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Shawn Gaston
Works at The World, Man
Lives in St. Louis, MO, United States
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Shawn Gaston

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Some random Clockworks comic making process stuff that may be of interest to some of you.

http://shawntionary.com/clockworks/?p=2256
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Shawn Gaston

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Thanks to the awesome supporters of the Clockworks Patreon, there are two comics this week! 

0167: Egress

http://shawntionary.com/clockworks/?p=2248
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Plus it means I can be lazy and don't have to draw all of the backgrounds.
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Clockworks has updated!

http://shawntionary.com/clockworks/?p=2244

This is the last page of the German Expressionist homage scene, and I had a lot of fun making these last few pages. It's a style I'd like to revisit some time. (In addition to the regular low level of German Expressionist influence on the comic's usual style.)
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I've been running a monthlyish D&D&D campaign for the last year or so. 1983 Red Box Basic D&D (although we've started moving up to Expert and I'm mostly just using the Rules Cyclopedia for reference), more or less by the book, with booze and completely non serious characters and just a mountain of players. It's been a ton of fun.

Character creation is by the book, so stats are 3d6 in order, and everyone rolls hit points at first level. We've had quite a few characters who started with 1 HP (none who lasted). It's an open table game, so whoever signs up when I make the Facebook event is who plays. We've had a pretty steady core of returning players, and the last two sessions have been packed, with about 12 players each time. 

Most of the PCs are up to level 2 or 3 now, and new players always come in at level 1. No one has hit level 4 yet.

PCs include such valiant heroes as Dildo T. Baggins the halfling, Scribbles McFurious the thief, Romney the dwarf, Butch Toodles the cleric, Dingleberry the halfling, Swinging From My Dick Like A Chiimp Dot Tumblr Dot Com the cleric, Nuno Biznes the thief, Jeebus the fighter, so on and so forth. I also have a pile of dead characters from back when they were all 1st level and casualties were way higher. It's not a very serious game.

Player ages range from mid 20s to 40s. I'd say maybe 1/3 of them had never played D&D before this and 1/3 haven't played in ages..

We're currently playing B4: The Lost City, which has been a ton of fun. A great sandboxy mix of roleplaying and exploration and politics and silliness and monster fighting and weirdness. Really moved up the ranks of my favorite D&D modules while running this. It would be pretty easy to adopt to a less gonzo game, and would I think be a ton of fun to play in Dungeon World. 

Anyway, I just made our next event for May 2nd, and I'm really looking forward to seeing what sort of stupidity our heroes get up to. They've taken over the Brotherhood of Gorm and united with the Warrior Maidens of Madura. They've stolen the food from the Magi of Usaminightshamyalan and blamed it on the Cult of Zargon. They might try to also make peace with the Magi, or delve deeper into the dungeon, or take the secret passage straight to Zargon's lair for a frontal assault. We'll see.
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One of the amusing things from the campaign is generally our band of murderhobos have been able to roflstomp everything they've come across, with the random one shot casualty along the way. Going into a dungeon with 12 PCs will do that, and despite the drunken stupidity they've gotten pretty hardcore about hallway and door procedure, and rarely fall in random pit traps and so on any more. Plus Romney the Dwarf has 22 hit points now, which makes him a god among men.

Anyway, last session after clearing through the crypt level pretty easily, they found the two secret rooms with the crypts of the king and queen and the good treasure, and hit the two toughest monsters they've faced yet.

First was the Wight, which all of the Clerics failed to Turn, and the wave of shock and horror when it hit one of the PCs and he lost a level was pretty entertaining. In a more serious game, I'd probably never use a level drain monster, but here it worked wonderfully. We also ended with a bunch of characters just straight up refusing to move into melee with the Wight after that happened, though our heroes did manage to slay it with a combination of magic weapons and silver arrows.

Then they found the Banshee. The Banshee's wail does 1d4 damage to EVERYONE every round. Which when some of our heroes still had 5 HP total was just met with a wave of shock and horror. As a GM, hearing a dozen of my friends absolutely freak out at a monster was a ton of fun. They ran away, and went back up to the safer parts of the dungeon and rested for a day, returning two days later with a solid strategy and a lucky Initiative roll, they dropped the Banshee with no casualties, which was pretty triumphant.

Also there was booze, and a lot of food. Good times.
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Clockworks has updated! Check out all of the super artsy weirdness!
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Shawn Gaston

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Clockworks Chapter 14 begins today. New page up next week.

http://shawntionary.com/clockworks/?p=2251
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Here's a little something I made for Clockworks 0167: a train ticket, on the Roumion Transnational Rail, from Clorencia City (5th level) to the port city of Jostrenet for the 14th of Messoset at 8:30 in the morning.

I had fun making this, and I think it looks nicely Great Republic-ish.
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Clockworks has updated!

0165: Private Stevens's Tale, pt 2

http://shawntionary.com/clockworks/?p=2242

I'm super happy with this one, even if it likely makes zero sense to any new readers. But still, it looks awfully cool.
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General Discussion  - 
 
What Savage Settings do you think do specific things exceptionally well? (As opposed to what settings did you just enjoy or have fun playing in.)

For example - I think 50 Fathoms has the best designed Plot Point campaign that I've read, and could serve as the model for anyone looking at writing a plot point campaign. Sundered Skies has some of the best monster stats I've seen for Savage Worlds, especially the more powerful boss fight monsters.

What other settings (official or 3rd party) do you think did specific things very well, and of course what things do you think they did well?
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Agents of Oblivion does a great job of handling spy gear and mission equipment allocation. I usually run one-shots for AoO - and I equip the pre-gen characters before hand. I would love to run an ongoing campaign where the players get the mission and then do their equipment picks like a 007 Q visit. For those of you not familiar, there are gear items and 'special training' that give your characters edges for that mission (The Shades = Alertness) and Single Use Devices (SUD) are items that give you a power. Micro Laser = Bolt. SUD's are available for one scene, not just one-shot. On the 007 comparison, that watch could have a cloud emitting sleep gas as an SUD.

AoO also describes how to 'dial' your campaign for your level of intrigue. Things like aliens, magic, etc. Overall, I think AoO is a great setting book. All it needs is a plot point!
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Savage Worlds question for the peanut gallery:

What setting books do you think did one or more things exceptionally well, and what things did they excel at? Not just what settings do you like or had fun in, but books that did cool stuff.

Examples: 50 Fathoms is to me practically the platonic ideal of a Plot Point campaign. So if someone was designing a plot point campaign I'd point them there and say "do what they did."

I've got issues with Sundered Skies, but it has probably the best designed monsters for Savage Worlds that I've seen, mechanics wise. Especially for the tougher monsters. They're generally challenging and interesting and nasty without being impossible or pushovers. 

Are there any other settings that you think did something very well? 

#savageworlds  
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Good point. I so rarely use G+ that I forget how a lot of it works.
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