Straight from the Daddy's mouth!
This is a great suppliment to Savage Worlds Deluxe. The adventures are to the point and give the prospective GM everything they need to run it. Five drastically different genres are shown here: there's a zombie-horror one shot (no doubt based off of Jerrod's Dead End campaign), a street-level super's one shot, a redneck-mecha one shot, a pulpy sci-fi one shot, and a fantasy one shot that's turned on its ear. Each has their own pregenerated characters, so all you have to do to run one of these adventures is to print out the characters and pass them along to the players and get going. (Reading the adventure beforehand is helpful, too.) I am particularly looking forward to running the "Bubba-tech" with it's simplified mech rules.
What is more interesting and useful than the actual adventures is that the team impliments ideas and concepts from their experience playing and running Savage Worlds. Most importantly, they stick as closely to the core rules as possible. This is helpful to new GM's who might not have access to all of the setting rules, equipment lists, and lists of edges and hindrances that are contained in the extensive catalog of Savage Worlds products. It is a demonstration in using what you have (the core rules) to make a game feel unique and fresh.
As a long-time listener of SWGM Podcast, it is nice to see the guys practice what they preach, and what you get out of it is a very neat, professional product. While it is PWYW, I would highly suggest forking over a few dollars to help the publisher or heading over to the Savage World's GM Podcast and becoming a patreon.
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