The New World AwaitsNews of the discovery spreads like wildfire. Ambitious lords, zealous high priests and enterprising merchants draw their plans fervently. The docks of the cities blaze with activity, as ships are outfitted for long journeys and word goes out at every village square and tavern throughout the kingdom. The New World has been found and the rush to claim and colonize it has begun!
A brave group of adventurers joins the first expedition to make landfall in the New World. They will have to overcome unique challenges and threats unheard of in the known world. Their greatest enemy is not an evil adversary or corrupt king. It is the unknown. The unknown land that stretches endlessly past the horizon: the unknown inhabitants of the New World and most importantly the unknown decisions that will ensure the safety and prosperity of the fledgling colony. There are many possible futures for the adventurers and the colony but most paths end in failure and death. The adventurers must choose wisely or they will not survive the first winter.
The most important theme of the New World is the tabula rasa, Latin for “blank slate”. While the New World has its own history, native tribes and more, to the first colonists, it is a blank slate waiting to be changed by their efforts. The player characters play a pivotal role, as their actions will shape the colony and greatly affect the New World. The New World has a different dynamic than many fantasy adventures. Typically, the world is relatively stable until the villain upsets the balance and the heroes must stop the villain before the world is irrevocably changed. Here, the player characters are the agents of change. They upset the balance of the world by colonizing a new continent. They determine what this new era will look like through their actions. Selfless heroes who sacrifice and suffer can lay the foundations for a pious and noble colony while merciless opportunists carve out a breeding ground for cutthroats and wretched scum.
PCs may use the Savage Worlds core rules for character creation. The technology level of the PCs is Late Renaissance-equivalent. Players may use Savage Worlds Fantasy Companion as a character-building resource. Players may select from the the additional races provided in Wizards & Warriors
Additional source material may be available upon request.
This game will be played on Sundays in the evening, time to be determined (EDT). Sessions will typically run 4 hours.
What I want this game to be
I intent to run a roleplay heavy game, where the decisions of the PCs directly affect whether the colony survives or fails. The first few adventures will focus on immediate needs of the colony, but once the colony is on its way, things will open up for the PCs to forge their own destinies in whatever way they choose. Time between adventures will be anywhere from a few days to weeks, months, or even years, so I advise everyone to have goals for their characters more than simply “kill things and take their stuff.” Think about what your characters do whenever there aren’t orcs threatening them with axes. Why did your character choose to join the colony? There are easier ways for adventurers to earn money, and there are far better ways to spend that money in the Old World. What does your character hope to accomplish?