Difference between revisions of "Game Overview: The Madness"

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Unlike traditional campaigns which feature a serial narrative and a core group of dedicated players who participate in dozens of linked adventures, the Madness is structured like a good one-night stand – each session is independent and can be played by any set of players.  Enjoy one or enjoy them all.
 
Unlike traditional campaigns which feature a serial narrative and a core group of dedicated players who participate in dozens of linked adventures, the Madness is structured like a good one-night stand – each session is independent and can be played by any set of players.  Enjoy one or enjoy them all.
  
The core rule book for the Madness campaign is [http://www.amazon.com/Savage-Worlds-Deluxe-S2P10014-Hensley/dp/1937013049/ref=tmm_hrd_title_0 Savage Worlds Deluxe] (2011) by Pinnacle Entertainment. The genre book is [http://www.amazon.com/Realms-Cthulhu-REB20001-Savage-Worlds/dp/0981987443/ref=sr_1_1?s=books&ie=UTF8&qid=1366416763&sr=1-1 Realms of Cthulhu] (2009) by Reality Blurs.  
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The core rule book for the Madness campaign is ''Savage Worlds Adventure Edition'' (2019) by Pinnacle Entertainment. The genre book is ''The Madness'' (2019) which are house rules adopted from the old ''Realms of Cthulhu'' book.  
  
 
The setting is reminiscent of both steampunk inventions and dark horror.  Advances in technology - driven mainly by the recent discovery of a mysterious green fuel called the [[Ichor|ichor]] – have ushered London into the Clockwork Age with a promise of unparalleled wealth.  However, superstitions and ancient fears fester as strange sightings and mayhem escalate through the streets – a pervasive phenomenon Scotland Yard calls the Madness.
 
The setting is reminiscent of both steampunk inventions and dark horror.  Advances in technology - driven mainly by the recent discovery of a mysterious green fuel called the [[Ichor|ichor]] – have ushered London into the Clockwork Age with a promise of unparalleled wealth.  However, superstitions and ancient fears fester as strange sightings and mayhem escalate through the streets – a pervasive phenomenon Scotland Yard calls the Madness.
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You are a member of the King of Clubs – two dozen of the foremost experts in hidden knowledge and occult lore in London.  Your enemies are shadowy cabals like the Haunted Hand, twisted scientists and cultists - and perhaps the powerful East India Company.  Certainly, Scotland Yard and the Crown have been infiltrated.  Can you unlock the mysteries of the Madness?   
 
You are a member of the King of Clubs – two dozen of the foremost experts in hidden knowledge and occult lore in London.  Your enemies are shadowy cabals like the Haunted Hand, twisted scientists and cultists - and perhaps the powerful East India Company.  Certainly, Scotland Yard and the Crown have been infiltrated.  Can you unlock the mysteries of the Madness?   
  
Each session, you recruit your team from the [[King of Clubs|King of Clubs and Irregular characters]].  Everything else is provided at the game - rules, minis, printed copies of characters, cheat sheets, dice, etc. - just bring your imagination.
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Each session, you recruit your team from the [[King of Clubs|King of Clubs and Irregular characters]].  Everything is provided at the game - rules, minis, printed copies of characters, cheat sheets, dice, etc. - just bring your imagination.
  
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Click [[The Madness House Rules|here]] for The Madness House rules (printed copies will be provided at the game).<br>
 
Click [[Cheat Sheet|here]] for my Realms of Cthulhu Cheat sheet (printed copies will be provided at the game).<br>
 
Click [[Cheat Sheet|here]] for my Realms of Cthulhu Cheat sheet (printed copies will be provided at the game).<br>
 
Click [[SW Beginner's Guide|here]] for Jeff's Savage World's Beginner's Guide - an eight-page introduction to the rules.<br>
 
Click [[SW Beginner's Guide|here]] for Jeff's Savage World's Beginner's Guide - an eight-page introduction to the rules.<br>

Revision as of 16:14, 22 May 2019

Madness Takes Its Toll

The Madness is a roleplaying campaign set in Victorian London circa 1892 with a few twists placing it firmly in the realm of speculative fiction.

Unlike traditional campaigns which feature a serial narrative and a core group of dedicated players who participate in dozens of linked adventures, the Madness is structured like a good one-night stand – each session is independent and can be played by any set of players. Enjoy one or enjoy them all.

The core rule book for the Madness campaign is Savage Worlds Adventure Edition (2019) by Pinnacle Entertainment. The genre book is The Madness (2019) which are house rules adopted from the old Realms of Cthulhu book.

The setting is reminiscent of both steampunk inventions and dark horror. Advances in technology - driven mainly by the recent discovery of a mysterious green fuel called the ichor – have ushered London into the Clockwork Age with a promise of unparalleled wealth. However, superstitions and ancient fears fester as strange sightings and mayhem escalate through the streets – a pervasive phenomenon Scotland Yard calls the Madness.

You are a member of the King of Clubs – two dozen of the foremost experts in hidden knowledge and occult lore in London. Your enemies are shadowy cabals like the Haunted Hand, twisted scientists and cultists - and perhaps the powerful East India Company. Certainly, Scotland Yard and the Crown have been infiltrated. Can you unlock the mysteries of the Madness?

Each session, you recruit your team from the King of Clubs and Irregular characters. Everything is provided at the game - rules, minis, printed copies of characters, cheat sheets, dice, etc. - just bring your imagination.

Click here for The Madness House rules (printed copies will be provided at the game).
Click here for my Realms of Cthulhu Cheat sheet (printed copies will be provided at the game).
Click here for Jeff's Savage World's Beginner's Guide - an eight-page introduction to the rules.