Showing posts with label Savage Company. Show all posts
Showing posts with label Savage Company. Show all posts

Tuesday, February 16, 2021

Merciless Mechs, Ground-Shaking Stompers, and More Coming in "Machines of War"!

Anyone that's been on my blog for a bit knows I am a huge fan of the Savage Company setting. A game filled with monstrous mercenaries, blazing guns, and all the high-fantasy nonsense you could ask for. From books like the Savage Company Operations Guide (which provides pre-made modules and missions to send your squad on) as well as the Infantryman's Handbook (which gives you a bevy of high-caliber solutions to any problems a ground pounder might find on the field), this setting is pedal-to-the-metal nonsense in all the best ways.

And though there's currently a Savage Company bundle covering all their releases to-date, there's something new for this setting currently on Kickstarter. Something titled Machines of War!

Evocative, ain't it?

I recently got a chance to talk to the creators (Owen and Adam Martin) about what this book is, and what it adds to the game. So if you, like me, have wanted to see mechs, war bikes, arcane-drive tanks, alchemical artillery, and more, this is definitely something you should consider checking out.

And, of course, backing if you have the cash.

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How would you describe Savage Company for players who haven't heard of it before? 

 

Adam: Savage Company is a campaign setting that can be used as a base for expanding into a player-driven homebrew world, or dropped into your favorite game world. It focuses heavily on militarized monstrous races and has tons of tools for expanding vehicles and firearms use.

 

Owen: Guns, monsters, and high-octane action. We set out to make content for military fantasy games that were still compatible with all the first party content that already exists. So you still have dragons and wizards, but you can add motorcycles and machine guns and all of them are equally good options. 

 

What does "Machines of War" add to the game setting and rules?

 

Adam: Machines of war adds large scale combat with walking tanks and also squads of smaller vehicles and units. Along with new class options and mechanics for allowing that to balance with classic RPG fantasy elements.

 

Owen: We’re expanding on all the things from the first book, races, classes, weapons, equipment, feats, spells, and vehicles, but the new wargame aspect allows you to play large scale, or mass combat quickly and easily. The wargame itself can be played competitively against friends or incorporated into your tabletop game, combining or switching between modes easily and fluidly. 

 

Do you have any other plans for expansion? Modules, adventure paths, etc.?

 

Adam: We are never without ideas, our next planned publication is an ambitious Halloween adventure that should be popular with horror fans, drama kids, and everyone in between. After that we’re going to write an entire AP that uses all the mechanics we’ve brought into the game and guides a group through a massive war against Hell, all the way to level 20. We’re aiming for about 48 4-hour sessions worth of game content, with all the varied narrative options we always like to include

 

Owen: Oh yeah, so many plans. I’ll just say it, the adventure is named “Curse of the Phantom” and it should take you about four sessions to complete. It can be approached with multiple different playstyles, there are many routes and multiple endings. It’s an adventure that offers new things with each playthrough. And Green Hell, that’s our big project for 2022. I hope people want a full 20 level AP for 1st edition Pathfinder because we’re really excited to write it. 

 

What sort of reception has Savage Company received, overall?

 

Adam: The reception has been overwhelmingly positive! In an era where anonymous internet critics are a dime a dozen, we’ve managed to cultivate a small but dedicated following of gamers. We like to keep them involved with previews and planning on our Discord server.

 

Owen: For being mostly unknown by the greater gaming public, those who do read our books like what we’re doing and offer a lot of constructive criticism, which we love. We try to listen to everyone and learn from that. I really like the group that has gathered on Discord and throws hard questions at us or joins the voice chat while we’re writing or working on art. Actually it was the Discord crew that came up with the idea for the “Chair” book and made it happen, and it has over 200 downloads now! 

 

Is the setting going to grow significantly with these additions?

 

Adam: With the addition of 4 new factions there will be some growth to the setting. We’re still trying to keep things unobtrusive so we’re not forcing groups into using our world, but eventually we may have to break away from canon sources and grow our own lore.

 

Owen: I don’t think it's a secret that the world of Savage Company is set in (NOT) Golarion™, we started there, but left all the larger aspects of the world unwritten to make it easier to place the setting into your own games. With the new factions and some of the other things we have planned, we’re going to have to start fleshing out more and more aspects of the world into its own thematically (and legally) distinct and unique place. We plan on writing in this setting for a very long time so we’re in no rush to fill up all the space right away. 

 

What drives this particular setting? What made you put it together?

 

Adam: We played a homebrew game for fun with a theme of Orcs with guns. It was so fun we kept playing it for years, eventually all the homebrew classes and firearm options became the backbone of our rules material.

 

Owen: In addition to our own desire to play things that didn’t exist, we also wanted to create a space for veterans to tell their stories. Everyone on the team is a military veteran or has worked in the defense industry closely with veterans, and we have an open call for short story submissions. Several vets who I have worked with in the past have sent in stories based on their experiences and we worked them into the greater narrative of the book. 

 

Is there anything I didn't ask that you want folks to know about your setting, Kickstarter, etc.?


Adam: Savage Company has always served to find a niche we liked that was underserved by 1st and 3rd-party material. We ask ourselves, “what do we want to play that isn’t there, or wasn’t done well, and how can we make a difference?” Everything we write is stuff that we desperately want at our table, and it turns out there are others that want it too.


Owen: In addition to the obvious “please check out our Kickstarter” I would encourage anyone interested to go look at our publisher page on DriveThruRPG, we have 6 books that are totally free for anyone to download including two adventures, so you can go check those out and get an idea what our stuff is like. Also we have a Discord server that is open to the public and we love talking to people about games and ideas, plus you get a lot of previews of what we’re working on. Thank you so much Neal for this opportunity, reaching new people is always the hardest aspect about being a new publisher and we cannot thank you enough. 


Links:

Kickstarter

Discord

Facebook

Instagram

Twitter

DriveThruRPG


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That's all for this week's Moon Pope Monday. To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

Again, for more of my work, check out my Vocal archive, and stop by the YouTube channel Dungeon Keeper Radio. Or if you'd prefer to read some of my books, like my cat noir thriller Marked Territory, my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on FacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Monday, November 2, 2020

Savage Company's "Infantryman's Handbook" Is a Lovely Little Addition To High-Caliber Pathfinder Games

I've had guns on the brain of-late, and since my entry Guns Really Aren't as Powerful as You Think in Pathfinder seems to have attracted a pretty large amount of attention I figured I'd embrace the black powder spirit this week. Because as I mentioned pretty explicitly in that post, I was talking about the common sorts of early firearms you find in most traditional Pathfinder games. If you wanted to overcome some of the major handicaps these weapons had, then you needed to advance the timeline a little and field firearms with a much bigger punch.

And that's where the Infantryman's Handbook comes into the picture.

For those who wondered if Doom Guy was secretly an orc...

Before I get into the meat of this, wanted to remind folks to subscribe to my weekly newsletter if you haven't done that yet. Also, since I've been staying away from the outside world, I've become something of a kitchen goblin. If you're wondering how that side project is coming, consider checking out 5 Things You Should Be Putting Mio In (Other Than Water).

What is This Book All About?


If you're not familiar with the Savage Company Campaign Setting, and you missed my review "Savage Company" is Out (And You Should Totally Get Your Copy Immediately!), I'll give you a very brief run-down. The game is compatible with Pathfinder's first edition, and it embraces the high-caliber kind of adventure you can have when you really cut loose with the weaponry stocked in the armory. Following the adventures of the titular Savage Company, a mercenary band made up largely of monstrous races, outcasts, and other unwanteds, the campaign guide provided a big slew of content. From new classes and races, to shiny new weapons, vehicles, and rules, it was all there and ready to rock. One part Mad Max, one part Warhammer 40k, and all parts Pathfinder, it was a refreshing breath of air for those who wanted to really double down on the first edition.

The Infantryman's Handbook builds on that by giving us a new and improved version of the signature class; the infantryman.

You've got to mold them into what you want.

In the original release, the infantryman was the child of the gunslinger in much the same way the samurai was the child of the cavalier. It was more than just an archetype, but there was enough common DNA that there was still a very noticeable relationship.

What this book does is offer a bunch of different archetypes for the infantryman. From the battering ram of the breacher, to the special forces style snake eater, all of these options allow you to customize your soldier's skills and roles so that you could realistically make an entire party of infantrymen to act as your adventure's main squad if you so desired. There's some fun bits of fiction woven into the document as well, but the other big additions all come in the gear section. From chain bayonets, to rocket launchers, to three dozen different types of grenades, there's plenty of extra firepower in the back if you're looking to really bring the thunder when it comes time to open up with the big guns in your game. And even if you're not really interested in more class options, the dakka is more than worth the price of admission, in my opinion.

By itself, Infantryman's Handbook is a lovely little piece of work. Though if you don't already have your own copy of the Savage Company Campaign Setting, I'd highly recommend picking that up as well. They two of them really work best if they're both in play!

Like, Follow, and Stay in Touch!


That's all for this week's Moon Pope Monday. To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

Again, for more of my work, check out my Vocal archive, and stop by the YouTube channel Dungeon Keeper Radio. Or if you'd prefer to read some of my books, like my cat noir thriller Marked Territory, my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on FacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Monday, March 16, 2020

"Savage Company" is Out (And You Should Get Your Copy Immediately!)

It's been a while since I've reviewed something new in my Monday slot, and if you are a Pathfinder Classic player then have I got a treat for you! Because I managed to snag a review copy of Savage Company, and if you haven't seen it yet then you should go get yours right now.

If all you wanted was my opinion, it is rip-roaring nonsense that is exactly the kind of insane, high-octane fun that I feel Pathfinder was made for. Keep reading if you want more information, but if that's all you needed to go download the free Recruit Orientation Guide, then go do that.

Seriously, I haven't been this pleased with a campaign setting in a while.
If you'd like to know more, however, keep on reading.

What Is "Savage Company" Exactly?


The short version is that Savage Company is a campaign setting meant to be used in conjunction with Pathfinder Classic (or Pathfinder 1st Edition, if you choose to use that label). It can be used with the game as it stands (since Pathfinder already has rules for both primitive and advanced firearms in it), or it can be used in a more modern or modern-esque technological level (anywhere from just after the Renaissance to the tech level of today).

Oh yeah... the safety's coming off!
The backstory for this setting is that it takes place in the town of Tombstone. This place was an abandoned fort in the middle of an area blasted by magical war, and devoid of non-hostile forms of life. The place was claimed by the orcs and half-orcs of the mercenary band known as Savage Company, and they held onto it. As their reputation grew, and their numbers swelled, they started to recruit more and more adventurers to their cause... particularly individuals from "monstrous" races who had a hard time finding reliable work, and trusting companions anywhere else.

As time went by, Savage Company managed to bribe, strongarm, and make diplomatic entreaties to its neighbors, eventually declaring its holding as legitimate. Now the town of Tombstone, as well as the underground network of tunnels that holds everything from the gangs of Trox laborers, to goblin tinkerers, to billets of orcs, hobgoblins, and other well-trained mercenaries who can respond at a moment's notice, is a company town where anyone who needs the best in the business can come to hire mercenaries of any stripe.

The tone of the setting is kept purposefully vague so that you can fit it into Pathfinder's usual blend of fantasy/sci-fi (where armored paladins and gunslinging vigilantes may fight side-by-side), or you can expand the more modern military feeling to the rest of the setting as well. It's entirely up to you!

Flavor, Crunch, and a Whole Lot of Cheese


The first thing that I adore about this setting is that it purposefully takes aim at the ingrained attitude of, "monstrous races are inherently evil." Players and DMs alike have clung to this attitude even as Pathfinder made more and more traditionally "bad" races playable (orcs, goblins, hobgoblins, drow, duergar, etc.) without any form of alignment restriction.

What Savage Company does is acknowledge the history of adversity that these races have had, but turned it around by showing those in the company as people looking to make a better life for themselves through teamwork, cooperation, and using the advantages they were born with to find a calling in life. In fact, the outfit reminds me very strongly of The Devil's Own out of my collection 100 Random Mercenary Companies. This group recruited primarily monstrous humanoids, and most of them created personas for themselves because showing the world that face was often an advantage that left their enemy unsure of their true capabilities and weaknesses.

I'm sorry, I was told there would be cheese?
There is, of course, more to Savage Company than just a fancy setting, some solid fiction, and a bunch of pre-generated characters to get you started. It also gives you new classes (from the medic to the infantryman), as well as archetypes of existing classes from Pathfinder. It's got a slew of new feats (nothing game breaking, but there's more than a little spicy cheddar on the list), and perhaps my favorite section, new gear.

And as someone who's spent the past year tooling around in Warhammer 40k's orbit, I am very pleased to see chain blades, mini mechs, Mad Max-style war bikes, and the iconic orc chin piece, along with sensible bayonets, downright brutal custom machine guns, and dozens of other delicious upgrades for your armory.

Bringing Out The Big Guns


If you are one of those DMs who firmly believe that guns don't belong in fantasy games, or that traditionally evil races are always bad and they should never rise to the status of genuine heroes, this is not the setting for you. If you're one of those players who always reaches for the scarred tiefling soldier who would die for their comrades, the hulking half-orc tank who's the heart of the squad, or the goblin bombardier who is the deadliest mascot the party could ask for, then this book is going to find a place of honor on your shelf faster than you can say, "Roll initiative."

So if you like your characters weird, your guns blazing, and your adventures absolutely crazy, go get your copy of Savage Company today!

Like, Follow, and Stay in Touch!


That's all for this week's Moon Pope Monday. Hopefully you found this term useful!

For more of my work, check out my Vocal archive, and stop by the YouTube channel Dungeon Keeper Radio. Or if you'd prefer to read some of my books, like my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on FacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!