Monthly Archives: August 2012

The Savage Worlds of Shadowrun- A Savage Worlds Conversion for Shadowrun

Here you be: The Savage Worlds of Shadowrun

Recently Stuart Robertson of Strange Magic has been doing G+ posts about running a Shadowrun 4e game and it got me thinking that I actually missed playing/running Shadowrun…  More the feel of the world and not the actual ruleset which is too crunchy/convoluted for my tastes…

System preference aside he did give me the bug…  So this is all his fault…

A few years ago someone gave me the 4e book because they didn’t want it anymore, but I never took a look at it because I was still bitter towards Shadowrun (I had a really shit-tastic GM that put a sour taste in my mouth towards it).  I picked it up and read it.  I can understand the rules changes (even if there are some I don’t like that were removed between 3e to 4e), but they are still huge and clunky and complicated.

So I went to a system that I love very much…  Savage Worlds.

I searched online for other people’s conversions and found this one.  This provided me with inspiration and a good jumping off point on how to do my own conversion/hack.  You will see some of this site’s stuff in my conversion, most of it has been changed/altered to my own tastes.

Anyways, hope you enjoy it.  I plan to do some pregen characters soon, but I need a break from doing conversions and stuff.

 

As always, constructive feedback welcome!

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Some Info From My Savage Worlds Firefly Game

I’ve been running a Savage Worlds Firefly game for my gaming group, but sadly we’ve taken a break from it over the summer because one of my players is fighting fires all over Montana and Colorado and because I wanted to try out my hack rules in my homebrew setting of Hubris– but we’ll Hurtlin’ through the ‘Verse again come September.

So I thought I would jot down some of the different Edges and Hindrances, my Cyberpunk rules that I posted yesterday, and a few small changes I did to the rules, like bennies.

Some of these rules are straight rips/inspired by shit in Deadlands Reloaded, my Wrath of Zombie Survival Horror game, and this Savage Worlds Firefly Hack.

Here we be:

Savage Firefly

Page 78- Attack options summary- important for old and new SW players.

Chargen:

Exactly the same as normal Savage Worlds creation rules, however players can select ANY Edge (except Legendary) so long as they meet the other requirements, (they do not have to meet the rank requirements) because they are Big Damned Heroes.

New Hindrances

Ailin’ (Minor/Major)-

Sadly your character has an affliction that won’t go away.  The cause of his future demise could be bordens malady, cancer, diabetes, or worse.  With this Hindrance at the Minor level, he always subtracts 1 from Fatigue rolls made to resist physical exertion (but not Agility rolls to avoid suffering bumps and bruises). He’s in the earliest stages of the disease and may not even be diagnosed yet.  If this is a Major Hindrance, your hombre always subtracts 2 from Fatigue rolls made to resist physical exertion (though not Agility rolls to avoid bumps and bruises). It’s impossible to hide the fact that he’s ill, and everybody can tell that death’s walking one step behind him.  At the end of each session he must make a Vigor roll. On a failure, the disease gets worse. The Minor version of this Hindrance becomes the Major version.  If the hero already has the Major Hindrance, he dies at the end of the next session in which he fails a Fatigue check.

Bad Liar (Minor)-

You just plain suck at lying.  Whenever you attempt to lie you suffer -2 to Intimidation and persuasion rolls.  This also applies to things like gambling

Dead Weight (Major)-

You have an Extra that is a loved one that you care deeply for.  Problem is, they somehow always land themselves in trouble.  Build the character as a normal Novice except the ally must take a Major Hindrance and only get one Edge.  If the Extra is killed, the player has two options gains the Vengeful (Major) Hindrance. The character also gains a Minor Phobia related to how the Dead Weight died and are absolutely paranoid that it will happen again.

Debt (Minor/Major)-

You’ve taken out money from a disreputable sort.  The good news is you start with more money than other.  If it is a minor hindrance you start out with 3 times the starting credits, but owe 6 times as much.  You are current on your payments as well.  If you take this as a Major hindrance you start out with 5 times the normal credits, but owe 10 times as much.  You have not paid your debt in a long while and the pleasant times have past.  The loan shark has sent rather unpleasant folk to collect.

Freeze Up (Major)-

You’re character tends to get scared/nervous when combat starts.  They start the first round of combat Shaken, which can be removed through the normal methods.

Nightmares (Minor)-

You have suffered a traumatic event that haunts you, even into your dreams.  Every night you relive this horror.  Every time the character sleeps a spirit check is rolled TN 4.  Failure means the character did not rest well and starts off with a level of Fatigue.  This caps at -2 Fatigue and lessens by one each day when you successfully get a restful night of sleep.

Secret (Minor/Major)-

You have a dirty little secret.  Maybe it isn’t so little.  You’ve done something terrible and are deathly afraid that the truth will come out and ruin you.

The severity of the secret and consequences if the secret be brought out into the open should be discussed between player and GM.

Tinhorn/Browncoat– Choose the Outsider hindrance and indicate whether you are an Independent or someone from the safe and secure core planets.  The negatives come when you are out of your element or engaged with people who don’t like your type.

Wanted (Minor/Major)-

You did something to piss some one off good.  Whether it’s the local magistrate, the feds, or a crime lord; you have a price on your head.  If it is minor the price on your head is 1d6 x 50 credits.  If it is Major the bounty is 1d6 X 100 credits

New Edges

Been Around a Spell

Requirements- Wild Card, Novice

You’ve been around the ‘Verse a bit or you’ve just experienced quite a bit in a short amount of time that served as a major wake up call for you.  You start off the game as Seasoned and begin with 20 Experience points.  Level up your character appropriately.

The downside is during this time you’ve been rattled around a bit and something unpleasant has happened to you.  Roll a d10 to see what has befallen your hero: 1) Bad Luck Hindrance; 2) Wanted (1) Minor; 2) Major); 3) Secret (1) Minor; 2) Major); 4) Debt (1) Minor; 2) Major); 5) Maimed (1) One Eye; 2) Lame; 3) One Arm); 6) Ugly Hindrance; 7) Enemy (1) Minor; 2) Major); 8) Phobia (1) Minor; 2) Major); 9) Yellow; 10) Get a piece of Normal cyberware (and the Jacked Edge), but roll again.

Companion-

Requirements- Novice, Smarts d8, Attractive

Companions train extensively in the arts of seduction, art, history, and performance.  Companions receive a +2 to Charisma and persuasion rolls and +2 to all common knowledge rolls.

Cortex Hacker-

Requirements- Novice, Smarts d8, Knowledge (Computers) d8

When you hack the cortex or any other computer you receive an additional +2 to your roll.

Cyberware Edges- See Cyberware information.

Shepherd-

Requirements- Novice, Spirit d8, Knowledge (Chosen Faith) d8

Preachers gain +2 charisma and persuasion rolls to those who respect them and/or their chosen faith.  If someone disagrees or hates religion or the faith, this is a -2.

Quick Reload

Requirements- Seasoned, Agility d8, Shooting d6

You are able to reload your gun and shoot in the same round without suffering the normal -2 to your action.

Shoot From the Hip-

Requirements- Seasoned, Agility d8, Quick Draw, Shooting d6

When you successfully make a Quick Draw roll, you get off two shots before anyone knows what has happened.  You suffer no modifiers for multiple attacks.

Cyberware

Cyberware has been used by agents of various powerful corporations and the Alliance for several years but is relatively new to general public of the ‘Verse.  However corporations, like Blue Sun, have wasted no time in flooding the media with programs, news specials, and demonstration booths (including contests where a lucky few can win a free augmentation and a 3 month supply of MASS).  It is becoming slightly more common to see people on the Central planets or even the well to do Boarder planets sporting one or more pieces of cyberware.

To get cyberware you must first purchase the Jacked edge.  This is to represent the time and money you spent getting prepared for future cyberware surgery.  The player and GM should discuss and reach an agreement on what exactly the piece of cyberware does.  Some examples will be provided below.  A character can have as many pieces of cyberware equal the max number on their spirit die divided in half (IE- A character with a d6 in Spirit can have 3 pieces of cyberware).

There are three types of cybeware in the ‘Verse; Normal, Newtech, and Junker.

Each piece of Normal cyberware, costs 3,000 credits and incurs a -2 to all Spirit rolls to recover from being shaken.  This represents the strain on the body and loss of humanity and the journey to becoming more of a machine.  If you alter a current piece of Cyberware it does not add to this amount or count against your total amount (IE- A character adds a retractable dagger (Str+d4 damage) to his existing cyberarm (giving him +2 to Strength rolls and does Str+2 dmg when punching).  He suffers -2 to Spirit rolls to recover from being shaken for the arm and it counts towards his total of cyberware equipment, but getting the blade adds to neither).

Newtech cyberware is more expensive, costing 8,000 credits, and functions as Normal cyberware, but you do not incur the -2 to your Spirit rolls (however you still have the allotment total).

Junker cyberware is the bottom of the barrel, costing 1,000 credits, made illegally, usually in some techie or boosters basement apartment.  Junker cyberware functions just as Normal cyberware, but when used the player must roll 2d6.  If double sixes are rolled the piece malfunctions and the player cannot use it for 1d6 rounds until it “resets.”  If double ones are rolled the target must make a Vigor check or take a level of fatigue due to the strain and also piece is unusable for 2d6+1 rounds).

Almost all cyberware users must take the drug Medical Augmentation Stabilization Serum, or MASS for short, manufactured by the Blue Sun Corporation.  Many people with cyberware joke that they are really religious because they go to MASS every day.  All people with cyberware gain the Habit (Major) Hindrance and must take MASS every day or start risking cyber-rejection.  Just use the standard rules in SWDX for Habit, but instead of falling into a coma (which usually does happen) the person risks needing to have their cyberware removed or die due to cyber-rejection.  Another does of MASS can help get the targets system back under control.  There are a lucky few who have some freak genes and do not suffer from cyber-rejection.

MASS costs 5 credits for one dose.

Cyberware Hindrances

Cyber Intolerance (Minor)-

Mechanical stuff in your body just doesn’t function like it should.  If you have any Cyberware in your body you suffer an additional -2 to Spirit rolls.

Cyberware Edges

Jacked

Requirements- Novice

You have undergone profiling, tests, and spent some credits to get cyberware enhancements placed in your body.

Cyber-Resilient

Requirements- Novice, Wild Card, Background edge (can be take after character generation with justification and GM approval), Vigor d8

Your body welcomes the additions of metal, gears, and chemicals.  You do not suffer from cyber-rejection and don’t have to worry about ever being addicted to MASS.

Cybered OUT

Requirements- Novice, Spirit d6, Jacked

Somehow you are able to handle more cyberware than normal people.  You can have up to an additional two pieces of cyberware past the normal amount in your body without dying (you still suffer the -2 to Spirit for each piece however).

Example Cyberware

Cyberarm- +2 Str rolls (with arm) and Str+2 dmg.

Cyberleg– +2 pace and jump.

Rebreather– Allows you to breathe in many gases and toxins safely or +2 when in those hazards to resist adverse affects.

Heat Vision– Allow you to see heat signatures.

Night Vision– See at night.  Beware of lens flare.

Cortex Hub– Hub in your brain to access the Cortex.  +2 to hacking rolls.

Retractable claws– Comes out of finger tips- Str+d4 dmg.

Dermal Plating– Thickened skin or mesh beneath skin.  Adds +1/+2 (to a max of +2/+4 for an additional purchase).

Head Comlink– A comlink in your head allows you to communicate with those that you choose on specific frequencies.

Rule Changes

Benny Uses:

Same as SWDX, but a few additions:

Big Damned Hero- Spend a benny to automatically succeed at a task, however it is successful at the base target number and no raises are possible.

Only a Flesh Wound– A character can burn a Benny once per session to immediately heal one wound they have incurred, this also works to recover from being incapacitated (wounds must be rolled as normal).  These are Big Damned Heroes and seem to always dancing just beyond the Grim Reapers touch.

Plot Twist– Once per game session the character can spend this to create something or get a break in the storyline.  This should help things along and isn’t an insta-fix (especially if the players deserve to be in the bind that they are in).

Incapacitation

Functions the same as SWDX, except when successful with a raise, no injury is gained.

 


Cyberware in my Savage Worlds Firefly Game (or how I’ll use it when I ran a Savage Cyberpunk game again)

I love cyberpunk games and I love cyberware.  When I first started role-playing 17 years ago aside from D&D my other two games of choice were Cyberpunk 2020 (only got to play a few times sadly) and Shadowrun.

However one thing that always annoyed me was the overt complexity of the cyberware rules systems.  I understand how they get that, considering what cyberware does and everything, but shit,  it can take a bit to figure out…

As years have gone on, my like for more complex and crunchy systems has dwindled to the point of being non-existent.  I usually stick to my own OSR hacks for fantasy and Barbarians of Lemuria hacks or Savage Worlds for everything else.

A few months ago I gave Interface Zero a read through and enjoyed a bit of the fluff.  There was detail, but it wasn’t mind numbing or over abundant….  so with that I was getting excited to see their Cyberpunk rules and hoped that they kept in line with the “Fast, Fun, and Furious” mentality of SW…  now I’m sure people will disagree with me, but I think that even IZ’s cyberware rules are just too convoluted for my tastes and actually a bit confusing.

Aside: I had two players who wanted to be totally cybered up and they were lost by the defect rolls and etc that are the core mechanics of cyberware in IZ… so I said screw it and just told them to take an edge that would be their piece(s) of cyberware and they suffered a -2 to Spirit rolls to become unshaken..  We had a blast…

So time has gone on and I’ve gotten the itch to A) run some Cyberpunk again and; B) run my Firefly campaign again (which I tend to also put some cyberpunk in as well, because I like it in the universe).  Today I sat down and thought about how I would really work cyberware in my games and how/what would work well with my players and my own rules-lite/keep it fast philosophy.

So with a few pieces hacked from this home-ruled Cyberware document (shit you can just ignore my stuff if you want and use his) (edit: I see Webring is being a cheeky fucking monkey and won’t actually load up the cyberpunk document, but does take you to conversions page.  Just scroll down to the Cybernetics link) and taking ideas from Deus Ex: Human Revolution, what I’ve seen of cyberware in Firefly/Serenity and some of the ideas of cyberware from IZ, Shadowrun, and Cyberpunk 2020 I came up with this…

Cyberware

Cyberware has been used by agents of various powerful corporations and the Alliance for several years but is relatively new to general public of the ‘Verse.  However corporations, like Blue Sun, have wasted no time in flooding the media with programs, news specials, and demonstration booths (including contests where a lucky few can win a free augmentation and a 3 month supply of MASS).  It is becoming slightly more common to see people on the Central planets or even the well to do Boarder planets sporting one or more pieces of cyberware.

To get cyberware you must first purchase the Jacked edge.  This is to represent the time and money you spent getting prepared for future cyberware surgery.  The player and GM should discuss and reach an agreement on what exactly the piece of cyberware does.  Some examples will be provided below.  A character can have as many pieces of cyberware equal the max number on their spirit die divided in half (IE- A character with a d6 in Spirit can have 3 pieces of cyberware).

There are three types of cybeware in the ‘Verse; Normal, Newtech, and Junker.

Each piece of Normal cyberware, costs 3,000 credits and incurs a -2 to all Spirit rolls to recover from being shaken.  This represents the strain on the body and loss of humanity and the journey to becoming more of a machine.  If you alter a current piece of Cyberware it does not add to this amount or count against your total amount (IE- A character adds a retractable dagger (Str+d4 damage) to his existing cyberarm (giving him +2 to Strength rolls and does Str+2 dmg when punching).  He suffers -2 to Spirit rolls to recover from being shaken for the arm and it counts towards his total of cyberware equipment, but getting the blade adds to neither).

Newtech cyberware is more expensive, costing 8,000 credits, and functions as Normal cyberware, but you do not incur the -2 to your Spirit rolls (however you still have the allotment total).

Junker cyberware is the bottom of the barrel, costing 1,000 credits, made illegally, usually in some techie or boosters basement apartment.  Junker cyberware functions just as Normal cyberware, but when used the player must roll 2d6.  If double sixes are rolled the piece malfunctions and the player cannot use it for 1d6 rounds until it “resets.”  If double ones are rolled the target must make a Vigor check or take a level of fatigue due to the strain and also piece is unusable for 2d6+1 rounds).

Almost all cyberware users must take the drug Medical Augmentation Stabilization Serum, or MASS for short, manufactured by the Blue Sun Corporation.  Many people with cyberware joke that they are really religious because they go to MASS every day.  All people with cyberware gain the Habit (Major) Hindrance and must take MASS every day or start risking cyber-rejection.  Just use the standard rules in SWDX for Habit, but instead of falling into a coma (which usually does happen) the person risks needing to have their cyberware removed or die due to cyber-rejection.  Another does of MASS can help get the targets system back under control.  There are a lucky few who have some freak genes and do not suffer from cyber-rejection.

MASS costs 5 credits for one dose.

Cyberware Hindrances

Cyber Intolerance (Minor)-

Mechanical stuff in your body just doesn’t function like it should.  If you have any Cyberware in your body you suffer an additional -2 to Spirit rolls.

Cyberware Edges

Jacked

Requirements- Novice

You have undergone profiling, tests, and spent some credits to get cyberware enhancements placed in your body.

Cyber-Resilient

Requirements- Novice, Wild Card, Background edge (can be take after character generation with justification and GM approval), Vigor d8

Your body welcomes the additions of metal, gears, and chemicals.  You do not suffer from cyber-rejection and don’t have to worry about ever being addicted to MASS.

Cybered OUT

Requirements- Novice, Spirit d6, Jacked

Somehow you are able to handle more cyberware than normal people.  You can have up to an additional two pieces of cyberware past the normal amount in your body without dying (you still suffer the -2 to Spirit for each piece however).

Example Cyberware

Cyberarm- +2 Str rolls (with arm) and Str+d4 dmg.

Cyberleg– +2 pace and jump.

Rebreather– Allows you to breathe in many gases and toxins safely or +2 when in those hazards to resist adverse affects.

Heat Vision– Allow you to see heat signatures.

Night Vision– See at night.  Beware of lens flare.

Cortex Hub– Hub in your brain to access the Cortex.  +2 to hacking rolls.

Retractable claws– Comes out of finger tips- Str+d4 dmg.

Dermal Plating– Thickened skin or mesh beneath skin.  Adds +1/+2 (to a max of +2/+4 for an additional purchase).

Head Comlink– A comlink in your head allows you to communicate with those that you choose on specific frequencies.


Whatever YOU Want

Yesterday I had a quick conversation with some peeps on G+ about the philosophy of others telling you what you’re playing/running etc is, to use a phrase from Zak S “badwrongfun”…

So I thought I would plop it up here too for peeps to think/talk about..

And slap on the official Wrathofzombie Seal of Approval..


Hubris Session 5- Plots Thicken in Vornheim

We started this session two months (in game time) later after the last session and the resulting player deaths…

Players– *= Present for the session

Omar- Half Elf Rogue*

Liam- Elf Druid*

Stephen- Human Barbarian*

Nate- Human Warrior Priest of the Corpulent One*

Fletch- Human Alchemist*

Dan- Human Witch

I opened up the session with discussing whether they still wanted to pursue the Criminal Organization idea that they when when we first started the campaign.  They all agreed and then set about talking about some ways to achieve their goal.

Highlights of Discussion

Nate took over as proprietor of In His Honor from Orv the Rover, who is staying on as a partner and the bartender.

The group decided their name would be “Cloaks and Shadows.”  Oooooo.. Ominous.

They are going to put a coded job board in the bar that will allow people to post help needed for illicit activities.  The bar will charge a fee for posting and charge the person doing the job a % of their cut/reward.  If they do the job themselves,  more money for them.

Start of the Session

The session pretty much each player doing their own thing, which is both the awesome and bane of an urban setting.  I did Round Robin with everyone and tried to not keep anyone waiting for too long..  Hopefully I succeeded in that.

Fletch– Created some extracts to charm patrons to make them think this was the best bar ever, got some extra tips and went walking on the streets to take a look around.  He then gets hit in the balls by one of the groups adopted children who screams that Stephen’s character is in trouble and needs help (see Stephen)!

Nate– Decided he wanted to hire a town crier and launch a flyer campaign to promote In His Honor.  Was visited by a well dressed man who said that his employer knew what they were attempting to do and suggested STRONGLY against doing it…  Recommended that they just join his fold.

Left a piece of paper with this drawing on it:

Mysterious Symbol (actually it’s the logo from Brooklyn Botanical Garden.. but fuck it… looks cool).

Omar– Omar went to the bordello in the Scabs (the district of Vornheim that they are living in), called Madame Volick’s House of Pleasure and Drink.  A rundown establishment that attempts to be more than what it is.

Omar has been talking to a young whore, Elwyn to discover information on a lead about his parentage that lead him here (during the second session).

He finds out that girls that have displeased patrons or annoyed Madame Volick have gone down to the basement (where the minute rooms are, hourly/nightly is on the second floor) to be disciplined, but are never seen again.

Omar hires an old woman for a 30 minute romp (geri jokes ensue) and then he kills her while she had her back to him and attempt to wrestle her breasts from her bustier.

He finds a cleverly hidden trap door and goes into a sub-basement.  He finds about 15 women hanging upside down, in various stages of decomposition, with entrails hanging out, their blood dripping onto this symbol on the floor (ignore the fact that it is a symbol from our world with its own cosmology and belief…  because I don’t give a shit about that):

Symbol of Orcus…

Omar looks around, then hightails it out of there.

Liam– Walks to the rundown and dilapidated park in the Scabs and begins cleaning it.  Hears noises from the brush and a grizzled Halfling and Half-Orc appear and threaten Liam for being on their turf.  Liam and his Animal Companion, a snow leopard attack and quickly subdue the little halfling who surrenders and they scamper away.

An old woman by the name of Annie Babbton approaches Liam and praises him for his courage and mentions the pitiful state that Outer Vornheim is in…  That with gold and a pass, getting into Inner Vornheim is easy, but it didn’t use to be so…  That anyone could pass and see the Palace Massive or the Citadel…  or go to the Wyvern of the Well and pay gold to ask a question and receive an amazing answer.

She gives Liam a gift for his bravery.  She says, “A strange creature will stumble over a bucket… (used Vornheim’s Fortune tables).  And then told him she owned a apothecary/fortune shop in the Scabs and to come see her when he felt inclined.

Stephen– Stephen decided to walk around the Scabs and get to know the prominent shops and people of the area.

As he is walking he hears a woman screaming and being hit.  He and the 5 Urchin children rush into the alleyway and he begins to feel euphoric, but it passes almost as quickly as it comes.  He wanders in the dark alley while the children try to light a torch…  the woman begins calling him Henry and eventually rushes at him.

Stephen came face to face with a Wailing Widow.  Before he could react, the creature had bowled him over and spit her euphoric hallucinogenic webbing on him.  He blacked out, but had a lovely mulit-colored dream.

Fletch was hit in the balls by one of the kids and he rushed into the alley, lit a torch, got caught in the webs, torch lit them all on fire and caused ouch damage to everyone….  then he threw a bomb at the Wailing Widow, which hit and she retreated, screaming at Henry, into the darkness…

We ended the session with everyone back at the hideout under the Bookworm Used book shop, all looking a bit disturbed and a little worse for wear…

It was a great session.  We all had a blast and through play and discussion have got a focal point on where the group wants to go!

Next session– In His Honor Drinking contest!!


The Google Plus Role-playing Blog Directory

This is a directory for all the awesome people on G+ who have blogs.  If you are on G+ and have a blog and want to be added, simply email me at ihaveangerissues (AT) g m a i l dwat com.  In the email put your blog link, a link to your G+ page, and a brief summary of what your blog is about.

I have broken the blogs up into categories that seemed to fit the description each author provided me.  If you don’t like the category I have lumped you in, please just email me and tell me what one you want to be in.

Added: I have added a link on my blogroll to this page- so people can ALWAYS access it!  

Also if anyone has a blog and wants to promote this, by all means do so..  If you feel so inclined to have an image (or want one) here you be:

OSR

 Tales of the Grotesque and Dungeonesque– Hacking old-school D&D into a Gothic Fantasy campaign.  By Jack Shear

Death From Shock and Blood Loss– Bantering about ACKS.  By James Stuart

They Might Be Gazebos– OSR goodness.  By Chuck Thorin

Lost Pages– OSR stuff, maps, and Mind dump for Adventure Fantasy Game.  By Paolo Grec0

Necropraxis– D&D, more tilted towards OD&D and Dark Fantasy.  By Brendan Strejcek

Dungeon of Signs– LL, OD&D adventure locales, rules hacks, play reports and game content.  By Gustie “Gibbering Mouther”

Giblet Blizzard– Awesome sauce materials and info and tips on how to survive blizzards of Giblets.  By Jez Gordon

The Sky Full of Dust– D&D, ACKS, and whatever tickles the RPGing fancy.  By Simon Foster 

Dungeon Dozen– 100% random tables for the d12, system-free but basically for oldest-school D&D type business.  By Jason Sholtis 

Wampus Country– focuses on setting development for my LL-powered whimsical fantasy fairy-tale frontier campaign; mix of setting fluff, gameable inspirations and random tables, and humor.  By Erik Jensen 

Tenkar’s Tavern– I talk about OSR RPGs, Indie RPGs, game reviews, session recaps of sorts – all the fun stuff ;).  By Erik Tenkar

The Wisdom Frog Croaks– Mostly DIY OSR nonsense.  By Reynaldo Madrinan

Hack & Slash– Ponderings about  agency, theory, traps.  By Courtney Campbell

Alex Schroeder: RPG– Old School D&D (Labyrinth Lord), Indie Games.  By Alex Schroeder

Jeff’s Game Blog– The mack daddy of DIY OSR D&D.  By Jeff Rients

Grognardia– OSR awesome goodiness.  By James Maliszewski

Playing D&D With Pornstars– Pinnacle of DIY D&D.  By Zak S

Monsters and Manuals– Various D&D stuff and own musings on game mechanics.  By David McGrogan

Caverns Measureless to Man– OSR / DYI D&D, science fantasy / sword and planet.  By Terje Nordin

Role-play-Geek– Bit of a smorgasbord of topics as I write about the OSR and 80s UK RPG culture but also focus on new technologies such as VTT and mapping apps and how they can be used in gaming.  By Antony Brotheron (also: Roleplay-Geek G+ Page)

Dreams of Mythic Fantasy– Home of the OSR News!  Featuring various articles & essays of interest to players of Old School Fantasy RPG’s.  By James Smith

In Places Deep– Awesomesauce Blog of Awesomely awesomeness.  By Evan Elkins

Sword +1– OSR style awesomeness.  Fantasy, Sci-fi, and other!  By Mike Davison

Abraxas– Sweet, Sick, and Twisted OSR goodness.  By Cole Long

The Land of Nod– Role-playing game content for your edification and enjoyment.  OSR style!  By John Stater

Joethelawyer’s Wondrous Imagining’s– Wherein he rants and raves about all things OSR and D&D.  By Joethelaywer

Mithril and Mages– Blogs about a fair share of OSR shizzy!!! By Mark Hassman

Greyhawk Grognard– A blog about OSR role-playing gaming, the World of Greyhawk Fantasy Setting, wargames, miniatures, and anything else that catches my attention.  By Joseph Bloch

The Dungeoneering Dad– Random gaming-related musings from a dad DM who prefers OSR-games.  By Dan C

Gamers and Grognards– Articles and reviews about all forms of gaming with an emphasis on RPG’s with old school feel. We also feature movies, literature and music tying to these topics.  By R.J. Thompson

Robert Fisher: Thinking Out loud (3.0)– Mostly OSR type ponderings.  By Robert Fisher

Blade Sharp– The blog is an infrequently updated collection of Oriental Adventures house rule stuff for Labyrinth Lord, stuff about miniature painting and occasionally Runequest and 4E.  By Chris Wellings

Rolang’s Creeping Doom– Awesome OSR D&D blog with gods, monsters and tables.  By Chris Weller

Edgar’s Gaming Blog– Dungeon Crawl Classics, Dark Heresy, house rules, game philosophy, book and game reviews, and other assorted observations.  By Edgar Johnson

Crypt of Rabies– OSR goodies! By Thaumiel Nerub

Dyson’s Dodecahedron– Old School cartography (400+ maps), original adventures and other diverse amusements.  By Dyson Logos

Frothsof D&D–  This blog focuses on various forms of D&D and similar OSR titles.  By Jeremy Smith

Nerd-o-Mancer– About Old School gaming and DIY gaming stuff.  By Anders Hedenbjork Lager

Game Design and Homebrew Worlds

Observations of the Fox– Game Design and theory blog.  By Michael Wenman

The Grand Tapestry– Devoted to homebrew worlds, in particular Urutsk and its various game systems.  By Kyrinn S

Of Dice and Djinn– Maps, homebrew rules, and whatever craziness that is fun to throw at PCs.  By Nick Peterson 

Echelon d20– OGL- based RPG by Keith Davies.

Room 209 Gaming– Designing a system (more talking, less killing) that they like to play instead of hacking apart Pathfinder/D&D.  By Sarah Perry and Bryan Shipp

Loca Imaginaria– Musings about game messings with.  By Benedict Hall

Kingsmead Chronicles– Fantasy Setting blog.  By Benedict Hall

No Fair Fights– Discussions about love and design of gaming.  By Brian Mullins

Monstrous Television– It alternates between writing on a Bangsian journey-to-hell setting, an gonzo nonsense like rules for creating a character who smokes, Orangutan racial character class, and octoliches (8 arms = 4 spells per round).  By Ian Johnson

Unofficial Games– About game design- specifically current tinkerings.  By Zzarchov Kowolski

Carapace King– Mostly details home campaign and the world it takes place in, with a focus on giant bug and new subsystems for old school wotsits.  By Christopher Wood

Spirit of Eden– A blog established primarily for his fantasy worldbuilding project based off various polytheistic non-european cultural influences, but also other various RPG games he makes as well as other things.  By Dennis Santana

Monsters Manual Sewn From Pants– has pictures of scrap fabric monsters as I make them one by one, all from the tome in the title. Also..other stuff about improving everything and how I would do things because me me me.  By Scrap Pruncess

D- Constructions– All sorts of gaming discussion and game design discussion.  By Steve Darlington

Roll Some Dice– is all about any other, non-FATE game-design-related stuff Mike does.  By Mike Olson

Lamentations of the Flame Princess– Various pieces of game system and Weird Fantasy RPGing.  By James Raggi

Strange Magic– Game musings and own game designs.  By Stuart Robertson

Rustfoot– Describes places, things, and monsters in a pretty bland fantasy world, and how it was completely destroyed and rebuilt using Grammar Magic (No longer updated since the story was completed earlier this year).  By Jensan Thuresson

Gaming Ronin– Misc RPG goodness!  By Joey Mullins

Sea of Stars– Discussion about Sean’s Sea of Stars fantasy RPG setting, but mostly he talk about Pathfinder and whatever game he am GMing at the moment.  Also blogs about gaming ideas in general.  By Sean Holland

Dr. Worldcrafter–  About world design and setting creation.  By Brent Newhall

Invulnerablog– Blog is primarily about the games Joshua publishes through Imperfekt Gammes.  By Joshua Kubli

Godsend: City of Bones– Detailing the setting building of Simon Forster’s city setting, The City of Bones.  A generic setting (mostly, he’s using ACKS for the game mechanics) fantasy.  Currently consists of a tour of said city, and has now moved on into a guide to the chasm that lies on the edge of the city.  By Simon Forster

Legacy of the Bieth– Homebrew OSR setting and other bits of goodness.  By Humza Kazmi

Rogues and Reavers: A Game Design Blog– Pulp-inspired world building, rules tinkering, and literary analysis for old-school games.  By Robert Parker

Richard’s Dystopian Pokeverse– From the blog, “A random grab-bag of provocations and badly-digested bits of inspiration. Its challenge is aimed mostly at myself, but I’d love it if you played along too, and showed me where I’ve stopped short and how hard it will be to keep up with you.”  By Richard Guy

Wombat’s Gaming Den of Iniquity– Mish-mash ideas and space for Jim White to play in.  Lately been focusing on running RPGs.  By Jim White

Nuelow– News, goofiness, and playable bits for–ROLF!, d20 Systems, and more–are what you’ll find here. NUELOW Games: On the cutting Edge, Because We Fell While Running With Scissor.  By Steve Miller

Heroes Against Darkness– The home of Heroes Against Darkness, the indie d20 RPG that’s free, fast, flexible and fully-featured.  By Justin Halliday

Psi-punk– a Fudge-based cyberpunk role-playing game. This blog discusses the game, its setting, mechanics, design goals and philosophies, and development process.  By Jacob Wood

Age of Ravens– Writing across the rpg spectrum: homebrews, histories, GM advice, reviews, and more.  By Lowell Francis

I Fly by Night– “I run the Roleplaying Games community. The blog is a mix, mostly of obscure and esoteric game design issues, with occasional boring posts about my game campaigns. I do not blog about non-RPG stuff, like my happy but uninteresting life..:)”  By Clash Bowley

 

Misc Gaming Shizzy

Underworld Kingdom– Science Fantasy, Fantasy and Science Fiction stuff. Lots of artwork and random tables.  By Albert R

Geek Life Project– Random Geeky RPG goodness.  By Chuck Thorin

The Secret DM– Musing about games.  By Chistopher Mennell

Tales of the Rambling Bumblers– General RPG blog w/ emphasis on own creative endeavors.  By Joshua Macy

Underworld Ink– Online portfolio for illustration gigs, also D&Dish.  By Jason Sholtis and John Larrey.

Brighton Roleplayers– Technically it’s a blog for a local gaming club, but no one uses it, so he’s sort of commandeered it for my own purposes.  By Kelvin Green

Game Knight Reviews– Basically some gaming content, reviews, news, interviews, opinions and anything else I can think of. 🙂 Mostly RPG-centric reviews, with occasional other tabletop games (board & card) and occasional fiction reviews.  By Brian Fitzpatrick 

From the Sorcerer’s Skull– Mostly ideas for Fantasy Gaming- and home of Weird Adventures.  By Trey Causey

What Do I Know– Knight Errant Jr’s Games and Geekdom Blog- General roleplaying, focusing on what I’m playing/running at the moment, with a heavy concentration of comic book stuff around the edges.  By Jared Rascher

Stargazer’s World– RPG goodness by Michael “Stargazer” Wolf and several authors.  Not limited to one subject, except awesome kickassery.   By Michael “Stargazer” Wolf

The Escapist– Blog that has been going on for 16+ years!  Discusses roleplaying advocacy – defending the hobby from myths and misconceptions, and positively promoting it through various means.  By William Walton

The Contemporary Quixotist– engages in discussions about the games he is playing and wants to play.  Also various other topics like inspiration sources, free RPGs!  By William Walton

Shorty Monster–  All kinds of RPG chat, from tips and advice to hot topic ramblings.  By Paul Thornton

Dungeon Mistress– Games, Books, and Boobs.  By Dungeon  Mistress

Dreams in the Lich House– A blog about Dungeons & Dragons, Call of Cthulhu, and Fantasy and Horror Gaming.  By John Arendt

The Free RPG Blog– Champions free RPG material, with reviews, competitions, How To guides.  The G+ page is used for smaller discussion topics..  By Rob Lang (Also- Free RPG Blog G+ Page)

Life and Times of a Philippine Gamer– Reviews, GM Insight, and Advice on a variety of RPGs.  By Jay Steven Anyong

The Acorn Afloat– Tiny shards of RPG-related things, some may even be useful for your game!  By Jensan Thuresson

Dandy in the Underworld– Awesome ideas and shizzy for any game table.  By Jeremy Duncan

Hill Cantons– Homebrew setting as well as kick ass ideas for fantasy (OSR style) D&D.  By Chris Kutalik

RPG Circus– Awesome RPG podcast!.  By Jeffrey Brissette

Tabletop RPG Links– Poke around some cool articles and the blogs we’ve linked to in the past, check out the searchable link database.  By Jim White

The Only Successful One–  several projects at this blog. Including an od&d based wrestling game, fantasy pre-revolution haiti, an alt-history american great depression game, american folklore/hoax monsters, and an interview series for FLAILSNAIL PCs.  By Jason Kielbasa (also his Alt-history Great Depression era game and OD&D wrestling game).

Constacon Master Game List and to have yourself added to the list– Find a game that is going on G+!- By Jason Keilbasa and Zach Marx Weber

Mutants and Magic– Timothy blogs about RPGs, comics and drawing.  Sometimes OSR. Some new stuff..  By Timothy Schaefer

Casting Shadows– A blog about story Seeds, actual play reports, and a focus on simulation and immersion in gameplay. Games covered typically include Call of Cthulhu, Ubiquity games (Hollow Earth Expedition, Desolation, All for One, Leagues of Adventure), Aces&Eights, Blue Planet, and A Time of War (Mechwarrior). Occasional video blogs and actual play reports.  By Runeslinger (also G+ page Casting Shadows)

The Iron Tavern– A mix of Pathfinder, DCC RPG and other fantasy RPG systems along with some reviews of various fantasy products.  By Jeffrey Tadlock

Accessible Games– a blog devoted to bringing RPGs and board games to everyone, especially those with disabilities. We discuss RPGs and board games for everyone, then apply a special layer of discussion about how they can be adapted for people with disabilities.  By Jacob Wood

My RPG Characters– Since Gabriel started playing Dungeons & Dragons back there in 1987 he’s had many characters. With some of them he’s played long-term campaigns and with others just a few sessions. With time he started playing other games than D&D. This blog is dedicated to all of them and the hours of fun we’ve had together. Here they are along with other musings.  By Gabriel Perez Gallardi

The Cheese Shop–  “I am an old school gamer who had missed playing RPG’s. I reinvigorated my obsession with the Cheese Shop. GURPS is my system of choice but I have played many and will continue to do so.  Have been playing GURPS using Hangouts. It is a great experience and am looking for more RPG’s to play using it.”  By Bradley Harvey

The 40-Something Gamemaster–  Shawn’s musings on game mastering as a 40 something grown up. His gaming is primarily D&D and World of Darkness (currently).   By Shawn McNutly

Oceans of Atlantis– Dirk has been game blogging for the better part of 12 years.  Come scope out his newly rebooted blog about random RPG goodness!  By Dirk Collins

Fantasy Library– Website and some older downloadable RPGS and articles available for folks (all free materials at this point).  By Joseph Teller

Sean Poppe RPG page– I  make art! A lot of it is fantasy rpg junk.  By Sean Poppe

Epic! The Gaming Blog– Dad and twin sons take on San Diego’s Gaming Scene.  By R.S. Tilton

The Savage Afterworld– Adventures, creatures, artifacts, mutations, and discussion for Goblinoid Games’ Mutant Future RPG as well as other Science Fantasy games in a post-apocalyptic future.  By Tim Snider

Discrete Dice– Chaos, magic and fate collide in a world thrice damned; my rambling blog on rules & monsters in my game setting.  By G.S. Smith

Rumors of War– My blog is game design/world building and I can get pretty abstract. I also have some short fiction and a webcomic. I talk about more than just tabletop game design though, I talk about like, design-design, graphic design, narrative design, and when it comes to game design I talk about video games, board games, card games… all kinds of games.  By Nick Foster

Vircades Project– Mostly about Cyberpunk 2020 and Shadowrun gaming. Lots of adventure hooks and character ideas, mainly!  By Richard Balmer

Blasphemous Tomes– Would you mind adding Blasphemous Tomes to your directory? It’s a blog I share with Paul Fricker and Matt Sanderson, where we talk about Call of Cthulhu, Lovecraft, horror movies and horror RPGs in general. It’s also the home of the Good Friends of Jackson Elias podcast.  By Scott Dorward, Paul Fricker, and Matthew Sanderson

Outsyder Gaming– While usually focused on D20 RPGs, I’ve been known to write about all kinds of games as well, from Settlers of Catan to Warhammer 40K. By Josh Cornwell

Cooking With Charles- My cooking blog has a lot of entries about RPG design. The whole blog is here.  Posts that focus on RPGage can be found here.  By Charles McEachern

Per Aspera ad Inferi– About Dark Fantasy and Horror roleplaying.  By Anders Hedenbjork Lager

Bernie the Flumph– Brief summery: A collection of RPG bits and bobs from a variety of systems both old-school and new-school. And maps! So many maps! By Joshua Burnett

D&D in its Various Forms (including some OSR)

Keith Davies- In My Campaign– Mostly D&D Stuff- getting into OSR stuff.  By Keith Davies

People Them With Monsters– D&D because he is a lazy… er casual blogger.  By Jeremy Deram

Tower of the Archmage– Generally about Rules Cyclopedia D&D, but other games get some air time (including 4e).  By David Brawley

Metal vs Skin– posting of mad D&D inventions.  By Joey Lindsey

Terruizeng– polynesian influenced dnd. Mostly game session reports written by the players, and pictures, lots of pictures.  By Mike Fernandez

Armchair Gamer– Mostly talk about D&D settings, various reviews, and a bunch of other RPGs.  By Alexander Osias

Grumpy Old Troll– Odd comments, Dungeons & Dragons, and.. oh, a book proffered by installment.  By Michael Moscrip

Ironlands– Half-bakrd ideas for d&d and pendragon games.  By Nick Morrell

Adventure’s Into Darkness– Dungeons and Dragons Fifth Edition actual play, custom rules, and general rpg discussion. Slanted towards adding a more grim, low magic flavour to standard D&D gameplay.  By Chris Scott

Other systems

Expanding Universe– Post about ongoing G+ Runequest game and various house rules.  By Barry Blatt

Spirit of the Blank– is all about hacking/designing for FATE.  By Mike Olson

Siskoid’s Blog– (Also Siskoid’s Blog labels)- is not a gaming blog exclusively, but I do try to have at least one RPG post each week, often to do with Doctor Who role-playing, but just as likely to be generic advice and inspiration for all game types.  By Michel Albert

The Everwayan– devoted to the narrativist RPG Everway, designed by Jonathan Tweet and published by Wizards of the Cost in 1995. John Till uses that blog to develop original content for the Everway RPG, as well as to introduce variations/expansions to the system.  By John Till

The FATE SF– is the crossroads for science fiction roleplaying using a variety of FATE systems, including Diaspora, Starblazer Adventures, and Bulldogs!  John uses the blog to develop original content and mechanics to support FATE-based SF ropleplaying games.  By John Till

Running the Sandbox– A Shadowrun blog about a game where the players are forced to commit armed robbery, car theft and murder to pay the month’s rent. Written by a GM who doesn’t want to kill the player characters but instead wants them to eat their own guns.  By Stuart Duncan


Dark Sun Hack

This Sunday I am going to run a game for my players set in the Dark Sun universe.  I am using 2e books for info (because I think they are better written and have more interesting info in them than 4e’s reboot).

However I didn’t want to use 2e mechanics and I don’t like 4e mechanics (although I’m not knocking anyone who wants to play it.  If you enjoy a system, that’s a win for all of us).

So I decided that I would made additions and changes to my hack of Trent B‘s hack I postedabout last week.  I added races that are in Dark Sun, info about non-metal weapons.   Here’s the new rules:

Hack Rules Lite Dark Sun

I also have to give a big thanks to Jeremy Deram for pointing towards Carcosa’s Psionic system, which is an extremely rules lite and unencumbered version of Psionics that I hacked for the game.

 

Largely I’m keeping Dark Sun the way it is…  The only think I’m really adding is the Githyanki Empire near the base of Mountains to the Sun.

The Githyanki empire will be very Egyptian style architecture and worshipping a bat shit crazy Lich-Queen.  Mind Flayers serve as priests.  The Empire leads frequent raids to get more slaves for labor and sacrifice.  The Githyanki are powerful and many wield Psionic powers and use metal weapons which makes them dangerous.

The Githzerai are those who broke away from the empire before the taint and insanity of the Lich-Queen could take them over.

Then there is the Gith- these pathetic creatures are those who have had their minds broken by the Mind Flayer priests and proved themselves unworthy of the Lich-Queen’s blessing.  They roam the desert in small raiding bands living off whatever they can.

Also I gotta give Zak S a thanks for the inspiration on using the Githyanki in this fashion by throwing around that Iron Maiden picture as his description of them.