Wednesday, 24 February 2016

Mexican Pizza por favor.

Hello all.

This is my very first RPG product review on my blog and I'm extremely happy to talk about this one.

Some of you may know about the Savage Worlds setting of Winter Eternal and about it's creator +Morne Schaap  who, if I remember correctly, lives in South Africa.

Both he and a friend of mine, +Eric Lamoureux , worked together to create this item called ''Snap Sites - Vamonos Pizza.

It is a system agnostic product that describes a Pizzeria with a slight twist. The owner put a Mexican bent to his Italian pizza pies. This is a really well made product. Bright and colourful, like such a business should be. There are both GM & player handouts that can help everyone around the table. The props can help set you into the mood too.

There are even some key NPCs written up. No stats, since this a system agnostic product as I mentioned earlier. But the characters are fleshed out a little, in order to inspire you. And the images are the pictures of actual people (friends & fellow RPGers, yours truly is the delivery boy) modified with a little computer magic.

**This would be a great items that could be used in a ETU game, or any other contemporary setting. Maybe its a front for a crime organization? Or the brick oven hides a secret entrance to a MIB regional office?**


http://www.drivethrurpg.com/product/175230/Snap-Sites-Vamonos-Pizza


Keep an eye out for more Snap-Sites products.


Friday, 22 January 2016

Trappings for Locations, Locations, Locations.

I'm currently reading thru the Interface Zero 2.0 rulebook and finally arrived at the GM section that describes ''Trappings'' one can apply to various locations.

I've heard or read articles, vlogs, etc. that tell how you can use trappings for more than just powers. But I felt that there was a lack of more concrete examples, until I arrived to page 286 of the rulebook; City Trappings.

The basic gist is that some cities, or maybe just certain neighbourhoods can have a Trapping attached to them. For example, a run down section of town could have the ''Black Market'' trapping (trying to buy or sell stolen or illegal goods and services is easier here), or ''Fat Cats'' is where the rich and powerful can be found, etc.

This is something that could be applied to locations in any setting, just change the name of some of the Trappings to suit your current setting. For example, the Fat Cats trapping can be re-named the Nobles District in a fantasy setting.

Here are a few Trappings that could be applied to multiple settings with only minor tweaking;

Black Market: This area is thriving with commerce dealing in illegal and illicit goods and services, which means it’s a lot easier to find these things — or get into trouble. Streetwise checks involving the purchase or sale of illegal goods or services are made with a +2 bonus. Any character who is perceived to represent “the Law” (in whatever form) is assumed to have the Outsider Hindrance. Any contraband bought here which can be legally purchased in most other places costs 50% more than usual. All rolls to contact and deal with “criminal” Contacts in the area gain a +1 bonus.

Fat Cats, Nobles District or The Hamptons, etc: This area is inhabited largely by the wealthy and the people who cater to them, which often leads to a certain elitist attitude. This trapping usually applies to a neighborhood or specific location, although in rare cases it could extend to an entire city, or even a small nation. The effects of Fat Cats largely impact interactions with the lesser people — the ones
who cater to the wealthy. Any character not displaying any obvious signs of wealth receives a −1 Charisma modifier for any type of social interaction (usually Intimidation, Persuasion or Streetwise checks) with merchants or service providers. Any character not displaying any obvious signs of wealth will always be charged 10% more for any purchase or activity, if at all possible. Any character displaying any obvious signs of wealth receives a +1 Charisma modifier for any type of social interaction (usually Intimidation, Persuasion, or Streetwise checks) with merchants or service providers.

Humans Only (or Elves, Dwarves or Orcs Only): This area is mostly occupied by people who subscribe to a human supremacist doctrine, or at the very least by people who fear anything different from themselves. This trapping can apply to nearly any size of location — the smaller it is, though, the harder it will be for a non-human to integrate…as a building, it may even simply be an exclusive private club. Humans Only tends to be social in nature, potentially affecting a character’s interactions with others. Any character in this area who is obviously (or known to be) non-human is treated as if he has the Outsider Hindrance as long as he’s here. The −2 Charisma penalty is always applied
unless specifically dealing with a resident who doesn't adhere to the norms of his group in regard to non-humans.


Combat Zone?

There are more but I don't want to get into any legal problems. I do acknowledge that I borrowed the text from the Interface Zero book, but only to share it's insight and wisdom with other SW players and GMs. There are many other City Trappings such as Combat Zone, Corporate Zone, Kingpin, Martial Law, just to name a few that spark ideas and can be applied to other settings, just by making some minor changes.

Needless to say, I will making more of an effort to think about the places my Players' characters will find themselves and apply the appropriate modifiers, if applicable. I invite all you GMs out there to do the same.

 What do you think? Is it a good idea, or not?