| Dawn of Legends Design Journal #1: Be a Hero, Become a Legend |
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| Written by Anna Lunsford |
| Wednesday, 27 August 2008 20:15 |
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Called Dawn of Legends, the new plot-point campaign setting is only the core book of the new product line. Perhaps the most anticipated part of Dawn of Legends is the new effect-based super-powers system, enabling Savage Fans to mimic four-color comic book action through customizable powers and concepts. Lee F. Szczepanik, Jr. takes us on a brief tour of what fans can expect to find between the covers of Dawn of Legends, in the first of a series of new Design Journals. The Dawn of Legends Campaign Setting is looking to be a thick book, easily 256+ pages. And that is just the tip of the iceberg of what we have in store for Savage Worlds. The first part of the book comprises the Player’s Guide. Introduction to Dawn of Legends gives an overview of some of the tones and themes of the setting. The what if of Dawn of Legends, What is a Neo, The Neo Community and the Media, Crime Fighting and Public Use of Powers, the Science of Dawn of Legends, and finally tips on how to introduce your heroes into the unfolding tapestry. Becoming a Champion gives players some example concepts for super-heroic crime fighters. From there, we talk a bit of the importance of back story and how the who of a character is actually more important than what powers he can flash at an enemy. This section also gives plenty of new Edges and Hindrances to help mimic the feel of four-color stories. Setting Rules focuses on Creating Gadgets and Artifacts, new Bennie rules, Combat Maneuvers, Wealth, Popularity, and new rules for Super Teams! From Champions to Legends: Powers explains in great detail the basic mechanics of the new effects based super-powers system, offering not only a wide range of ready powers but also complete details on how to create new powers and customize existing powers. Finally, the Player’s Section is rounded out with Gear and Equipment. The second section is the Gamemaster’s Guide to Dawn of Legends. Beginning with A History of Neos on Earth and Beyond, we then jump into Neos and Society as we give an overview of how the existence of extraordinary beings has influence society and governments around the world. Neo Laws in the United States goes into detail on the Neo Crime Bureau and the various facets of Crime, Punishment, and Government Regulations for the Neo Community. Autumn Arbor: City of Legends offers a detailed history of the city, as well as a look at over 60 locations across 10 districts, along with the movers-and-shakers that call the City of Legends home. Organizations and Factions of Autumn Arbor takes a look at the various crime families, VanCorp, Quantum Mechanics, and other groups of political and financial power, all with their own secret agenda for Autumn Arbor and the Neo Community. Creating the Campaign will take a strong look at the various comic book themes and genres, applying them to a campaign, and will also contain a full adventure generator. The Plot-Point Campaign will follow, providing savage fans with the “Year One” part of the unfolding story. The plot-point campaign will continue in future products, as well as be given expansions at the Arbor Productions website in the form of One-Sheets and entire plot-point campaign free PDFs. The Handbook to Autumn Arbor rounds out the product, containing plenty of Heroes, Villains, assorted NPCs, street drugs, and mystic artifacts for the GM to use to populate his campaign. To discuss this article, head on over to the Official Savage Worlds Licensee forums! |
| Last Updated ( Friday, 10 October 2008 23:38 ) |



The award nominated Autumn Arbor setting gets savage as Arbor Productions brings the famous City of Legends to Pinnacle Entertainment’s Savage Worlds system!