Hello dear reader! This is a follow up to a previous post where I shared a Savage Worlds House Rules document I was working on. You can read the reasons why this came about on the original post. This is the latest version, the 9th draft I finished in December last year. I added some illustrations for good measure and might get back to working on it in a few weeks, but I wanted to share it with our readers to get any feedback or ideas you may have. Here is the link to the file:
Savage Worlds Sunglar’s House Rules (Draft 9 – Illustrated)
I’m also sharing a revised character sheet and damage track, and a cheat sheet, I had created for my Wanderers of the Outlands campaign. Originally shared in this post, back then they were adapted to the house rules I was using in the campaign, but I have since revised them to work with Savage Worlds Deluxe Edition. These documents DO not use the House Rules presented above and are meant to be used with the standard system rules.
Sunglar’s Savage Worlds Cheat Sheet 1.5
Sunglar’s Savage Worlds Character Sheet ver. 4
Sunglar’s Damage Track and Effects ver. 3
I hope you find them useful, and as always, I welcome your ideas, criticisms and observations in the comments. Have a great day!
Yesterday I ran Shadowrun Anarchy for my friends. Six of my “Stargazer’s Irregulars” showed up at 2 pm and after chatting, making jokes, and putting way too much snacks on the table we started playing.
Since not everyone at the table has played Shadowrun before I gave them an introduction into the setting and then they chose their characters from the pool of thirty pregens included in the book. Having thirty pregenerated characters is actually a boon and a curse at the same time. It took quite some time until everyone was comfortable with his or her choice.
In the end they picked Gentry (a human combat decker), Sledge (an ork street samurai), Kix (an elf razorgirl), Razzle Dazzle (an ork illusionist), Thunder (a human vigilante), and Wagon (a human combat medic). We decided that the characters already know each other and have already worked together.
Continue reading Actual Play Report: Shadowrun Anarchy
Shadowrun: Anarchy is the game I have been waiting for since I first played Shadowrun 1st Edition back in the 1990s. Anarchy is an alternate ruleset for 5th Edition Shadowrun which allows a more streamlined, narrativist approach to the fantasy cyberpunk game. By the way, this is not supposed to be a review. It’s just me sharing my thoughts with a bit of praise and some ranting thrown in for good measure. You have been warned!
Even though the rules have a certain Shadowrun feel to them, Anarchy uses a totally different ruleset based on Catalyst Game Labs’ Cue System. You still roll buckets of six-sided dice and all the Shadowrun tropes are still around, but things have been simplified a lot.
Everything which makes your character special like spells, cyberware, cyberdecks, etc. are now called Shadow Amps. Characters have only a few skills and just a handful of weapons. Gone are the days where you tracked dozens of various implants, or when you had to keep track of multiple kinds of ammunition. Even money is gone. Mr. Johnson pays you in Karma. Yes, that’s no joke. Armor now works like additional hitpoints. If you are a hardcore Shadowrun nerd who thrives on all the teeny tiny details, you might not enjoy Anarchy. But if you prefer rules-light games, you should give Anarchy a chance.
Continue reading My Thoughts on Shadowrun: Anarchy