Hi everyone, your favorite flaky-DM here back in Critical Failures forum to spread the gospel of Scum and Villainy.
For those who don't know, S&V is an officially published "hack" of the Blades in the Darkness game by Evil Hat productions.
It's space-opera with heavy reliance on players and roleplaying.
It's a bit Firefly meets Han Solo and they go have a drink with the cast of Cowboy Bebop.
And it's all I really want to play right now, and my timezone doesn't really allow for easy in-person group acquisition at the moment (my IRL groups are all already booked with other games). So I wanted to see if anyone was keen on playing - I think 2-3 players would be ideal. 4 might be acceptable if they were *really* fun folks.
There is available from the Evil Hat folks a bunch of resources for the system available online for free - a simple search will set you on the right path there, and there's no need for the players to rush out and buy the book, as I have my copy already and there's not that much rules-wise that players need to worry about from the start.Character Creation for those intrigued...
What to expect from me as a DM?
Once I have collected enough players, there'll be a bit of a session 0 where we sort out the characters and the ship (who is basically another character) to determine the flavor of our soap space-opera. There are three basic choices here (each come with a different ship, more suited to their particular themes):
Be crew aboard a smuggler freighter, free-booting for fun and profit.
Be hard-nosed bounty hunters aboard a well-armed ship, hunting Procyon Sector's most-wanted.
Be the fiery heart of the rebellion against the evil galactic hegemony aboard a Rebel Corvette, spreading hope to the systems you visit.
There are 6 character "playbooks" which are a bit like flexible classes in most other systems, they are:
The Stitch (Doctor)
... all of which kind of do what it says on the tin.
Default says that you're human - and thats ok! But there's also the option to be a Xeno - and replace your class special ability with whacky alien powers unique to your species.
I like writing. I enjoy narrative. I like setting up crazy plot hooks and giving the players a fun universe to play around and fail in. I cheer for the characters - I feel my best when they're having really good "Die Hard" moments ... bloody shirts, broken noses, laughing in the face of their superior foes - and hopefully they win in spite of their failures along the way.What I like in my PBP players:
I like reading. I want to feel that you're living through this character and really buying into the fiction. It's space-opera... that means action and drama to me. I want you to express yourself as best you can and really bring something new to the table. I don't mind if your character is heavily inspired
by existing fictional characters ... but make them inspired!
Also, PBP has a lot of benefits - but the one drawback it has is that it's very easy for people to disappear for days at a stretch without warning - I really prefer to keep things moving, with a post a day if possible. We can hash out what works best for the group, but once a schedule is set into place, I really value players that respect other people's time.Do I need anything?
I store all character sheets (for PCs, the ship, your relationships with the many different factions in the game) in a Roll20 campaign. Players will want to be able to access that for reference, but it's a free service that just requires registration. Also, I find Discord to be pretty useful as a communication platform - especially for resolving OOC chatter and whatnot... to keep our In-character thread here pristine and beautifully fictional.
Dice rolling can be done either via Roll20 or Discord dice bots - we can sort all that out when we have a feel for the group's preferences.End-Game:
Ideally I'd like to have a concrete ending for this game - Scum and Villainy builds in an end-game clause that says that once you gained +3 status with a faction, you can run 3 back-to-back jobs to finish their agenda in the sector "winning" the game, basically and earning your crew a much-deserved retirement.
If the game goes well and people want more, we can always roll up a new crew.
So chime in below with a comment ...
Playbooks/classes that are appealing to you
and anything else you might want to add to make yourself stick out!
Good Luck, space cowboys!
Edit: I forgot to include the "Stitch" playbook - that's the ship's doctor role! How could I have forgotten?