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

Monday, August 5, 2013

Weird War II- Weird Wars for Savage Worlds

Weird type events for World War II? Yes please. Unlike Deadlands I think this pulls it off. That is not an indictment of Deadlands either. I like the concept surrounding Deadlands and some have even said "finally one can role-play in the Old West" I disagree, but that's another topic entirely. The topic at hand is the Weird War II source book from Pinnacle Games for their Savage Worlds rules.



Weird War II is a sourcebook for using the Savage World rules system from Pinnacle games for a twist on Word War II. Like Deadlands there is dark elements afoot and Europe is in deeper trouble then just Nazi Germany or Imperial Japan. Weird War as a genre has been around for quite some time but I think that this book really captures in well for the first time in an RPG.

I'm not delving into the Savage World rules here per say as if you are reading this you probably already know how the system works. Instead I'm going to focus on the book itself as source material.

Released in 2009, overall Pinnacle did a good job of capturing the feel of the genre and the character creation really shines from the perspective of each of the main nationality identities. Each of the main nationalities has an advantage that is typical to soldiers from the corresponding countries. While one could play the Axis side I think the best way to handle a team is the Allies, not only are the rules set up this way but the mixed nature of the Allies means there is a great deal of latitude to use military and civilians packages. I think female players can draw great inspiration from the illustration on page 12It's a great way to get the ladies into action. Who wants to play a WAC when you could be a French Mademoiselle with a penchant for explosives blowing stuff up! In any event the game concept of the Office of Special Investigations really does away with the worry of women in combat anyways. basically if one can handle the horrors of Weird War you're in regardless of gender. In a way it also harkens to the Twilight 2000 rule set where units can be very ad-hoc in nature.

As a quick aside the equipment levels feels just about right for the game.

Additionally the rules add the right amount of new skills and edges to round out the game. I also really like the mission generator as it will really get the game moving. If the Warmaster is having a hard time coming up with something all he has to do is flip through there, role some dice and he has the party moving forward with something in play. Another factor that can help is the Warmaster can always "pull rank" on the players by having a superior officer issue them orders. In way this is awesome for the GM as he is usually at the whim of the players wandering around complaining about "railroads" after said GM has prepared options A, B and C. Invariably the players ignore everything and try for option Z only to then complain "there is nothing to do."

The material here is quite scalable to, going from personal arms all the way up to fighters and bombers and ships from the various navies! Rules for fortifications, battlefield rules, artillery, dsease, parachuting, you name it. In short you can easily play out almost every aspect (and then some) with the rules and the Savage Rules Explorer edition.

Large sections of the book also hone in on the Weird War aspects of the game (this really gets rolling in Chapter Five). The rules also add monsters as well as spell casting (particularly Nazi blood magic) and Soviet Psychic rules. While the natural tendency might be to focus on the ETO (European Theater of Operations) the campaign in the Pacific could be equally as exciting. With the vastness of the Pacific Ocean there could be a multitude of chances to encounter many weird aspects to the game all in sweltering heat.

The last chapter deals with the Axis powers and the Warmaster will be using it often as well as the monsters that are introduced into the game. Some notables are the Axis Stitch (soldiers sewn together from multiple bodies), zombies (the mustard gas ones are particularly nasty) and wehr wolves.

In terms of graphic design and art presentation I give it high marks. Even with some of the art being recycled from the previous incarnation of the rules its still good and uniformly excellent through capturing the feel quite well. Both the front and back covers deserve praise as does my personal favorite of the book, the picture of the Axis Stitch on page 163.

One negative I have for it being a hardbound book the gluing is flimsy. My copy is already separating from the spine and I haven't opened it a ton. Perhaps I'm a bit it old school there and feel the bindings should be better.

If I were to run this with my group I'd probably rely a lot on the imagery from Return to Castle Wolfenstein as well. I think there is natural overlap (and for all I know perhaps the chaps at Pinnacle were inspired by the game). I think if handled right by the referee that weird happenings in WWII could be a fun an exciting jaunt away from the traditional sword and sorcery realm of AD&D.

Another point is that the previous edition was d20 based. But if you are anything like me you can make almost anything work so you'll have resources to pull from. As I get older I still am not a huge fan of the d20 style of gaming, but it does offer up a lot of material to adapt to ones game.  The thing to keep in mind however is there is not much in the way of modules for Weird War so you'll be doing a fair bit of writing. I don't see this as a major problem when one considers Word War II was very well documented.

Another tactic to take soul be to use the Savage world rules along with the Weird War supplement and meld it into an alternative Earth. Or take it and combine it with the ideas presented in the RPG magazine the Familiar. In particular was the article in Issue #9 from 1996. The article entitles "Marxists and Magic" details the world of Zoor and the impact of Nazi science opening portals to the world of Zoor which is akin to more traditional RPG fare. The US and the allies follow and the Cold War comes to another dimension and or world. In any event the rules for Weird War II can be used in a multitude of ways.

In closing I give it 4.5 out of 5 stars.

Tuesday, July 16, 2013

Brrrrrraaaaaaaiiiiiiiiiinnnnnnssssss!

ZOMBIES! 

Now that I have your attention, just who doesn't like the Zombie genre? Not many people considering the obsession with the zombies on TV and at the box office (although I'm protesting World War Z).

Now if you don't like them get the hell outta here, Zombies are cool! In RPG land there are a few good choices for zombie horror survival, but for me I'd probably settle on using All Flesh Must be Eaten (fans shorten it to AFMBE) a second choice would be to use Savage Worlds and use the Weird War campaign setting an modify it from there. Savage World rule system would be perfect for zombie adventures using Weird War II rules as I like the feeling of the supplement and they sanded off the rough edges compared to the previous installment.  Lastly, there is also the Battlefield Evolution with the Apocalypse Z supplement, but bear in mind that is a tabletop battle miniatures game first and foremost.

Released in 1999 AFMBE is still the standard for Zombie RPGs out there. With a number of supplements the line is well supported. While there are other systems, I think All Flesh Must be Eaten does the best job of capturing the feel of the genre. The rules are not cumbersome (or "crunchy") which might be off putting to some gamers but I like the ability to use in many types of settings from traditional end of the world trope "Rise of the Walking Dead", to voodoo zombie lords "Dawn of the Zombie Lords" to space aliens zombies "They came from beyond", to name but a few. Seriously, if you are a GM and you can't come up with SOMETHING in this genre, it's time to hang up your your GM Screen.

Back to characters three basic types (Norms, Survivors and Inspired) each with their own built in advantages (for the most part). 6 stats on a point system and away you go. Grab some qualities and drawbacks (here is where I think Savage Worlds is better) and you are off. Also in the character creation chapter I especially like the Archetypes section as it gives a good feel of the tone of the design of the system.

Equipment and vehicles are well handled and I also like the sections for different types of zombies (Apocalypse Z does this as well).  For a game with only one and really defining monster some variation is needed and with the system presented its simple to do so: take the base profile and add to it for variation. Boom, done.


One thing I did not like (I have the revised edition so I cant speak to the original) is the graphic design. I like the look at feel but a lot of it looks like it was low-res quality scans, making it look bit muddy. Even if they are not, that's how it looked.  Shame in an otherwise fine presentation.

In closing I recommend the game. I can't imagine playing All Flesh Must be Eaten for really long periods of time but I can certainly see it for a beer and pretzels type of gaming. Anyone else out there with thoughts on this RPG?

(as a blogger's aside: I want to make sure I keep blogging so be on the lookout for more posts about games that I've been collecting over the last few years as I get back/up to speed with the modern RPG scene. Some Warhammer blogging might be in order as well, stay tuned).