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

Thursday, April 30, 2015

A clue by itself is as useless as a can of caviar without a can opener.

"Without something to do with that clue you just found, you might as well have a can of beluga and no can opener. " -JDS


Savage Worlds GM Hangout (On Air!): Puzzles and Traps.  I enjoyed your youtube hangout. The language was colorful. That's all Ill say about that.





You guys almost hit the nail on the head. I have two or three cents worth to add what you wrote. There was an article written back in the heyday of ENWORLD. I tried like hell to find it but no luck.  I'm going to address the last half hour of your podcast. You guys spent a lot of time debating what to do about this clue written, and what to do about it. The clue is a metaphor for anything unknown in the game, to the players and possibly to the characters. So what do you do about it. 

Sherlock Holmes actor Edward Hardwicke, who played Dr. John Watson opposite Jeremy Brett on television in the 1980s and '90s, has died of cancer at age 78


There's one obvious scenario here that ill get out of the way first. If its a clue that no one has a way of discovering either because they don't have the expertise in general or they don't have a skill: you do what we did back in the *day* and that is, visit the EXPERT. That's all. We aren't talking a trap here, we are talking puzzle. What if you cant visit the expert? well then, your dm has made a mistake because there's nothing worse than throwing in a wall that can be pushed or gone around. Now that that's out of the way, I'm going to return to the original topic and that is here's a clue,  you should have the smarts to figure it out, but what for what ever reason, you and your party CANT.
Easy solution... fudge a roll. blah blah gimme an int roll... that's not going to cut it because it becomes anti-climactic.

I wish to hell I could find this article because it answers the big question here, what do you do with the clue that you don't understand, or couldn't find, the meaning of or better yet, it doesn't attach to anything else you know in the storyline and there's no way to find out.

ok? the answer is:  1)group your clues. Don't make one single clue.  2) Place the clues in obvious places. Place the clues in areas that they can always find them.

Remember: your players never do what you expect them to do? How many times have you been through that?

1) and 2) can be illustrated by the following. group your clues. Let's look at Mycroft's less apt brother: Sherlock, A genius at arranging clues.

  • "Look Watson, the thief started here, in this mud puddle, walked across the grass, and then opened that window." pointing at an open window. 
  • "That's brilliant Sherlock, how did you gather that?"   
  • "Its obvious Watson the clues are grouped in this area. Note, the foot print in the mud, the blades of grass crumpled, the obvious muddy foot print on the sill..."   
  • "By gosh Holmes you make it seem so easy..."

But as a DM it's really not easy, but its very doable. So how do you group your clues? and why?  ok.  first we will do a local example and then we can do a larger area.   A sir cote with blood. A desk drawer open.  a curtain pushed aside with blood.   a bit of hair on the desk. 

First the WHY. Why? that's elementary.  If the player misses one clue, then you can hit him over the head with another clue. If he missed the bloodied sir cote, then he can find the red hair that matches Ms Strongholts red wig that you saw her wearing at the market.
Now the grouping, question. What to group? That depends on what aspect you want to group with. What do you need to tell the group.  I run lots of pulp. When I group clues I make sure to put them in a place that the players can find with in 3 or 4 minutes of real wall time. From running countless mysteries. I can tell you the easiest and most exciting mysteries have been when the group feels they can figure out the clues, traps, them selves with out too much dm help....

Because with too much DM help they haven't accomplished anything. and doesn't help your players feel heroic and... if its run that way you might as well be running a 2 hour champions combat game.   I hope that gives you a real sense of clues,

Take the same approach to traps that you take with puzzles and mysteries.  Sure its great to be able to open a lock with a TN 4 and a fish bone from your corset, but think how much fun you could have with a series of traps and puzzles that are built from the blood and the brilliance of the villain they are trying to lay out.

If you plan to do a savage hangout on mysteries make sure you let me know. Id love to watch.

= = = = = = = = = = = =
"Any person whose character traits all fall in the center, midway between the extremes, is considered wise." - RAMBAM;     

"Do not go gentle into that good night, Old age should burn and rave at close of day; Rage, rage against the dying of the light." -Dylan Thomas.   "These two thoughts are not mutually exclusive" -JDS

Wednesday, April 22, 2015

Black Lotus Pt3: The adventures, and the Ghost that BLED


From the look and feel of gangsters to the sterile (or unsterile) feel of Superscience technology. It's an Evil tech to make Super solders. But thats not all, its a failed experiment.



Adventures of the Black Lotus Pt3

Art Credit: Quiet Among the Stars by http://doommetal101.deviantart.com/

Appetizer: Adventures of the Black Lotus is a sandbox sci-fi based campaign on traveler ships and character construction.

Today Dish:  I suffer from Genre flip. I like running a game run a few scenarios, then get tired of genre because it isn't delivering my content and then *poof*, I change to a new genre to deliver the content as intended. What the heck am I talking about?

Multi-genre adventuring.


My life has been very interesting, fulfilling and like most people horrifying at times. But most of us survive and manage the horrors into little quips and laff them off. One of the things that appeals to the horror genre fan is the rush of "oh my, something is going to kill me!" and off they run laffing along the way.  The success of the horror gen continues in popularity, though it has been slipping down the slope with such notables as Saw and imitators. That's a personal beef.


 So I like horror. Horror stretches the imagination. The unpredictable things that defy logic and reality, tickle me. Playing the Joker at a Gencon run was one of the most fun IVe ever had and really, thats what RP should be about. This week the GM allowed me to play Black Harlequin, a joker clone. You think its easy being Madd for 3 hours? you try it, tell me how it works out for you. Im on the 'edge', its probably the skeletons in the attick... ill get back to you on that.


Horror week after week looses something. And thats what happens. Time for the Genre FLIP!


 

 Now its sci-fi soldiers versus what?  This week its, hum. Gangsters! The game revealed that the Gangsters were paid off by ... by... hummm.... Corporates.  Evil Corps.     Evil Corporates that also happen to invest in. super science. 

From the look and feel of gangsters to the sterile (or unsterile) feel of Superscience technology. It's an Evil tech to make Super solders. But thats not all, its a failed experiment.



Genre FLIP! 

Again Genre FLIP! : The main ingredients for the experiment are found on a fringeworthy border planet soaked in the Oil of Old West, accompanied by the smell of leather gloves and parched desert.

Old west, Robot spiders, itszy bitzy spiders, and the ghost of a long dead indian brave.
During that game the played negotiation game with fringe worlders, gaind the confidence, gained news, and wheeled and dealed to get the thing they needed... The price was decent. They took care of 2 problems for locals including shutting down an underground abandoned lab (robot spiders had taken over the mine),



The only thing missing is monsters and magic. Who says?  The purest form of magic is manipulating the unknown.  The last part of that western world adventure involved sacred Indian burial grounds, and the proving of a young brave.  Unfortunately that worlds training simulator had gone awry.  Shutting down the simulator was very very dangerous. According to the characters, rationalize as they tried, there was absolutely no logical explanation as to why they saw a Ghost that BLED... 

Your game never has to be boring. My scenarios straddle the comfort of your living room and the boarders of the unknown. Frankly Genre Flip satisfies all my GM'ing urges.

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