Lacking Natural Simplicity

Random musings on books, code, and tabletop games.

The Secret of Smuggler's Cove

Spoilers!

Smuggler's Cove, PEG

Saturday after the 4th I ran another Savage Worlds game for the kids. This time it was “The Secret of Smuggler's Cove”, lightly adapted for the Savage Worlds: Explorer's Edition.

Attending

  • L.B., playing Amy and Josiah

  • T.A., playing Billy and David

  • E.A., playing Catherine

  • M.A., playing Devlin

Actual Play

The PCs in this adventure are all kids, and T.A. wasn't any too happy that none of the characters had any weapons more effective than a slingshot! Still, they all had fun with the first two sections of the adventure. In the first they raced small sailboats, and they managed to split the characters up so that all the characters run by the two boys were in one boat and all the characters run by the two girls were in the other boat, and each had fun taunting and distracting the others. I ran it as a chase and let good taunts and distractions affect the Boating rolls of the two captains, and I let every success and raise on the Boating roll move the boat one range increment forward 1, which may not be strictly by the book, but did allow for dramatic changes in position. The girls won on the last Boating roll, and then it was time to eat a picnic lunch. They observed the thug hide the map and papers, dug them up, figured out the notes were in German, reburied them, followed the man who picked them up back to Rydel Mount & figured out that he was the gardener, headed back home (very, very, late), saw the Gypsies cooking fire beyond the old Roman fort & traipsed over to see what was happening.

Note

This is a timewarp post.

1

I think the actual rules move a range increment only for a success and the first raise.

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