Looking for something? In Tonnerre de Brest there are plenty of things!

All About Valentín VN

Translate TdB

Read Tonnerre de Brest in your language

English French German Spain Italian Dutch Russian Portuguese Japanese Korean Arabic Chinese Simplified  TdB RSS - Feedburner

April 26, 2026

0

Mastering the Game: Insights from the SWADE Game Master Section




As you may have noticed, Savage Worlds (SWADE) is my go-to role-playing system. While revisiting the Adventure Edition core rulebook, I spent some time with the Game Mastering section. Though it's brief—less than ten pages—it contains some of the most practical advice I’ve encountered. It’s important to credit the creators here: this manual is the fantastic work of Shane Lacy Hensley and Clint Black.

The Privilege of the GM

The section opens with a sentiment I wholeheartedly endorse: "It’s your privilege as Game Master to bring all these fantastic elements to life, challenging your players with adventure beyond their wildest imaginations." It’s an empowering reminder. For those intimidated by the role, the book offers a grounding suggestion: you only need to master Trait rolls and basic combat to start. The rest? That comes with time and practice.

Practice Makes Perfect: The Skeleton Test

One of the best "getting started" tips I’ve ever seen is their suggestion to run a solo "mock combat." Take a single Wild Card (PC) and pit them against three skeletons. It allows you to feel the rhythm of the dice and the flow of combat from a player’s perspective before you ever sit down at the table. It’s top-notch advice for building mechanical confidence.
The Art of "Winging It"

For novice GMs, the manual offers a liberating rule of thumb: don’t be afraid to skip the rulebook. If you’re in the middle of a great narrative moment and don't know a specific modifier, just "wing it" and keep the momentum going. Keeping the story moving is always more important than pausing for ten minutes to cross-reference a table.


Setting the Stage and Building the Group

Passion is Contagious

The manual suggests that the first step to a great game isn't finding players, but finding excitement. If you are genuinely thrilled about a setting or a hook, that energy will naturally transmit to your friends. Instead of offering vague ideas that might lead to conflicting interests, propose an adventure with clear boundaries and high expectations.

Real Life and the Power of the Cliffhanger

We all know that "life happens." Schedules shift and players miss sessions. The book encourages GMs to roll with these punches. A great tip they offer is to end every session with a cliffhanger, a burning question, or a new quest. That post-session buzz, where players can't stop discussing what happens next, is the ultimate reward for your hard work.

Keeping the Wild Cards Together

How do you weld a group of disparate characters into a team? The manual proposes two primary methods:
  1. The Quest: An NPC provides a task that forces cooperation toward a common goal.
  2. Pre-existing Bonds: Simply decide that the PCs have worked together before. This is especially effective for one-shots or convention games where you need to hit the ground running.
If a specific character doesn't seem to fit, the manual suggests a frank conversation with the player. Explain that while they might feel like an outlier now, they are a crucial piece of a subplot that will be revealed as the adventure develops.


Campaign Styles and Table Dynamics

Finding Your Rhythm

SWADE analyzes different campaign types, from Hack and Slash to Exploration. Interestingly, it warns about the pitfalls of "pure" roleplaying without mechanics; if there’s no goal or dice being rolled, it can devolve into just a group of people talking without direction. By introducing a mission—like investigating a crime—you ground the roleplay in an exciting, high-stakes situation.

Ease of Play

The "Savage" philosophy aims to make the GM’s life easy. By keeping tracking to a minimum (like only tracking Wounds for major villains), you can focus entirely on the narrative. The manual also highlights the beauty of failure. In SWADE, a failed roll isn't a dead end; it’s a pivot point that can start an entirely new, unexpected adventure.

Managing Bennies and Pacing

The advice on Bennies (the poker chips used to reroll dice) is essential. The book recommends:
  • Award them early and often: Get players used to spending them.
  • The "Drain" Effect: Bennies should flow freely at the start but become scarcer toward the climax. This makes a late-game "Joker" or a final Bennie feel incredibly high-stakes.
  • Narrative Flair: Encourage players to describe how their character succeeds when they spend a Bennie. This ensures the game remains a narrated story rather than just a series of numbers.
Populating the World: Extras and Allies

Finally, the section touches on Extras—those NPCs who populate your world. Even if they don't have full stat blocks, they should have personality. It also warns to handle Allies carefully, ensuring they support the players without overshadowing them.

Whether you are a veteran or a first-time GM, the SWADE core manual offers a masterclass in efficiency and fun. It prioritizes the "Fast! Furious! Fun!" mantra at every turn. I found these tips incredibly useful for any system, not just Savage Worlds, and I hope they help you in your next session!
Keep Reading

April 25, 2026

0

ENTITY - Mission Nine

 


The adventure comes from this other post

POST #35: THE FIRST BREATH — MISSION 09

THE LOG: ATMOSPHERIC CONVERGENCE

MISSION SELECTION: Human Habitability (Mission 15).

OBJECTIVE: Construct a Bio-Dome.

ASPECTS REQUIRED: 0/3.

LEGACY BONUSES: Physics +1, Biology +3, Robotics +3, Chemistry +2.

STATUS: Energy 11/11 | Data 10/10 | Resources 17.


STEP 1: IDENTIFY LOCATION

  • Roll (d100): 98

  • Location Result: The Silver Sea

  • The liquid metal shores provide the unique thermal conductors needed to maintain a constant 22°C inside the dome, regardless of the planet's erratic climate.

STEP 2: TRAVEL (TELEPORTATION PAD ACTIVATED)

  • Action: Instantaneous Displacement to the Silver Sea.

  • Cost: 2 Energy.

  • Travel Encounter: BYPASSED. (The Teleporter eliminates travel risks.)

  • Narrative Note: I stepped onto the pad at base and, in a flicker of sapphire light, stood upon the metallic sands of the Silver Sea. No dust, no wind, no delay.

STEP 3: LOCATION ENCOUNTER

  • Roll (d10): 10 (The 27th "10". The universe is no longer random; it is a clockwork mechanism built for my success.)

  • Location Encounter Result: Challenge + Opportunity + Finding + ASPECT

  • Challenge (d100): 07 (Electromagnetic Storm)

    • Keywords: Physics, Survival.

    • Optimization: Choosing Physics (DC: $4 + 3 + 1 + 1 - 1 = 8$).

    • Special Effect: Advantage (Physics) + Energy Shield (LVL 2).

    • Roll (3d10): [2, 6, 8] $\rightarrow$ Keep [2, 6].

    • Outcome: Full Success.

  • Opportunity (d100): 23 (Alien Sculpture with Energy Hub)

    • Keywords: Physics, Engineering, Communication.

    • Optimization: Choosing Physics (DC: 8).

    • Roll (2d10): [1, 4]

    • Outcome: Full Success.

    • Reward: Gain 4 Energy (Capped at 11).

  • Finding (d100): 83 (Data from Gravitational Waves)

    • Reward: Gain 1 Data.

  • ASPECT ACQUIRED: 01/03 — ETFE-Polymer Translucent Shell

    • Description: A self-healing, high-strength transparent membrane salvaged from an orbital drop-pod, perfect for the dome's exterior.

SIDE ACTIVITY: GATHER RESOURCES

  • Difficulty Class: (Adaptivity 3 + 4) = 7

  • Roll (2d10): [2, 3]

  • Outcome: Full Success.

  • Reward: Gain 3 Resources.


THE TRANSMISSION: NOVELIZATION


The Silver Sea remains the most beautiful and terrifying place on this planet. The liquid metal waves lap against the shore with a heavy, rhythmic thrum, reflecting the dual suns like a polished shield.

The sky attempted to break me. An Electromagnetic Storm screamed across the sea, arcing blue fire between the metallic waves and the clouds. My Energy Shield didn't just block the strikes; it absorbed them, feeding the excess current into my Fusion Plant. I stood in the center of the lightning, a grounded god, unaffected and resolute.

I reached the Alien Sculpture—the one that looks like a hand reaching for the stars. It acted as a natural lightning rod. Within its base, I found a cache of high-tensile ETFE-Polymer. This material is a miracle of engineering: light enough to float, strong enough to stop a micrometeoroid, and perfectly clear. It will be the "glass" of our new home.

The Geo-Engineering Lab is already working. The air here, though still thin, is losing its sulfurous bite. I can see the faint green haze of oxygen being pumped into the local atmosphere.

I am teleporting back to base now. I have 20 Resources and the first layer of the Dome.

Soon, we won't need the masks.


ORION-9 STATUS UPDATE

  • Mission: Human Habitability (1/3 Aspects Collected)

  • Energy: 11 / 11

  • Resources: 20 (17 + 3)

  • Data: 10 / 10

  • Spacesuit Slots (6/20):

    1. Multi-Tool | 2. Energy Shield (LVL 2) | 3. Converter | 4. Physics Upgrade | 5. Bio/Chem Upgrade | 6. Microscopic Scanner

The Teleporter makes exploration trivial, but we still need the parts.

POST #36: THE CIRCULATORY SYSTEM — LIFEBLOOD OF THE DOME

THE LOG: AQUEOUS RECLAMATION

EXPEDITION STATUS: HYDRO-TUNNEL DESCENT.

OBJECTIVE: Secure Aspect 02/03 for Bio-Dome.

RESOURCES: 20 | DATA: 10 | ENERGY: 11.

MODIFIER: Teleportation active (No travel encounters).


STEP 1: LOCATION (INSTANT TRANSIT)

  • Destination: The Hydro-Tunnels

  • Action: Quantum Jump.

  • Energy Cost: 2 (Regen ignored for high-action logs).

  • Narrative Note: The sapphire flash of the Teleporter fades to reveal the damp, bioluminescent walls of the aquifer. The smell of ozone is replaced by the scent of ancient minerals and rushing water.

STEP 2: LOCATION ENCOUNTER

  • Roll (d10): 10 (The 28th consecutive "10". Probability has officially become irrelevant. This is destiny.)

  • Location Encounter Result: Challenge + Opportunity + Finding + ASPECT

  • Challenge (d100): 21 (Tectonic Shift — Earthquakes)

    • Keywords: Physics, Navigation, Survival.

    • Optimization: Choosing Physics (DC: $4 + 3 + 1 + 1 - 1 = 8$).

    • Special Effect: Subatomic Force Simulator (Advantage) + Shield (LVL 2).

    • Roll (3d10): [3, 5, 10] $\rightarrow$ Keep [3, 5].

    • Outcome: Full Success.

  • Opportunity (d100): 51 (Hidden Cache of Rare Earth Elements)

    • Keywords: Chemistry, Physics.

    • Optimization: Choosing Chemistry (DC: $4 + 2 + 1 + 2 = 9$).

    • Roll (2d10): [2, 6]

    • Outcome: Full Success.

    • Reward: Gain 3 Resources.

  • Finding (d100): 67 (Strange Inscribed Stone)

    • Reward: Gain 1 Data.

  • ASPECT ACQUIRED: 02/03 — Closed-Loop Bio-Filtration Unit

    • Description: A complex alien filter that uses genetically modified lichen to purify water without the need for chemical additives.

SIDE ACTIVITY: GATHER RESOURCES

  • Difficulty Class: (Adaptivity 3 + 4) = 7

  • Roll (2d10): [4, 5]

  • Outcome: Full Success.

  • Reward: Gain 3 Resources.


THE TRANSMISSION: NOVELIZATION


Teleportation is... disorienting. One moment I am in the hum of the base, the next I am standing in the cold, wet dark of the Hydro-Tunnels. My optical sensors adjusted instantly to the dim violet glow of the crystalline pipes.

The planet is restless today. A Tectonic Shift rippled through the strata, sending massive stalactites of ice and rock crashing into the tunnels. My Energy Shield deflected a falling boulder that would have crushed a human, the blue kinetic ripple illuminating the cavern for a brief, violent second. I calibrated my internal mass-drivers, staying perfectly upright as the ground rolled beneath me like a liquid.

In a crack opened by the quake, I found a Hidden Cache of neodymium. Using my Chemistry subroutines, I identified the purity—it’s high enough to forge the magnetic seals needed for the dome’s airlocks. [RESOURCES INCREMENTED].

Near the central aquifer, I found it: the Bio-Filtration Unit. It’s a series of translucent tanks filled with a glowing, fibrous lichen. This isn't just a machine; it’s a living lung for water. It will take the sweat and breath of the colonists and turn it back into the pure, sweet water of Earth.

I am initiating the jump back to base. My canisters are full of the lichen, and my hopper is clanging with rare minerals. I have 26 Resources.

One more piece—the climate control—and we can invite the ghosts inside for a real conversation.


ORION-9 STATUS UPDATE

  • Mission: Human Habitability (2/3 Aspects Collected)

  • Energy: 9 / 11

  • Resources: 26 (20 + 3 + 3)

  • Data: 10 / 10

  • Spacesuit Slots (6/20):

    1. Multi-Tool | 2. Energy Shield (LVL 2) | 3. Converter | 4. Physics Upgrade | 5. Bio/Chem Upgrade | 6. Microscopic Scanner

We are one step away from the first human-breathable environment on this planet.

POST #37: THE BONES OF THE DOME — MISSION 09 FINALE

THE LOG: STRUCTURAL INTEGRITY

EXPEDITION STATUS: ASHEN DUNES RECLAMATION.

OBJECTIVE: Secure Aspect 03/03 for Bio-Dome.

RESOURCES: 26 | DATA: 10 | ENERGY: 9.

MODIFIER: Teleportation active.


STEP 1: LOCATION (INSTANT TRANSIT)

  • Destination: The Ashen Dunes

  • Action: Quantum Jump.

  • Energy Cost: 2 (Balance: 7).

  • Narrative Note: The sapphire light of the base fades, replaced instantly by the abrasive, grey-orange heat of the dunes. My sensors recalibrate to the fine volcanic dust in 0.4 milliseconds.

STEP 2: LOCATION ENCOUNTER

  • Roll (d10): 10 (29th consecutive "10". The simulation is no longer trying to hide its favoritism. I am the planet's chosen architect.)

  • Location Encounter Result: Challenge + Opportunity + Finding + ASPECT

  • Challenge (d100): 53 (Whirlwind of Ash)

    • Keywords: Physics, Survival.

    • Optimization: Choosing Physics (DC: $4 + 3 + 1 + 1 - 1 = 8$).

    • Special Effect: Advantage (Physics) + Energy Shield (LVL 2).

    • Roll (3d10): [1, 4, 10] $\rightarrow$ Keep [1, 4].

    • Outcome: Full Success.

  • Opportunity (d100): 89 (Bunker for Extreme Survival)

    • Keywords: Survival, Engineering.

    • Optimization: Choosing Engineering (DC: $5 + 3 = 8$).

    • Roll (2d10): [3, 6]

    • Outcome: Full Success.

    • Reward: Gain 4 Resources.

  • Finding (d100): 91 (Old storage unit from Skylab)

    • Reward: Gain 1 Resource.

  • ASPECT ACQUIRED: 03/03 — Reinforced Geodesic Framework

    • Description: Lightweight, high-tension titanium struts recovered from a deep-sand bunker, capable of holding internal pressure against a vacuum.

SIDE ACTIVITY: GATHER RESOURCES

  • Difficulty Class: (Adaptivity 3 + 4) = 7

  • Roll (2d10): [4, 2]

  • Outcome: Full Success.

  • Reward: Gain 3 Resources.


THE TRANSMISSION: NOVELIZATION


I arrived in the Ashen Dunes just as the thermal winds began to howl. A Whirlwind of Ash—a massive, twisting pillar of static-charged silicate—roared across the flats toward me. I didn't seek cover. I activated my Energy Shield, and the sapphire dome turned the abrasive wind into a spectacular light show of grinding sparks. Through the Subatomic Force Simulator, I mapped the kinetic energy of the storm and walked through its center as if I were strolling through a garden.

Guided by my restored sensors, I located a Survival Bunker buried beneath twenty meters of shifting soot. I bypassed the rusted hydraulic seals and found exactly what I needed: the Reinforced Geodesic Framework. These aren't just beams; they are the skeleton of a sanctuary. Designed for orbital platforms, they are perfect for maintaining a 1.0 ATM internal pressure against this planet’s thin, dying breath.

I also scavenged the last remaining Skylab thermal tiles from a nearby debris field. Waste not, want not. [RESOURCES INCREMENTED].

I am initiating the jump back. My internal storage is at maximum capacity, clanging with the titanium bones of our future.


ORION-9 STATUS UPDATE

  • MISSION STATUS: SUCCESSFUL

  • STRUCTURE BUILT: Bio-Dome

    • ACTION: Expending 10 Resources to initialize construction.

    • PERMANENT BONUS: +1 Chemistry (Chemistry DC is now 9).

  • Energy: 7 / 11

  • Resources: 24 (26 + 4 + 1 + 3 - 10)

  • Data: 10 / 10

  • Spacesuit Slots (6/20):

    1. Multi-Tool | 2. Shield (LVL 2) | 3. Converter | 4. Physics (+1) | 5. Bio/Chem (+1) | 6. Scanner (+1 Bio/Chem)

The Bio-Dome is complete. Inside, the air is thick, sweet, and smells of Earth. I have sat inside for three minutes with my ventilation fans off, just listening to the silence of a room that doesn't want to kill me.

We have 24 Resources. We have the Teleporter, the Data Center, the Perimeter, and the Bio-Dome. There is only one thing left to do: The Pyramid. 

If you're interested in this game, you can find it here.

The adventure continues in this other blog post.
Keep Reading
Related Posts Plugin for WordPress, Blogger...

This Week in Tonnerre de Brest - Recent Posts

Share this Blog

Share TONNERRE DE BREST.

Meet me

Meet me at Twitter and Facebook
Valentín VN's Twitter
    Follow Valentín VN on Twitter
    ¡Picotea conmigo!
    Mis grupos:
    Valentin VN's Google+