So I’ve been tinkering with initiative for my 5e games. So far my players have liked the variant I tweaked from Mike Mearls. But there are some rough spots with it. A big issue is players still losing actions due to their planned targets getting wiped out, essentially cancelling their action if they were just going to make an attack.
Another more critical issue is that there is so much in 5e based on the structure of movement plus an action in the game. If you stop using it, certain abilities and feats become useless or need some severe houserules to make them work. Another small point is that having that initiative bonus gets lost.
I picked up the Genesys RPG which is a more narrative based system, and one thing that stood out for me was how they handled initiative. I loved it and immediately scooped it up for my game. It’s structured but gives a little room for players to have some agency over when they act for the turn.
- Players and the DM determine initiative order as per 5E rules.
- Instead of a specific player, the initiative results indicate which side can act (either players or monsters).
- When it is a side’s ‘turn’, any player, creature, or group of monsters can act.
- A player or monster can only act once per round, but chooses when to take their action in the initiative order.
- Monsters should be broken up into groups of 3-5 and have multiple initiative rolls. NPCs also contribute an initiative roll. Solo monsters may potentially have one additional initiative roll.
To determine initiative for a combat I fell back to each player rolling on a d20 as per 5e rules. I break up the opposition into groups rolling for every 3-5 creatures, and add 1 additional roll if I have an NPC of note in the battle. Once initiative order is set, each character can take one action per round of battle. However the order is totally up to the players provided it’s their side’s ‘turn’ to act.
If I have multiple opponents, each monster can act only once during the turn. Further I try to break up the actions so that only part of the group activates when they are supposed to. I’ll roll twice for those 5 orcs, but up to 3 will act when it’s their turn. The other 2 will act when their turn rolls around later during the round.
Everyone loves this. It fits in well with the 5e rules. However it gives them the freedom to switch around the party order from round to round. If a cleric needs to get off a critical heal or buff before the barbarian makes a huge attack, they have the chance to do it. Players can coordinate their actions more this way. Another small bonus is that super high dex player can help the party get an action or two off before the monsters do each turn (provided they get a high initiative roll).
The downside is you do that that occasional battle where the monsters might get that alpha strike, being able to take all their actions first before the players due to poor initiative rolls. But the PCs in turn can tweak with the order of their actions, making what they feel are their best tactical choices deciding who goes when. So far it’s been a huge hit at the table and I feel a decent compromise to allow for some free form order of actions during the turn, but also fall within that move-plus-action economy that 5e utilizes.
I’m a fan of Savage Worlds and always liked the card initiative system they used. Every new round of combat everyone draws a card and then act based on the suit and value of their card. It makes for a dynamic turn and some unpredictability when everyone acts. Best of all if you flub your draw, you aren’t stuck for the entire battle going last.
Mearls was playing around with an idea of doing something similar. However you’d roll dice and your planned action would also influence the type of die you roll. Initiative starts and 1 and goes up. Lined up a shot and ready to fire off an arrow? Roll a d4. Locked in melee and ready to swing? Roll a d6. If you have to move and engage an enemy, you are rolling additional dice to add to your total.
This way relatively quick actions like firing a bow or swinging a mace will probably roll low, but more intricate actions and those combined with movement take more time and are more likely to act later in the round. This isn’t necessarily the case however and a player (or monster) might still luck out and roll very low. But like drawing cards in Savage Worlds, if you tank a roll you aren’t stuck for the entire battle taking your action last.
Another thing I like about this is that players can plan out some, thinking about their actions and adding a little strategy to the battle. The more simplistic the action, the more likely you can act before the opposition. Trying to run around doing backflips and taking bonus actions are possible, but also mean you’ll likely act later in the round.
I borrowed some ideas from Mike Coleville having larger, more damaging weapons use a higher-faced die. I also split up spells so that higher level spells used a larger die to determine initiative. Cantrips were slower action spells compared to melee and ranged strikes, but could still be fired off faster than casting prepared spells.
The pickle with this system is that you can get a blown turn where the opponent you were going to attack becomes a casualty from another player. Effectively this would cancel your action for the round if planning on just making an attack. I decided that if your planned action gets cancelled due to no longer having a valid target, the player could always make a movement action allowing them to set up for the next round.
I am still struggling some with figuring out how the opposition uses this. Commonly I just roll a d8 or a d10, allowing the players to have more chances to act before them. It works out some as there are those rounds where most of the party gets to act before the monsters. While there are also those occasional turns where I luck out rolling a 1 and having all the baddies attack first for the round.
So far my players like this. Most cut their RPG teeth on Savage Worlds and not getting stuck with a single initiative roll for an entire combat is something they appreciate. There are still some kinks though and having essentially wasted actions (especially those making melee attacks) is something I found players occasionally grouse over. Another issue is there are feats and abilities that revolve around rolling for initiative, and players dumping into a high dex so that they can get that initiative bonus lose out some. I might tweak with allowing a single reroll per battle for every +4 initiative bonus. Regardless it seems to be a hit so far and you can find my tweaks for an alternate 5E initiative system in the downloads section.
Picked up Tomb of Annihilation and eager to get my group into the adventure. It really looks fun. One thing stood out for me though was that a decent chunk of the game is a hex crawl. I wanted to dabble some in exploration of the island, but didn’t want the hex-by-hex movement the book suggested. Instead I wanted to farm out the overland travel system I used for Savage Worlds.
It’s an abstract system using milestones and marking provision levels using markers. The journey to a location is divided up into milestones, where each milestone reduces the levels of supplies one by one. If players reach a milestone and are out of provisions they suffer fatigue.
Random encounters and challenges are based on drawing cards. If a face card is drawn, something happens with the suit dictating what event occurs. They can range from getting lost, losing supplies, to even encounters with creatures. I tweaked it some to make it more friendly for 5E D&D.
Nearly all of the obstacles and challenges players will face require group checks. One pickle of course, especially dealing with rations, is there are magical items and spells that would likely counter any effects of obstacles during travel. To take these spells and equipment into account, players get advantage on checks that they make if they use (or have access to) such abilities.
I stumbled across a player friendly map version of a Chult which I like far more than the default blank hex map in the module. In addition for exploring the jungles of Chult, I had some additional rules…
Speed of Travel: For each milestone players should determine their speed. Normal speeds will cover 10 miles per day (a single hex), while traveling by canoe allow for 20 miles per day (2 hexes). The DM should determine the total distance traveled for a single milestone of the trip and decide what likely terrain types will be common for potential events during the trip.
If traveling at a slow pace, roll a d12. A roll of 12 results in the group being able to make up the distance traveled as if they were moving at a normal pace. Otherwise the pace is much slower and the total distance expected to travel for the milestone is halved. There is a bonus of +4 to any checks however as the slow pace allows the group to be better prepared to overcome any challenges.
If travelling at a fast pace the party will travel 1 and ½ times the total distance they normally would cover traveling at a normal pace to reach a milestone. Any checks made during the trip are at a disadvantage. Note this means traveling at a fast pace will cancel any advantage players get due to spells, abilities, magic items, or special equipment for ability checks.
Guides: The guides are a fairly critical part of the initial adventure and I wanted to have them serve some importance here. If a Hearts suit is drawn as an event, the guide makes a difficult Wisdom check (DC 15). If successful they can allow up to two players to make their Wisdom check with advantage to avoid getting lost.
Gear and Equipment: Some equipment like rain catchers can allow players to supplement the provisions they carry. These items will allow players to have advantage on certain checks.
Terrain types: The jungles of Chult are exceedingly difficult to travel and navigate. The region is hot and humid, making one consume far more water than journeys through other lands. The high canopy of trees and foliage make conditions of the jungle almost similar to that of the Underdark. Combined with the dark jungles is hilly terrain crisscrossed with narrow streams, and lack of unique landmarks and direct sunlight make orienteering difficult. Additionally, some regions covered with swampy water attract even more aggressive wildlife. These conditions and lands alter the resolution of events seen in typical overland travel. The normal rules for travel are used however some events may have a greater chance of occurring.
Undead Territory: Areas of lesser and greater Undead Territory are more likely to have a chance to encounter undead. A draw of Spades (2-Ace) indicates that the players have stumbled into an encounter. This is regardless of the terrain type.
Jungle: Deep jungle terrain not broken up by river or coastline is hard to navigate and the rough ground and heat make it more likely provisions will be consumed faster. The jungle also is a refuge for all manners of creatures. A draw of Clubs (8-Ace) means that players may lose one rank of provisions. A draw of Hearts (5-Ace) indicates that the group might become lost and add another milestone to their journey. A draw of Spades (8-Ace) results in a random encounter for the party.
Swamp: The additional water in this terrain makes it more hospitable to wildlife and the fetid marches can be a source for disease. A draw of Spades (5-Ace) results in a random encounter for the party. A draw of Clubs (5-Ace) means that players may lose one rank of provisions.
An example of a travel milestone– A group decides to head south through the jungle of Chult to explore unknown regions and then return to Port Nyanzaru. The DM decides this will take a total of 4 milestones. Two to travel a certain distance out into unexplored land and 2 milestones returning to civilization. They are prepared and have a full complement of rations and water, so they are at the Stocked provision rank and also are taking canoes with them. The DM decides that for the first milestone the group will travel for 7 days, and the group tells the DM they will attempt this first leg of the journey at a normal pace. Note if the players were trying to reach a specific location, the DM would still say the trip would require 4 milestones (2 to reach the destination and 2 to return to Port Nyanzaru), but the actual number of days per milestone could be greater, or less, depending on the map distance.
Looking over the map, the party decides plots a course that will try to take advantage of a nearby river. The group will try to travel 4 hexes (40 miles) in 4 days through the jungle. On the final 3 days they can cover another 6 hexes (60 miles) by canoe rapidly navigating through a great river. This might change however depending on what events transpire during the first part of the journey. The DM expects that at the end of the first milestone the party will have traveled 10 hexes at most.
The DM decides for this initial milestone the party will have three potential challenges. Two will certainly occur when travelling in the jungle, while the third might take place as the group is on the river (or still occur in the jungle depending on what happens). A player draws one card getting a 2 of Spades indicating no major event happens during the first leg of the trip.
A second card is drawn indicating a 7 of Hearts. The group might possibly become lost. They have a guide and a Wisdom check (DC 15) is made for the NPC which fails. This means even the guide is turned around and cannot help the players get through the thick jungle (not allowing the players to make any checks at advantage). The DM decides that a medium DC Wisdom (Survival) is appropriate. One player is a Ranger with the Forest as their favored terrain, and another has a magical compass. The DM allows both of these players to make ability checks with advantage.
Despite this help, most of the party fails their Wisdom (Survival) checks. The entire journey will take another milestone. The DM decides that the players still keep on track direction-wise, but get turned around some or make a bad choice trying to go a certain path leading to an impassable area, adding time to the overall trip. Instead of taking 4 days to travel 40 miles, the party takes 6 days to travel the same distance.
The last check for this milestone the DM decides will be on the river for one additional day of travel. The players have made it through the jungle and are now seeing what event might unfold as they travel by canoe. An ace of Clubs is drawn. Players make another medium DC Wisdom (Survival) group check to determine if they manage to utilize their rations effectively. Again most of the group fails their checks. The DM describes a large portion of food and fresh water is lost as a canoe capsizes. The group loses one rank of provisions and are now at a High rank.
At the end of the first milestone, provisions decrease another rank with the party supplies at a Sufficient rank. At the end of 7 days, the group has traveled 6 hexes. Forty miles through jungle and another 20 miles along the river. As time was lost and another milestone added to the journey, they didn’t travel as far as expected. This is a little open ended as they are not trying to reach a specific destination but rather poke around in unexplored territory. However now the group has a difficult choice.
They can press further, but due to early difficulty navigating through the jungles they’ve severely cut down the territory they can explore. If they were trying to reach a specific location they would have an additional milestone to their journey. They could cut their losses and spend another milestone to return back to Port Nyanzaru, or push on and see if they can get some luck. If they choose to travel further, they can hope when low on provisions they are able to forage enough from the countryside to supplement dwindling supplies.
I’ve used this system with great success in my Savage Worlds games. I like it as it keeps everyone engaged and contributing to the success (or failure) of the group. For 5E I’d consider not allowing automatic successes due to spells and abilities but instead offer advantage on checks. I’d also consider using the ability checks as suggestions and feel free to allow players to pitch the use of other ability checks if they can effectively describe their actions. Strength (Athletics) and Constitution checks might be alternates depending on the conditions and situations the players are tackling.I hope folks find some use for this in their games.
A long while back I swore off picking up RPGs I’d never play. I was buying rules pretty much to just have them, rather than buying stuff I’d run. So I decided to focus on picking up RPGs and books that would likely hit the table rather than take up space on the shelf.
Sadly 5E was one of those games that would fall to the wayside. I was (and still am) playing Savage Worlds regularly. My players like it as we can shift genres and still keep the core rules the same, making it an easier experience for everyone. I ended up just getting the 5E starter set. Honestly, for the price there’s no reason not to especially as the core rules are available as free PDFs too.
But after a while I started to get that itch. We’ve been at our sci-fi Savage Worlds game for a while now. I think everyone is ready to wrap it up and try something new. I had been reading through the Lost Mines of Phandelver and dangled the idea of playing DnD to them. Everyone took the bait.
They dug the Savage Worlds Dark Sun game we did. Most were really eager to get back into fantasy and the others were just keen to get out of sci-fi for a bit. We’ll likely be finishing up the current campaign and trade off between both systems for a while as we make that transition over to 5E.
We’ll be having our session 0 soon. Folks are excited to roll up their characters. I think I’ll just stick with published stuff for now in a generic setting. If things get moving and it really takes off, I’ll likely start another campaign and set it up properly in Forgotten Realms. Either way, it’ll be fun to finally give 5E a real shot around the table.
As I ran my Savage Worlds Dark Sun game for a while, I really wanted to flesh out the world some. I opted to tinker with a lot of stuff including the notion of days, weeks, and months in a year. So I ended up changing quite a bit to fit what I wanted Athas to be.
One particular idea I enjoyed was that metal was rare and ceramic coins were used exclusively in city states. However if anyone follows my blog, they’ll realize I dumped keeping track of coins and stuck with abstract tallies of wealth being shares of treasure instead. It’s worked well for me, but I still needed some general yardstick of the value of currency for players.
If they found a haul of coins, how much would hirelings cost? If they needed to hire caravan guards or craftsmen to build something, what would be a fair price? So I decided to whip up some background information on typical wages in Athas.
Wages in Dark Sun
Wages in Athas are loosely based on the piece standard (or silver standard for free folk outside the city states). For a 10 day week’s labor, a wage of one piece or one silver is earned. Most of that wage will go towards housing, meals, and water, allowing a laborer to have 2 or 3 bits (2-3 copper) pocket money for additional goods. While not earning a wage, slaves also would cost their owners approximately one piece per week.
Free citizens and craftsmen earn 2 to 10 pieces a week. Even though most laborers have wages twice that of a lowly slave, they still need to live somewhat frugally. Nonetheless they can eventually acquire some extra pieces each month, allowing for some luxuries. Most bodyguards and thugs will also take a wage of 5 pieces a week, while professional soldiers commonly get wages of 8 to 10 pieces per week. Although it might be expected these are low wages for such dangerous work, life is brutal and hard in Athas. Most able bodied warriors are willing to take a low wage if it avoids the alternative of toiling away as a day laborer (or even worse as a slave).
The more upper echelons of society ‘earn’ wages of 20 to 50 pieces weekly. This varies from wealthier merchants and low ranking nobles, up to more powerful merchant house leaders and highborn nobles. At this income, it is expected that even the most modest noble houses will have have at least 2 to 3 servants. However, commonly most of the upper society requires an income of roughly 15 pieces a week to keep up with household expenses. While they live quite comfortably, they likely do not have an exceedingly opulent lifestyle. The truly extravagant nobles would spend three to four times that amount weekly and be typical of a great lord or high ranking Templar.
Although Athas generally accepts a wage of one piece per week, this is commonly used as a yardstick for determining a fair wage for free citizens. Labor is cheap in Athas and most foremen will strive a hard bargain for that uncommon laborer being paid wages. Instead they will be offered 7 to 8 bits a week, as much as it would cost to have a slave to do the work instead.
In Tyr, this disparity in views on what is a fair wage has been coming to a head. As Tyr has thrown off the mantle of slavery, many of the newly freed citizens are calling for a two piece wage. This 2 pieces movement is exceedingly popular among the poor and low status populace. They feel this is a wage enjoyed by free citizens in the past and should be applied to all.
Many trade leaders and crafts guild leaders are countering with making one piece a true wage standard in Tyr, ensuring that all laborers and unskilled workers get this wage each week. The more shrewd merchants and nobles hope that this is popular enough among the third of Athas laborers now getting 7 or 8 bits per week, that they will agree with this compromise. Currently the 2 piece movement leaders and various head merchants and nobles are in fierce negotiations on what the wage standard in Tyr should be. Eventually, the rebellion King Tithian will have to make some official decree on the matter.
I’ve got a player eager to take the helm running a D&D game periodically. I’m super excited to see them flip to the other side of the screen and be a DM. They freely admitted struggling some with thinking up an appropriate way to kick off the game, and the decision to dabble in making up their own world or run something pre-made. They also wanted to know if I had any advice. So I pointed them over to Running the Game, a YouTube series about being a DM.
It’s done by Matthew Colville, a writer that also works in the video game industry. The videos he creates run between 15 to 30 minutes and commonly cover a specific RPG topic. Some address a specific issue most DMs will face at the table or when planning out their session. He also has a series that covers his own game more in detail and the problems he occasionally has when playing.
Now a big caveat with the advice is that what he will regularly state the tidbits he throws out are his opinions and how he likes to run his own games. Your mileage might vary with his advice, and he’ll freely admit his approach might not be for everyone. Another point is that much of the series is about running D&D. I think if you were a GM for other game systems a lot of his advice would still be great but you are going to get some chunks of content not quite applicable to a non-D&D game.
This last point touches on a few episodes. One is related to the Deck of Many things (which dragged some for me), and if not playing D&D or including that magic item in your campaign, much of the video will be not helpful. However you might pick up some interesting tips and ideas handling a similar powerful, legendary magical item in your own game. The concept of using a few props to spice up your game is great and I particularly like the idea of a little sleight of hand to make players think they have full agency (when in reality you are guiding events some).
Another ding with the video series is the speed that Matthew speaks. He talks fast. You might want to slow down the playback speed at little. I think especially if English wasn’t your mother tongue you’d have a hard time keeping up. I enjoy his rapid fire dialog and find it engaging and quippish, but keep in mind he speaks at a fair clip.
But these are quibbles. You’ll find his videos a great resource. I especially like that he also talks about things that fall flat at his table. We tend to just spout off the things that work in our sessions and not dwell on the times when things just didn’t work. I agree with his opinion that sharing stuff that failed can also serve as helpful advice.
In the end you have a fantastic introduction to being a DM. Seriously, for the uninitiated wanting to sit down and try their hand at running a game, this is a great series. The first four are especially solid tutorials for DMing your initial adventure. There really are some golden tips covered in them. It’s such a helpful and entertaining bunch of tutorials. I really can’t recommend it enough to new DMs, and if you’re a bit long in the tooth as a GM, give a few videos a watch. You’ll either be nodding your head in agreement or picking up a few good ideas for your own game.
For a long time I had Expeditions of Amazing Adventure going which was a series of posts on some manner of a location or culture that could serve as a springboard for an adventure. Primarily my inspiration was a picture and I’d whip up some fantasy locale and occasionally throw in some adventure hooks. It was all very general and my original focus was for 4E D&D.
That series of posts grew and eventually I had a ton of posts. So much so I compiled them into their own section. But it sort of lingered in my brain to do something more with it. I rolled around the idea of maybe compiling them together in a campaign setting.
For my 4E game I ended up making my own setting thrown onto a map from Warhammer. Mixing in the points of light setting along with tweaks I made (using the map as fodder for names), I ended up with Terrene. For well over a year, it was home to my players for our 4E campaign.
I stopped playing 4E and drifted over to Savage Worlds, but the thought of revisiting Terrene was still there. So I looked over at my expeditions blog posts and decided to write them up as part of a generic fantasy setting for the world of Terrene. Adding a sparse bit of rules and some twists to the SW Fantasy Companion, I ended up with a pretty open setting with a few key points:
Few new rules and edges – There are a smattering of new things in the setting. I pretty much wanted to keep it a vanilla setting easily sticking with the SWD and Fantasy Companion books. I have a new race, a new humanoid monster type, and sprinkled in a default skill choice for all of the races.
Portal gates – One quick means of getting around would be through portal gates that allowed instantaneous transportation, but at the same time it is unreliable. Maybe players will land at their intended destination, or maybe not. I think this helps facilitate grand adventures. If the players want to take off to the frigid north or steaming jungles, they have the means to do so and not get mired down in spending weeks or months on the road.
However the travel comes at a cost. Maybe you’ll end up where you want and maybe you’ll end up stuck deep underground in the middle of some lost city. I dig that and it can make for some fun adventures. The portal gates open doors for adventure, not close them off.
No one major power – The Empire exists but there are lots of other kingdoms. The Empire is not necessarily a force of good either. Many leaders, nobles, and lords have selfish interests. This allows for players to be heroes in the world, or be able to serve as mercenaries to the highest bidder if they wish.
There is also some room to play off other powers, be in wars, or take part in espionage if players want. Competing regions means there’s some room for players to have some fun working for different kingdoms, or potentially carve out their own fiefdom.
Long history and fallen cultures – The Pomdarians that are somewhat of a mystery. They are this ancient race of lizard folk that had an immense empire and then overnight they disappeared. What happened to them? There was the entire continent of Alondarra that sank to the bottom of the ocean. What became of them? Over thousands of years many races reached epochs and declined, leaving a wake of ruins and treasure to be found. That makes for some interesting stuff to base adventures on.
So you can find Terrene and a basic map in the downloads section. Admittedly a lot of the the location names are awful. I hobbled myself originally sticking with some goofy alliteration for the expedition posts, but they are serviceable (and certain folks will be changing them). However I hope folks find some useful stuff here for their games.
So my sci-fi Savage Worlds game is chugging along. Generally it’s a big sandbox game. The players are flying around in the Scalawag and seeing what trouble they can get into. I employ a sci-fi version of a job board. Each system they jump into they have a few options on employment opportunities. For my game I scooped up the idea of Traveller’s FTL travel. You jump so many parsecs and it takes about a week in this alternate space, regardless of the actual distance traveled. In effect is this age of sail feel for the game, allowing players to potentially run from the law or bounty hunters (and making pursuits after baddies all that more aggravating).
I also fell in love with an idea from Traveller Patrons books. Essentially when the PCs get a patron, after making the initial meet and accepting a job, the GM rolls a d6. While the typical results mean that opposition or the expected situation is what the patron described, there is a chance things could be far more difficult, or that the entire situation is not what it initially seems. I loved this concept as I’m certain I tend to telegraph any secret intentions from NPCs. Not to mention this sort of mirrors events in real life. Sometimes things are a lot easier than expected and sometimes well… sh%t happens and everything goes pear shaped.
A fan made supplement I’ve long gushed over, Savage Space, has a great adventure generator. But I wanted to tweak it some. I expanded the potential outcomes and settled on a series of 8 x 8 tables. As a GM you roll two different colored d8 to represent the rows and columns of the tables. In general an adventure framework is:
Players must [Do][Something] at [Location] against [Opposition].
So I have a series of tables for the Do, Opposition, Something, etc. As a twist, sometimes the players might have to go through some hoops to complete an adventure. Success or failure from previous adventures might impact future tasks, so I created another chart to mimic that. This would also potentially throw in complications to the adventure. To add some structure, certain types of adventures would utilize particular types of side missions, and additional charts I whipped up reflect that.
The end result you can find in my downloads section. This adventure generator isn’t perfect and sometimes you get some wacky combinations that need to be reworked some. However I’ve been surprised how flexible it is. It really has become a great way to spark adventure ideas and a helpful tool for creating a foundation for a potential mission. Hope folks find some use for it in their games.
Quite a while back I talked about some of the fan made settings I liked. One was a great classic space opera ruleset called, Savage Space. There were some really cool ideas in that one, and I latched onto it and used Savage Space to port over to a some other conversions I whipped up.
Savage Worlds doesn’t get saddled down with a lot of different skills. However occasionally you get a few that sort of overlap, or mushroom into a ton of different options that just don’t really amount to much practical differentiation in actual play. The Investigation and Streetwise skill come to mind. Yes there is a difference in how the skills are applied and how they are supposed to work in specific situations. However I can see some players making an argument that either could be applicable to particular challenges.
One that certainly stood out to me was the swimming and climbing skills. A ways back I was working on a Traveller hack using Savage Worlds and ran into this skill problem with swimming and climbing. Traveller uses Athletics as a catch all skill for tests of physical activity. You were never penalized for not having it, and could always test against strength, dexterity, or endurance if needed. But a good way to show you had all round physical prowess were skill levels in Athletics.
While digging through Savage Space, I saw the writer picked up on the same vibe. Climbing and swimming were not skills in that setting. Instead a uniform skill called Athletics was used. I loved it. As RAW, if most characters wanted some decent representation of physical ability they would need to spend 4 points, both to raise swimming and climbing to d6. That is a chunk of points and nearly a third taken up for something that would likely be used in limited situations. There should be other (and better) options.
I’m running another sci-if game and certainly wanted to revisit this again. So I latched onto the idea of an athletics skill. A skill that could represent the overall physical ability of a character. The pickle was would I tie it to strength or agility? So I decided to use both. The skill below has sort of become my go-to skill to cover a lot of physical tests:
Athletics (Agility or Strength, see below)
Points used to raise this skill are either based on Agility or Strength, whichever die type is higher for the wild card. This skill replaces Climbing and Swimming from the Savage Worlds rule book. This skill is also applicable for tests of physical ability. It represents the overall fitness of the character and how well they might complete some physical tasks. If a character was a professional athlete they would likely have at least a d8 for this skill.
A long time back I was running a weird west game that was a lot of fun. I dig Deadlands but wanted to work on my own setting, an alternate history of sorts that dabbled in the supernatural. There were zombies and werewolves out west, just not quite dominating the setting like what you’d see in Deadlands.
I latched onto the 6th Gun comic as a theme and think it’s fitting that it got scooped up officially for a Savage Worlds treatment. Deadlands is solid, but there is so much material out there, it might be a little overwhelming trying to get into the world. The 6th Gun setting just seems to be an easier launching pad for a campaign and something a bit more ‘grounded’ of a setting.
The setting book takes that spirit to heart. There is a smattering of edges and hindrances. As rules go it highlights a few magical systems as either shamanism, sorcery, or voodoo with a few additional spell powers. There aren’t full fledged archetypes, rather a nice selection of character themes for players to mine for ideas.
You do get a pretty comprehensive list of equipment, gear, and weapons. Along with this is a small section of magical artifacts, a bestiary, and a roster of NPCs which are in both flavors of villains or allies. Mind you the allies might be a loose term for some of them, and might offer more complications than assistance to the players.
The book provides a brief description of some key locations, along with the town of Brimstone. Brimstone is a locale that offers a good start to a longer campaign. There are a lot of fleshed out town locations along with suggested adventure seeds and thumbnail sketches of key NPCs. It gives a good staging area for GMs that are looking to quickly get a game running.
Being a western setting with a bit of a supernatural twist means that it’s not saddled down with too much world information. There is a brief background of the campaign setting which revolves mainly around the presence of six magical pistols that grant the wielders powers. True to the setting name, each of the 6 guns and their effects are provided in detail.
There is an involved synopsis of the comic series at the beginning of the book. This provides a fair look into the world of the 6th gun. It might not give the most coherent means of a campaign background but it does provide a GM with a bunch of ideas on the types of adventures players would likely have in the setting, especially if the 6 guns are part of the main plot. Another plus is that it provides some more insight to how particular NPC characters might act (if lifted from the comic series as inspiration).
A decent adventure generator is included in the book. Along with this are five more fleshed out adventure offerings. They are presented as a series of encounters and trials for players to tackle along with brief descriptions of NPCs, villains, and locations.
As new rules go there are fortunately very few. They all seem to embrace pushing the game into epic tales of adventure quickly. Players can freely pick edges and aren’t limited to ones based on the current level of character advancement. Critical failures can’t be rerolled by spending a benny, giving the GM opportunities to really muck up a situation. Lastly whenever a Joker is drawn, all players get a bennie. This allows for even more boons of fortune and encourages players to take risks.
The Good – The setting offers a framework for running a supernatural western that matches well with the deluxe rules. There is a fair amount of creatures, NPCs, magical items, and lists of gear and weapons to allow a GM to run a game. The material is presented well and the layout and art of the book promotes the spooky western theme nicely (much of it taken from the excellent comic series).
The Bad – The setting is a bit light on background. While westerns are staples of adventures, the supernatural setting might offer some difficulty getting the right tone. The setting obviously can center around obtaining the 6 guns, but there really isn’t a structured plot point campaign to cover that. In that sense the book seems more a toolset than a fully fleshed out campaign setting. Rewarding the 6 guns might also be an issue. Not all of them are equal in power and as they can have such a central role to the setting, giving players one (or some) might ramp up the power curve of the game too much.
The Verdict – The 6th Gun campaign setting isn’t a bad book. I certainly feel that if you were looking for a western with an occult twist, this is a better choice over Deadlands. Fortunately the setting isn’t encumbered with tons of new rules and options for players.
I think what best sums it up is that overall the book provides tools for running a supernatural western. A GM has the option to delve into the mythology of the 6 guns deeply, or keep them peripheral to the game. At first glance the setting has a lot more going for it to provide for one shot or shorter campaign games. Long, epic campaigns might need more work, especially if seeking out the 6 guns won’t be a key part of the story. Regardless, if wanting a western that’s slightly off kilter with ghosts and supernatural creatures, the 6th Gun setting delivers.