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Bustin’ Makes Me Feel Savage
So I’ve decided to give Savage Worlds a bash for the next session (at least) of my Ghostbusters campaign, so see how we all like it. I’ve translated all the PCs from the UHM system (hardly an exact process) and started writing up a few critters for practice. I’m also writing up a rules summary doc for my players, with modifications for the setting.
I took some inspiration from Graywolf’s “Savage Ghostbusters”, but actually ended up using the gear stats from the Horror Companion (I love that SW has official stats for proton packs and ghost traps), with my own house rules for the application of psychomagnetheric slime. It’s very much a work in progress, as I get the hang for how SW actually behaves in play. I’ve got as good a grasp as I can get on the rules just from reading, but how a game reads and how it behaves at the table are usually two very different things.
One thing I’m undecided on, is the use of miniatures. Savage Worlds, for all its rules-liteness, is written with the assumption that you’ll be using minis, and while I like using miniatures for my Pathfinder game, I’m not sure I really want to be pulling out the mat and figs for busting spooks. Ghostbusters (when done right, anyway) alternates back and forth between freewheeling and terrifying, neither of which are really well served by counting squares; on the other hand, one of the fun things about Ghostbusters is how busting spooks is “just a job,” like being a plumber (or possibly an exterminator), and I can see how having the miniatures could make it feel more like blue-collarey work. (“Yo, Iggy, ya got yerself a nasty free-floating vapor at about ten yards, hit that sucker up with a capture stream and it’s Miller Time.”)
The fact that there aren’t easily-convertible Ghostbusters miniatures doesn’t help, but isn’t really that big a factor– I could easily make Cardboard Heroes-style figs if I wanted to. There have also been some really nice custom minis made, but that’s a bit of a stretch for my sculpting chops and would take forever.
I’ll poll my players on the topic (HEY PLAYERS: Weigh in on this! …That was easy.) and see what they have to say. I’ve certainly got plenty of monsters I could use as spook figs.
-The Gneech
Monday Monster: Slimer
Slimer, a.k.a. the Onionhead, a.k.a. the Sedgewick Spud, is a fairly baseline Class V Free-Roaming Vapor, believed to be a “remnant,” i.e., an ectoplasmic “echo” of a living person, rather than the actual spirit of that person. In Slimer’s particular case, it is speculated that he is the remnant of a well-known television personality who died of a drug overdose while staying in the Sedgewick Hotel. The television personality’s inexhaustible appetite for food, drink, and other earthly pleasures, combined with the highly PKE-charged architecture of the Sedgewick hotel, caused this spook to manifest with an ironically insatiable gluttony. For all of Slimer’s desire to consume all food, drink, candy, and so forth, it merely passes right through him and just ends up on the floor in a disgusting mess.
As spooks go, Slimer is fairly harmless, but that’s mostly a factor of his essentially benevolent nature. Barely even sentient, Slimer tends to be clueless and whimsical, with a cowardly streak– if he were more viciously inclined, he would be capable of being hazardous. As it is, he generally just trashes the place and covers everything with slime in the process.
Slimer (Wildcard)
Type V Full-Roaming Vapor
Creature: Phantasm
Attributes: Agility d6, Smarts d4, Spirit d8, Strength d6, Vigor d6
Skills: Fighting d6, Intimidation d6, Notice d6, Spellcasting (Arcane) d8, Stealth d8, Throwing d6
Pace: 8 (run die d10), Parry: 5, Toughness: 5, Charisma: -2
Bennies: 2, Power Points: 10
Gear: Thrown Objects d6 (Str+d4, 3/6/12)
Special Abilities:
Quirk (Gluttony)
Ugly
Arcane Magic
Ethereal
Fear
Flight (Ghostly)
Arcane Powers:
Slime (Entangle) Restrained target suffers -2 Pace and skills linked to Agi and Str; Break free with Str or Agi; Single target costs 2 points, Medium Burst Template costs 4
Speed Doubles target’s Pace; Running is free with raise
Telekinesis Move single target weighing 10lbs times Spirit die type (50lbs with raise); Weapons use arcane skill and Spirit; Drop does Spirit+d6 damage
Text and artwork by John “The Gneech” Robey. “Slimer” and Ghostbusters copyright Sony Pictures and used for fan purposes only. “The Onionhead Ghost” originally created by Dan Akroyd. Stat block created by Hero Lab® (Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com). Some inspiration drawn from “Savage Ghostbusters” by T. Jordan “Greywolf” Peacock. Savage Worlds is Copyright © 2004-2012 by Pinnacle Entertainment Group. All rights reserved.
The Savage World of Ghostbusters?
So in happier thoughts, I’ve been contemplating what I want to do with my Ghostbusters campaign. Not so much plot-wise, I’ve got that worked out for now, but just in terms of game mechanics. The old WEG Ghostbusters Universal How-Much (UHM) system (which later evolved into the d6 System they used for Star Wars et al.) is certainly fast and light, but I dunno, it just feels lacking somehow. I mean, it would be serious overkill to use something as gamey as d20 for a comedy-horror campaign, but I often find myself wishing for something with just a little more structure than the “Throw ALL the Brownie Points at it!” UHM system.
So I’m looking at three basic options, and tossing them out here for interested parties to throw in their own $0.02 if they so desire. Input welcome and desired!
BRP/5 — a.k.a. “Call of Cthulhu on a d20″
I’ve tinkered around before with a homebrew version of BRP (i.e., the system used for Call of Cthulhu), which runs off a d20 rather than d% just to keep the math simpler. So for example, if your CoC character has 55% in a skill, the BRP/5 version would have “+11″ with that skill, with the idea being that you roll and try to beat a 20.
The advantage of BRP is that it’s fairly fast and flexible, but still is a granular enough system to feel like it has some meat to it. The disadvantage in this particular case is that I’d have to do all the system converting, which is something I enjoy tinkering around with but will definitely take some time.
Savage Worlds
One strong contender that I’m looking at is Savage Worlds. Billed as “Fast! Furious! and Fun!” Savage Worlds has a lot of fans among people who like generic systems but don’t like the mathiness of GURPS or HERO. I’ve never actually played it before, but I do own a copy of the “Explorer’s Edition” and have poked around with it a little. The basic rule seems to be that you have Stats/Skills represented by a d4, d6, d8, d10, or d12, and you need to beat a 4 to succeed. Combat is a “Fighting” or “Shooting” skill check, followed by rolling damage and comparing it to a target’s toughness– beat it and they take a wound, fail and nothing happens. It also has a built-in “Wild Die” mechanic that could easily be remapped to the Ghost Die, which is one of my favorite mechanics of the UHM system.
Seems pretty straightforward; the hard part would be getting used to all the nomenclature (“raises” for “criticals,” “aces” for “rolling the max,” etc.) and system quirks (drawing playing cards for initiative, for instance). The most complex part of the system appears to be the actual character creation rules, which are a point-based system that changes the cost of things based on prerequisites and such. Doing it on paper would probably give me a headache, but it’s easy enough to do with Hero Labs.
Savage Worlds has the advantage of already having been written and there being resources for it out there, while still being a fast-moving rules-lite system (at least, once we get used to it) that’s still a bit more robust than the UHM system. The disadvantage, of course, is that it’s a new system we’ve never played before and have no idea what it’ll actually be like in play. Of course, we could always just try it for a few sessions and see what we think.
Option Three: If It Ain’t Broke, Don’t Fix It
Of course, the UHM system does work well enough and there’s little compelling reason we couldn’t just stick with it other than my never-ending desire to tinker with things. Not knowing my players’ opinions on the subject, it’s hard to say (hence this post). If they are attached to the UHM system (or just loathe to learn a new one), it’s certainly still an option on the boards.
Any thoughts on the subject?
-The Gneech
Monday Monster: Vanity Duchesne
Vanity Duchesne was, in life, a well-to-do social climber who married a retired admiral and lived large among the elite of Washington, D.C. Little did her husband know, when he bought her that bracelet for her 85th birthday, that it was a cursed focus for dark PKE.
She died later that same year, respected by all, and was buried in the Duchesne family plot– the second largest in the cemetery. But now she has risen from the grave… to demand that she be moved to a plot with a better view of the Potomac.
Vanity Duchesne
Class IV Focused Full Torso Repeater (Physical, Intelligent)
Muscles 3 (Claw Her Way Up From the Grave 6)
Moves 3 (Duck Behind Cover 6)
Brains 2 (Know Social Status 5)
Cool 2 (Raise a Fuss 5)
Power 4; Ectopresence 8
Goal Be the Belle of the Cemetery
Special Abilities Fly, Poltergeist, Summon Pests
Weaknesses Motivator (remove her bracelet, and she will be put to rest); Restricted (only manifests midnight-dawn)
Appearance Rich, portly, snobbish, and dead; sort of a zombie Margaret duMont. Whenever she uses a power, someone looking for unusual effects may attempt a Brains 15 roll to spot that her bracelet glows even more than usual.Animated Mink Wrap
Class V Materialized Focused Fashion Faux-Pas (Physical, Mindless)
Muscles 4 (Entangle 7)
Moves 3 (Dodge 6)
Ectopresence 3
Goal Protect Mommy!
Appearance Vanity’s favorite fashion accessory, she was buried with it. Now it growls, bites, and attacks anybody who threatens her.Bitey Skulls
Class II Materialized Focused Nuisance (Physical, Mindless)
Muscles 1 (Bite 4)
Moves 2 (Dodge 5)
Ectopresence 1 (destroyed on successful hit)
Goal Bite Ghostbusters
Appearance Bouncy, roly-poly, clattering pile of skulls that Vanity animates with her Summon Pests power. Roll 4d6 (Vanity’s Power): every 3 points rolled creates a pile of Bitey Skulls. If she rolls a ghost, add +1 to the stats of all piles created. These are not terribly dangerous, but they do give Vanity time to flee when threatened.Ghostly Yap Dogs
Class VI Focused Status Symbol (Ectoplasmic, Mindless)
Power 3; Ectopresence 3
Goal Protect Mommy
Special Abilities Horrid Barking (Power vs. Cool or Ghostbuster is at +5 Difficulty to all actions for a round from distraction); Slime Bite
Appearance A small pack of ghostly yap dogs with diamond-studded collars (unfortunately also ghostly). Although it appears as 3-5 dogs in any given manifestation, it is a single creature created by Vanity’s Summon Pests power (DC 10, rolling a ghost gives the dogs +1 to all stats).
Who ya gonna call?
-The Gneech
Monster Monday: Goblin Wolfrider
Not as dangerous as a full-blown worg rider, goblin wolfriders are still very effective scouts, infiltrators (thanks to their pass without trace spell) or light cavalry. Wolves are also less likely to get annoyed at their goblin riders, turn on them, and eat them in the middle of combat.
Not that it doesn’t happen. Just not as often.
NOTE: Golarion goblins may (and usually do) take Goblin Dogs in place of wolves as animal companions. The statblock here is for my own game, in which the gobbies stick with wolves.

Goblin Wolfrider (CR 1/2)
Male Goblin Druid 1/Warrior 1 NE Small Humanoid (Goblinoid)
Init +1; Senses Darkvision (60 feet); Perception +6
AC 17, touch 12, flat-footed 16 (+4 armor, +1 shield, +1 Dex, +1 size)
hp 16 (1d10+1d8+2)
Fort +5, Ref +1, Will +4
Spd 20 ft. (on foot); 50 ft. (mounted)
Melee Lance +3 (1d6+1/20/x3)
Ranged Shortspear +3 (1d4+1/20/x2)
Druid Spells Known (CL 1, 3 melee touch, 3 ranged touch):
1 (2/day) Pass without Trace (DC 13), Jump (DC 13)
0 (at will) Resistance (DC 12), Know Direction (DC 12), Spark (DC 12)
Str 13/+1, Dex 13/+1, Con 12/+1, Int 10, Wis 14/+2, Cha 8/-1
Base Atk +1; CMB +1; CMD 12
Feats Druid Weapon Proficiencies, Mounted Combat
Skills Handle Animal +3, Intimidate +3, Perception +6, Ride +5, Stealth +9, Survival +8
Languages Common, Druidic, Goblin
SQ Animal Companion Link (Ex), Nature Sense (Ex), Share Spells with Companion (Ex), Spontaneous Casting, Wild Empathy +0 (Ex)
Mounted Combat Once per round you can attempt to negate a hit to your mount in combat.
Share Spells with Companion (Ex) Spells cast on you can also affect your Companion, if it’s within 5 feet.
Spontaneous Casting The Druid can convert stored spells into Summon Nature’s Ally spells.Wolf Goblin Mount (Animal Companion) (CR –)
Male Wolf N Medium Animal
Init +2; Senses Low-Light Vision, Scent; Perception +5
AC 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
hp 13 (+4)
Fort +5, Ref +5, Will +1
Spd 50 ft.
Melee Bite +3 (1d6+1/20/x2) plus Trip
Str 13/+1, Dex 15/+2, Con 15/+2, Int 2/-4, Wis 12/+1, Cha 6/-2
Base Atk +1; CMB +2; CMD 14 (18 vs. Trip)
Feats Weapon Focus: Bite
Tricks Attack, Combat Riding, Come, Defend, Down, Guard, Heel, Track
Skills Perception +5, Stealth +6
SQ Combat Riding, Track
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Track The animal will track a scent. +4 to Survival when tracking by Scent.
Trip (Ex) You can make a trip attempt on a successful attack.
-The Gneech
The text is open content using the OGL. “Goblin Wolfrider” was created by John “The Gneech” Robey. The illustration is from Paizo Publishing’s Rise of the Runelords and belongs to them. Stat blocks created by Hero Lab®.
When the Dice Hit the Mat
Well it looks like my new campaign is going to start this weekend. I spent most of last weekend working up the first scenario (hanging out at the in-laws’ place with no internet to speak of makes for lots of focused time with a notebook and pen), and having received the campaign “handbook” the players are tossing character ideas around (so far 2/4 on halflings, which is strangely appropriate).
I mentioned before that this game isn’t like the others I’ve done recently, but is a “dig in, make lots of lore and background, go heavy on plot” type of game. This is fine and dandy as a mental exercise when putting the background together, but at some point it all has to become “real” and the character party has to inhabit the world. When the dice hit the mat, will all that pre-work make it awesome, or will the whole thing just go thud?
By a peculiar coincidence, Gnome Stew once again posts a blog entry that meshes up with the issues at hand nicely, this time about “Campaign Greatness.”
Some campaigns are not that good, some are fine, and some are ones we never forget. In my last article I talked about my Elhal campaign, and how it was one of the great ones. In a discussion on G+ (btw, Circle +Gnome Stew), some Plussers asked me what made Elhal so great. So I did some soul searching, as well as asked some of my players and we came up with some factors that not only made Elhal great, but could make any game achieve greatness.
…
Why Did It Work?
On the surface there is nothing about Elhal that was different from a hundred other fantasy stories. What then made it stand out? Here are some of the conclusions my players and I came up with:
Clear Sense of Purpose – From the initial pitch for the campaign, it was clear that the goal of the campaign was to de-throne the Demon King. Other things would happen along the way, but everyone knew where the game was going. This purpose was a beacon for the players. No matter what was going on, they knew what they were working towards.
Epic Feel – Elhal was an epic story, and thus it was clear that the fate of humanity was at stake. Likewise, it was clear that the characters were not just adventurers but people of purpose. That was conveyed through the tone of the game especially in the way NPC’s regarded the players.
Characters Tied To the Setting – The players did a great job of making characters who were tied directly into the setting. There were no Weirdos and no lone wolves. One character was the son of one of the Kings who fell to the Demon King, the other was the grandson of the King’s assassin. The third initially had a mysterious background with hints of the divine, but I would add some elements to that and fully embed him into the core of the game.
Say “Yes, And…” – There was a lot of saying Yes on my part. I worked very hard not to stifle any of the players enthusiasm, so when a player asked for something, I tried very hard to make that happen within the game, and the characters would have to earn the thing they wanted. When the players said that they would need a base of operations to mount their rebellion, I worked up an arc that would lead them to liberating a city under a terrible curse.
…
Outside Communication – The players were so excited that discussions of the game would spill into email between sessions. These discussions were almost always in first person and often represented in depth discussions about the situations the characters faced. Those metagame moments reinforced the game and added great depth to the campaign, and growth to the characters.
These are all elements that I’ve looked at with this game. Not all of them directly apply yet– there isn’t a single obvious “Demon King” for the players to rally against at this stage for instance, aside from an obvious Sauron-esque[1] Lord of Darkness too remote and powerful to be confronted directly any time soon.
The “Weirdos” points vs. “Say ‘Yes And…’” is an interesting balance that needs to be juggled. (And the linked article about the Weirdo Card is a very interesting one as well.) The players need to be able to create characters and situations that will interest them in order to get (and stay) invested in the game, but those things have to be woven into the setting and campaign in a way that works. Figuring out what to do when you are trying for a string quartet and half the players bring kazoos is part of the Gamemaster gig.
One thing I’m thinking of doing on that score is implementing a “Goals” and “Wishlists” system once the campaign has a good start. The “Goals” part (lifted from the old WEG Ghostbusters RPG) would be fairly simple: each character has a broad goal they wish to accomplish, and each session they get an XP bonus if they achieve it. Using the Lord of the Rings characters as examples, Aragorn might have a goal of “Lead Well,” Pippin would have a goal of “Get Into Trouble” or something similar, and Sam Gamgee would have a goal of “Serve Frodo.”
The “Wishlists” is even more straightforward: the players get together periodically and give me a list of things they’d like in upcoming sessions, both as a group and individually. Party wishes might be things like “a party mentor” or “to fight a dragon,” whereas individual wishes could be anything from “a magic spear” to “an NPC romance.”
Since the character creation process has been a bit more curtailed for this game than it usually is for my games, and there are limited options for things like buying gear upgrades over time, the idea is that these things will give players some extra control over the long-term story to compensate.
-The Gneech
[1] Strictly speaking, more Morgoth-esque, actually. Point is: definitely not an immediate concern.
