What is happening @ Savage Sorcery

Author: Dra8er

What is happening @ Savage Sorcery

by Christopher Hardy
“Designed by generations of mad wizards and insane geniuses," Savage Sorcery Studios is rumored to have become defunct? Savage Sorcery had a plethora of work on its plate, all touted by industry insiders to be great successes, so just exactly what happened?
Unofficially, well its still going strong in the mind & office of its founder, me. Officially, its ground to a halt; why? Let me break it to you,
Our desire was to give your gaming group a ton of new material to enjoy inspired by the classics!
In late December 2004, Bill Webb of Necromancer Games sent me an e-mail that was both short and to the point: “We want you, interested?” You can bet I did. I was offered to bring my creations to the world in a new 3.5 edition of D&D.
What followed was a year and a half of work. I spent months studying, and thinking about what made the great modules work, and what might be improved or expanded upon. Later on, many of those thoughts went into an expansive design document on what I wanted to accomplish. A 144 page 1st draft was completed by July 2006 on what I imagined would be my inaugural piece; later, feeling some of the text a bit florid and cumbersome and encouraged by friends that there would be time for it, I produced a second one by mid January 2007 that cut the word count a bit. Feeling a bit cornered & definitely pinched as Necro’s plans for my material became lavish, wanting to make it into a sought-after premium products, I wanted to run in the completely opposite direction, accessibility for all! So I/we decided to spin off my work as a “new business” Savage Sorcery. Everything seemed to be lining up and we had material ready for editing and Necro “on board”.
In any event, our projects were hit by one delay after another. Necromancer Games changed the company that produced its books around that time; after some twists and turns, they ended up in a partnership with Paizo, who by that time had established themselves as the most well-regarded d20 company with their adventure paths (Clark Peterson himself was very enthusiastic about the concept, although I was skeptical if the format would work well with Necromancer’s deadlier and more freeform gaming philosophy). By the time the partnership moved into place, Wizards of the Coast had delivered a new project: the fourth edition of Dungeons and Dragons. Plans of publication ground to a halt, as sales of 3.5 material plummeted to near nothing. Promises of the new publishing agreement – the Game System License – were enthusiastically awaited by 3rd party publishers, including Necromancer. Regrettably, the GSL was a mess: delayed and very restrictive, it proved a hard tool to work with, and Necromancer’s bubbly enthusiasm for supporting the new edition was replaced with burnout. I was determined to carry on with this project, as I had belief in its concept,
In conclusion, I moved Savage Sorcery under my own roof and proceeded to muster forward. A year later and many, many hurdles still in our way we have shelved our projects in hopes of one day dusting them off, there is no one to blame for the eventual failure: everyone had the best intentions, but in the end, Savage Sorcery was lost in development hell. I slightly wonder how it would have fared in the market. Those who had expressed their interest in it online were mostly players of old school systems; and meanwhile, mainstream game culture had changed into something more concerned with encounter balance, appropriate rewards for appropriate challenges and a certain interpretation of fair play. My ideas, in whatever form, was an atavism, something from another era. Could it have been successful? Would it have been singled out as an example of horrible design we were better off without? I don’t know those answers, but I do know that slowly I'll release it, in my time, my way, regardless of others opinions...

So are we defunct? No, but we are now just a hobby project. Maybe it will work to our advantage, fingers crossed!

 

A Dark Wood Campaign Module 1 "Take A Look"

Author: Dra8er



LINK --> ADW1 "The Darkest Night" on Obsidian Portal

OK we ran through this one, and with a bit more tweaking I'll put it up as a free PDF for anyone to download. Should be available by weeks end...

 

Telling Stories - Some RPG Storytelling Advice

Author: Dra8er

TELLING STORIES

"A bunch of heroes were hanging around together for no particular reason. Suddenly they heard about a super powered villain's evil scheme. For no particular reason they set out to find the villain. They did, and in a big fight they defeated the villain. The end."

 

New Campaign In The Works - A Dark Wood

Author: Dra8er



  

 

Con-Etiquette -- Part I

Author: Dra8er

Con-Etiquette
The setting: A snack bar in the heat of the summer at the Indiana Convention Center where Gen Con Indy 2010 is underway. Several subdued gamers file quietly in, grab a beverage, and cluster around a corner table. After a few seconds of intermingled silence and sighs, one ventures:
     "Well, that was a bit of a disaster."
     "It sure wasn't what I expected. Jeez, succubi? I expected monsters..."
     "Yeah, we go in like commandos and get charmed immediately. Nice plan!"
     "Nice plan, huh? What kinda planning were you doing? You guys just sat there arguing about party order."
     "Well, we had just about given up trying to make suggestions, because all you did was argue, and then go ahead and do what you wanted anyway-"
     "C'mon, guys, knock it off!"
     Uneasy silence
     "It didn't help that those two fighters got killed off in the first hour."
     "Well, they just kept getting out in front in every melee; then they hit that trap..."
     "Look, they had no business out in front - rogues are supposed to check for traps like that."
     "Sure. We were really that organized. You jerks never even figured out that we were supposed to go around the ambushes, not through them."
     "I must point out that you wasted quite a few opportunity's yourself. If you'd used a few heal spells instead off being a warrior-priest, we might not have lost four characters."
     "And I hate to mention it, but we did take forever to get started."
     "Right. I hear the winning team finished in only two hours, and they all survived."
     "Oh, our DM was such a jerk. He didn't know what he was doing."
     "Yeah, you sure helped us by arguing with him over that surprise attack. I don't blame him. We were terrible. We were disorganized and careless, we wasted time, we fought when we shouldn't have, and we never really figured out what we were suppose to be doing. We didn't check for traps, we left the same guys out in front of the party until they got croaked, we used dumb spells, we had no plans  -  I'm surprised any of us survived."
     Studied silence
     "I tell you one thing. No way I'm  gonna screw up next year. Aside from feeling like a jerk, I didn't have much fun. All that arguing about plans, and that guy who just wouldn't cooperate..."
     "Yeah, I learned something. You don't have to win to have fun, but you sure have to be at least decent."
     Slurping sounds as straws scour bottoms of cups.
     "I never heard of a succubi..."
     "A succubus, stupid."
     "If your so smart, how come you're dead?"