Campaign Kick-Off and Sherlock Holmes
I then decided to check out a short story collection of Sherlock Holmes from the school library at which I work, as I probably hadn't read Holmes since middle or even elementary school. I like them - but they're definitely more Basil Rathbone than Robert Downey, Jr. Still, I can see the foundations that one could take to create the movie - but it's a stretch. In my current pulp/RPG mindset, though, the Robert Downey, Jr. Holmes is the one I'm more in the mood for.
Our new campaign kicked off last Friday. I had had the idea for a Victorian supernatural game a long time ago, long before the Holmes movie - really it was when I first encountered Savage Worlds and then got the Rippers Handbook on .pdf. I essentially decided I wanted to do a Victorian London meets Ptolus meets Rippers kind of a game. The interesting thing about Rippers itself is the player choices, especially the choice to gain power at the possible expense of sanity (Rippertech is kind of the monster movie mad scientist version of Chaositech). I'd also like to make magic very similar in the setting. I set up factions and the like for a sort of post-apoc Victorian London - I'm hoping for the same sandbox feel and intrigues and plots that we saw in Ptolus, the campaign that our group seems to look on as the pinnacle of our gaming so far. Our seven characters are an elderly Anglican minister/professor with occult knowledge, a young naive Anglican minister, a bored noble/big game hunter, a gypsy fortune teller, an Irish highwayman, a middle-class investigator/gossip, and a British Lord with extensive contacts who is bankrolling the group. They are trying to reestablish the fabled "Rippers" group of monster hunters, which apparently failed to stop the monster apocalypse that they are now living in, gain more power/monster-fighting abilities (they start only with mundane skills and abilities - the priests would like some miracles/fist of god type abilities later in the game), and correct whatever the problem is that brought about the evil apocalypse in the first place.
The first session started a little blandly - in some ways we're still trying to grok the Savage Worlds system. I think things will speed up as we get more into it. Short combats (in real time) are a good thing. I was tired of the 4e 3 hour combats 20 minutes to an hour for the same narrative result is really refreshing. It's been a good time so far. I hope my enthusiasm for the campaign and the system continues.