Monthly Archives: March 2012

WittCon IX Debriefing

I’m very sorry about missing a week here on the blog. I still intend to post on a weekly schedule. So to make it up to you, I’ll make an extra awesome post!

WittCon IX: The Wrath of Con was the largest convention in recent times that the Wittenberg Role-playing Guild has ever hosted with 103 people!

My Elder Scrolls game went well with everyone there having a great time! I was surprised to have two players who had never played any Elder Scrolls games before, but we were able to get them up to speed enough about the world to get them to enjoy it. There were a whole lot of “arrow in the knee” jokes, culminating with the Bosmer archer doing a double shot and my hit location die showing that he hit the guard in the legs. So the poor guard got not one, but two arrows in the knee!

Urban Arcana: Vegas was a blast both times that I ran it! The players loved the characters (who will be posted in another blog post) and had a lot of fun with the whole concept of D&D in the modern world. The only downside to the game was that it was two short. I scheduled it as part of WittCon’s “one hour one shots” series, but it could easily have been a three hour game. Regardless, everyone had a whole lot of fun and it turned out to be a great adventure!

For the third session, I got to play in a game of Hell on Earth (Classic Edition) and we wound up failing spectacularly. The group completely misread the townspeople’s intentions and intimidated them when they should have been friendly, had a Templar who seriously considered driving an SUV on difficult terrain, despite the fact that he had never done anything close to it, and in the end had our Doomsayer nuke anything and everything in a five mile radius. In the end, we all had a lot of fun, even if we were the worst posse ever!

And now, for a bunch of pictures (click for larger images)!

Signup sheets for all of our scheduled events.

A full table of Star Wars players!

Some players in our Magic: The Gathering tournament.

Several con-goers make chainmail items with the help of Genesis Maille.

The plot thickens in a game of "A Song of Ice and Fire"

Board gamers get a chance to come together.

Ovahk the Orc is guarding some pie from hungry adventurers!

A brave adventure challenges Ovahk for some delicious pie!

Poor Ovahk lies defeated on the ground while the adventurer claims his pie reward!

Advertisements

Mandatory WittCon IX Plug


Two weeks from the time of this writing, the Wittenberg Role-playing Guild will be hosting WittCon IX: The Wrath of Con! It’s a full day of gaming at Wittenberg University in Springfield, OH from 11:15am-Midnight with over 40 events scheduled to run, including a Magic: The Gathering tournament and a live action version of Orc and Pie with real pie!

I’m going to be running a Savage Worlds Elder Scrolls game set in Summerset Isle (using my conversion that I released last week). Here’s the description:

Summerset Isle, the land of the Altmer (High Elves), has never been particularly fond of the Empire and now it seems their unrest has reached a new level with syndicates of wizards leading boycots of Imperial goods. Although the Emperor is concerned about this, he is more troubled by the fact that a member of the Blades who was investivating rumors of increased Daedra worship, but has gone missing since.

The Emperor is now sending a group of trusted Blades from across Tamriel to Summerset Isle’s capitol, Alinor, in order to determine what happened to the last person he sent and eliminate any threats to the Empire. Taking place three weeks before the Oblivion crisis, this adventure will allow fans of the epic video game series to journey into a never before seen land that is as extensive as your imagination!

This will be an investigative game which I’m hoping will lead to a suitably epic climax for a one-shot adventure. My plan is to have one pregen from each of the races available as a choice for the characters.

Later I’m running two one-hour sessions of Urban Arcana, my favorite D&D setting, using D&D 4e. I think the cover art for the original book (a d20 Modern setting) and the adventure description speaks for itself:
Urban Arcana Cover Art

In the world of Urban Arcana, dragons rule the boardrooms and bugbears rule the streets. It is a world where monsters and magic exist, yet the human psyche cannot fathom them and imagines that such supernatural events simply do not exist. some break that barrier and become aware of the strange world around them. And some are just trying to make sense of this new world that is now their home.

In this mission, Department 7 has assigned a group of agents to investigate some strange occurrences going on at the Astral Sea Casino in downtown Las Vegas, which is rumored to be run by the notorious Corsone Syndicate. But like everything in Urban Arcana, things are a bit stranger than they seem.

There’s a lot of stuff to be excited for in this con. If you’re in the Dayton/Columbus area on March 24th and would like to have an awesome-packed day of gaming, come to WittCon! More details and a full schedule can be found here!

The Elder Scrolls: A Savage Worlds Conversion

The Elder Scrolls: A Savage Worlds Conversion

I’m very pleased to announce the completion of several months labor: The Elder Scrolls: A Savage Worlds Conversion. This is a massive, 50-page conversion to bring the world of The Elder Scrolls video games into Savage Worlds.

Why Savage Worlds? Although it is mechanically quite different from The Elder Scrolls video games, I think it does a great job of telling the fantastic stories of heroes who make a difference in the land. My goal is to not replicate the feel of the games, but the feel of the world and what it would be like to have adventures there. I’ve taken elements from all the games, Arena through Skyrim, and created this awesome conversion.

This conversion includes everything you could ever want in an Elder Scrolls conversion:

  • All ten races
  • All thirteen birthsigns
  • A revised magic system that replicates the feel of magic in the video games
  • At least one Racial Edge for each race (including one that allows Nords to do dragon shouts)
  • Sinning tables for all of the Nine Divines
  • Rules for having gear made of a variety of materials
  • Four new Professional Edges
  • A bestiary with everything from Mudcrabs to Dremora Lords
  • Two dozen artifacts
  • Vampirism and lycanthropy

The current version is The Elder Scrolls for Savage Worlds v1.1 (600 KB PDF). I greatly encourage feedback, so put any suggestions you have below in the comments or contact me!

This work is released under the Creative Commons Attribution-NonCommercial-ShareAlike 3.0 and the Savage Worlds fan license. The Elder Scrolls and all related trademarks are the property of Bethesda Softworks.

Changelog

Version 1.1 (31 March 2012)

New Features

  • Created a new “Necromancer” Professional Edge, which provides a cheaper way of summoning Skeletons, allows the use of the zombie power, and allows the creation of Black Soul Gems
  • Created a new “Wizard of War” Professional Edge, which allows an individual to make both a Destruction and Fighting attack in the same round and apply a –2 penalty to just one of them
  • Added the jump power originally printed as the leap power in SharkBytes Vol. 1, Issue 3, pg. 36

Gameplay Changes

  • The Alteration, Destruction, and Restoration skills are linked with Spirit, rather than Smarts
  • In order to better replicate the games, additional Powers are now purchased with money, rather than learned as part of the New Power Edge.
  • Altmer take a –2 Toughness versus Fire, Cold, and Electric attacks
  • Khajiit now have a d6 Stealth at character creation
  • The Steed birthsign now grants a bonus when running
  • Scrolls with ranged spells target with a Smarts roll, rather than a Shooting roll
  • The zombie power is now limited to those who have the Necromancer Professional Edge
  • Slightly improved the Scamp’s Pace and bite/claw attack and fixed an error in calculating its Toughness
  • The Mace of Molag Bal now actually has its damage listed (Str+d8+2)
  • A duplicate entry for Volendrug (with different statistics!) has been removed

Textual Changes

  • Clarified text of Dunmer’s “Grim Demeanor” racial feature to make it clearer that the Mean hindrance does not apply to other Dunmer
  • Made the Khajiit climbing bonus listed separately from the Natural Claws racial feature.
  • Clarified the Redguard Adrenaline Rush text to make it more obvious that Mighty Blow and other Wild Card Edges cannot be used
  • Clarified the text of The Warrior birthsign to indicate that it can’t be used to boost damage
  • Made it clearer that most, but not all, attack powers bottled in a potion will require a Throwing roll to activate
  • Added a missing “not” to the Enchantment text
  • Added mark to note that Bless/Curse is found in the Fantasy Companion
  • Gave the falling rate in game inches for the Slowfall power
  • Clarified text of Azura’s Star to make it clear that a creature must have the soul trap spell active upon it for it to be trapped

Version 1.0 (5 March 2012)

  • Initial Release
%d bloggers like this: