Steve's Occasional Game Blog
A place where I pontificate on the various products available to the player of board games, war games and role-playing games that don't involve a computer, the people that play these games and the games I've had.
Monday, October 19, 2026
Zomblandia; A The Game of the Living Dead
Saturday, February 7, 2026
Deadlands:Reloaded (Savage Worlds)
What will I need to bring?:
Just you and the desire to have fast, furious fun of a Sunday.
Deadlands:Reloaded (Savage Worlds):
Deadlands:Reloaded is a roleplaying game set in the Postbellum Weird West around 1884. Player characters confront evil and attempt to vanquish it at the local level, and reduce the prevailing level of fear in the larger scale as a result.
The characters may be lightnin' fast gunslingers, magic-wieldin' Hucksters, miracle-workin' Blessed, Mad Scientists wieldin' marvelous inventions or just ordinary cowpokes, tryin' to earn a grubstake but pulled into events beyond their control.
All these have in common is their courage an' drive to succeed, but all should work together in a posse to beat drygulchers, backshooters, varmints o' legendary size an' so forth.
The Adventure will pit the PCs against an enemy so horrific that ... but I've said too much. A selection of pre-generated characters will be provided, and if you have no dice, those will be provided too.
Characters:
The available character types will be:
Gunslinger - These folks are masters of slappin' leather an' sendin' their targets to hell.
Blessed - These are preacher types, though mebbe y'wouldn't know it from their looks. They can perform miracles, like fixin' that bullet wound, and mebbe a whole lot more.
Hucksters - Gamblers. Well dressed they may be, but rumor has it they're in league with the devil and can cast magic hexes. If these rumors are true, they're headin' for a hemp necktie party in any decent, law-abidin' town.
Hexslingers - Gamblin' types who tote around shootin' irons carved with strange runes. Smacks o' more devil's work if'n you're askin' me.
Mad Scientists - Stand well clear when one o' these fools fires up one o' their "miracles o' science" is all I'll say. Yes, their devices are pretty spectacular, but they're all mad as a jackrabbit on locoweed.
Dice:
As mentioned before, I can provide dice to those in need, but you are welcome to use your own, especially if they are newly acquired from a vendor at the expo. After all, you need to roll the shine off them.
You'll need a D4, D6, D8, D10 and possibly a D12. Having two of each would be a bonus. You'll also need a D6 that can be told apart from all your other D6s. This is quite important, but if you don't have a distinctive D6 I will provide that too.
Deadlands:Reloaded uses the Savage Worlds game engine.
Savage Worlds:
Savage Worlds is just about the easiest RPG system to learn quickly so the players can forget about it and start having fun.
Attributes and skills are represented by die types rather than scores. Characters roll tests against these "traits" using that die and attempting to hit a target number, which is usually 4.
Characters come in two types - Wild Cards and Extras. Wild Cards roll an extra D6 - the so-called "Wild Die" - along with their trait die for tests and take the best result. Wild Cards have three wounds before they are incapacitated (don't worry: Savage Worlds combat is not a "hit point attrition" business and three wounds is plenty). Players will be using Wild Card characters.
Everyone else is an Extra. Extras have no wounds, so they become incapacitated when damaged. Extras do not roll the extra die when testing against traits.
Players will be allocated "Bennies" which can be used for re-rolls and to make wounds "didn't happen".
This has already taken much longer to type than it takes to get into a game. My favorite way to get players into Savage Worlds is to have them jump in and just try stuff, with me (The GM) explaining the mechanics needed as and when. I typically only have to do this once or twice in-game for new players to understand how it all works.
If people have already played Deadlands:Reloaded they should know I propose using the Fate Chip Bennies from the older edition as I think they are more fun than the newer generic type.
Friday, February 6, 2026
Discworld RPG
Sunday, January 19, 2025
Dungeon Crawl Classics
Mutant Crawl Classics
ALIEN RPG - Destroyer of Worlds
Friday, February 24, 2023
West Side Warriors - a Savage Worlds game for 3-12 players and a GM
New York is a wasteland by night. Vicious gangs run rampant, stealing, vandalising and using unrestrained threatening choreography on each other and any poor bugger who wanders into theater.
The players take the part of members of the mostly unknown gang The Warriors, after gang delegates (the players) have attended a meeting of gangs in The Bronx.
The object is to get back to Coney Island with everyone as undamaged as possible. Unfortunately, unbekownst by The Warriors, they have been framed for the killing of Mr Big, an important member of NY's most powerful gang The Riffs.
The Riffs have put a bounty on The Warriors!
Every gang in NY is looking for The Warriors, and the road back to Coney Island will be a difficult one.
Navigating NYC
The Warriors move across NY using a map broken into zones. Crossing zones takes cinematic amounts of time decided by the GM, but at least one gang must be overcome in every case in order to enter a zone. Gangs can be confronted and overcome by combat, or The Warriors may attempt Stealthy Passage, avoiding contact by EITHER a series of standard group stealth rolls (in which the least stealthy PC determines the outcome) or by Stealth Choreography, which consists of a series of group performance rolls (using the least able performer's skill). Success in either will grant a conflict-free passage into and out of the zone. Choreographed Stealth can also grant bennies.
Confrontation
When confronted by another gang, initiative is determined, and the winner gets to choose the mode of combat:
- Ultra violence - a vicious no-holds-barred brawl using whatever weapons come to hand (no guns, no-one can afford them). PCs may use a single skill to elaborate on their combat technique, using athletics in conjunction with a descriptive narration, or taunt (with a suitably humiliating descriptive narration) to put opponents on the "back foot" until their next turn. Winners incerease their gang reputation (which affects combat bonuses and penalties) losers lose reputation (as well as getting sliced up a treat). Losing reduces the Warriors's reputation and blocks their way forward on the map, forcing the choice of a new route or a re-match.
- Choreography - a vicious no-holds-barred dance-off that wll grant the winning gang bennies. (Bennies are used for re-rolls and avoiding damage). Losers slink off or faint away with shame.
Whoever has Gang Initiative decides the nature of the battle - either Choreography or Ultra-Violence. Th GM plays the NPC gang.
Choreography battles are "Dramatic Challenges" of a random number of rounds with fixed initiative. Whoever wins determines the performance troupe size AND dance formation, which must be matched by the opposing gang as best possible. Non-performers sit out and watch. The gang that wins the most rounds of performance wins the choreography battle. If that is The Warriors, they continue on their way and each PC gets a benny.
How it works:
- The GM rolls for the challenge length, and determines the NPC Performance "target number" to be beaten by The Warriors' performance.
- The Warriors' leader makes the group Perform roll using their Perfom skill
- The leader may elaborate their performance with a skill roll for +1, or +2 for a raise.
- Each member of the performing troupe within 5 inches of the leader rolls their own Perform and adds +1 to the leader's roll for a success or +2 for a raise.
- Each member of the performing troupe within 5 inches of the leader MUST then use the same elaboration as the leader, granting an additional +1 or +2 for a raise.
- An un-bennied failure of the elaboration OR the performance roll of a trouper removes them and any bonuses they may have contributed from the performance AND can run the risk of tripping other adjacent performers of their troupe, forcing an immediate athletics check to recover or be removed from the troupe along with any bonuses the tripped PC may have contributed to the performance roll.
- The losing team must remove one performer from the stage for the next round due to twisted ankles, hamstring problems or histrionic meltdowns.
Most number of wins after the challenge ends determines victory. Winner sends the other gang skulking away and if the PCs are the winners, each member of The Warriors who performed (including those who were eliminated during the performance) gets a benny, and the Warriors may progress on the map as they wish. Draws are determined by single combat Perform challenges Leader to Leader. At this point player might announce that they are opting for a vocal performance, and could describe the nature of this song and what it is attempting to achieve. Extra bennies or other bonuses might be granted for a clever enough use of this tactic.
Any member of The Warriors may contest the leadership if they feel agrieved. This can be settled amicably, by a gang vote or by the above combat methods, PC on PC. Players might be wise to avoid Ultra-Violence challenges for the good of the gang, but the choice is theirs.
This is a musical. No-one dies.
Characters who take enough damage to kill them faint instead. The wound penalties do accrue though.
Players may at any time "chew the scenery" by announcing they are going to sing. They must say what the theme of their song will be, and what they are hoping to attain by singing it. Examples might be attempts to gain sympathy for imagined (or real) wrongs by other gang members, pleas to reconsider decisions already made and so forth. The other players may take the performance to heart or with a pinch of salt, but a simple success will grant a benny if the technique is not over-used.
Bennies are a feature of the Savage Worlds game system. They enable players to re-roll bad dice results, to soak away damage as though it never happened and to change features of the encounter in minor but possibly important ways.
This scenario uses three different colors of benny.
- White Bennies are used as described above
- Red Bennies are used either as White Bennies or to add 1D6 to any single roll. Using one grants the GM a benny
- Blue Bennies work like Red Bennies but do not grant the GM a draw
- In-game benny draws are done blind, for a random color
