Post by sockjack on Jan 20, 2018 19:05:55 GMT -8
Long story short, I agreed to GM a game in the made in abyss universe without any knowledge about how to make a savage setting, or run a savage campaign... They're really excited and I want to make it a reality, but I have no idea where to begin...
Any advice on setting books to use as a base or general savage worlds building would be greatly appreciated!
[Updated to show all the current setting stuff I came up with]
0. Picking your battles - Setting shorthand
Since I have no real idea how to play SW much less run it, I decided to stick with the base rules in the explorer edition for the first shot at the game. Players are limited to the Human Race, with up to blackpowder equipment for variety (ammo weighs the same as food). Magic is limited to power point arcane (messing with force-fields in the Abyss) and Weird Science (playing with Artifacts).
The unique MiA aspects are meant to tweak things, not completely break the general rules of the system.
Key Aspects of the Abyss
1. The Curse of the Abyss
This is the most prevalent aspect of Mad in Abyss (MiA), and is like “the bends” in diving. So it has to be a real threat and one that should affect decisions of the exploring party. The faster they ascend the more likely the curse will hit.
PCs make a Vigor Roll [-2 normal ascent; -4 quick ascents] Tn = Layer Level
*Bad effects stack. Eg. going up in layer 3 could make you shaken, fatigued, and suffering -2 for the scene.*
2. Tough Decisions, Tougher Consequences
The world of MiA is equal parts wonder and horror. To that ends things like death and loss are treated with far more stoicism than normal society. Bad things happen in the Abyss, and delvers will need to make tough decisions about how to survive, let alone make it back home. This also means that adventures are expected to be deadlier and the town isn’t going to be surprised if a delver dies. This leads to 2 Optional Setting rules:
Hard Choices: If a player is absent, their character is considered incapacitated. The present players must decide what to do about it. This could mean having to ditch tools to carry them, or possibly leaving them to die if they cannot save them. This is a rough rule that not for every group, but really underlines the nature of the abyss and survival.
Better Flesh than Bone: A player can use a bennie to absorb all damage from an attack, but must roll on the serious injury table. Probably only used for that last wound, but is something that gives them more autonomy and durability.
3. Artifact Arms Race
The whole Economy is built around exploring and raiding the Abyss. This leads to a lot of advancements and interesting technology that is straight up wonderous. To that end, every nation wants the resources of the town. Many of these artifacts are only allowed to be sold to the government/guild. But some nations send in their own raiders, who answer to no one.
The actual abilities and types of artifacts are numerous. More perplexing, the lower one goes, the more intricate and durable the artifacts are. Some of the rarest “Grade S” artifacts are unable to even be dated properly.
The General Grade of Artifacts are as follows:
</div></tr><tr><td style="text-align: center; border: 1px solid rgb(0, 0, 0); padding: 3px;">F</td><td style="text-align: center; border: 1px solid rgb(0, 0, 0); padding: 3px;">-</td><td style="text-align: center; border: 1px solid rgb(0, 0, 0); padding: 3px;">L1</td><td style="border: 1px solid rgb(0, 0, 0); padding: 3px;">The Lowest form of artifact. Worthless in Orth, but can be sold abroad.</td></tr></tbody></table>
4. The Economy Is Busted
Economies in magical settings tend to have woefully imbalanced economies. This is made worse when there is a giant dungeon that people are constantly going in to take riches out of (California Goldrush Price Inflations). Then you add the complexity of an island economy that is reliant on other countries for goods and trade (and avoiding invasion), you have a inherently broken economy.
Solution: Guilds offer pay for work in Guild Script which can be used at the Guild Store (and some parts of town). Adds a potential dynamic for price differences between guild and “free agent” services. Plus potential for artifact smuggling.
5. Friendship is Survival
In MiA a lot of the challenges are only overcome thanks to the main characters (and everyone they meet) working together. This makes having reliable teammates a huge benefit in the world and puts the emphasis on the team rather than individuals. To show that, here are some house rules that could work.
One for All: You can use your Bennies on another player’s roll if it makes narrative sense. Explain how your character helps, and the player is tied to the results from then on.
Non-Cannon Modification(s)
1. Artifacts is Magic
Player wanted magic in the world (that they could use) so We are using a simplistic magic system. They choose a general trapping from the book, and they can use those powers (should reflect their character in some way).
Magic Economy: The powers though are powered by the artifacts. The only way they get more Power Points then is by destroying artifacts and harvesting the crystals within. The higher the grade the more power points they harvest.
The more reliable way to use magic is just to use the artifacts like a weird science roll (-2 if they lack the background). You have less versatility in the moment, but its more reliable than bending the Abyss to your will.
2. I can See the Future!
Players added a prophecy aspect during world creation. In their versions of MiA delvers are highly superstitious and only the brave/stupid go down before getting their fortunes scryed. Adds another form of contention in players and a potential political plot of “influencing” what other delvers are told. This led to 2 types of predictions, the Professional Augurs, and People guessing by staring in the Abyss.
Abyssal Augurs: They draw an actual playing card with a picture on it. [Tarot/ICRPG/storytelling cards]
Untrained: They pic and roll a Rory’s story cube. More simplistic, less precise.
Both give the player a one-time Situational Bennie to use if they can find a way to tie it to their fortune. But the professional Augurs grant an additional +2 when you see a sign of the prophecy.
Any advice on setting books to use as a base or general savage worlds building would be greatly appreciated!
[Updated to show all the current setting stuff I came up with]
0. Picking your battles - Setting shorthand
Since I have no real idea how to play SW much less run it, I decided to stick with the base rules in the explorer edition for the first shot at the game. Players are limited to the Human Race, with up to blackpowder equipment for variety (ammo weighs the same as food). Magic is limited to power point arcane (messing with force-fields in the Abyss) and Weird Science (playing with Artifacts).
The unique MiA aspects are meant to tweak things, not completely break the general rules of the system.
Key Aspects of the Abyss
1. The Curse of the Abyss
This is the most prevalent aspect of Mad in Abyss (MiA), and is like “the bends” in diving. So it has to be a real threat and one that should affect decisions of the exploring party. The faster they ascend the more likely the curse will hit.
PCs make a Vigor Roll [-2 normal ascent; -4 quick ascents] Tn = Layer Level
*Bad effects stack. Eg. going up in layer 3 could make you shaken, fatigued, and suffering -2 for the scene.*
Layer Level | Mechanical Effect | Descriptive Effect |
1 | Shaken | Light Dizziness akin to Decompression Sickness |
2 | -2 Ongoing Scene | Heavy nausea, numbness of limbs, headaches. |
3 | Fatigued | Loss of balance, visual and auditory hallucinations in addition to the above effects. |
4 | Wounded | Whole-body pain, bleeding from every orifice. |
5 | Fear/Self-injury Roll | Loss of all sensation, increased likelihood of self-harm. |
6 | Mutation/ Death | Loss of Humanity, very possibly death. |
7 | Death | Death |
2. Tough Decisions, Tougher Consequences
The world of MiA is equal parts wonder and horror. To that ends things like death and loss are treated with far more stoicism than normal society. Bad things happen in the Abyss, and delvers will need to make tough decisions about how to survive, let alone make it back home. This also means that adventures are expected to be deadlier and the town isn’t going to be surprised if a delver dies. This leads to 2 Optional Setting rules:
Hard Choices: If a player is absent, their character is considered incapacitated. The present players must decide what to do about it. This could mean having to ditch tools to carry them, or possibly leaving them to die if they cannot save them. This is a rough rule that not for every group, but really underlines the nature of the abyss and survival.
Better Flesh than Bone: A player can use a bennie to absorb all damage from an attack, but must roll on the serious injury table. Probably only used for that last wound, but is something that gives them more autonomy and durability.
3. Artifact Arms Race
The whole Economy is built around exploring and raiding the Abyss. This leads to a lot of advancements and interesting technology that is straight up wonderous. To that end, every nation wants the resources of the town. Many of these artifacts are only allowed to be sold to the government/guild. But some nations send in their own raiders, who answer to no one.
The actual abilities and types of artifacts are numerous. More perplexing, the lower one goes, the more intricate and durable the artifacts are. Some of the rarest “Grade S” artifacts are unable to even be dated properly.
The General Grade of Artifacts are as follows:
Artifact Grade | Use Die | Level Found | Descriptor |
S | d12 | L5+ | Super Rare, Only in Layer 5+. Sign of a White Whistle. |
A | d10 | L5 | Fantastical Devices or strange weapons that only be a handful in existence. |
B | d8 | L4 | Seemingly magical equipment that is reliable and durable. |
C | d6 | L3 | Interesting somewhat magical devices that are fairly reliable. |
D | d4 | L2 | Somewhat useful, if fragile, tools that can be used in the Abyss. |
4. The Economy Is Busted
Economies in magical settings tend to have woefully imbalanced economies. This is made worse when there is a giant dungeon that people are constantly going in to take riches out of (California Goldrush Price Inflations). Then you add the complexity of an island economy that is reliant on other countries for goods and trade (and avoiding invasion), you have a inherently broken economy.
Solution: Guilds offer pay for work in Guild Script which can be used at the Guild Store (and some parts of town). Adds a potential dynamic for price differences between guild and “free agent” services. Plus potential for artifact smuggling.
5. Friendship is Survival
In MiA a lot of the challenges are only overcome thanks to the main characters (and everyone they meet) working together. This makes having reliable teammates a huge benefit in the world and puts the emphasis on the team rather than individuals. To show that, here are some house rules that could work.
One for All: You can use your Bennies on another player’s roll if it makes narrative sense. Explain how your character helps, and the player is tied to the results from then on.
Non-Cannon Modification(s)
1. Artifacts is Magic
Player wanted magic in the world (that they could use) so We are using a simplistic magic system. They choose a general trapping from the book, and they can use those powers (should reflect their character in some way).
Magic Economy: The powers though are powered by the artifacts. The only way they get more Power Points then is by destroying artifacts and harvesting the crystals within. The higher the grade the more power points they harvest.
The more reliable way to use magic is just to use the artifacts like a weird science roll (-2 if they lack the background). You have less versatility in the moment, but its more reliable than bending the Abyss to your will.
2. I can See the Future!
Players added a prophecy aspect during world creation. In their versions of MiA delvers are highly superstitious and only the brave/stupid go down before getting their fortunes scryed. Adds another form of contention in players and a potential political plot of “influencing” what other delvers are told. This led to 2 types of predictions, the Professional Augurs, and People guessing by staring in the Abyss.
Abyssal Augurs: They draw an actual playing card with a picture on it. [Tarot/ICRPG/storytelling cards]
Untrained: They pic and roll a Rory’s story cube. More simplistic, less precise.
Both give the player a one-time Situational Bennie to use if they can find a way to tie it to their fortune. But the professional Augurs grant an additional +2 when you see a sign of the prophecy.