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18:08, 27th April 2024 (GMT+0)

Rippers.

Posted by BelirahcFor group 0
Strickland5
player, 46 posts
Tue 11 Aug 2009
at 16:33
  • msg #29

Re: Rippers

Link correction: link to another game
OggyBenDoggy
GM, 199 posts
Tue 11 Aug 2009
at 16:59
  • msg #30

Re: Rippers

so what's everyone thinking of playing?  I have a couple of ideas, not sure which to do with
Strickland5
player, 47 posts
Tue 11 Aug 2009
at 17:04
  • msg #31

Re: Rippers

I'm thinking a recently disowned Psionicist
OggyBenDoggy
GM, 200 posts
Tue 11 Aug 2009
at 17:12
  • msg #32

Re: Rippers

OK, I can scratch Psi off my list...

I think I'll go for a Wizard
shady joker
player, 40 posts
Tue 11 Aug 2009
at 20:18
  • msg #33

Re: Rippers

So far 3 novice rippers. I'll take pon two more then close the game.
Skycast
player, 49 posts
bp1
bp2
Tue 11 Aug 2009
at 20:26
  • msg #34

Re: Rippers

I'm thinking about a dervish holy man, member of the Order of St. George, recently from the deep desert, drawn into civilization to fight evil!

Whadda ya think?
shady joker
player, 41 posts
Tue 11 Aug 2009
at 20:45
  • msg #35

Re: Rippers

Sounds good.
OggyBenDoggy
GM, 201 posts
Tue 11 Aug 2009
at 20:45
  • msg #36

Re: Rippers

that gives us a Psi, a Mage, and a blessed.  we'll certainly have the arcane stuff covered.
shady joker
player, 42 posts
Tue 11 Aug 2009
at 20:49
  • msg #37

Re: Rippers

Yeah we need a bookworm or action guy next.
OggyBenDoggy
GM, 202 posts
Tue 11 Aug 2009
at 20:53
  • msg #38

Re: Rippers

well, I've got Jack of All trades, so I effectivly have all Smarts skills at d4.  And as a Noble, I have +2 cha, so I have Persuation d6+2, and streetwise at d4+2.

but yeah, a soldier or big game hunter or something would fit in nicely
grandmaster_cain
player, 15 posts
Tue 11 Aug 2009
at 21:05
  • msg #39

Re: Rippers

I can do the action man.
shady joker
player, 43 posts
Wed 12 Aug 2009
at 01:48
  • msg #40

Re: Rippers

Sweet,with that we should be set.But I will still take on any interested players. This is an independent adventure so players may be from different factions and lodges.
This message was last edited by the player at 01:49, Wed 12 Aug 2009.
OggyBenDoggy
GM, 208 posts
Fri 28 Aug 2009
at 23:54
  • msg #41

Re: Rippers

The rippers book has trappings listed by each power for each AB.  Or those suggested trappings, or requried?
shady joker
player, 50 posts
Fri 28 Aug 2009
at 23:55
  • msg #42

Re: Rippers

They are required usually required.
cooneydad
player, 12 posts
Mon 25 Jun 2012
at 00:50
  • msg #43

Re: Rippers

I hear there is a Rippers game forthcoming. I would like in, if so!
forcedlogic
player, 3 posts
Savage World Expert
Mon 25 Jun 2012
at 00:54
  • msg #44

Re: Rippers

There is a Rippers game in the running right now. The only problem I foresee are too many players at this point. I have already had 5 enter. Of course I could push to 6 or 7 or even split the game into two depending on who was interested.
cooneydad
player, 13 posts
Mon 25 Jun 2012
at 01:13
  • msg #45

Re: Rippers

That would work. I heard tell of a new one, thought.
forcedlogic
player, 4 posts
Savage World Expert
Mon 25 Jun 2012
at 02:08
  • msg #46

Re: Rippers

Well all the character are in the character creation process. If you would like to join feel free send me a tell with your idea.

link to another game
OggyBenDoggy
GM, 398 posts
Mon 25 Jun 2012
at 16:05
  • msg #47

Re: Rippers

from what I've seen, you lose about 1/2 in the first month or so.  so starting large is ok
xenongames
player, 13 posts
Mon 25 Jun 2012
at 16:34
  • msg #48

Re: Rippers

On the other hand, "starting large," is a great way to get bogged down in character creation and the very first scene. While it's true that you may lose half your players in the first month, I've been in too many games that lost a GM in the first month.
cooneydad
player, 14 posts
Mon 25 Jun 2012
at 16:51
  • msg #49

Re: Rippers

I came to my senses later in the day and realized I didn't have the bandwidth to build a good Rippers character right now, so I'm lurking instead.
OggyBenDoggy
GM, 399 posts
Mon 25 Jun 2012
at 17:17
  • msg #50

Re: Rippers

that is true as well

it's almost tempting to start everyone solo, so they keep interest up.

but that's a lot of work for the Gm as well.
derfinsterling
player, 61 posts
Mon 25 Jun 2012
at 18:04
  • msg #51

Re: Rippers

I haven't run a game in a while, (although I'd like to at some point), but two things I liked a lot about a few games I'm playing in right now:
1) What Oggy said. I joined two or three games months ago where the GM gave me my own introduction thread. Awesome way to be pulled into the adventure until your character can be joined with the rest of the group more organically.
For a group that is starting out, however, I don't see this necessarily as a bonus, as the group will want to start adventuring soon, I think.
2) Stay in one place. That works better with certain games than with others, but it allows for some consistency. I've seen other games that went all around the globe work out too, though, and in some cases, like 50F, staying in one place isn't really that easy (unless you count the group's ship), but having one base of operations allows for deeper relationships with the NPCs and the history of the place there.

Just some random thoughts. ;-)
OggyBenDoggy
GM, 400 posts
Mon 25 Jun 2012
at 18:09
  • msg #52

Re: Rippers

with that many submissions, is might be tempting to say you'll start an intro adventure as soon as 4 or 5 PCs are done, and work the rest in
shady joker
player, 116 posts
Mon 25 Jun 2012
at 21:21
  • msg #53

Re: Rippers

OMG I completely forgot you guys. I'll have the rippers game up by today if you still want it.
This message was last edited by the player at 21:26, Mon 25 June 2012.
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