2/12/2012- Added a "Treasure Generator" today for Fatemaster as well. You can use this to come up with a treasure hoard on the fly, or just to give you some ideas about what kind of loot to hand out at different encounter difficulty levels. I personally find stuff like this helpful when I'm planning a session, so that I don't have to think too much about treasure placement. 2/11/2012- Since I've started running a Fatemaster campaign with my local gaming group, I've been making a lot of edits and updates to the core rules. Version 1.2 of the Fatemaster campaign setting has been uploaded. Also, I've expanded the Random Character Generator a bit to provide a much broader selection of character names and magic items. 12/20/2011- Version 1.1 of Fatemaster has been uploaded. I made a number of small edits, expanded the Magic Gear and Monster sections and doubled the size of the Gazetteer to give the world a bit more flavor. I'm starting to ramp up for a home campaign so I may be adding more Fatemaster content in the coming months. 12/7/2011- I've updated Guns of Megiddo a little bit to include a one page printout for the "random character" table and I've also incorporated the town map into the PDF document. Should be a little bit easier to reference now. I'm in the middle of putting together a Fatemaster campaign for my local gaming group so I may just be publishing some updates and errata for existing stuff until next year. Still have plans for "Magister" and "Starcrashers" to come out at some point, as well as more adventure material. 11/8/2011- Hot off the presses! I just finished my first version of "Castle Farkinwald", my homage to all the 'deathtrap dungeons' I used to play when I was a young roleplayer. Anyway, I barely even took time to spell check the thing... And it's a brute, weighing in over 150 pages. I hope you all enjoy it. You can find "Castle Farkinwald" in the Adventures section 9/7/2011-
What I'm working on...
Now that I've opened up my Adventures section I'm working to add a couple more modules: the next installment in the "Dunthorpe Horror" campaign series called "Rose Funeral" and an old school, death-trap randomly generated dungeon called "Castle Farkinwald". I have the next several Dunthorpe Horror modules mapped out in my head and hope to have most of them done by the end of the year.
From a settings perspective, I've been working on some updates to settings I've already published but I also have two new ideas stewing away in the workshop. One is a Savage Space Opera called "Starcrashers" that is in the vein of Flash Gordon and Star Wars; the other is "Magister", a high magic fantasy setting where everyone plays a wizard and rival wizards guilds duke it out for control of the world.
If anyone knows of any good dungeon mapping software out there please let me know. As I write more adventures I need to come up with some basic maps and I hate hand-drawing and scanning them. Full disclosure: I have used Dundjinni before and, while it's pretty good, it's a little too heavy-duty for what I'm looking for. I'd love something web-based and super simple so if you know of something like this, please drop me a note. ~Rel
9/3/2011-
Today I'm happy to announce the addition of a new "Adventures" section to Rel's Den. The first of several planned modules for my "Dark Days, Darker Nights" campaign setting has been posted there. Over time I plan to release a few generic one-shots -- things that can be easily incorporated into other campaigns. Once I have a few more modules posted I'll build out the page a bit more, but for now I just wanted to get my first effort out there. Enjoy! It's my first published mod so feedback would be appreciated.
6/30/2011-
The Forum is toast! My free forum decided to take a jump off a cliff. Oh well, not that it was being used all that much anyway! If you want to make any suggestions simply e-mail me at relsden.collins@gmail.com
6/19/2011-
"Ghost Protocol" is finally finished. You can find it over on the left nav. I'll probably be taking a break from writing campaign settings for awhile and will focus more on developing adventures and perhaps doing some updates and rewrites of existing settings. It's been a long time since I've gone back and revisited what I've done in the last couple of years -- I'm sure there's some things that need tweaking.
If you have any suggestions for fixes, please head over to the Forum and drop a post there. I'll be reading through any comments I receive and doing what I can to incorporate the feedback.
5/7/2011-
I'm happy to announce that "Die Toten" version 1 is finally completed. This is that "futuristic gang-war thingy" I've been babbling about for several months now. I got a bit hung up on the new "Street Chemistry" system that I created for it but, after the liberal application of time and coffee, managed to get it into a shape that I liked. I hope you like it too.
With the new game Brink coming out next week-ish, I thought it was timely to finally get "Die Toten" out the door.
"Ghost Protocol" is deep in the pipe right now. I've been working on that in parallel with "Die Toten" and for awhile there I wasn't sure which was going to come out first. Trying to figure out a good way to handle "Cyberspace adventures" without bogging the game down is tricky but I think I'm closing in on a solution that works for me. Until then, go frag some gangers here.
2/21/2011-
Sometimes the creative process just decides to throw you a curveball. I had been making good progress on "Die Toten" and "Ghost Protocol" when, quite suddenly, I was ambushed by the inspiration to do something completely different. I blame Fallout: New Vegas (which is an awesome game, by the way, if you haven't played it yet). You see, the first thing I had actually started to write for this site a couple years ago was a little post-apocalyptic setting I had cooked up called "Wasted Years". It was heavily inspired by games like Fallout and the original Wasteland but I never got round to finishing it once the idea for Cthulhu Vice clubbed me over the head. Now, all this time later, playing New Vegas lit a fire in me to get Wasted Years finished and out the door. I'm pretty happy with the result and hope you like it too -- you'll see a ton of nods to great old "apocalypse" games not so subtly buried in there. Check it out here.
11/11/2010-
I'll be cruising out of town for a couple weeks but I've been chipping away at a couple of old things. "Die Toten" and "Ghost Protocol" are both taking shape nicely. Also, I've started to get a little bit more into module writing so hopefully soon I'll have an "Adventures" section to add to the site. Those of you who keep reading, thanks for checking in!
8/29/2010-
Just completed "Nighthawks", a new low-powered Super Heroes setting which you can find here. Savage Worlds works great for pulpy low-powered stuff but I've found it challenging to make Super Powers work without breaking the system. Nighthawks is an attempt to bridge pulp and Supers by doing away with a lot of world-shattering powers and keeping things down at a gritty, street-level. Supers in this setting aren't aliens or demigods; they're just exceptional folks who are richer, smarter, tougher and scrappier than regular people. I have tried (and failed) to bring a high powered Supers setting to Savage Worlds that appeals to my sensibilities but so far I haven't discovered a way to do this that doesn't destroy the "fast and furious" ethos of the core game. Perhaps at some point I'll take another run at it, but for now I'll let "Nighthawks" represent my sole foray into this genre.
7/14/2010-
Got a couple more settings coming down the pipe soon. One is a "low powered" Super Heroes setting called "Nighthawks" and the other is a tie between a cyberpunk setting called "Ghost Protocol" and a futuristic gang warfare scenario called "Die Toten". Not sure which will get done first but I'm leaning towards "Die Toten" since it's a little bit more straight forward. Keep checking for updates.
5/29/10-
Adding a new page for a fantasy inspired setting I've been working on called "Fatemaster". It's kind of my take on Savage D&D; it introduces old D&D stand-bys like classes and levels and puts them in a Savage context. You can find it here. Enjoy!
4/29/10-
I caught myself reminiscing about Ultima IV the other day. I still love those old wireframe computer RPGs. You know, back in the days where there weren't any "rules" that defined how a game should be made. One of the things I liked best about that game was the character creation. There was this bit where you went to visit a gypsy at some fair and she posed a number of ethical questions to you based on some cards randomly drawn from a "Lord British style" tarot deck. Your responses to these questions determined what class you would play in the game. This always struck me as a creative and elegant way of pulling the player into the game: building a character based on the player's personality without any stat crunching or manual flipping. I've been toying around with a similar character creation method for a High Fantasy campaign setting I've been working on. I call it, creatively enough, the "Character Creation Tarot" -- it uses a standard deck of playing cards and allows you to come up with a character concept on the fly. Now, of course, the character concepts I've outlined are designed to fit into this new setting I'm creating, but they could be adapted pretty easily to fit into other fantasy-themed worlds.
Check out the Miscellaneous Debris section to take a look at the Character Creation Tarot.
Oh also, Lord British is a pimp
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