Every October, I run a month long Ghostbusters Campaign. When I first started doing this, around 2006, I started off using the Ghostbusters International RPG - which is itself a sequel/rewrite of the original Ghostbusters RPG. In 2012 I discovered Savage Worlds and promptly put it on my bookshelf for a year. I was already running multiple games and didn't really have time to run another, let alone get into a new system. So in 2013, I finally caught a break and began looking at the system. I've since used it for a ton of settings and genres, though there are a few I wouldn't personally run in Savage Worlds. It can do just about anything you want it to though.
But back to the topic at hand. Ghostbusters is one of those settings that is perfect for an rpg. There is a plethora of lore and ideas you can play with -the franchise consists of 2 movies, 3 separate comic book lines, numerous books, 2 cartoon shows, both rpg's and the 2009 video game. 30 years worth of setting stuff to mine. There is a wide array of things that have been explored - from alternate dimensions to time travel - it's all open game - even the Boogie Man makes an appearance. There's no shortage of equipment either. There is a lot to play with no matter how you look at it.
First time I ran it, I used the Core book and the Horror Companion and it worked just fine. Later, I wanted to make it better, and I tried to replicate equipment and vehicles and a lot of that jazz. I ended up getting way overboard and making it more complicated than it needed to be. Fortunately, there is a setting conversion already done. It's called Savage Ghostbusters and it does an excellent job at capturing the Ghostbusters setting for use in Savage Worlds. He even gets some of the equipment form the video game in there. It's a very fluid deal, so go check it out. The setting can be found at http://greywolf.critter.net/ghostbusters.htm . All the details are there.
Friday, February 20, 2015
Wednesday, February 11, 2015
Grimoire
Wizards & Warriors: is there a better setting for fantasy? Maybe, but it's the one my players enojy so it's the one I'll be running the most. I change it up a bit form time to time, and right now I'm gearing up a Savage Worlds campaign. It'll be a Fantasy setting, sort of a generic one at that.
In it we'll use 3 type of magic users: Wizards, Sorcerer's, and Alchemists.Wizards use AB: Magic, and are have more utility over other casters, as they have access to the full spell list and start with 3 powers. Sorcerer's use AB: Sorcery and start with only one power and gain Dispel as a bonus power regardless of their starting rank, and gain access to all spells except for healing, greater healing, and succor.. Because they only get one power of choice, Sorcerer's tend to focus on one area of spells, such as fire, and tend to be more powerful than other casters. Alchemists use AB: Alchemy, start with 3 powers, have access to only the following spells armor, blast, boost/lower trait, burrow, detect/conceal arcana, environmental protection, fly, greater healing, healing, invisibility, light, obscure, quickness, shape change, smite, speak language, speed, stun, teleport.
All 3 are split into guilds,though it's not required you join one. Guilds do have benefits, however, such as taking care of paperwork and helping with food and lodging as well as being a center for assistance and being able to take jobs. While players could certainly find work outside of them, most people will only work with certified guild members, which means the players would need the mark of their respective guild, usually a mark similar to a tattoo but magically done so that removal is more difficult. Each has it's own requirements for membership, though each type of spell caster can generally be found in each guild.
I decided to put alchemists in the setting to give me an easy way to explain all the magical items like scrolls, potions, wands, staffs, rods, and rings. Not to mention the weapons and armor, and gloves and so forth. there is one item I am adding: Tomes. Tomes are probably one of the most useful items for a spell caster. Without the Gm doing anything, there is only one way of gaining new powers, which is the New Power Edge. Tomes change this. By reading one, a spell caster gains that new power. Below are how Tomes will work in my setting.
TOMES
Any character with an Arcane Background can use a tome, so long as he meets the Rank requirement for the spell and has the same Arcane Background as the writer. If he does, he must spend 1d6 hours per rank of the spell in quiet study. At the end of this time, he must make a Smarts roll. If successful, the reader may add the spell to his repertoire. With a failure, the character must begin the study process from scratch.
Naturally, they only gain the spell if it's available to them as well. Fortunately, magic is not considered evil or taboo, though some uses of it might be. But for the most part, magic is just magic, and most every town has at least a small shop that items can be bought.
In it we'll use 3 type of magic users: Wizards, Sorcerer's, and Alchemists.Wizards use AB: Magic, and are have more utility over other casters, as they have access to the full spell list and start with 3 powers. Sorcerer's use AB: Sorcery and start with only one power and gain Dispel as a bonus power regardless of their starting rank, and gain access to all spells except for healing, greater healing, and succor.. Because they only get one power of choice, Sorcerer's tend to focus on one area of spells, such as fire, and tend to be more powerful than other casters. Alchemists use AB: Alchemy, start with 3 powers, have access to only the following spells armor, blast, boost/lower trait, burrow, detect/conceal arcana, environmental protection, fly, greater healing, healing, invisibility, light, obscure, quickness, shape change, smite, speak language, speed, stun, teleport.
All 3 are split into guilds,though it's not required you join one. Guilds do have benefits, however, such as taking care of paperwork and helping with food and lodging as well as being a center for assistance and being able to take jobs. While players could certainly find work outside of them, most people will only work with certified guild members, which means the players would need the mark of their respective guild, usually a mark similar to a tattoo but magically done so that removal is more difficult. Each has it's own requirements for membership, though each type of spell caster can generally be found in each guild.
I decided to put alchemists in the setting to give me an easy way to explain all the magical items like scrolls, potions, wands, staffs, rods, and rings. Not to mention the weapons and armor, and gloves and so forth. there is one item I am adding: Tomes. Tomes are probably one of the most useful items for a spell caster. Without the Gm doing anything, there is only one way of gaining new powers, which is the New Power Edge. Tomes change this. By reading one, a spell caster gains that new power. Below are how Tomes will work in my setting.
TOMES
Any character with an Arcane Background can use a tome, so long as he meets the Rank requirement for the spell and has the same Arcane Background as the writer. If he does, he must spend 1d6 hours per rank of the spell in quiet study. At the end of this time, he must make a Smarts roll. If successful, the reader may add the spell to his repertoire. With a failure, the character must begin the study process from scratch.
Naturally, they only gain the spell if it's available to them as well. Fortunately, magic is not considered evil or taboo, though some uses of it might be. But for the most part, magic is just magic, and most every town has at least a small shop that items can be bought.
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