Publications

Colonel Bull’s Body – A Savage Worlds Adventure

“You’d have to be brave, foolhardy, or desperate to cross the Mississippi and enter the Ghost Lands. Perhaps your character is all three. When you learn that you’re named in the will of Colonel Horatio Bull, you can’t ignore it. Assembled with strangers from the fringe of society, your task is simple: divide up the inheritance among those who travel west and bring Colonel Bull’s body home.

Of course, you may face attacks by the Native nations, betrayal and double-dealing from other Easterners, and even the ghosts in the land will seek to teach you the error of your ways. Survive all that to reach the town of Blackwater and you might find Colonel Bull after all. Bringing his body home is another story…

Colonel Bull’s Body is an adventure for Seasoned Savage Worlds characters. The story is told in Dragonlaird Gaming’s Six Guns and Ghost Lands setting but can be used with other popular supernatural West Savage settings.

Ride hard and aim true!”

Job and Adventure Hooks for Space Freighter Campaigns

“Load up the ship and lift before they get here!”

Everybody dreams of flying the Millennium Falcon, a Free Trader in the Imperium, or the Serenity, masters of where you go and what you do. Of course once mortgage payments on the ship come due, or you have to refuel, or the crew would like to eat, you’ll need to earn some money.

This Jobs and Adventure Hooks for Space Freighter Campaigns is suitable for use with any far future/space opera style campaign. Using proven “Random Tables Technology”, all the important details of a cargo job, a passenger ticket or even a full charter of the ship can be defined quickly. Results are all system-less but can easily adapted to your campaign setting of choice. adventures or the campaign world itself.

The Art of Negotiation

When the future of your character is on the line, do you want to leave it down to just one roll?

There are all kinds of negotiation in life… haggling the price for corporate secrets, pleading your case to the King’s court, brokering a peace treaty in time of war, or even bargaining for your soul with the Devil himself. These situations deserve as much spotlight and fun as combat does.

Negotiation is a part of gaming that I’ve always felt was tough to do well. There could always be a conflict between what the rules said and what you wanted to decide for your character. Or the resolution was too brief. Or it was just down to a good or bad roll.

The Art of Negotiation is an optional rule subsystem for Savage Worlds Adventure Edition to make these situations fast, furious, and fun!  It includes rules for performing negotiations, two new hindrances, two new edges and plenty of examples of ways you can use these negotiation rules. It replaces the Social Conflict rules in SWADE for those situations where more drama, stakes, and attention is warranted.

But don’t just take my word for it. Here’s what one of our customers said:

“This is an alternative narrative subsystem akin to SWADE’s Social Conflicts. So what is the driving difference? How you use the tokens. As you go back and forth, each side accumulates tokens that represent key wins in your negotiations – leverage. Unlike the other narrative systems in SWADE, there is no explicit outcome – ie, its not about just collecting x success over y rounds. Either side can walk away with what they have gained. What makes this subsystem shine is that the tokens are spent to gain information or compel actions by the other side. The more tokens spent, the more impactful the information or the bigger the action forced. The tokens are leverage to get the other side to comply with what you desire.

This leads to strategic decisions by your group – do you spend a token or two now to get more information to help further the negotiation or get a simple task done, or do you save them up for a bigger result? Do you walk away having gain some of what you want, fearful that pressing on will result in you losing more money, prestige, or information? Do you come back later with new information that you gained from further adventures and see if you can get a better deal?

Much like Social Conflicts, the back and forth may result in its own adventure from the fact that you will have to do a favor to get what you want. But since the tokens do not just go away, groups can decide to take another angle (ie, another a separate adventure) that hopefully creates leverage and then come back to the table.

This is another great tool for the Savage GMs toolbox.”

Savage Characters Volume 1

Savage Characters Volume 1

At the heart of all role-playing games are the characters: the villains and heroes, the colorful confidantes and nefarious tricksters. Beyond technology or trappings, characters make a setting, a campaign, or an adventure really come to life. Good original characters are also time-consuming to make and require a good dose of inspiration. Cardboard “stock” characters have their place but you really need a few memorable, detailed personalities to make your game rock.

That’s why Dragonlaird Gaming made its first publication all about the characters. We chose four popular genres to which all gamers can relate: the haunted west, fantasy, modern horror, and space opera. We then developed the core concepts of original settings around those four genres which we plan to expand in the future. While the characters are defined in these DLG settings it was important for them to be easily portable to other settings in the same genres.

In Volume 1, we present twenty characters, five in each genre. Each character is defined with full body color art, stats and a Novice to Legendary build ladder, description and history, and five adventure hooks – one for each rank. Their adventure hooks intertwine but can easily be used on their own. The characters can be used as PCs, villains, allies, or other major NPCs. In addition to the characters, there is a teaser for each setting walking through some of its key aspects and flavor along with artwork and locations.

Some of the characters in the book are:

  • Dark Ages & Dragon Gods: A beautiful traveling noblewoman hides a secret life as the larcenous Lady of Red Silk. Out of love, a grizzled mercenary from Moorish Iberia keeps the noblewoman safe. A priest of the Dragon God with a secret carries out the will of the Roman Draconic Church.
  • Demon Streets & Made Men: A nightmare from another dimension controls one of the Five Families and plots to consume New York City into a soulless Hell. A hideous creature skulks in shadows, influencing minds and enacting the schemes of its master. A Catholic made man for the Romanos learns of the growing darkness and vows to protect his city from Satan.
  • Ghost Lands & Sixguns: A mad scientist performs twisted experiments in a hidden lair in the Sierra Mountains. An American Black Bear is awakened by weird science and takes up a gun as an outlaw. A heartless thug uses violence and dirty schemes to rule the town of Miasma Springs.
  • Theta Ships & Iron Men: A disgraced captain of the Royal Stellar Navy hunts the creature who stole his flagship from him. An alien bounty hunter burdened with a rigid moral code travels the Galaxy after criminals. A spy for the ancient Spironetti Empire has secrets that will rock the foundations of her own people.

Published by Dragonlaird Gaming. Available now from Drive-Thru RPG