With the successful completion of the Crystal Heart Kickstarter in December, I find myself in the fortunate position of starting 2019 with a commission to write RPG material for somebody else. The brief for the adventure was broad – something that an Agent of Syn might face, including an NPC ability or hazard to demonstrate knowledge of what makes Savage Worlds fast, furious and fun! My pitch, as presented during the Kickstarter campaign was:
So where do I start? How do I go from a pitch to a finished adventure? I’m aiming to cover that process through a series of blog posts as I develop Ghosts of Iron.
Right now, that answer is research. While this may be my first commission there are a wealth of resources I can draw on. Firstly, there are my own adventure starters which were designed around a similar framework to One Sheet adventures – streamlined overviews that outline the adventure but require additional GM input to fully flesh out. It also helps that Pinnacle, the company behind Savage Worlds have a treasure trove of One Sheets available as free downloads from their website. I’ve begun mining that to put together a framework – what should be included, how do I highlight sections, how much detail do I give locations vs NPCs vs plot. Once I have identified those I can start to take my existing notes and begin to fit them to the page.
Secondly, there is the Crystal Heart setting itself. While the book is still in development Eran and Aviv have already showcased the world through the webcomic and accompanying page notes. Over the coming months, I’ll be going back to that repeatedly, to pick up on details that I might have missed and to ensure that my adventure embodies the spirit of the setting.
24 hours! That’s all that is left for you to back the amazing Crystal Heart Kickstarter from Up to Four Comics. If you’re still on the fence then let’s summarise what you’ll be getting at this point:
- A full-colour setting book with 200+ pages of details and amazing artwork.
- Six, yes count them SIX short adventures, two of which are available now as free downloads and one of which will be written by yours truly.
- Ten bonus crystals for use in your games, with suggested adventure seeds for each.
- Themed bennies, available as both PDF or a physical add-on.
You can get all this in digital format for a mere £15, back it while you still can.
While I enjoy the system I’ve never been a big backer of Kickstarters for Savage Worlds, even to the extent that I didn’t back the recent campaign for the latest edition of the core rules. Of the many settings only Deadlands and its spin-off Deadlands Noir have really grabbed me. Everything else has gone on my “I might pick it up eventually” list.
Until Crystal Heart.
Developed by Eran and Aviv through their webcomic Up to Four Players, Crystal Heart presents a world in the process of uncovering lost artifacts and knowledge from an advanced Bygone Age. The most powerful of these relics are Crystals, gems of unknown origins that channel unique abilities and powers to the wielder. The catch? The only known method of controlling them requires that the user have their own heart surgically removed and replaced with the Crystal. Only one organisation admits to possessing the skills necessary to do so, Syn. Their Agents are relentless, fearless. Heartless.
The setting is beautiful, intriguing and while only a small percentage of the world has been explored its clear that it has a depth to it that many settings lack. Best of all? A setting book is on Kickstarter right now, the project went live earlier today and is already sailed past the 50% mark.
So what’s included in the Kickstarter? For £15 (~$19) you’ll get the full setting book in PDF format plus any bonus PDFs which are unlocked via stretch goals. £30 (~$38) + shipping will net you the physical book plus all the PDFs while the £55 (~$70) + shipping ‘fan’ level rewards you with all the PDFs, the physical book, print issues of the Up to Four Players comic, dice tray and sticker sheets. In contrast to many Kickstarters, Eran and Aviv have gone for a relatively simple tier structure, with only a single, limited quantity, high-level pledge at £175 (~$225). For that, you get to create a Syn Agent to be included in the setting book, which will include character artwork by Aviv.
The details of the stretch goals have yet to be announced but will include additional content for the core book, a collection of one-sheet adventures and custom Crystal-themed bennies. Given the goal for the Kickstarter is likely to be reached within the first day it shouldn’t be long before the details for these are unveiled.
If you’re interested in the Kickstarter then you can find it here and it’s running until Tuesday 11th December. If you want more information about the setting then I’d highly recommend the comics, which can be found at www.uptofourplayers.com and if that isn’t enough then how about checking out the free starter set, which includes an overview of the setting, pre-generated characters and an introductory adventure? You can download that via the Up to Four Players website or directly from drivethruRPG.
Earlier this week a panel on the latest (and excellent) Up to Four Players webcomic got me thinking about NPC vs NPC actions, specifically during combat. A short discussion over twitter inspired Eran to put out the following today:
That article got the wheels turning a bit further though. In general, when it comes to NPC actions I try to minimise the amount of time involving a second NPC. I hand wave rolls, narrate overall outcomes rather than detailed actions and actively try to avoid lengthy discussions.
Primarily this comes from wanting to minimise the amount of time where the players are sitting waiting. Nobody likes to sit and listen to the GM monologue, especially when they’re trying to portray multiple individuals (doubly so when, like me, you’re bad at accents so NPCs rarely have distinct voices). I also want to avoid having to reference multiple character sheets/abilities, especially with games that are more complex than the Savage Worlds system used in the comic.
The second reason is that of narrative. As a GM I want to keep the PCs front and centre, not being overshadowed by a minor companion who just happened to roll well that session. I speak here from experience. The first campaign I ran was Torg, using published adventures. During one particular section, the group had encountered an over the top superhero who was meant to obtain what they were after while in the Nile Empire. During their daring escape in a plane they came under attack from fighter planes and throughout the resulting combat their NPC companion was useless. Right up until he rolled amazingly and stole the final kill from the PCs.
If it had been a PC in that position, of constantly missing then rolling big right when it mattered it would have been an amazing moment. Instead it felt, to me, like a let down. As a new GM I wasn’t at the point of knowing when to fudge the rolls (a debate in and of itself) so instead I worked to minimise the chance of that occurring again by avoiding NPC vs NPC rolls.
The Up to Four Players strip got me thinking though – do I sometimes take things to far. In trying to keep the PCs in the spotlight is it to the detriment of the game. Gone are the unexpected moment, such as where a weak and feable King gets the upper hand against the expert assassin or a trusted ally is unexpectedly convinced to take up arms against the PCs. Dice add randomness to the game, not only for the players but for the GM as well and maybe it is time I started to add that back in to my games.
So long as it doesn’t take too long.