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Interface Zero 3.0: The Game Master's Guide to 2095
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Interface Zero 3.0: The Game Master's Guide to 2095

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The job of the game master can be daunting. You have a story to tell, and to do so, you must wear many hats. You’re a storyteller, a world builder, a referee and more. While certainly a challenge, your job can be incredibly rewarding. There’s nothing like looking across the game table at a group of players on the edge of their seats waiting to see what happens next; nothing like listening to them chat excitedly about a plan, wonder aloud what might happen next. On the other hand, there’s nothing so nerve-wracking as like the “Dead Air” that comes when you have to constantly look up a particular rule or break the flow of the game to whip up some story element or NPC that is missing from your game. This book is written to help you avoid those types of situations.


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CONTENT OVERVIEW

In this book you’ll find an array of elements designed to help you create memorable games in the Interface Zero setting.

CHAPTER ONE: BUILDING YOUR CITY

This chapter is all about ways you can create a city. Much of this is accomplished by using trappings to quickly define an area of a city, like suburbs, corporate enclaves, or slums. Similarly, we also look at organizations such as gangs, major corporations, and organized crime rings and give them trappings you can use to define their scope and influence in 2095.

CHAPTER TWO: TOOLKITS

Chapter two gives a variety of components you can use to enhance your campaign. You’ll find rules for engaging in corporate warfare, extreme weather, lifestyles and more.

CHAPTER THREE: PLOT POINT CAMPAIGNS

Chapter three takes a deeper look at the three core campaign themes found in Interface Zero 3.0: The Player’s Guide to 2095 and gives you some advice for creating your own. Here, we also introduce our plot point campaigns. Plot point campaigns are a great way to introduce players to the campaign world you have built. Most official Savage Worlds settings have them, and for the first time, Interface Zero 3.0 introduces three plot point campaigns you can play through.

CHAPTER FOUR: SAVAGE TALES

Chapter four expands on the plot point campaigns, providing you with a glut of savage tales you can run over the course of a campaign. Adventure generators for each Plot Point Campaign are also provided.

CHAPTER FIVE: THREATS

As a GM, you need non-player characters, mooks and other interesting creatures and challenges for your players. Chapter five gives you a bunch of npcs and biohorrors and gives you a biohorror generator and a npc generator you can use to make your own creatures and characters.

CHAPTER 6: THE TENDRIL ACCESS PLAGUE

In this chapter, we go into detail on the Tendril Access Plague and its effects on the world. You’ll find information about the plague, the Cyber Information Security Section (CISS), IDentification APPlication Software (IDAPPS), as well as rules for dealing with infection, removing the plague from your TAP, and more.

CHAPTER SEVEN: 2095 REVISITED

Chapter six takes a deeper look at the world. The Player’s Guide to 2095 provided a wealth of information about the world and the greater solar system. In the GM’s Guide to 2095, we take another look at the setting, this time with an eye for elements and plot hooks you can use to create adventures for your players.

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Discussions (6)
Customer avatar
February 02, 2021 5:05 pm UTC
PURCHASER
This book is awesome. The art is gorgeous.
I am a big fan of 2nd edition which was an improvement over 1st edition. I'm very much looking forward to using 3rd edition and this toolkit is very inspiring.
Thank you very much.
Customer avatar
David J February 02, 2021 5:50 pm UTC
PUBLISHER
Thank you for your kind words!
Customer avatar
Felix K January 26, 2021 6:56 am UTC
PURCHASER
Glad you made it finaly happen !
The book is awesome and makes me realy want to create storys in this world.I realy like , that you include all that classic cyberpunk races and mechanics, but keep everything modular.
I also hope you feel a little lese stressed now.....I was Kind of worried sometimes, during the KS campaign.
Anyway congratulation and rock on :-)
Customer avatar
David J January 26, 2021 4:57 pm UTC
PUBLISHER
Thanks for your kind words. I'm glad you like the book!
Customer avatar
Stacie W January 25, 2021 6:42 pm UTC
PURCHASER
This is a very cool book. A very nice selection of GM toolkit for cyberpunk gaming that rival some of the best out there. Lots of adventure support.
Customer avatar
David J January 25, 2021 7:39 pm UTC
PUBLISHER
Thank you for your kind words.
Customer avatar
Brennan O January 24, 2021 2:07 pm UTC
Is there an ETA to print version?
Customer avatar
David J January 24, 2021 2:57 pm UTC
PUBLISHER
I have to re-do the layout for 7x10, and then I can have it ready for print. Seems POD doesn't have the same graphic novel format as offset does, so it'll take at least a month before I can release a POD version.
Customer avatar
Phillip G January 23, 2021 7:13 am UTC
What version of Savage Worlds does this use?
Customer avatar
David J January 23, 2021 2:08 pm UTC
PUBLISHER
The Savage Words Adventure edition
Customer avatar
Sándor L January 22, 2021 8:47 pm UTC
Will there be a preview for the book?
Customer avatar
David J January 22, 2021 9:19 pm UTC
PUBLISHER
That's odd. there should be one. I'll get a special one made and link it in the product description.
Customer avatar
Sándor L January 22, 2021 9:55 pm UTC
Thank your for the quick reply, David. Looking forward to the preview.
Customer avatar
David J January 23, 2021 2:44 pm UTC
PUBLISHER
OK, there should be a preview now.

I'll still do a more expanded preview later.
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Product Information
Silver seller
Rule System(s)
Pages
384
File Size:
24.05 MB
Format
Original electronic
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File Last Updated:
January 22, 2021
This title was added to our catalog on January 22, 2021.