Category Archives: RPG tools

Sunglar’s Savage House Rules, Part 2!

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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!

RPG Blog Carnival: Technology in my Games

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Greetings dear readers! Michael recently wrote about our efforts to revitalize the blog, and I think we’re off to a good start. He invited our readers to discuss the types of posts and topics they enjoyed, and in one such comment Voidman said he liked one of my earlier pieces about using technology at the gaming table. Thank you for the kind words; it’s a pleasure to have you, and so many others as our readers.

This topic, the technology I use as a GM, is constantly evolving, and is one that deserves some revisiting periodically. On this post I’d like to discuss the technology I currently use to run our Dungeons & Dragons 5th edition campaign. It also happens that the topic of the RPG Blog Carnival for September 2016 is Game Master Tools, Aids, Apps & Hacks, so it all comes together rather fortuitously!

rpgblogcarnivallogocopy

Continue reading RPG Blog Carnival: Technology in my Games

More Prep–More Props

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I am a terribly lazy GM. If possible I try not to do any prep at all and usually rely on my improvisational skills to run my games. But this had led to a certain problem. I am not sure if my players have noticed yet, but I definitely feel it: the game is often not as exciting as it could be. Back in the day, I created cool props (like newspaper clippings, maps, etc.), prepared complex plots, and came up with memorable NPCs. I still do this, but on a much reduced level. Especially my weekly game could need some more “flair”, if you get my drift.

Recently my friend Marcus posted about his upcoming Fallout-themed Savage Worlds game. Wow! Check out the photo below and tell me that’s not totally awesome!

savagefallout

The character sheets look like the Pipboys from Fallout, he created Nuka Cola bottlecap (for use as bennies) and if I am not mistaken he even aged the deck of cards to look like they were from a post-nuclear-war era. This level of dedication and preparation immediately lifts the game to a different level. I am pretty sure most players honor such dedication to the game and it also should help to establish immersion into the setting.

If I am looking at my game sessions, this is what they are most lacking. Yes, my players are enjoying themselves, I usually do so, too, but I am sure things could be so much more awesome. There are a lot of reasons why I haven’t done that much prep work (or created props for that matter) anymore: work, family, the house, my mental health, computer games … But I think some more prep work and perhaps a few more props will help to improve my GMing and make our games much more memorable.

Of course not every game needs custom bennies and aged playing cards, but sometimes a simple handout prepared before the game can make a huge difference.