So we got together last night, and after a few character tweaks, the Pien Ridge Horror got back underway. So here's roughly how the adventure went:
- Found gruesome stuff while hiking. I fail my fear check.
- Set up camp. Get frightenened by a bear escaping one of the sasquatch that we don't know about yet. I fail my fear attempt. The bear gets shot.
- Sasquatch grabs one of our rangers. Pieces go flying and I fail my fear check.
- One of the other characters flies up to the ridge with the radio to call for help. He gets rocks throw at him by the sasquatch, but isn't injured.
- We sleep overnight and I regain myself after being frightened so many times.
- We head up the trail and get attacked by a saquatch. Several good shots protect us from getting mauled by the crazed creature.
- We head up to a cabin lead by an Indian named Crowkiller.
- We fortify and prepare for sasquatch attacks. There are bear traps on the front porch, lots of guns, boarded up windows, and an old shed with some sweaty old dynamite.
- The flying guy takes up position in a tree. The other player and I take up positions on the roof. We stick the rest of the guys in the cabin, hoping they will protect us while we pick off the other sasquatch.
- The sasquatch (2 or them) run right up on us. We get off a couple of shots before they charge onto the roof. The rest of the party is too scared to help. Arg!
- I run for the shed and get behind it and pound to draw the sasquatch in. Unfortunately, I mess up royally and don't ready a run away action. The dynamites detonates and blows me up with one of the sasquatch.
- The rest of the party just keeps blasting the now 2 other sasquatch (another one slipped in from behind the cabin).
- I roll badly and bleed out and die. I guess this is a fitting end in a horror story.
- The other guys survive and are rescued.
So here are my takeaways from the system:
- Light and fast. We figured it out pretty quick.
- Combat was really fast.
- To an old d20 / D&D 3.5 / Pathfinder player I still sometimes get confused with the ace (exploding) dice, where max rolls continue to roll and add. I forget we are switching dice and try to reroll all sixes.
- There are quite a few scenarios not covered in the book, like do we get a notice check to wake up? I'd like to see how these kinds of things are usually handled by experienced Savage World GMs.
- Everyone wants to try to GM this thing. I think that is a HUGE plus to Savage Worlds.
- Characters had some cool strengths and weaknesses right off the character build. This does a lot for balancing the characters and helping to build a background.
I can't wait until a game gets started. In the future, I may use this system for online play.
---
As a separate short session, we played 'Everyone is John'. I really have no idea how that game is supposed to be played, but we had a great time muddling our way through it.
---
So this is probably my last 'extra' session during the week for a while. Testing out Lilliput and then trying Savage Worlds was a good experience. It really showed contrast between doing simple the right way (Savage Worlds) and forcing it (Lilliput).
My extra time will probably now go into working on Project Rumeria -- my own game world.
Comments
Post a Comment