Old School Gaming in Savage Worlds: Gold Glory
Old School Gaming in Savage Worlds: Gold Glory
Old School Gaming in Savage Worlds: Gold Glory
OLD SCHOOL
GAMING IN
SAVAGE WORLDS
&
Gold
Glory
Old School Gaming
in Savage Worlds
by
Giuseppe Rotondo
Credits
A Space Orange 42 production
&
Gold
Glory
3
Old School Gaming in
Savage Worlds
Introduction
Gold & Glory - Seven Deadly Dungeons lets you play the probably dishonorable
stories of ill-fated treasure hunters who’ll soon bite off more than they can chew…
unless they manage to return home with enough gold to carouse wildly until their
next expedition!
Gold & Glory is a method, and a toolbox, to enjoy the Fast, Furious and Fun rules
of Savage Worlds in a game of classic dungeon exploration.
The spirit of the rules and subsystems presented in the book owes much to the
innovative ideas and analyses produced by the RPG Old School Renaissance
community, and as such it may feel strange or, on the contrary, appear very
familiar, depending on your familiarity with that community.
5
Gold & Glory
6
Old School Gaming in Savage Worlds
&
Gold
Glory
as...
7
...As a Classic
Dungeon Game
9
Gold & Glory
Dungeon Difficulty
Classic, location-based adventures have no linear progression, no predetermined
end, and no “balanced encounters”: opposition is just there, regardless of the
party’s strength. Following this approach, “the end of the adventure” usually is the
moment the party decides to retreat, and “difficulty” is self-regulated as a matter
of “penetration”: a Novice group will face two, three, four encounters, and grab
the treasure they can, while a Veteran (or higher!) party will probably storm the
dungeon and actively look for the most dangerous foes and richest loot, and have
their strength tested on such a longer run.
10
Old School Gaming in Savage Worlds
Resources
While delving, the group’s resources dwindle slowly but steadily: they can be
actual resources the characters are aware of, like oil for lanterns or ammunition, or
elements outside the characters’ world, like Bennies, or something in between, like
Power Points, Wounds and even Encumbrance. So “pushing on” means deciding to
continue exploring despite running out of Bennies, with wounded characters, or
without Power Points available. In other words: accepting an increasing level of
risk, in order to get more rewards. All of this is already built-in within the Savage
Worlds rules, and is further reinforced within Gold & Glory via the setting rules
for Encumbrance, Prepared Spells, and Power Points Recovery.
11
Gold & Glory
12
Old School Gaming in Savage Worlds
Information
Reduced resources play against the decision to push on. Information, on the other
hand, is what plays for it, insomuch as the players know, or can make informed
hypotheses about, what lies ahead, be it danger or treasure.
In Gold & Glory, this is achieved on three different levels.
The Rumors tables for the Seven Deadly Dungeons anticipate some of the
dungeon features, allowing players to choose any useful gear to bring along,
which spells to prepare, some of the specific dangers that they might have to face,
and some of the interesting treasures that might be hidden within the dungeons.
Rumors work on a global level. At the other extreme, room descriptions almost
always include clues to hidden traps or trap-like features, as well as several
instances of clearly visible dangers such as open chasms, pits full of snakes, and
so on, which means the heroes get to choose whether to try and navigate the
obstacle, or even try to use it against monsters, for example pushing them down
an open chasm.
Chasms also work as a “distancing device” that allows to see what is down there
and decide if, and plan how, to interact with it.
Unique locations, such as the lairs of very dangerous beasts, are usually
“scripted” so that their entrance can be recognized by (clever) players. Other
special, “scripted” dungeon features include iron bars that separate one room from
another, again distancing the group from treasures or monsters that can only be
reached if they find a suitable route to the room behind the bars (or avoided by
steering away from that part of the dungeon!).
13
...As a Toolbox
in Your Games
Gold & Glory can be used as is, or as a toolbox for your fantasy campaigns.
The most useful tools are the random character generation system and the
Dungeon Deck.
Connections
The Connections optional rules are as generic as possible, and as such may be used
out of the book to enrich any character’s background and to create interesting
relationships in virtually any game.
All you need to consider is if two characters can be considered “same class”, i.e.
15
Gold & Glory
they have at least one similar area of expertise; in a world such as the Deadlands
Weird West, where all characters are humans, the “same race” may apply to
characters coming from the same area or region (the Union, for example, or the
Sioux Nations). And if none of those applies, the “different race, different class”
table will still work!
The Dungeon Deck system can be easily adapted to any type of location-based
adventure: all you have to do is fill in the free Gold & Glory Dungeon Template
available on drivethrurpg.com with your ideas. In science-fiction campaigns you
can have derelict spaceships, abandoned industrial facilities, alien hive structures.
Horror games could be set in iconic locations such as infested mansions, zombie-
ridden hospitals, and even “non euclidean nightmare dimensions”.
16
Old School Gaming in Savage Worlds
17
...At Its Best
Gold & Glory has been designed from the start to bring to the table a very
specific experience: a classic game of dungeon exploration. The essence of
it, the way it was played during playtests, demos at conventions, and at the
author’s table, is a unique mix of a roleplaying game and a board game.
It works as a roleplaying game in that the players have the “tactical infinity”
that is virtually unique to tabletop roleplaying games: they can interact with
anything that is mentioned to be in the game world, and can do it in any
way they can think of. Complementary to it, is the role of the GM that allows
tactical infinity to be in place.
Gold & Glory also works as a board game in that it needs close to no
preparation: you sit at the table with the book, sheets, dice and cards, and
you are ready to go. Now, this is perfectly true, and perfectly fun, as long as
the players and the GM are fine with two things: following the In for the Gold
setting rule (including keeping conflicts between characters out of the game),
and keeping most of the game happening inside the dungeon.
At our tables, two narrative procedures have proved particularly successful
in making Gold & Glory as close as possible to such procedures: the Flashback
Introduction and the Quick Downtime.
19
Gold & Glory
20
Old School Gaming in Savage Worlds
Quick Downtime
Downtime as codified within Gold & Glory is the time the heroes spend Carousing
or making Magical Research or Offerings to Solis. It also includes restocking
ammunition and other supplies, as well as upgrading gear buying better armor
and weapons. It begins as soon as the heroes are out of the dungeons, and starts
with the conversion of Loot Tokens into actual coins so that the loot can be split
among the heroes.
Keeping it quick is the GM’s job, and it is best achieved with same assumptions
Savage Worlds sets for Quick Encounters: a quick description of each situation
and, if needed, a general description of each character’s intentions, so that action
and narration go straight to their consequences.
The “time frame” for such activities is, ultimately, the (natural) healing times
characters might need to recover any Wounds. It is also the amount of time
characters should pay for lodgings and food! After that, there’s no reason why
they shouldn’t be adventuring again!
21
Old School Gaming in Savage Worlds
&
Gold
Glory