. The beauty is more than skin deep; the layout is clean, easy to navigate and read, complete with table-of-contents and an index, plus an overview at the end of most chapters that includes a brief description of roll-modifying rules you’re likely to use frequently. The book is only 160 pages long, measures 6.5 by 9 inches, and will fit easily in a briefcase, satchel, or most purses. The fact that it retails for a measly $10 is just icing on the cake. It almost begs you to pluck it off the shelf due to its simple physical portability.

The rules themselves do have a few intriguing wrinkles. First, your stats are not numbers or even modifiers, as in most games, but dice, ranging from the lowly d4 up to the d12. If you want your character to catch a falling Ming vase and the character’s Agility is d8, you’d roll a d8, add any appropriate modifiers, and try to beat a target number. The default target number is 4. (And because your character is heroic, you also get to roll a d6, and you can take the better of the d8 or the d6.) In most situations, these dice explode, which is to say, if you roll the max roll, you roll again, adding the new die roll to the previous, and repeating if you again roll the max possible on the die. This creates some pretty odd probabilities. For instance, while the d4 is clearly limited in its range, it’s also the most likely to explode. This can actually create (admittedly rare) situations where your chances of success are higher with smaller dice.

The game also uses playing cards for initiative. This is a nice little twist that solves the perennial “whose turn is it?” problem. With everyone having their initiative card face up in front of them, anyone can tell at a glance who is up and who is next.

So far, so good, but when a game has to keep telling me that it’s “fast, furious, and fun” (they even repeat it on the spine for goodness’ sake) I start to doubt it. Especially when it does things which, in the past, have made games anything but fast and furious.

For instance, the game assumes the use of miniatures. Yes, you can play without them, but the book strongly suggests that you use them. (This was a bit of a shock for me, having gamed through the ‘90s with the White Wolfies harping constantly about how D&D is more wargame than RPG and you can tell by the emphasis on using minis.) Now I can certainly understand why. The game does not assume the PCs will be acting alone, but will often be with a group of allied NPCs fighting alongside them. This is certainly part of the pulpy tradition the game is trying to emulate (just think of the final battle of nearly any Bond flick). Minis and battlemats are a great way to keep track of where everyone is and who can do what to whom.

But with nearly all the folks I’ve played with, breaking out the minis puts everyone into wargaming mode and play really starts to drag. Folks whip out their rulers to start comparing different tactical options, and Savage Worlds lists ranges and movement rates in inches to facilitate just this sort of thing. Throw in a dice mechanic that makes figuring the probabilities of most actions extremely difficult, and you’ve got a recipe for hour-long combats. (And then, as counterpoint, you have the mini-free mass combat system. While I appreciate that they included one, I’m not too crazy about the way it reduces such struggles to a simple dice-off. Too far one way and then too far the other, in the same game!)

With all that, though, the game just oozes pulp flavor. If you want a game about two-fisted heroes from the pages of a Louis L’Amour western, Ian Fleming spy yarn, Dashiell Hammett detective story, or Sgt. Rock comic, you could do far worse than reach for Savage Worlds. I think it cares a bit too much about counting bullets and the differences between a 9 mm and a .45 to really fit with the modern genre of over-the-top action flicks, but if the movie stared Bogart or Errol Flynn, it ought to be a good match. And I like its vehicle rules enough that I'd probably use it for a Car Wars or other vehicle-heavy setting.

Otherwise, I’m rather mixed on it. On the one hand, I love me some pulpy action. On the other, I do nearly all my playing online these days, which makes the use of cards and miniatures a bit more of a hassle than I generally want to bother with. I fear the game, while intriguing in a number of respects, is likely to join Earthdawn, Alternity, and Shadowrun as books I keep for inspiration and ideas, but not the sort of thing I’m likely to play often.

Photos by wwarby and Marcin Wichary.