We came together to play our first session of our Savage Worlds post-apocalyptic campaign. We had four players returning from our previous Savage Worlds game, and two players who have been in our group before but who were new to the Savage Worlds system.
What's different about the way I set this campaign up is that I insisted that each of the PCs have a family tie to a member of the tribe that they're helping. And we're talking immediate family member (mother, father, son, daughter, brother or sister). I'd grown weary of all the orphaned, loner character types, I guess. I can already see the effect that making that one choice has had on the game. Back stories were really stepped up. And I was able to weave a few of those back stories into the action of just the first session.
The characters are from a small tribe of 100 individuals, who have asked the PCs to be a group that acts as their agents in the world, helping them to find a place to relocate, finding resources, protecting them or warning them of danger. So after they form this group, the tribe celebrates and then goes to bed. The PCs will set off the next morning.
But during the night, they are attacked by beasts part-toad, part-man and part-bat. Although the tribe fairs well, the creatures do manage to carry off a daughter of one of the council members. And perhaps, more importantly, she was one who one of the PCs has sworn to protect.
I was so lucky. I would have taken any NPC I could have grabbed, but I really wanted to get the girl for story purposes. Of all the grabs I attempted, I only got her and one of the PCs. The latter was freed quickly before the creature could get away.
That was the end of the first session, and so now, the PCs plan to set off at first light to find and rescue their tribeswoman.
I love it when the dice work for the story. I so hate forcing story sometimes.
What's different about the way I set this campaign up is that I insisted that each of the PCs have a family tie to a member of the tribe that they're helping. And we're talking immediate family member (mother, father, son, daughter, brother or sister). I'd grown weary of all the orphaned, loner character types, I guess. I can already see the effect that making that one choice has had on the game. Back stories were really stepped up. And I was able to weave a few of those back stories into the action of just the first session.
The characters are from a small tribe of 100 individuals, who have asked the PCs to be a group that acts as their agents in the world, helping them to find a place to relocate, finding resources, protecting them or warning them of danger. So after they form this group, the tribe celebrates and then goes to bed. The PCs will set off the next morning.
But during the night, they are attacked by beasts part-toad, part-man and part-bat. Although the tribe fairs well, the creatures do manage to carry off a daughter of one of the council members. And perhaps, more importantly, she was one who one of the PCs has sworn to protect.
I was so lucky. I would have taken any NPC I could have grabbed, but I really wanted to get the girl for story purposes. Of all the grabs I attempted, I only got her and one of the PCs. The latter was freed quickly before the creature could get away.
That was the end of the first session, and so now, the PCs plan to set off at first light to find and rescue their tribeswoman.
I love it when the dice work for the story. I so hate forcing story sometimes.
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