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Jeff Messina
Lives in Dallas, TX
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Jeff Messina

Rules & Advice  - 
 
Good Deadlands one shot?

Howdy!
So I am running a Deadlands game for my brothers over Christmas and was pondering: What do you think the best "one/two shot" there is out there?

Looking to get them into the horror and craziness of Deadlands really quick.
Also planning on running the Christmas Special "Silent Nigh, Hungry Night" but looking for something else to fill the docket.

Thanks!
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Günther Lietz's profile photoMillan Mozota's profile photoAlfredo Amatriain's profile photoJeff Messina's profile photo
9 comments
 
Thanks everyone. I got Dead Men Walkin' and it clicked. Might as well end the holiday RPfest with something brutal :)

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Jeff Messina

Tales from the Table  - 
 
50 Fathoms New Adventure Log (Spoilers)
http://dicehaven.com/50fadventure/50-fathoms-session-10-a-free-jomba-town/


GM Notes: 
The group got A LOT done this last game and managed to get their hands so far on a fair amount of gold.
When we started this group they wanted to go from zero to hero type thing and definitely didn't want the world to treat them "special" because they were the PCs. I tried hard to make them work for their money and for the people in the world to treat them as nothing special.
We are 10 sessions in and I think they now have enough to get a decent ship...but have also made a name for themselves. Particularly in freeing Jomba Town..the word will spread fast.
I plan on ratcheting up the "people have heard about your" type things which could bring trouble.
As a GM I want to give them cool stuff but also had to temper it with the campaign charter we did:
http://dicehaven.com/50-fathoms-campaign-charter/

This charter really reminds me what the group wants in this game.
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Stan Shinn's profile photoJeff Messina's profile photo
2 comments
 
Thanks +Stan Shinn  I LOLed at my horrible snake drawing of the city streets/town "square" :)
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Jeff Messina

Rules & Advice  - 
 
Howdy folks. So I am running a 50 fathoms game and its very sandboxy which is great.
I am having problems coming up with random little tales or adventures.

A good example is one player took a liking to a shop keeper and asked him if he knew of any jobs. Randomly coming up with stuff like that that is cool and meaningful is hard for me. I do fine with larger stories but for quick one offs I struggle on the spot.

Gm advise on what you do?
Do you use lists of adventures seeds perhaps?
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Bryan Mullins's profile photoJack Raine's profile photoStan Shinn's profile photoArnon Ram's profile photo
8 comments
 
Thanks  +Stan Shinn  that's a great article.

I just found a link in my Evernote folder for a post i found while scouring the forum before starting my 50 Fathoms game. Might be helpful: http://www.peginc.com/forum/viewtopic.php?t=8279&start=0&postdays=0&postorder=asc&highlight= 

Stripping away the space-y vibe, we are left with a very basic Adventure Generator (which i haven't used yet). One of +Clint Black  posts is especially helpful. Thanks Clint :)

I'll try to summarize:

0) Whoever is looking for the job makes a Streetwise roll. Draw a card for every Success and Raise. These are the available jobs.. Of course, you can just decide on the job you want to give them as well and skip the roll.

1) Draw Cards
Hearts = Passengers or Livestock 
Diamonds = Material Goods 
Clubs = Mercenary Job 
Spades = Contraband/Theft 

Spades is obviously illegal, but some of the others might be as well... just decide. Or roll a d6: 5-6(?) is Illegal, apply location based modifiers (Brigandy Bay and Swindon are more likely to have illegal jobs)

2) Payment (i'm never sure how much to pay the party)
* Payment could be card value x 10 pieces of eight (maybe 20?)
* Illegal activities pay double? triple?
* Face cards pay more (max is 10 x pieces of eight multiplier from above)
Jack = max x 1.5 
Queen = max x 2
King = max x 3
Ace = max x 4
Black Joker = Trap
Red Joker = Unique payoff

3) Encounters/Complication
Yes... No... you decide. Or roll a dice. or decide that ODD card values mean  one or more encounters...
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Jeff Messina

Tales from the Table  - 
 
50 Fathoms Adventure #4 is up. This Adventure the group tussles with a Zombie Tyrex and manage to get some good loot!

As always- *There be spoilers below*:
http://dicehaven.com/50fadventure/50-fathoms-session-03-adventures-of-stumpy-pete-part-2/

GM Notes:
 This is the first time I tried to have a hard combat. I normally go far to soft and things are too easy. I didn't "try" to have anyone killed but I decided beforehand what goals the baddies were trying to accomplished, how far the baddies would go and what level of intelligence they all had. I then stuck to my guns and it made for a pretty epic final battle that had the players (and myself) cheering.

Now the players have a good story to tell, and one of the players almost died but now has a scar and T-rex tooth to show off! He emailed me yesterday asking if he could fashion the tooth into a fancy pommel and wants it to be his Trademark weapon.
I learned a lot from this experience.
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Steven Black's profile photoKirk Leeson's profile photoJeff Messina's profile photoMason Alexander's profile photo
5 comments
 
Liam handled it like he handles everything...desperately wishing this God forsaken world had Scotch! He also had the tooth fashioned into an awesome handle for his saber, which was recently used to stab a sharks throat. Through its mouth. Not before slapping it silly, of coarse.

PS: I am Captain McCormic.
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Jeff Messina

Rules & Advice  - 
 
Character Advancement: How do you handle it?
-Say your mage wants to learn to shoot and has an advance. Poof your mage magically (hehehe) knows how to shoot with a d4.
-Your d4 Smarts player used Smarts as a dump stat, has an advance and poof now they are d6 in smarts.

Who questions:
1) Do you require any in-game explanation for new skills/attributes?
If you so, is it something really easy as in: " I spend learning to shoot a bow". Or do you make them spend more in-game time or committed justification to pick up a skill, edge or attribute?

2) How do you explain someone suddenly becoming Smarter? Stronger, Quicker is something you can physically train for, but Smarts is something either you have or you don't. How do you handle that?

Thanks!
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Mitch Williams's profile photoMarcus Burggraf's profile photoJeff Messina's profile photoJoey Mullins (Gaming Ronin)'s profile photo
8 comments
 
It's an area that we mostly hand wave. The players are actively adventuring and being active both physically and mentally in most cases.
Often my players will add their own narrative. Like the Ranger/scout player saying "every morning before we break camp ill give the wizard a few lessons with the bow". Which is great but not mandatory.

It's also a good way to explain down time or time between adventures. But active game time shouldent get used up with these details. Some people get very little time at the table as it is, no need spending the time with anything but adventure.
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Jeff Messina

Rules & Advice  - 
 
Do zombies shoot?
Was reading and it appears like both zombies and skeletons have the shooting skill at d6.

I never considered that they could shoot but perhaps I am considering the "modern zombie" versus a fantasy zombie.

What do you folks think? Should zombies be able to fire bows or shoot rusty flintlock pistols?
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Millan Mozota's profile photoDavid Scott's profile photoSteven Black's profile photoJeff Messina's profile photo
15 comments
 
Thanks folks! Good stuff for me to chew on
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Jeff Messina

Cool Tools  - 
 
I created a quick Character Advancement Tracker for Savage Worlds. 
Its in PDF format, form fillable and savable.
Hope others find it usefull:
https://drive.google.com/file/d/0B910jzGAqGu0SkQwUGY4OVIzSXc/view?usp=sharing
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Jeff Messina's profile photoMitch Williams's profile photoSteven Black's profile photo
5 comments
 
Very cool! Thanks!
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Jeff Messina

Publishers & Products  - 
 
My good friend +Stan Shinn recently started a Kickstarter for his World of Redmark D&D 5e Adventures and Maps...and it is already funded!

I know this is a Savage Worlds group, but the adventures and maps could easily be used for any Fantasy Savage Worlds game with little effort. His World of Redmark is a great place and I love gaming in the setting.

I have seen Stan's work in person and can attest to both the quality and care he puts into his work. We game regularly on both sides of the GM screen and I am always impressed.

Please take a look and share :)

https://www.kickstarter.com/projects/stanshinn/dungeonesque-world-of-redmark-5e-adventures-and-ma

@RogueComet 
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Jeff Messina

Tales from the Table  - 
 
50 Fathom massive log update! Spoilers Below

So I have been slacking and not posting the Adventure Logs on G+.

Anyways here they are if anyone want to read them. Last post I made was Session 04 in order starting there:

http://dicehaven.com/50fadventure/50-fathoms-session-05-calling-redbeard-rufus/

http://dicehaven.com/50fadventure/50-fathoms-session-06-trouble-in-jomba-town-part-1/

http://dicehaven.com/50fadventure/50-fathoms-session-06-trouble-in-jomba-town-part-2/

http://dicehaven.com/50fadventure/50-fathoms-session-05b-adventures-of-crow-homeward-bound/

http://dicehaven.com/50fadventure/50-fathoms-session-09-the-demise-of-ian-oconnell/

Some of the URL numbering looks off, but those are the right links in the right order :)

If anyone wishes to see ALL of the posts you can go here:
http://dicehaven.com/category/50fadventure/

Cheers!
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Ted LeBeau's profile photoKirk Leeson's profile photo
2 comments
 
Yay!  Ghost pirates!  That sounds like it was an exciting episode, with them just being able to make their escape during the chase!
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Jeff Messina

Tales from the Table  - 
 
Our 50 Fathoms Adventure log 03 is up!
Spoiler Tag as always
What do you think of the detail level, too much or too little?
My goal was to keep these short enough to read easily but enough detail to give a feel for the story as it progresses.

Also each player posts their own characters "log" which I add to the end of the Adventure post as I get them, so far each past log has  a character perspective and I must say they are very good :)

http://dicehaven.com/50fadventure/50-fathoms-session-03-adventures-of-stumpy-pete-part-1/
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Arnon Ram's profile photoJeff Messina's profile photoJeffrey Rees's profile photoMike Elston's profile photo
4 comments
 
Good old Stumpy Pete. My crew had the one Savage Tale adventure with him. Then later in the campaign I had him show up in Brigandy Bay. Despite the earlier misadventure they took him on as crew (old Stumpy had an itch to go back out).
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Jeff Messina

Tales from the Table  - 
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Jeff Messina

Rules & Advice  - 
 
Another 50 Fathom question and/or general GMing question folks!

So I have a player who is a Scurillian(crab person) merchant. This player invested a fair amount of starting points into Persuasion and Streetwise. Which is totally needed for a good merchant right? He also got the Merchant edge, I even invented a "Super" edge to allow him to have his super tattoo as a background edge. This is his "thing"

Problem is: Scurillians start with a -2 Charisma. This means that mechanically, every time he rolls for something associated with his trade, he is at a disadvantage. The lore of the settings puts Scruillians as master accountants, distributors and business crabs so there is definitive precedent for this role.

I am thinking about house ruling that the -2 Charisma only happens in social settings not business deals. Many good business people are straight to the point, curt and could be considered "cold" .This fits the Scurillian race but not sure if this is balanced or not.

Thoughts or should I make this part of his struggle?
This is a new player and hate to squish his concept with mechanics.
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Jeff Messina's profile photoSteven Black's profile photoMichael Barry's profile photoKirk Leeson's profile photo
6 comments
 
Perhaps he could bargain using Intimidate, rather than Persuasion/Streetwise?  That seems to me to be pretty true to the racial concept.  He shows up to the table with bodyguards perhaps ("meet Gog and Magog") or blackmails ("I managed to get my hands on your accounting books, and I found some interesting things").  If he's not trying to be charming/likeable, I don't think the Charisma penalty applies.

Alternatively, he could hire someone to be his "face". There may be plenty of out of work improvisational actors that would be willing to learn some sort of Scurillian sign language for communication during bargaining.  Cuts in to the profits to pay that person's salary, but a "dependent" NPC can open up a lot of GM fun.

Ultimately it's up to you.  In your place, especially if there isn't a lot of commerce in the game, I wouldn't be terribly concerned if there's some imbalance in the character because he happens to be a non-penalized Scurillian in business deals.  Heck, the more money he makes, the more pirates will be looking for him, it's kind of win/win for both the party and the GM.  I'd be far more careful about a combat imbalance.  
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