Showing posts with label Savage Worlds. Show all posts
Showing posts with label Savage Worlds. Show all posts

Monday, September 12, 2011

Savage Worlds Deluxe and the Adventure Deck – Power to the Players.

I've had a copy of the newest edition of Savage Worlds for a few weeks now, and having read it and used the rules changes as a GM in sessions of two different campaigns, I feel I can finally give it a proper review. I've talked about Savage Worlds before, so if you missed that article and need the basics on this system in general, you'll find my overview here. First off, I'd like to mention the various editions of the system. None of them are numbered, and the changes between editions are in some cases fairly subtle. No mechanical change between editions is as dramatic as, say, between 2nd and 3rd edition D&D. Savage Worlds Deluxe is the fourth published edition of the system, incorporating mechanical changes and edges from various Savage settings. The four editions of the rules were the first edition (2003,) Revised (2004,) Explorer's Edition (2007,) and now Deluxe published in the summer of 2011. Some mechanics have remained the same throughout (many edges, mass battles) while some have changed with nearly every single incarnation of the rules (the vehicle/chase system.) How does Deluxe hold up for those of us who already purchased two $30USD hardcovers and a $10USD paperback?

Of all the covers, I think I like the new edition's the best.

The basics: we're back to the more expensive hardcover edition after the significantly less expensive small paperback rulebook from Explorer's Edition. The rulebook features a full-color interior, and the binding on the books is solid (something I had an issue with in my Explorer's Edition, which is still shedding pages.) There are a few pages running down a few of the more popular Savage settings at the beginning of the book, so a new player isn't quite so baffled by a book which is generic mechanics without a specific world to tie them to. The various sections of the book are laid out logically, properly indexed, and with sections marked at the tops of pages for easy reference. It is also worth mentioning that there is a lot less recycled interior art than one would expect from a system with so many different books to draw on. Most of the art, I'd never seen before, and it is all top-notch.  At various points there are "Design Notes" explaining the thinking behind a certain mechanic, which is helpful for players considering making adjustments for house rules.

In character creation, many edges that were first introduced in a particular Savage setting book and that would be useful in many settings have been incorporated into the core rules. In addition, there are quite a few new edges and the "sacred cow" of background edges only being able to be purchased at character creation has finally been slaughtered. Many background edges may still require in-game explanation of why someone has suddenly become wealthy, attractive or gifted with magical powers, but the system no longer forbids this sort of character development. Character Archetypes, pre-built to play a particular role with a little room for customization are now included, a bonus for novice players or those in a hurry. There are also many more sample races to choose from, as well as a point-based system for designing new races and ensuring they are at least somewhat balanced.

The race creation rules are pretty much directly out of  the Slipstream
Savage setting, where they were used to create new alien races in a "Flash Gordon" sort of sci-fi.

Many of the mechanical tweaks to the core rules patch over things that didn't quite work in previous editions, such as rules on healing. Characters are now limited to one attempted healing per set of wounds, magical or mundane, per character attempting to heal. Wounds left over after these attempts have been exhausted can only be healed naturally, or with very powerful healing magic (greater heal.) This mitigates the feeling that so long as someone isn't outright killed or crippled in combat, that being beaten badly has no consequence in a setting with any level of magical healing. The other sub-system that was awkward as written in every previous edition is vehicle chases and combats. Designed to handle car chases, aerial dogfights and pirate ships blasting at each other in the same system, the newest chase rules are streamlined and abstracted where appropriate, eliminating a lot of common weirdness in previous chases under old rules. It is much less likely for vehicles to feel like they are "teleporting" about with regard to relative position, and a skilled pilot/driver is no longer capable of instantly escaping a pursuing foe in a faster vehicle with a lucky skill total alone.

The other major change to the system is the addition of interludes. Interludes are moments for dedicated bits of storytelling in quiet moments, when a character is called upon to talk about their background for a bit, based on one of four broad topics based on the suit of a card flip. This allows players to delve into bits about events that made their characters who they are as part of the story instead of only on a sheet of paper that likely only themselves and the GM will ever see. As a reward for the bit of impromptu roleplay, the player who is selected for the interlude gets a bonus benny or draw from the Adventure Deck, something that I recommend be used if you are playing with interludes (back to that in just a bit.) These rules may have to be ignored for groups that have one or more players uncomfortable with the idea of beiing put "on the spot," but in the case of my SW games, players have been eager for the opportunity for a little extra roleplay that is all about their characters with a distinct reward for doing so.

A sample card from the Savage Adventure Deck.

Then there is the adventure deck. I'd toyed with the idea of using this before, as I love the Drama Deck from TORG, and there are a lot of similarities here. Fair warning: some of the advenure deck cards are POWERFUL, even more powerful than legendary edges, and some of the cards bestow extra experience or permanent magic items, so think carefully about incorporating them into your campaign. I printed the deck from PDF, as well as the custom deck additions for Deadlands and Rippers for when I run those games, and have run a session of each with them. We've had interesting magical items, "save our butt" cards played when cruel dice might have otherwise flat killed characters, and interesting and appropriate moments of insight into monster weaknesses that enhanced the sessions I played with these cards. Without a custom edge for a second card play, each player gets one to play per session, and draws one card per rank to choose from. The benefits of using the cards far outweight the power creep or occasional plot short-circuit the more powerful cards make possible.

Overall, I'm very pleased with the newest edition of the rules, and have pretty much converted all of my campaigns to their use. The lone holdout I maintain from earlier editions in my games is the wound table that makes the severity of the "knockout blow" when a Wild Card is incapacitated the most important factor inhow badly injured they are. I don't like that a character that falls to a pile of lesser wounds can flat die from a poor vigor roll (as they are likely out of bennies to even be in that situation) and a crushing blow causing 40+ damage from a giant's club is no more dangerous than a lucky jab with a kobold's pointy stick to an already wounded character. The adventure deck scales nicely with high-level play, and I'm glad to have a working chase system for cars and ships. The new book even has a few sample "one sheet" adventures, though they are the same ones that can be downloaded from the Pinnacle website. To my way of thinking, the new edition was certainly worth another 30 bucks.
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Thursday, August 11, 2011

Rippers – A “Cyberpunk” Twist on Victorian Horror Adventuring for Savage Worlds

This coming weekend, I'm getting back to running one of my very favorite tabletop RPG campaigns. I've talked about Savage Worlds before, but in preparation for my review of the new edition of the core rules that released at Gen Con, I want to give one setting in particular the full treatment, rather than the mentions in passing it has warranted in previous articles. I've described Rippers many times as “Van Helsing meets the League of Extraordinary Gentlemen, if either of those movies had been good.” It is a monster hunting and slaying take on Victorian Horror gaming, but with an emphasis on action and adventure over experiencing fear. The twist on the setting is the “Rippertech,” a sort of unholy science that implants parts of defeated monsters into heroes who need the extra “edge” to oppose the forces of evil. This mixture of weird science and supernatural power is at the center of the Rippers setting, and it lends a little dash of cyberpunk to what might otherwise be Victorian Horror by the numbers.

Lots of werewolves, vampires, and other classic movie monsters here to be fought and stripped for parts.

The setting holds that there is a gathering darkness, and that werewolves, vampires and Count Dracula himself are very real. Exposure to these beasts usually means death for the unwary, but the mysterious Dr. Jack found not only that the beasts had weaknesses, but that their power could be turned against them. The creation of potions, powders and implants called Rippertech was pioneered by Dr. Jack and some of the greatest minds of a generation including Dr. Victor Frankenstein, Dr. Moreau and Dr. Henry Jekyll. An organization using Rippertech, blessed prayers, sorcery, mentalism and good old-fashioned weaponry to destroy the growing supernatural menace was founded with Dr. Jack and his good friend Abraham Van Helsing at its head. That is, until Dr. Jack went mad along with his best students, and they defected to the other side, organizing an army of monsters and depraved cultists into the Shadowy Cabal.

The Rippers is comprised of seven Factions, six major and one minor. The Rosicrucians practice Enochian sorcery and have turned from the study of Rippertech as they saw what it did to their founder – Dr. Jack “The Ripper.” The Brotherhood of St. George also eschews the technology, as a loose organization of religious figures around the world who trust in spiritual power. The Old Worlders are Led by Jonathan and Mina Harker, and they watch over central Europe, the traditional seats of power for Vampires and Werewolves. The Witch Hunters focus on tracking and destroying cultists and evil magicians and are led by the puritannical Serious Chapel. The Slayers are the faction that is most likely to use Rippertech, originally a society of Vampire Hunters led by Van Helsing. The Masked Crusaders are a group of costumed adventurers and gadgeteers, mostly American, led by The Yankee. Finally, there is the small group called Frazer's Fighters, who are based in Egypt, holding back the mummies and other terrors from the sands.

A typical Ripper hero, complete with strap-on Wolverine claws,
in case the Hugh Jackman/Van Helsing connection was lost on anyone.

One of the other unique things about this setting is the creation and maintenance of the player's Lodge, which is founded after a few sessions of play (at Seasoned Rank, for those who know the system.) A base of operations is selected and outfitted with various facilities and staff, and the monthly maintenance of this “home base” is financed through wealthy patrons, some of whom may be the play characters themselves. Each of the areas that can be improved has in-game benefits and many missions will be dedicated to staffing or securing funding for the local Lodge. The Lodge also comes into play with the Take Back the Night strategic system which handles what all the NPCs recruited to the cause are doing in the long-term struggle against the Cabal. NPCs may fight and die to hold back the darkness, or in their triumph, it may be defeated, so that the scope of the Lodge's responsibilies may be increased beyond the local level.

The book comes with a Plot Point campaign and a system for allowing the players to direct what happens next, whether they want to hunt for a monster for better Rippertech, recruit new members, or handle social obligations to keep the coffers full. Victorian morality and status are modeled in points that are easy to lose for being seen carrying weapons or being rude when in the view of “those who matter,” and hard to regain (you can marry well, or attempt to gain the notice of Royalty.) The small adventure tempates are designed to be slotted in at GM discretion, like many plot point campaigns, a little improvisational ability is needed to fully make use of the material and give up some of the control over what happens next to the players. The group will travel the world, from London to Egypt, through Prague and Germany to the United States and beyond. A campaign will cover years of great change, wars and revolutions and a World's Fair held in Chicago. Society engagements or border crossings can be just as fraught with danger as fangs and claws on a foggy night, as the main plot has the heroes tracking down their Organization's missing leader, Abraham Van Helsing.

Cover Art from the Rippers setting/campaign book.

There are full-length adventures and a companion sourcebook available on RPGNow and Drive-Thru RPG as PDFs, and I highly recommend the companion for rules on Gypsy Curse magic, a revised Take Back the Night system and the Frazer's Fighters rules at a minimum, plus lots of new rippertech, items, monsters and adventures to flesh out a campaign. My personal home group consists of a Scottish Lord, a female Tomb Raider/Egyptologist, a German Rippertech Surgeon, a blind French Novice (Catholic Nun-in-training,) A Gadgeteer Hero with Electrical powers based on his work with Nicola Tesla, and a mysterious Gypsy Fortune-teller. (Yes, this particular gaming group is an even split, player gender-wise.) I highly recommend GMs who are interested in this setting to make a long list of named NPCs, as you'll need them to fill in when you have to fall back on a random adventure generator to not make the results bland and generic, and the NPC Rippers who achieve triumph or glory while Taking Back the Night are more dramatic with personalities and names.

If you like the idea of the setting, but aren't really into the tabletop RPG thing, there is a Facebook game, and a setting book for using the Savage Worlds combat system as a Miniatures Wargame, though the RPG and the minis sourcebook have little crossover outside of shared history and a few characters who have statistics as hero units. Personally, I'm perfectly happy with Rippers as a setting for a home campaign. I am getting a lot of use out of my Ravenloft Masque of the Red Death Materials for rounding out the alternate history aspects, and got to work in elements of the book “Devil in the White City” for our Lodge's trip to Chicago, an inevitability considering that is where we're all from.  Saturday Morning, we're back at it.

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Thursday, June 30, 2011

She Said: Origins 2011 Part 4 - The Funny, and Interviews!

The Funny
Story of the Flower Seller
This is more 'WTF' than funny, but I had no where else to put the story. So, here goes.
(Setting: Walking out of the Hyatt Regency at 1:30am. Tired and slightly tipsy, with my husband and my father walking right behind me. There's a short, not very well lit area which you have to walk through to get to a crosswalk. This gentleman starts coming towards me, the outline of a flower clearly visible in his raised hand.)



Him: Sir! Sir! Excuse me, sir!
Me: ...
Him: Sir! Would you like...
Me: No, thank you, sir. And I'm a MA'AM.
Him: Oh..ok...

If he'd been hungry and asked for the doggy bag of leftovers from Barley's in my hand, it would've been his. If he'd waited at the crosswalk for me to get to him, I would've been much more polite. But you do NOT run towards a woman at 1:30am on a fairly dark street trying to sell her a f*$#ing flower. Or call her 'sir'. That's just salt on the wound.

I Walk the Line ... While in Costume
I like to think I don't give a poo what anyone else thinks of me. I like to think I have high self-esteem. Every year, that illusion is dissolved when I walk out of my hotel and go 2.5 city blocks while in garb. Some people can do that, no problem. And if you're one of those that can, I wholeheartedly salute you, and wonder what your secret is. Because damned if I don't feel like a two-inch worm when I get 'looks' from those that do not attend Origins. But, every year, I do it. And you know why?
/sigh

The Interviews
I did promise you interviews! And here goes.


Eric Wiener
Eric is a member of Team Paradigm, the guys that lead and guide the happenings of Arcanis/CSE from the background. (Think the Illuminati, but with bowling shirts.) He's also been a good friend of mine for 6 years, and he graciously agreed to answer my questions.
~~~~~
Sarah: What is in the works for Witch Hunter, both as an on-going campaign and as a game in general?
Eric: We are waiting on a proposal that will determine our plans for Witch Hunter.
Our plans are pretty much linked into that proposal, both for the product line and the interactive campaign. The one thing we are firm on is that we will be doing an expansion called Witch Hunter 2012.

Sarah: Are you planning to convert Caliphate Nights to either your new Arcanis system or D&D 4th ed.?
Eric: If we do revisit Tales of the Caliphate Nights, it would likely find a home in more than one system. We've considered the WH system, the new Arcanis system and even some other manufacturer's systems.

Sarah: Think Henry can be persuaded to write some Arcanis fiction?
Eric: Frankly, the releases needed to support and expand the Arcanis RPG line are going to keep everyone busy for the foreseeable future. Arcanis fiction, not only short stories but up to and including full-on novels has been something we've discussed. It just doesn't seem to be a near-future option for us.

Sarah: Production and publishing costs being what they are, is there any plan for either a B&W print of the new CSE book or possibly making the PDF widely available?
Eric: We have no plans for a gray-scale version of the Arcanis: RPG. On the other hand we have plans regarding the PDF that we are going to announce just as soon as we resolve the technical aspects. In short, the PDF will be more readily available.

Sarah: Are there any planned release schedules for additional CSE material, either gaming supplements or modules?
Eric: Arcanis: the RPG has a street date of July 25. Forged in Magic, the first supplement, was at Origins with some advance copies and will follow the core rulebook by a couple of months. The Arcanis Bestiary, should be at GenCon and then released late in the year. We have some printed adventures in the works as well as a Campaign Guide for the Crusade that are still to be announced for release dates from 4Q 2011 - 2Q 2012. Our major releases planed for next year are the Hero's Codex and Chronicler's Codex (GM book)

Sarah: Is there any plan to bring back the Invisible Kings program?
Eric: We don't know. We are certainly interested in story development in areas we are not going to visit for some time (if ever). The actual form of any such program is still up for grabs because we haven't yet built the foundation to build upon. Such is the hazards of relaunch. I would like to add that many authors are currently doing great work by submitting soft points. A couple of years worth of mods should clear everything up for all parties.
Sarah: Thanks, Eric. I owe you some coffee or something
Eric: *laughs* That's all you got?
Sarah: Yup. Short and sweet. I'd make a $#!tty reporter.

And last, but most certainly not least...

Shane Hensley

I've known Shane for going on 5 years, but then again, about a gazillion people can claim the same. Talk with this guy for a few minutes, and see if he doesn't practically make you feel like family. He has been the man behind the dizzying array of products, ranging from table-top RPGs to computer games to card games to books to...
Shane, do you ever sleep, my friend?
Listing all of his achievements would put cramps in my hands, so I will just link to where you can read them yourself.
~~~~~
Sarah: Besides The Last Sons, what else is coming for Pinnacle?
Shane: Savage Worlds Deluxe just dropped! After that is the Horror Companion, 50 Fathoms Explorer's Edition, and the collected Trail Guides for Deadlands. Two other Deadlands books are in their early stages (Relics and Ghost Towns), and Hell on Earth is laid out and going through playtesting and artifying!

Sarah: Any new editions for Savage Worlds planned and, if so, will you stick with an Explorer's Guide-type of book?
Shane: Savage Worlds Deluxe isn't a new edition, but there's lots of cool new stuff in there to *expand* the game. We're doing a limited number of hardbacks, then we'll go back to Explorer-sized versions.

Sarah: You once said Lacy O'Malley was based off of Kolchak: The Night Stalker, but were Stone, Hellstromme, or Grimme based off of anyone?
Shane: Stone was based off Clint Eastwood in a backwards way. I asked for a hero and Brom gave me the image you saw on the first edition of Deadlands. When I saw it I knew it had to be Stone instead. Grimme and Hellstromme are completely original, but their *looks* are based off the preacher from Poltergeist 2 and Vincent Price, respectively.

Sarah: What's your favorite game that you've written?
Shane: They're all my babies. The Plot Point in 50 Fathoms works the best, I think. City by the Silt Sea (for TSR's Dark Sun) was a blast. Evernight was a BLAST to run. I guess I have to go with Deadlands and Hell on Earth though--there's a lot of my soul in those books. :)

Sarah: Due to the awesomeness that is Zombie Pirates, are there any more computer games in the works?
Shane: My day job is at Cryptic Studios where I'm working on Neverwinter. I'd LOVE to do more casual games. I'm very proud of Zombie Pirates, and love the way the gameplay and the story turned out. But it's tough finding funding for smaller games, even though I think they have the greatest potential compared to their risk (Plants vs Zombies or Angry Birds, anyone?)

Sarah: Thanks again, Shane. I owe you (and Michelle) a drink next Origins if you guys go.
Shane: I never turn down a drink!

Thanks!
All in all, Origins was a convention well worth the time and effort. A+ eBay. Would buy again.
I now leave you guys in the capable hands of my husband. Thanks to Eric and Shane for answering my questions. I now apparently have many drinks to hand out for next year...
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Thursday, May 5, 2011

Savage Worlds - "You Got Miniatures Game in my RPG!"

I've been a tabletop roleplaying gamer for a very long time. From my youth spent playing the classic “red box” D&D and Advanced Dungeons and Dragons, through my college years running and playing Shadowrun, learning TORG and coming around full circle back to D&D with 3rd edition and 3.5 with a scattering of other rules systems across a period spanning over 25 years. None of those systems is the one I play or run games in the most now.

Smilin' Jack, The Savage Worlds Mascot.

Savage Worlds has its design goals set out in the tagline for the system: “Fast! Furious! Fun!” The rules manage to do a pretty good job of delivering on that promise. A lot of how and why that works comes from how the ruleset was developed. In the “scattering of other systems” I've played or run as GM, one of them was Deadlands, a Western-themed RPG with magic and monsters in an alternate post Civil War US. The rules used playing cards for initiative, used all the dice like D&D, but had “wound levels” instead of hit points.

Developed along-side of Deadlands as an RPG was a Deadlands-themed miniatures game called The Great Rail Wars, where the Outlaws, Indians, Texas Rangers and Zombies of the setting could fight large-scale battles over clashes with Railroad Companies trying to finish a line from Back East to the California Territory. The miniatures rules were like a stripped-down and streamlined version of the Deadlands RPG rules, with much faster combat and “hero” type figures that almost functioned like characters in a tabletop RPG.

One of the flaws in Classic Deadlands as a system was that combat was slow, due to needing to roll too many dice and go through to many cards to resolve actions. The game also suffered from “must buy every book” and “power creep”, where additional rules were published with every one of dozens of sourcebooks, and characters created before later books were released suffered a disadvantage against those using more powerful options from later books. These factors led to a decline in popularity of the system, and the flaws were apparent to some of the designers, who in some ways said they preferred the cleaner and easier Great Rail Wars rules.

Where it All Began.

The original edition of Savage Worlds took the strengths of the miniatures game, expanded on the powers and systems concerning heroic units, and addressed “too many sourcebooks” from the beginning. The combat system is fast, and designed to be able to handle battles with dozens of participants fighting at the same time at the speed of a game like Warhammer instead of the multi-hour ordeal such a fight would be in D&D. Generic “hit em a few times and they die” units and PCs or Major Villains are categorized as “extras” and “Wild Cards”, with Wild Cards having a full set of wound levels and abilities like a PC in any game. From the outset, Savage Worlds was designed to be used with the core rules, a setting book, and maybe a third book for printed adventures, though more often than not entire campaigns full of adventures are published in the “world books”.

The system was opened to other publishers under a limited license similar to the D20 Open Gaming License, and now there are many different settings available to run campaigns in using the rules. The rulebook is currently in its 3rd incarnation, the “Explorer's Edition”, with a new edition releasing this summer. Certain powers and rules systems are changed and tweaked a bit between rules incarnations for balance and clarity, and in general, the rules have gotten stronger with time. Heroes have five “ranks” to progress through (Novice, Seasoned, Veteran, Heroic and Legendary) every twenty experience points, with the ability to “level up” an ability or power (or purchase new ones) every five experience, with typical session rewards being 2-3 XP. Which powers can be chosen is tied to Rank, and most Edges (like Feats in D&D) and other powers (spells, superpowers, psychic talents, etc) have requirements that must be fulfilled to add them to a character.

Preview Cover For the New Edition Releasing This Year.

Initiative uses playing cards, with each Wild Card getting one (or more, based on edges) and every group of extras getting one. Dice are open-ended, so it is possible for even the weakest extra to get a lucky shot in on a powerful Wild Card. Piles of dice are rolled quickly, with Wild Cards using “bennies”, or points representing luck, training, fate, etc... to re-roll dice or to absorb damage by soaking wounds. Extras have 2 conditions, shaken (meaning stunned, set back, etc) and incapacitated (usually knocked out or dead.) Rules are present for vehicle chases, tests of will (in-combat taunts, intimidation attempts and dirty tricks), and even mass battles commanding hosts of hundreds or thousands of troops, and these systems tend to play as quickly as normal “I hit him/shoot him” combat.

The Art For the Oversized Poker Deck (With Jokers) My Group Uses For Initiative.

Over the last few years, I've run or played in quite a few different settings using these rules, and in general, I've been pleased with the results. My favorite was the Fantasy Pirate Epic game 50 Fathoms, which allowed for the greatest degree of player control over the flow of the campaign. Necessary Evil was a Supers setting where the PCs are Supervillains forced to take the role of heroes when an alien invasion takes over the world, killing most of the Superheroes in the process. Evernight was a classic “Swords and Sorcery” campaign, set a little more “on rails” than other Savage Settings, but with twists all its own that made it a good time anyway. Deadlands Reloaded brings the setting from the game which Savage Worlds came from and updates it to use the newer rules, and Rippers is Victorian Horror with monster parts and mad science used to create a sort of demonic “cyberware” set of enhancements for heroes. Rippers reminds me most, ignoring the Shadowrun-like Rippertech, of what a cross between Van Helsing and League of Extraordinary Gentlemen would have looked like if either movie was good.

There Are a Lot of Pulp Action Settings, As Well.

One of the things I like most about the system is that the design of the campaign worlds and way the rules are implemented within them lends itself well to the GM who, due to real adult responsibilities or pure laziness doesn't have or take the time to do hours of weekly session preparation. I prefer to improvise and fly by the seat of my pants as a GM, and I've had far fewer disastrous sessions attempting this with these rules than I have in many other RPGs. If I had a complaint about the system, it is that streamlining comes at the cost of abilities sometimes feeling generic between rules, with often little more than cosmetic distinctions between two characters that fight with similar styles or use similar spells in very different worlds.

Anyone else have some experience playing games with these rules? Is there another either miniatures ruleset that could almost pass for an RPG, or set of RPG rules that plays as fast and clean as miniatures wargaming out there? Let me know.
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Tuesday, March 1, 2011

Geeking Out (On a new Budget)

Looking at the entries I've posted, I want to make sure that this blog isn't all about being unemployed, and not at all about geekery. After all, It'd be easy to devolve into just whining about how bad life is (truth is, it really isn't) or carrying on with inspirational little stories that could have come from anyone. I want, occasionally, to write just about geeky things, and more often, to write about where geeky things and not having a job intersect, and how they interact. This post is gonna kinda like that second one.

I've been very fortunate to have in place a lot of geeky things that don't run me a whole lot of money, whether it means rewatching Dr. Horrible's Sing a Long Blog on Netflix streaming, playing one of the (many, many) boardgames acquired during my years at the hobby shop, or World of Warcraft. Lots and lots of WoW.

I know a lot of geeks are divided on the subject of WoW, but as I've been playing since open beta and when my wife and I were apart, it was the easiest way to spend lots of time together without lots of money, I'm definitely in the "pro WoW camp". Dungeons, levelling, crafting items, PvP, working as a team in a guild, and, yes... raiding (just killed Nefarian for 12/12 normal!) has been a lot of my gaming over the last 6 years. I spent a lot more going out to bars, and my wife and I have had a lot of fun. It may be a treadmill, but I know all the other hamsters.

Also, in the "low cost" geekery, I run several roleplaying (think D&D, not computer) campaigns for a group of friends, lately using the Savage Worlds system. We get together once a week (most weeks, unless schedule or illness forbids) have a potluck meal and I run an adventure for the group. Currently running Rippers (Think Van Helsing meets League of Extraordinary Gentlemen, if either movie was GOOD), Deadlands (Gunslingers, Zombies and magic in the Weird West), and Sundered Skies (Hrm... harder to explain this one... I'll go with "DDDDWWWWAAAARRRVESSSS INNNN SPPPAAAAAACCCCEEE!")

Luckily, my existing geek hobbies were fairly inexpensive for the amount of entertainment I get from them. I will set aside a few dollars to purchase Dragon Age 2 when it drops... more about that another day.
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