Joined: 27 Jun 2008
|Posted: Thu Feb 26, 2009 5:42 pm Post subject: [SK] The Plot Point Campaign (spoilers!)
SK is one of the best RPG books I've seen in many years, and I really like the Plot Point Campaign. It has just enough detail to help me prepare for run the sessions, while still having space for me to improvise and add to each story.
SK was the setting that introduced me to Savage Worlds, and while I don't use miniatures at all (and I still wish you guys would just use meters or yards for movement and weapon ranges), I find it very enjoyable to run. As I said, the first book I got was Savage World of Solomon Kane (I'm an old Kane fan, so I just had to get it), it was quickly followed by Pirates of the Spanish Main, Sundered Skies and most recently, Deadlands Reloaded. And seeing that Wierd Wars II will be released in Savage Worlds, along with more SK, well, this makes me quite happy. So keep up the great work, Pinnacle.
Anyway, all that was not the point with this post at all, actually. One thing that bugged me a bit with the Plot Point Campaign in SK, is that the final bit seems a bit.. too final, so to speak. After that last adventure, is there really any point for the Wanderers to continue their travels? It seems to me that all the evil monsters in the world are destroyed, or trapped again. Or are these just the spirits bound by Solomon who are locked up again? It just seems too much of a "weapon of mass monster destruction"...
...which brings me to my next question: For those of you who have run through the Plot Point Campaign, and who's more experienced running Savage Worlds than I am, are there any way the Wanderers could become too powerful for the final adventure? Or can I thrown in as many self-made adventures in with the Plot Points I wish?
And as for the Traveller's Tales (I don't have that one yet). Are these longer adventures than the Plot Points? If there's one thing I wish to see in SK, then it is longer stories.
That's all for now.