State of Apathy – Goals Going Forward

Apathy Games dreams big. We have goals so grand that we’d sound insane for uttering them. But to get there, we have a number of short term goals for the next year that we must accomplish first, and we want you to know about some of them.

Savage Setting – Foremost, we’re developing a Savage Worlds setting. By itself, it’s fairly simple, but we have high standards. In the meantime, there are resources that we want available when the flood of new and adoring fans hits our pretty new site.

New Website – Yeah. It’s something special. No peaking.

Savage Worlds One-Sheets – Within the next couple of months we plan on releasing our own one sheet adventures and begin to show you what zero compromise roleplaying really means.

Savage Worlds Primer – We want to have the best and an almost all-inclusive guide to Savage Worlds and the SW community. The kind of guide that only a company with time, resources, and deadlines can ever get done. It will not only introduce new players to the game, but will also show them where to find resources in the community. There’s a lot of great stuff out there, and it deserves some spotlight.

Evangelize Savage Worlds – Sure, it might sound a little cult-ish, but we will continue talking about and creating buzz about the game. This great community and game should be shared by all, and we are planning strategies for press ganging more recruits… err. introducing new players.

Embrace the Community – Savage Worlds is not only Fast, Furious, and Fun. It has the best, more creative and understanding community in the gaming world (the studies are still out, but we know it’s true). We will shout this fact from the mountaintop. We will find the best and share the best. We will let the D&D community know who’s boss. So say we all.

Branch into Other Media – Blogs don’t work for everybody, so we’re looking into other forms of media to bring this information to people. While we can’t say exactly which media we plan on breaking into, we do want your help. You can watch our page for new exciting ways to get involved with our projects, or for new forms of receiving news, information, and community projects.

Partnering with Tabletop Armory – We are excited to announce that we will be working with Tabletop Armory on some future projects that will be coming out this year. They will be intimately involved in our branching into other mediums and we look forward to the exciting work we’ll be doing with them.

More useful Advice – With all of this talk of branching into other mediums and developing Savage Worlds settings you didn’t think we’d forget about you, our dear readers?

For our players we’ll be hitting you hard with articles discussing:

Game Masters will continue receiving the fountain of information on:

2010 will be a busy year for us here at Apathy Games and we thank you for joining us while we begin it. We’ll be letting you know more details as they come out so hang on tight! And remember–zero compromise!

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  • Skells

    I am attempting to convert my weekly 3.5e group to SW – they don't want any more pre-gen modules but I don't have enough time to mess with all the mechanics in that system enough to provide a good homebrewed game. I am hoping SW will balance my need for quicker prep time and their need for crunch. Of course, having only run the system for one one-shot game, I don;t know most of it yet.

    On your Savage Worlds Primer, I would like to see you address SW combat – how it works, how to use all the available options to help maintain the FFF aspect, what sets it apart from other systems and perhaps even some sort of guide on how and why the combat methods from other games won't work in SW for converts from other major systems (I keep seeing references to 'you can't stand toe to toe swinging and taking hits in SW'.)

  • http://www.apathygames.com Tyson J. Hayes

    We'd be more then happy to talk about the combat of Savage Worlds. We'll put together something soon and post it up on the blog. But in short the reason you can't stand toe to toe swinging and taking hits is how often you can get hit before you die. To relate to D&D terms essentially you have 3 hit points before you fall unconscious thus you can't stand and deliver. You move, take cover, use some tactics or you die.

    As for your group, why are they tired of pre-gen modules? And have you read our trappings post (http://www.apathygames.com/2009/12/30/savage-wo… Most of the games that can be “home brewed” are just changing some of the trappings to make it feel like something else. Most of the mechanics don't need to be changed.

    Can you give me an example of what your going for? I'd love to try to help you get where your going.

  • Skells

    Thanks, that makes sense now. I have to go run some combats so I can see how it works.

    My group perceives that they are on rails and they perceive that there are walls keeping them from getting off the rails (despite my assurances that they can go do whatever they want and I will adapt to whatever they want to do), and that is making them frustrated. yes, that is their issue, but I am also feeling bored with higher level (12th) play in 3.5. I have been running a pregen as 1) I have been busy building myself a house for the past 3 years on nights and weekends, leaving very little time to prep for a game, 2) I have a family and 3) if I don't run the game, I would likely not get a chance to play. Now I am just about finished with the house, found SW (which looks like it will help reduce my prep time), and have some ideas on a campaign I'd like to develop (Post Apocalyptic Fantasy, or is it Fantasy Post Apocalyptic – I am not sure, but it is a fantasy world after a magical apolcalypse).

  • http://www.apathygames.com Tyson J. Hayes

    Finding time to write and develop campaigns is always hard. You may want to consider focusing on a story you want to tell in the world you want to tell it in. We've fallen victims to world building when campaign designing. Focus on the story you want to tell and flesh out everything you need to tell that story. When something comes forward that needs more detail then what you've done then add it as you see fit. That way you get to playing sooner and will develop the world as time goes on.

    Keeping good notes is important, but encourage your players to do it as well. As you piece together bits through your adventuring you'll have your world built out in no time.

  • http://www.ApathyGames.com Jeff Carlsen

    In addition to what Tyson said, also consider the style of game your running, and by that I don't mean the trappings.

    I tend to run games like Shadowrun, where the players know what they are and what they do. Motivating the characters to take a quest/job/mission is simply a matter of providing it to them.

    In Shadowrun, they're professional criminals. Give them an objective, tell them the level of risk, and offer an amount of money. Leave it to them how to go about it. Because you already know some of where they'll have to go to accomplish their task, you can develop accordingly, and just wait for them to arrive at your plot.

    I call this Objective based design, and I will be writing a post on it in the near future. But the some of it is, come up with a game that allows you to provide clear objectives, and tell the players that that's the game being played. Characters that don't wish to go along with the game type simply don't belong, and they'll understand that.

  • http://www.ApathyGames.com Jeff Carlsen

    In addition to what Tyson said, also consider the style of game your running, and by that I don't mean the trappings.

    I tend to run games like Shadowrun, where the players know what they are and what they do. Motivating the characters to take a quest/job/mission is simply a matter of providing it to them.

    In Shadowrun, they're professional criminals. Give them an objective, tell them the level of risk, and offer an amount of money. Leave it to them how to go about it. Because you already know some of where they'll have to go to accomplish their task, you can develop accordingly, and just wait for them to arrive at your plot.

    I call this Objective based design, and I will be writing a post on it in the near future. But the some of it is, come up with a game that allows you to provide clear objectives, and tell the players that that's the game being played. Characters that don't wish to go along with the game type simply don't belong, and they'll understand that.