This weekend marked the latest installment of my Savage Worlds 1867 campaign, that odd mashup about the end of the American Civil War, low-powered superheroes, and alternate history. Now, I'm really essentially a novice at Savage Worlds, as are almost all of my players. So I was a little alarmed when I found out I was going to have 2 new players that had done little tabletop gaming before to replace two regular members of my gaming circle.
I shouldn't have been so worried. Despite the late notice, our new players jumped right in and performed admirably, despite the odd campaign hook. We ended up with the female of the group playing a former double spy (earth elementalism), and our other new member played a somewhat elderly surgeon (healing power). Both had their big moments in battle, and the game ran quite nicely. Other other player, a regular who missed the last session, is playing a former Confederate Cherokee sharpshooter (kinetic energy infusion), and had probably the biggest blast of the game, thanks to some teamwork. That's one thing I really enjoy about Savage Worlds--it pays immensely to be a good teammate and work together to kick butt. There's nothing wrong with lone wolf characters, but cooperation can sometimes be pretty rare in gaming groups. Fortunately, we don't have that issue--presently, anyhow.
No, it wasn't perfect. But by the end of the game, the rules were clicking, and I think we all had fun.
Aside from that, in non-SavWo news, I spent a bit working on some submissions for DwD Studios' next issue of Decahedron Magazine. We'll see what passes muster, but it's nice to get in the swing of making stuff for gaming again.