[Savage Worlds Shaintar] Hacking Modules
By Orklord on Nov 25, 2009 in Canon Puncture Actual Play, Play Reports, Rich's Journal
The Monday face-to-face group I play in continued playing Savage Worlds using the Shaintar setting.
Since the PCs are pretty traditional fantasy types, I decided to dig through some of my D&D modules for some ideas to mine. I decided to tweak the Green Ronin module titled Death in Freeport. You see, I learned how to GM by taking modules and Dungeon magazine adventures and stringing them together into coherent stories. As I mentioned on twitter (I’m orklord, follow me for infrequent posts of varying relevance!
), I have become rather good at taking a module and making it fun for the group to play.
Here’s what I did.
Module Details (the kinda boring stuff)
- Before the game, I read through the module, which was based in a port city (hence the name Freeport) while the city I was using was landlocked with a river nearby. I hacked out the plot points dealing with the creation of a lighthouse and instead renamed the Harbormaster into the Master of Public Works.
- The first scene of the module is a fight on the docks where some ruffians try to shanghai the player characters. This fight is supposed to impress the NPC who hires the party to participate in the mystery. I removed the fight and had the NPC approach the party directly because they are “known”.
- One handout had to be altered to remove reference to Freeport.
- The “seaworthy” orc pirate ship was scaled back into a river raider (I considered making the orcs into a caravan, but decided I like the map of the ship)
- I read through each piece of boxed text (that’s the scripted exposition pieces that NPCs say) and highlighted the important parts so I could easily paraphrase it in conversation with the party
Tailoring (the part that gets juicy)
Tailoring is where I make the adventure MEAN SOMETHING to the players. Notice, I don’t say the player characters, I’m talking about the players. This is where I add in or flesh out pieces of story that hit upon the player’s desires.
- One player is playing a fey (a winged elf named Leanan). Whenever the party encourntered an NPC and she didn’t state her PC was wearing a cloak or cape, that NPC would comment on her wings or make comment about her race, asking if she was part of an aerie or would offer her the nicest drinks. It was subtle, but this tipped to the player, “Your character is rare and special” which was exactly what she wanted. I also knew that the player has a fondness for children, so when I needed to move them along to the next plot point, a helpful guide turned out to be a street urchin who needed some coin.
- Two players (a dating couple) decided to make orcs together (who are generally civilized races in this setting) and decided to make them as a married couple. When the party went to the orc pirate ship to question the captain, the first mate made moves on the female PC (Koraa) and questioned the strength of the male PC (Kresh). The threat to their relationship felt real enough to them and it did spark the fight I knew the player of Kresh was itching for.
- The fourth player was playing a sullen dwarf named Scar. In one scene, the party went to talk to a dignitary named Milos who worked for the library/temple of the god of knowledge. I decided that the dignitary knew Scar’s backstory, and during conversation, he picked up on Scar’s accent and his silver eye. Milos started asking him questions about the minehome and clan Scar came from and if he ever discovered why everyone died of a mysterious plague and why he survived. This was touchy backstory stuff that the player had yet to mention in play, so it was a revelation to the players and it hit the guy playing Scar right in the nose. This was the strongest scene of the night and it was born out of the module. It simply made sense to me that one who sought knowledge would, you know, know things.
If you see the trend above, I take what the players set up as flags and use what is already in the module to hit them. I point the plots at the players specifically. It isn’t rocket sciene, but it takes an awareness of the players’ interests, the player characters’ flags, skills and abilities, and most importantly, the personalities of the major NPCs and driving forces in the module itself as well as the edges of the story where you can drop in elements that appeal to the players.
I asked one of the players afterward pointedly about the boxed text that I had a couple NPCs speaking. I literally read (with shifts in tone and effort given to act it a bit) the text to them as a test. The player said he had no problems with the information because the general outline of the module was a mystery. A mystery needs clues, clues make sense if they aren’t extemporaneous.
So now we come to the final point, which is really the first point to know. Pick the right module. Does the intent of the module fit the tendencies of the players? I would never EVER run them on a dungeon crawl and expect half of the playgroup to have fun because I know they like interacting with characters more than beating them up.
So that’s a brief on how I make modules fun. How do you do it? If you avoid them like the plague, why? I’m quite interested in this, so hit me up on the comments section.






So, you challenged their beliefs and instincts in a way that got them to play their characters to the hilt?
You are a filthy hippy. Filthy!
No more Burning Wheel for you. I am cutting you off.
Kudos for cutting off the fat from the module and getting to what really matters. Nice.
Judd | Nov 27, 2009 | Reply
Yes, Burning Wheel and playing with you taught me much, Judd. I am corrupted with the stench of playing games centered around characters’ beliefs and instincts.
You can cut me off of Burning Wheel’s influences when you pry the books from my cold, dead fingers, sir.
When you trim the fat off of modules, they really are pretty cool. I see them as a script given to a really good actor (yes, I’m calling myself the really good actor).
Orklord | Nov 27, 2009 | Reply
I like modules and think they are a great training ground for new GMs. They are like training wheels in a way: you use them for a while and eventually you use them less and less.
I purchased a series of Eberron modules for my oldest son for his birthday. He had tried to run some home-brew adventures but quickly ran out of steam. Since he’s had the modules we’ve run through two of them (with over seven sessions of play) and are readying for the next. He feels accomplishment for having successfully run an adventure and I got to play for once instead of GMing.
In my Back 2 Basics game I have strung together a series of modules from the basic series. We’re in Keep on the Borderland now. I’ve done a little tailoring to suit the players, but since I’m still learning what a lot of them like it has been small tweaks so far.
Now that I’m getting to know what buttons to push I’m fine tuning each of the sessions. KotB does not have any boxed text so it gives me free reign to modulate play to suit the group. I do a lot of this at the table after I’ve read the module. I do make minor updates as far as treasure and magic items. This module is very much a sandbox and so play needs to be dynamic. I look at the module as the location’s starting state and then update as we play.
Great post and thanks for sharing your insights.
Follow Your Bliss,
JJ
familyman | Dec 11, 2009 | Reply