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Jeff Messina
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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  - 
 
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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Arnon Ram's profile photoSteven Black's profile photoKirk Leeson's profile photoJeff Messina's profile photo
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Not sure yet :-) He was wounded pretty bad and had to roll on injury table but nothing permanent so will let him narrate the tooth removal lol
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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

Rules & Advice  - 
 
The start of my 50 Fathoms campaign is this week and I have a question. I have never run a fantasy game using SW and in this game I have a water and air mage. I am considering on using the "No Power Points" rule to reduce book keeping.

Any thoughts in general about using power points versus not? What about with the 50F elemental system? 

Thanks!
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Mike Aldridge's profile photoArnon Ram's profile photoJeffrey Rees's profile photoSteven Black's profile photo
9 comments
 
My only concern would be with Bolt. With its Heavy Weapon casting cost x 3 Power Points specifically. A mage can usually only do this once (most races, 10 Power Points) or three times (kraken, 20 Power Points) to start. No Power Points means turning them into an effective cannon every round rather than limited possibly. But it would also be very difficult at -3 for 6 Power Points, -2 for casting on ship without Steady Hands (a boat being a moving vehicle), plus any range modifiers to strike the ship. So less chance of a hit or raise on the damage, although they could keep trying every round on their action card in chase or combat.  Those penalties stacking with the archmage penalties would have been brutal for Tellah though (-1 for two schools of magic or -2 for three schools of magic working to archmage) as Clint said. 
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Jeff Messina

Shared publicly  - 
 
Check out Stan's survey looking for a setting to publish for Savage Worlds and FATE.
He is a very creative guy I look forward to whatever he comes up with.

-Jeff
 
Help me pick the best campaign setting for both my home game and a future commercial Savage Worlds RPG adventure setting product. Take this short survey; as an incentive I'll randomly award one respondent a $25 RPG Drive Through gift certificate! Survey runs now till Feb. 25th. 

Survey Link: http://goo.gl/35l67P

Winner will be announced by Feb. 28th. FYI, I plan to create both Savage Worlds and Fate versions of this product :-)
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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
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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  - 
 
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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Jeff Messina

Tales from the Table  - 
 
Our first 50 Fathoms session was tonight!
*Spoilers* ahead but you can read the re-cap here:
http://dicehaven.com/50fadventure/50-fathoms-session-01-the-maiden-voyage/
Session went great and I look forward to the ongoing campaign.

The Players will be sending me post-game write ups from their characters perspectives, will add it to the blog post as I get them. In addition I will be posting full Character backgrounds once I get them edited properly.

Also one thing I thought I would mention:
Our first pre-game session we worked on characters, talked about the setting and most importantly worked on a Campaign Charter. This document outlines what the group wants and does not want to see in the game and sets up a social contract ahead of time.
To be honest our group is very like minded and while not 100% needed it is very nice to have an open dialog about the campaign before we get going.
Thanks +Stan Shinn for the great idea.
You can find our completed Charter here:
http://dicehaven.com/50-fathoms-campaign-charter/
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Kirk Leeson's profile photoArnon Ram's profile photoJeff Messina's profile photo
9 comments
 
Thanks, we already have a male scurillian PC..figured it made sense to see how that played out.
I will not however roleplay any crab on crab love scenes though. :)
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