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23:27, 10th May 2024 (GMT+0)

General Chat.

Posted by BelirahcFor group archive 0
Belirahc
GM, 3 posts
Where savage fans go
for savage discussions.
Wed 3 Jan 2007
at 20:14
  • msg #1

General Chat

Feel free to speak about anything.  However, keep it to at the most a PG-13 level.
Belirahc
GM, 12 posts
Where savage fans go
for savage discussions.
Wed 3 Jan 2007
at 20:34
  • msg #2

Re: General Chat

I have posted several threads already, but are there any others of interest that you would like added?  Give me a few ideas and we'll see what we can do.
OggyBenDoggy
player, 1 post
Algiso on 50F.  Alfros in
vs. the orcs.  GM WWII
Thu 4 Jan 2007
at 16:29
  • msg #3

Re: General Chat

Well, a few people are here.  It's a start
Dark_Fenix
player, 1 post
Thu 4 Jan 2007
at 17:46
  • msg #4

Re: General Chat

It is indeed - Nice to see you here Ben :)
Trilan
player, 1 post
Thu 4 Jan 2007
at 17:59
  • msg #5

Re: General Chat

Hello!

Not a bad number for being less than a day old ;)
Belirahc
GM, 13 posts
Where savage fans go
for savage discussions.
Thu 4 Jan 2007
at 18:08
  • msg #6

Re: General Chat

Well, I'm glad this wasn't such a bad idea.  I keep trying to play other games, but Savage worlds always seems to call to me.  It's just too bad I can't get my players to give it a try.  They are stuck on D&D.

Alrighty, now that we have some people, what do you say we get some conversations started!  ^__^
Dark_Fenix
player, 2 posts
Thu 4 Jan 2007
at 19:43
  • msg #7

Re: General Chat

Well, what is it everyone likes about SW?

Also - Where is Rippers on the list :P
This message was last edited by the player at 19:44, Thu 04 Jan 2007.
Belirahc
GM, 15 posts
Where savage fans go
for savage discussions.
Thu 4 Jan 2007
at 19:52
  • msg #8

Re: General Chat

Sorry about that.  Rippers is added.



I'll respond to the question with the simple combat rules.  They allow an easy way to run mass battles and quick melees without making many changes to the rules.

That and GMs don't have to control all the NPCs during battle.  Players can handle their own! ^_^
Dark_Fenix
player, 3 posts
Thu 4 Jan 2007
at 20:20
  • msg #9

Re: General Chat

I like the sheer speed of the game - It's easy to teach, easy to build characters and adding or amending rules can be done in a way no-one would realise.

One I am curious, for those of you who have tried it, Way of the Brave - Better or worse then standard melee damage rules?
Personally I'm a fan of it, as it just feels more right then just making a Trait test. However, the downside is that bennies can't be spent, but means you use them on other tests instead.
Trilan
player, 2 posts
Thu 4 Jan 2007
at 21:12
  • msg #10

Re: General Chat

I've played with Way of the Brave, but not enough to have a good feel for it.

As for why I like the system, it just does a beautiful job streamlining the rules. I've never seen a more elegent system.
OggyBenDoggy
GM, 2 posts
Algiso on 50F.  Alfros in
vs. the orcs.  GM WWII
Thu 4 Jan 2007
at 21:18
  • msg #11

Re: General Chat

I like it because unlike a lot of games, you can run a combat pretty fast.  Heck, even combats with 20 or 30 extras on each side don't take to long, they take about as long as a normal GURPS or d20 combat.

and prepping for adventures is really fast.
Belirahc
GM, 22 posts
Where savage fans go
for savage discussions.
Mon 8 Jan 2007
at 19:01
  • msg #12

Re: General Chat

Looks like Pinnacle is coming out with a new website tomorrow.  Their main site has been down for a week now, and supposedly tomorrow is the unvieling.

Can't wait to see what they have in store.
Dark_Fenix
player, 11 posts
Mon 8 Jan 2007
at 19:04
  • msg #13

Re: General Chat

Hopefully it will highlight some upcoming books, with more details on Solomon Kane, Reloaded Plot Points and more :)
Trilan
player, 6 posts
Mon 8 Jan 2007
at 19:17
  • msg #14

Re: General Chat

I understand a lot of it has to do with rebranding from Great White back to Pinnacle.
Belirahc
GM, 27 posts
Where savage fans go
for savage discussions.
Tue 9 Jan 2007
at 17:13
  • msg #15

Re: General Chat

Hehe... I guess Pinnacle is taking back what was theirs originally, since Deadlands is back in print, so to speak.

They are killing me with this 'Later Today' stuff.  Open the site already! ^__^
Brianna
player, 1 post
Wed 10 Jan 2007
at 05:29
  • msg #16

Re: General Chat

Hi to those I've met before, and those I haven't.  My primary interest here is in Deadlands, as some of you know.

*sits down in the far corner with her box of tissues, and medicinal alcohol, having caught a flu bug in a visit to the doctor*
Belirahc
GM, 28 posts
Where savage fans go
for savage discussions.
Wed 10 Jan 2007
at 12:54
  • msg #17

Re: General Chat

Welcome Brianna.  Glad to have you here. *grins*

Feel free to discuss whatever you wish, and join in the Deadlands discussion when you feel better.
Belirahc
GM, 31 posts
Where savage fans go
for savage discussions.
Fri 12 Jan 2007
at 12:49
  • msg #18

Re: General Chat

Hi all.

One reason I wanted to get this community going was to get like minded individuals together to talk about the system and its genres.

Another reason was to see if standardization would work for this place.

Let me see if I can explain.

Every GM has their own style of how to present OOC information.  I used to have seperate threads, and have at times asked that any information be presented in a private line to keep it hidden.  But recently I find it is just easier to present the OOC information in a color other than the standard color, like orange or yellow, so everyone can see it.

It makes it easy to find, and allows players knowledget that may help them in their actions.

Things like using colors for speaking, resolution of actions, and other minor issues could be 'standardized' for lack of a bettter term.  If these standards were used in all Savage Worlds campaigns, it may make them a little speedier as everyone would be used to them.

What do you think?  I'm open to critisism, praise and all comments, except nasty ones <(^_^)>
Trilan
player, 14 posts
Fri 12 Jan 2007
at 16:24
  • msg #19

Re: General Chat

I like the idea, in fact that's one thing I'd like to see standard across all games on here.

I'm currently in one game where you bold speech, another where you make it aqua, and a third where it has to be yellow, and in the others it doesn't matter. On top of that I've got aqua OOCs, orange OOCs, OOCs set off by astericks, and OOCs in italics. Needless to say if I need to make a post in a hurry I sometimes make mistakes ;)

I like having the die rolls and things in the OOC's as it simulates what would be going on at a real table, and if the thief is gonna backstab the paladin that can still be private ;)

For some reason using italics for OOC strikes me as the most "right". No idea why that is tho. And using some color for speech makes it pop better than just bolding it (ecspecially since one of the handhelds I use sometimes doesn't distinguish between bold and normal). What might work is having speech in one color and thought (in more storyish games esp) a different version of that color. For example speech in blue and thoughts in aqua.
SeekerKasumi
player, 6 posts
Fri 12 Jan 2007
at 16:36
  • msg #20

Re: General Chat

OOC speech and rolls obviously need to be presented in a different manner, but I've never been a fan of lots of different colors in posts. I already posted general posting guidelines for my Deadlands Reloaded game (Can't wait to get started ^_^). I use asterisks as quotes for OOC convo and double slashes at the start of a line when reporting rolls. Also, separating rolls and OOC from other stuff with newlines before and after makes it easy to see these things.

This is my first pbp experience, so any of you who've done this before and see a problem with my ideas, please feel free to pick them apart. I don't mind. ^_~
Cloth Frog
player, 3 posts
Fri 12 Jan 2007
at 17:58
  • msg #21

Re: General Chat

I've been using the system that Belirahc mentioned since he began the 50 fathoms game that I'm running.  I think his system has been very user friendly easy to follow.  I've picked up on his practice of having  a chapter thread and combat thread as well.  I think that works well for bennies too and what I've been doing is having a chapter thread to cover a certain part of the adventure with a general idea of what must be achieved to conclude that segment of the mission.  Once that is acheived by the group I do experience and bennies.  Typically each chapter consists of about 150 or so posts.  I then start a new chapter thread and continue the story with the charcter posting on the new thread.
Belirahc
GM, 36 posts
Where savage fans go
for savage discussions.
Fri 12 Jan 2007
at 18:20
  • msg #22

Re: General Chat

Glad it's been easy to use Cloth Frog.  It's been about the easiest way I've found to make a post readable.  The only time I have ever used colors for speech is when there are multiple languages, like in D&D and such, with one color per language.  Otherwise, I always use Bold for speech, and italics for thoughts.  That way players can post thoughts, and others can know to ignore those items.

Using a seperate combat thread allows everyone to post when they are able, and allows the GM to resort their posts into the proper order at the conclusion of each round.  It can be a bit tedious, but it does make for nicer stories for everyone to read later.

And that's what I like about PbP games.  The story is here for everyone to read. <(^_^)>

I'm also glad to know that 50 Fathoms game is still running.  I hope you haven't had much turnover since I left Cloth Frog?  I know Oggy's still there, but not sure about the others.
Belirahc
GM, 38 posts
Where savage fans go
for savage discussions.
Fri 12 Jan 2007
at 18:56
  • msg #23

Re: General Chat

I just posted a conversion thread for D20 systems to Savage Worlds.  If anyone wishes another conversion thread, feel free to ask.
Belirahc
GM, 46 posts
Where savage fans go
for savage discussions.
Mon 15 Jan 2007
at 02:04
  • msg #24

Adventure Deck and RPoL

Got a question for everyone to think on.

I'm thinking of purchasing the Adventure Deck for Savage Worlds.  The idea of players being able to throw in their own little subplots has been a favorite of mine since it was introduced in TORG, oh so many years ago.

The question is this.

What would be the best way to use them here?

Normally, you give a card at the beginning of a gaming session, and if you don't use it before the end (unless the session carries over), you give it back and draw another for the next game.  Since the game here never really stops, I have thought about two ways of using this.

1.) Deal a card (or cards) at the beginning of each new adventure, considering them the only cards available.  If you don't use it, you lose it, just like after a session.

2.) Deal a card (or cards) when they are used.  Can only use one card per adventure (to keep people from turning in cards constantly for big gain).  If you do not use a card during the adventure it was dealt, you keep it until you use it.

What do you think?
Dark_Fenix
player, 30 posts
Mon 15 Jan 2007
at 20:49
  • msg #25

Re: Adventure Deck and RPoL

I prefere the first option. Whilst it does allow people to use more then one card per adventure, it means if they get one they don't want, they know it will be exchanged for a different card.
And if they saved it for a specific point and then never used it, they survived so whats the problem ;)
Emiricol
player, 3 posts
Tue 16 Jan 2007
at 00:24
  • msg #26

Re: Adventure Deck and RPoL

A third option would be to just eyeball how far along a face to face session would get you, and at that point, cancel all remaining cards and deal an entirely new hand.  No fuss, no muss.  But I would probably go with your #1 otherwise.
OggyBenDoggy
GM, 17 posts
Algiso on 50F.  Alfros in
vs. the orcs.  GM WWII
Tue 16 Jan 2007
at 21:13
  • msg #27

Waiting for a roll or something else

this is more of a general question, but since many of us are in the same games this is as good a place as any.

what policies do people like if the game is waiting on someone?  this can be something like a saving throw or damage roll needed, or something like needing to declare an action, or just needing input into whatever is being planned.
How long do you wait?

Most players like making their own roll, but personally, if the game is waiting for more tha a few hours, I don't mind if a GM makes it for me.
for an action, after 24 I'd just as soon the GM NPCed me.  I much prefer that than doing no action at all.

the "what do we do next" planning type thing is harder.  Might be worth waiting for longer.  but how long do you let one person hold up everyone
SeekerKasumi
player, 8 posts
Tue 16 Jan 2007
at 22:09
  • msg #28

Re: Waiting for a roll or something else

I'd say that in combat if you're waiting on a roll for more than 12 hours, the GM can make it, and if you're waiting for a player to act in combat, the character is put on Full Defense.

When it comes to "What do we next" kinda stuff, I'd say 24 hours is enough time. After that, assume the character agrees with what the group wants to do.
OggyBenDoggy
GM, 19 posts
Algiso on 50F.  Alfros in
vs. the orcs.  GM WWII
Tue 16 Jan 2007
at 22:11
  • msg #29

Re: Waiting for a roll or something else

personaly, I'd be OK with the GM running my PC, but not all players would be like that.  and it's hard to know what a PC would do unless the game's been going on for a while.

Full Defense isn't a bad optoin, they still might get hit, but odds are they won't die just becuase you lost your internet connection or something.
Belirahc
GM, 52 posts
Where savage fans go
for savage discussions.
Tue 16 Jan 2007
at 23:06
  • msg #30

Re: Waiting for a roll or something else

Part of the problem was that I had forgotten to give the Parry and Toughness of the creature in question.

Yeah...I goofed.

I probably should have gone ahead and made the roll, butwas thinking the player in question would have been back quickly.

As for waiting on the next person, no more than 24 hours to reply if it is something important, like combat.  If they don't they miss their turn and everyone continues on to the next round.
OggyBenDoggy
GM, 20 posts
Algiso on 50F.  Alfros in
vs. the orcs.  GM WWII
Tue 16 Jan 2007
at 23:13
  • msg #31

Re: Waiting for a roll or something else

Oh, it's not just this one.

I mean, if you are sitting around a table, and the GM says what's going on, all the players look back blankly, well, the GM knows they don't know what to do.  He'll either off a hint, or wait, and eventually the PCs will ask a question, take an action, something

but online, if a person doesn't respond, you don't know if they simply have nothing to say, or are off line for a while, or etc.

this is probably the kind of thing that should be worked out ahead of time, the GM is faster paced than the PCs, he might get frustrated, or if some players are fast, and other not online as much; it can cause issues.
Belirahc
GM, 53 posts
Where savage fans go
for savage discussions.
Tue 16 Jan 2007
at 23:18
  • msg #32

Re: Waiting for a roll or something else

I guess it is also related to how quick the game needs to flow.

If it is a daily post minimum, then if 24 hours pass without a response, move on without them to keep things moving.  That will probably be the path we'll take in the Rippers game.

*grins*
OggyBenDoggy
GM, 21 posts
Algiso on 50F.  Alfros in
vs. the orcs.  GM WWII
Tue 16 Jan 2007
at 23:20
  • msg #33

Re: Waiting for a roll or something else

which for me workd M-F.  I'm less often online on weekends.

which in same games has been a problem.  I'm log on monday and find dozens of messages to read
Dark_Fenix
player, 33 posts
Tue 23 Jan 2007
at 00:54
  • msg #34

Playtesting

Right all, I was wondering if any of you here would be interested in helping playtest Hell on Earth: Reloaded, as modified by me. This isn't me testing rules on behalf of Pinnacle or anything like that, so no need for NDA's or such forth. Just a mad geek who wants to play his prefered Deadlands setting using the Savage Worlds rules.

I want to keep it within the family, as it were, so just all of you within this community. Afterall, we are here because of our love of the game, so it should be just us testing it.
Ideally I would like a mix of people who have played the original HoE, and those who have not. That way I can have experienced players asking me where X is and if I deem it in need of converting, whilst new players can make characters with the information given to them.

Because it is a playtest, things will likely change often within the game so pleas be aware of that. So what is ruled at one point may not be the same rule later on. It also means the story may not be as fluid as normal, with events crow-barred in to see how the players and game mechanics react to different situations.

All the information I have done so far is in my thread, so you can see what I have already done so far.

Now, who would be interested?
Trilan
player, 17 posts
Tue 23 Jan 2007
at 01:11
  • msg #35

Re: Playtesting

I'd be up for it, I'd definitely be in the haven't played category... My experience is limiting to seeing the Lost Colony card game once, and I'm not sure whether it's related or not.
OggyBenDoggy
GM, 25 posts
Algiso on 50F.  Alfros in
vs. the orcs.  GM WWII
Tue 23 Jan 2007
at 01:13
  • msg #36

Re: Playtesting

played and GMed DL a lot, 95% unfamiliar with HOE.

big fan of post apoc

I wanna be the Weird Science guy :)
This message was last edited by the GM at 01:14, Tue 23 Jan 2007.
Belirahc
GM, 57 posts
Where savage fans go
for savage discussions.
Tue 23 Jan 2007
at 01:16
  • msg #37

Re: Playtesting

I'd be willing to give it a go.  No experience with Hell on Earth, but I have read the original rules for it.  Not totally clueless, but mainly I am.
Dark_Fenix
player, 34 posts
Tue 23 Jan 2007
at 01:22
  • msg #38

Re: Playtesting

Right guys - Since your up for it, please go to link to "Hell On Earth: Reloaded" and send me a RTJ. From there we shall start breaking my game apart and figuring out what to do with you all ;)

I will probably take 6 people altogether, so another 3 people. First 3 people other then Bel, Ben or Tril are in!
Dark_Fenix
player, 36 posts
Fri 26 Jan 2007
at 23:37
  • msg #39

Curiousity

Just wondering, but what brought everyone to this board?

Why do you come here?
What do you want or expect?
Are you looking for ideas, adventures, suggestions, etc?
Or planning to share them with others for alternate viewpoints?

I was just wondering as we have quite a few of us now, but not everyone has posted on here yet, or have't said much. That and gives me something to type instead of working on an essay due in 4 days ;)
SeekerKasumi
player, 9 posts
Sat 27 Jan 2007
at 00:51
  • msg #40

Re: Curiousity

I mainly came looking for another way of roleplaying. I'm in college, about tobgraduate, and probably gonna move soon, so I figured this would give me a way of roleplaying no matter where I ended up moving too. And having a small community of Savages here just makes things better.

What I would love to do is really get a nice set of standard posting regs agreed on here, than advertise how developed we've become on the PEG boards. I know there's a fair amount of Savages there who would probably be up for playing here, and the more we can develop this little Savage tribe here, the better.
Belirahc
GM, 59 posts
Where savage fans go
for savage discussions.
Sat 27 Jan 2007
at 02:59
  • msg #41

Re: Curiousity

I started this simply because I know there were several of us here, and the more I speak to others about the system, the more love it is beginning to get.  I know that I'll be running the Christmas Battle scenario for my local group after they finish this section of the Savage Tide adventure path.  I'm wanting to get more people involved in it, and with Deadlands coming back out, it makes it a little easier.

Another reason is to allow like minded individuals to get together and set some groundwork for their games.  Of course, we are already starting that, simply by virtue of placing our personal ideas here for everyone to see and agreeing on what we like and don't like.  (That reminds me, I need to update the thread some.)

I have thought about posting on the PEG boards, but I know we have one member of those boards here (right Seeker?), and hopefully we'll have more members to come along.  I'd love to get a large Savage Worlds community together before the Beta site becomes live.  Perhaps we'd get an actually discussion thread rather than having to use a personal game slot.

I'd like to get a few more games going here, but I have a bad habit of not being able to keep up at times.  So, I'm going to establish my Rippers game, but will be more than willing to join in the various SW games that pop up.
Trilan
player, 20 posts
Mon 29 Jan 2007
at 20:05
  • msg #42

Re: Curiousity

A couple reasons for me... Hoping to get some good ideas from others, and maybe provide some useful input myself.

And I was hoping that if a good Savage Community group got going people might notice and be more inclined to try it out. I'm convinced it is the best system out there and doesn't have the following it deserves.

But I think more than anything it's the fact that the games themselves don't have as much of a sense of community as you get from normal table talk. That and you with the way RPoL is setup you might be playing with the same person and not even know if they play destinct characters in each game.

Plus it gives me some place else to ramble pointlessly while trying to make an intelligent post ;)
Brianna
player, 8 posts
Tue 30 Jan 2007
at 17:37
  • msg #43

Re: Curiousity

Trilan: I agree with you that I'd often like to know who plays the other characters in my games.  (At least with the new version we will know who the primary GM is.)  I understand jase's concern about privacy, but this does hinder the development of community among the players.  The chat channel does help, but only a few people use it - not that I'm saying it could handle any large percentage of the RPoL users before it bogged down.
Cloth Frog
player, 9 posts
Sat 3 Feb 2007
at 02:23
  • msg #44

Re: Curiousity

I think this board has been a great idea.  I don't know if it was largely due to this or if it was coincidental but there are several savage games with great paces going on right now. I have always thought that savage worlds is a system that is great for play by post. I think with this discussion board and comming up with advice and a list of best practices it will become and even more efficient system for play by post.  Kudo's to Belirahc for setting this up as well as starting some earlier games and giving a good structure for running savage games and Kudos to all those running and playing in the other savage games.  It is truly a pleasure to be gaming with you all..
Belirahc
GM, 65 posts
Belirahc@gmail.com
Anime Otaku!
Tue 6 Feb 2007
at 15:15
  • msg #45

Re: Curiousity

While I appreciate the kudos, CF, I am just one person.  The best thing about a community is that by working together we can do more than any one person can.  Kudos to everyone here for getting the system out and bout here, and for getting the occasional curious person involved.

Now, we need to expand a little still, and we need to become active as well.  The forum has been sitting here for a few days with no discussions or even a simple hello. ^_^

So, Hello! *laughs*

Just kidding.  I am going to put some more thoughts here shortly, ranging from Savage Worlds related to general subjects.  Keep an eye out for them.
Trilan
player, 21 posts
Tue 6 Feb 2007
at 15:27
  • msg #46

Re: Curiousity

I've been kludging through my crimson skies conversion as time permits. But it hasn't been too permitting as of late.
OggyBenDoggy
GM, 31 posts
Algiso/50F. Doc Brown/
HOE.  Sharpe/Rippers
Thu 8 Feb 2007
at 17:24
  • msg #47

Re: Curiousity

so, in general, how do peole handle it when a player says they will be out for several days, or a week?  or if they say they'll be online in a limited way?

do you NPC the character in the current scene?

NPC the character out of the scene, "Bob's cell phone rings.  'Sorry guys, gotto go take care of this'"

Pause/slow down the game?

Something else?
Dark_Fenix
player, 38 posts
Thu 8 Feb 2007
at 17:55
  • msg #48

Re: Curiousity

Personally, I would ask what the player feels comfortable with. Some people just don't like others taking the reins.

It also depends on whether you are in a combat or non-combat situation. When it's not combat, have them doing research, background tasks, etc. When in combat, have them being defensive, or acting according to a set of plans left by the player.
Belirahc
GM, 68 posts
Belirahc@gmail.com
Anime Otaku!
Sun 11 Feb 2007
at 17:11
  • msg #49

Re: Curiousity

It the players are out for a day or so, I let the cahracter sit.  If thgey are out for more than a week, I add into my descriptions that they follow along with whatever plan that has com up.  If a player leaves, I'll NPC them until I can find a replacement player, or the character dies from natural or unnatural causes.
OggyBenDoggy
GM, 32 posts
Algiso/50F. Doc Brown/
HOE.  Sharpe/Rippers
Wed 14 Feb 2007
at 22:30
  • msg #50

RP threads

I was in a deadlands game once, and the GM had a great idea.  he had a "campfire" thread where basically who wanted to talk about anything with another PC in character could do it.  this let the players RP, esp 1 on 1 without slowing down the game

like if gm is waiting for next chapter because bob and sue have to work out their issues with bob's bloodthirstyness first.  this way bob and sue go to the campfire thread, and the main campaign can move on
Cloth Frog
player, 10 posts
Wed 14 Feb 2007
at 22:57
  • msg #51

Re: RP threads

Hmmm... I kind of like that idea.  What do you think would it work in the 50 fathoms game.  A thread like "Around the Grog Barrel."
OggyBenDoggy
GM, 33 posts
Algiso/50F. Doc Brown/
HOE.  Sharpe/Rippers
Wed 14 Feb 2007
at 23:03
  • msg #52

Re: RP threads

heh, yeah something like at.
At the Captains table?
On night watch?
Emiricol
player, 7 posts
Sun 18 Feb 2007
at 04:34
  • msg #53

Re: Waiting for a roll or something else

OggyBenDoggy:
this is more of a general question, but since many of us are in the same games this is as good a place as any.

what policies do people like if the game is waiting on someone?  this can be something like a saving throw or damage roll needed, or something like needing to declare an action, or just needing input into whatever is being planned.
How long do you wait?

Most players like making their own roll, but personally, if the game is waiting for more tha a few hours, I don't mind if a GM makes it for me.
for an action, after 24 I'd just as soon the GM NPCed me.  I much prefer that than doing no action at all.

the "what do we do next" planning type thing is harder.  Might be worth waiting for longer.  but how long do you let one person hold up everyone


I have absolutely no problem with making rolls for the players if they are holding up the game.  I think 24 hours is a reasonable length of time.  One GM I played under (in a D20 game) posted a large chart of 100 pregenerated rolls, and whenever a player was late, or secret notice rolls were needed, or whatever, he'd just use the next number on the list and cross it out.   The list was actually public.  I think this was on another website, but the idea isn't bad.

I often have missing players' characters go defensive, or go for full cover, or other action that probably won't get the PC killed but isn't terribly useful for the party.

Whatever the method and whatever the reasons, rolling and/or moving for players is much easier if they know from the start of the game that one or both of these are what will happen.  It's not something to surprise them with, I think.  I did that once and learned my lesson.  Now all players know up front that I will roll or move them if they hold up the game.

It hasn't been a problem, ever, when they know that will happen, and since they know their PC won't be doing anything reckless in their absence.
Belirahc
GM, 71 posts
Belirahc@gmail.com
Anime Otaku!
Sun 18 Feb 2007
at 20:30
  • msg #54

Re: Waiting for a roll or something else

Hey Emiricol.  We're still here, although a little quiet even for my liking as of late.  We don't have many here, but we have a good crowd.  Everyone is just a bit busy I am sure.

I haven't decided whether I'll work on the Necropolis game or not, but we'll see.

Currently working on something for my Wednesday game, so I am a little occupied by that at the moment.
OggyBenDoggy
GM, 34 posts
Algiso/50F. Doc Brown/
HOE.  Sharpe/Rippers
Tue 20 Feb 2007
at 01:14
  • msg #55

Re: Waiting for a roll or something else

OK, what would you call having a Very Attractive naked woman appearing in combat (ending a shapechange spell, so appearing almost out of nowhere).

A smarts trick?  A taunt (with bonus) if she says some thing saucy?
Belirahc
GM, 72 posts
Belirahc@gmail.com
Anime Otaku!
Tue 20 Feb 2007
at 01:18
  • msg #56

Re: Waiting for a roll or something else

A total distraction for any male that is within 10 feet, to be honest with you. ^_^

Probably a persuasion check with a positive modifier if she asks them nicely to behave.
OggyBenDoggy
GM, 35 posts
Algiso/50F. Doc Brown/
HOE.  Sharpe/Rippers
Tue 20 Feb 2007
at 01:43
  • msg #57

Re: Waiting for a roll or something else

they're in combat, I think the intention is more of a distration
SeekerKasumi
player, 10 posts
Tue 20 Feb 2007
at 03:48
  • msg #58

Re: Waiting for a roll or something else

I'd say a Smarts Trick, personally. It throws them off balance in general, in such a way that ANYONE can take advantage. It doesn't inflame their emotions solely towards the woman.

The distraction lets anyone take advantage, and that's what makes it a Trick in my book.
Belirahc
GM, 75 posts
Belirahc@gmail.com
Anime Otaku!
Mon 26 Feb 2007
at 19:16
  • msg #59

Re: Waiting for a roll or something else

Hey folks.  I've moved the Standards to a Notice at the top of the forums.  The Standards Discussion area is now labelled as a Discussion area (imagine that).  This way we'll still be able to see the standards we decide on, and be able to discuss them without losing too much.

Welcome to all our new mebers as of late.  Glad to see we are still bringing in new people!
Skycast
player, 10 posts
bp1
bp2
Wed 7 Mar 2007
at 00:43
  • msg #60

Re: Waiting for a roll or something else

Anyone care to give (or point me to one) a good tutorial on running a game here at RPOL? I'm gearing up to Torva Peto started in April and will be posting character creation guidelines in the next week or so but want to get a handle on how things (like dice roller, character details, etc.) work here.

Thanks...
Brianna
player, 9 posts
Wed 7 Mar 2007
at 04:16
  • msg #61

Re: Waiting for a roll or something else

Well, maybe this is a dumb question, but have you read the help section on that subject?
Skycast
player, 11 posts
bp1
bp2
Wed 7 Mar 2007
at 13:18
  • msg #62

Re: Waiting for a roll or something else

I have, maybe it's just me, but it doesn't seem extremely clear.
Dark_Fenix
player, 42 posts
Wed 7 Mar 2007
at 13:27
  • msg #63

Re: OOC

Well, the main thing is, what parts of it don't seem clear?

What I would recommend is making a game, and then just trying the different functions, so you can see what the admin layout is like, and the various options are.

Most the people here have ran at least one game here, and generally several more, so we can give you plenty of advice on how RPOL works :)
Skycast
player, 12 posts
bp1
bp2
Wed 7 Mar 2007
at 14:27
  • msg #64

Re: OOC

Good suggestion, I'll set things up and just goof around with it before the game actually starts.

Thanks!
Belirahc
GM, 85 posts
Belirahc@gmail.com
Anime Otaku!
Mon 2 Apr 2007
at 01:39
  • msg #65

Re: OOC

Hello folks!

Just wanting to remind you all that the place is open for discussion and talk.  You don't have to be promoting a new game to post here.

Everyone is welcome to talk and play!
OggyBenDoggy
GM, 53 posts
Algiso/50F. Caleb/ DLR
Sharpe/Rippers
Mon 2 Apr 2007
at 18:19
  • msg #66

Re: OOC

you know, before you started Zombie Run, I was just thinking that we didn't have any Modern or future games.  All were fantasy or (alternate) historical.

So thanks.

I'm a bit full right now, but when I do have the bandwidth for another game, a modern or SF or post-apoc might be fun.  Someone on teh peginc boards is making a gammaworld style PA as a scripted campaign, and I have carefully refrained from reading it.
Trilan
player, 27 posts
Mon 2 Apr 2007
at 18:26
  • msg #67

Re: OOC

Yeah I had noticed the same thing Oggy had, although the WWII game is at least somewhat close.

I was never able to work out a Torg conversion that satisfied me so I couldn't get that off the ground. The basics work great and the cards translate pretty well, but the axiom levels are a huge sticking point.
OggyBenDoggy
GM, 54 posts
Algiso/50F. Caleb/ DLR
Sharpe/Rippers
Mon 2 Apr 2007
at 18:41
  • msg #68

Re: OOC

could always just take the idea of torg.

something happened the tranform the world.  there was a book written, can't remeber the name, where that happened.  here is a piece of 21st america, next to a piece of 14centry America, next to a piece of 250bc roman empire, next to the Forgotten realms, etc.
Belirahc
GM, 87 posts
Belirahc@gmail.com
Anime Otaku!
Thu 5 Apr 2007
at 18:07
  • msg #69

Re: OOC

Question.

Would it be nice to have specific tables set up here for everyone to refer back to?  Say, actions you can take, specific modifiers, etc.?  Sort of like a GM screen for the RPOL groups?
Trilan
player, 29 posts
Fri 6 Apr 2007
at 00:29
  • msg #70

Re: OOC

You mean a thread with things like the Combat Survival Guide transcribed into it?

If so then I can say that would definitely be gnarly. Sometimes when I'm in the field I post from a hot spot on my PSP (I burn laptop batteries fast ;) and don't have access to the PDFs.
Belirahc
GM, 88 posts
Belirahc@gmail.com
Anime Otaku!
Fri 6 Apr 2007
at 00:40
  • msg #71

Re: OOC

Yep.  Something like that.

Combat information.
Modifiers
Actions

Things you would find on a GM's screen.

Sound good?
Trilan
player, 30 posts
Fri 6 Apr 2007
at 02:57
  • msg #72

Re: OOC

It sure does. Let me know if you want a hand with anything.
OggyBenDoggy
GM, 57 posts
Algiso/50F. Caleb/ DLR
Sharpe/Rippers
Thu 12 Apr 2007
at 14:29
  • msg #73

Re: OOC

question about the Adventure cards.

when you buy them, you get a PDF?  so you print them, preferbly on cardstock?

how many cards come inthe base deck?

those who have used them, what's been the general reaction to them by players and GMs?
Trilan
player, 32 posts
Thu 12 Apr 2007
at 14:38
  • msg #74

Re: OOC

Yup, it's a pdf you have to print, 54 cards same as a normal playing card deck.

I haven't used them yet in a game I'm running, need to get around to handing them out in my game actually.

However I've played in a couple games with them and like them that way. The only one I can think of off the top of my head that might cause concern is the one that  turns an item into a magic item. But the best way to use the deck is probably to customize it (pretty sure either Clint or Wiggy said that in the PEG forums at one point too).
Belirahc
GM, 93 posts
Belirahc@gmail.com
Anime Otaku!
Thu 12 Apr 2007
at 14:45
  • msg #75

Re: OOC

The Adventure Card Deck is only available in PDF format apparently.  You can get it directly at the Pinnacle Store or DriveThruRPG.com.  This is the base 54 card deck that can be used with any game.

There are free add-ons that you can mix into your deck for both Rippers and Deadlands available from Pinnacle directly in their download section.  The best thing to do with these is to remove some cards and replace them with ones from the appropriate sets.

I've not used them int he real world yet, simply because last night was the first chance I have had to actually run a savage worlds game outside of RPoL.  (My players enjoyed it by the way.)  However, I am using them in my Rippers game, as well as my Deadlands game.  Deadlands is where we've come up with some unique rules for using them here on RPoL.

I'll repost those here for everyone to see shortly.

So far, the reaction has been good about the cards, but I've only really started using them.  As the adventure in Deadlands gets going good, I'm sure we'll all get a better handle on how they work.

And printing them on cardstock is a definate good idea.  They have several different backings for the cards, so you can customize your decks even further depending on the game you are playing.  It is recommended that you keep the cards in some sort of card sleeve to help protect them though, especially if you use them alot.
Belirahc
GM, 94 posts
Belirahc@gmail.com
Anime Otaku!
Thu 12 Apr 2007
at 14:47
  • msg #76

Re: OOC

Cards will be drawn at the beginning of each adventure.  You will be given one card per rank, unless modified by hindrances or edges.  When you wish to use a card, indicate its use in your OOC information and I will remove it from your hand.

Starting at the beginning of the adventure, and for each section of the adventure, you may discard one card and redraw from the remaining deck.  This is to compensate for the fact that adventures tend to run longer on RPoL, which does not allowing for a chance to replenish your hand after each gaming session.

Also, once per adventure, you may make a trade with someone in your group.  This only affects the person who initiates the trade, not the receiving party.  You may receive multiple trades, but may initiate only one trade.

If you play a card that gives you another draw, you are entitled to use another card during the same section of the adventure.

Once you use the cards you were given for the adventure, you must wait until the next adventure to draw a new hand.  If you have cards left over at the end of an adventure, they are returned to the deck to be dealt again at the beginning of the next adventure.


New Edge
Destiny’s Child
Requirements: Novice
Your hero is favored by Destiny. He gets to draw additional Adventure Card at the beginning of each adventure, and may use an additional card during one section of the adventure.
Corwin
player, 1 post
Mon 16 Apr 2007
at 20:50
  • msg #77

Re: OOC

Howdy, y'all. I was just tipped off to this forum so I'd thought I'd pop in and announce my presence. ;)

For those who may not recognize me, I play Malcolm Rath in the DL:R Purity game as well as Ghak in the 50F game here.

Good to be among ya.

For the sake of completeness, I also play Kurstin in the Iron Heroes -Sasserine- game. But that's non-SW stuff.
OggyBenDoggy
GM, 63 posts
Algiso/50F. Caleb/ DLR
Sharpe/Rippers,  GM/WWII
Tue 22 May 2007
at 17:13
  • msg #78

Re: OOC

There was a bunch of SW games, then many of them died.

How many are left?  Are there Gms out there thinking of starting something?

I've a bit of a hankerin' for something Post Apoc, but the PA toolkit isn't out yet.  There is a scripted campaign on the net, Erth 3000.

Although a Mad Max, 5-20 years after adventure, cars and collapse instead of wacky mutants, might be fun as well
Cloth Frog
player, 16 posts
Tue 22 May 2007
at 17:35
  • msg #79

Re: OOC

There does seem to be a definate drop off in the savage activity here of late. Not only have several games disappeared but the posting rates for the games that are left seems to have lessened. I went from feeling stretched too thin to having less to do than I'd like.  I'm still doing the 50 fathoms game and will continue, I have thought about running another game but not sure what I'd like to run.  Actually I have some interest in Low Life any takers?  I'd love to get in another game as a player with a fairly rapid posting rate.  So how many active posting savages are out there looking for something to do?
OggyBenDoggy
GM, 64 posts
Algiso/50F. Caleb/ DLR
Sharpe/Rippers,  GM/WWII
Tue 22 May 2007
at 17:41
  • msg #80

Re: OOC

I do, and so does Corwin in the games we've both been in.  Not sure about others.

It might help to bounce idea's around before startng a game, to make sure there s interest.  I don't own lowlife, it looks interesting, but it might be to weird to do without owning the rules.

It might be worth looking at some of the free conversions out there.  Star Frontiers, Star Wars, Girl Genius, etc.
Cloth Frog
player, 17 posts
Tue 22 May 2007
at 17:50
  • msg #81

Re: OOC

Star Frontiers does look promising there is some good conversion stuff out there.  I had thought about that one as well.
Corwin
player, 3 posts
Tue 22 May 2007
at 17:52
  • msg #82

Re: OOC

Yeah. Posting has staggered almost to a halt in most the games around here.

I'd be inclined to get in on something, sure. Though I too am clueless on Low Life and less inclined to try it since I know so little and don't have the book.

Savaged Star Wars sounds interesting. But I'm pretty flexible when it comes to setting (as long as I have enough source material to feel comfortable).
OggyBenDoggy
GM, 65 posts
Algiso/50F. Caleb/ DLR
Sharpe/Rippers,  GM/WWII
Tue 22 May 2007
at 17:55
  • msg #83

Re: OOC

It does seem that most games are fantasy or have magic.

even star wars has the force, although it's not magic it uses similar rules.

the only non-magic game was the Zombie run one, and it ended (although someone has started a new Savage Worlds zombie type game).

Post apoc, or SciFi, or Star Wars, Savage Sliders, something like that I'd be up for.
mean_liar
player, 1 post
Tue 22 May 2007
at 17:58
  • msg #84

Re: OOC

I wouldn't mind getting into a knife-fight over a can of Alpo.
This message was last edited by the player at 18:38, Tue 22 May 2007.
Brianna
player, 18 posts
Tue 22 May 2007
at 18:10
  • msg #85

Re: OOC

I want another Deadlands game.  :-(

[Private to GM: Have you trying asking to have this group put under Discussions?  I don't know if they'd let you, but you could ask.]
OggyBenDoggy
GM, 67 posts
Algiso/50F. Caleb/ DLR
Sharpe/Rippers,  GM/WWII
Thu 21 Jun 2007
at 14:58
  • msg #86

Re: OOC

Do did everyone get the news?  About the new $9.99 edition of the savage worlds rules?
Cloth Frog
player, 18 posts
Thu 21 Jun 2007
at 15:04
  • msg #87

Re: OOC

I've heard a rumour is it official?  I also heard it is a pocket soft cover form is that true?
OggyBenDoggy
GM, 68 posts
Algiso/50F. Caleb/ DLR
Sharpe/Rippers,  GM/WWII
Thu 21 Jun 2007
at 15:16
  • msg #88

Re: OOC

http://www.peginc.com/Press/SWEX_Announce_06212007.pdf

It is softcover.  it's "6.5”x9”, 160-page, full-color soft-bound edition"

To me, that feels like an oversized paperback, since it's a bit taller than an 8.5x11 piece of paper is wide.
rabideldar
player, 13 posts
I am Legend - GM
Wed 19 Sep 2007
at 13:27
  • msg #89

Re: OOC

Rules clarification:

If someone deals you wounds in combat and you use a benny to soak. Does that count as an action? I am a bit confused about how this works. I assumed that because you used a benny it was instant but nothing in the rules states it takes a full round to soak?

Thanks.
SeekerKasumi
player, 22 posts
Wed 19 Sep 2007
at 14:54
  • msg #90

Re: OOC

It is not an action, its simply something that happens. The way I always think of attacks is this: don't try and imagine what happened until EVERYTHING is done. Once you've made the attack, rolled damage, and the person soaked, THEN you know what happened.

Out of curiosity, where did you read that its a full action to soak a wound. I just looked at both SWEX and revised, and can't find that in them.
rabideldar
player, 15 posts
I am Legend - GM
Wed 19 Sep 2007
at 15:26
  • msg #91

Re: OOC

I am sorry I wrote that wrong. It should've been I did not read anything in the rules where it said that it takes a full round but I think I understand now basically the healing does not happen until the end of combat. Sorry for the confusion I am just trying to make sure I get the rules correct.
OggyBenDoggy
GM, 89 posts
Algiso/50F. Caleb/ DLR
Sharpe/Rippers,  GM/WWII
Wed 19 Sep 2007
at 15:33
  • msg #92

Re: OOC

If you "soak" a wound, that means the injury didn't happen.  By luck or skill, what would have been a nasty hit is less of one, or maybe even a scratch.

Not thaty hit you and you healed, they hit you and you twisted aside or partally parried or whatever, and the hit that connected was less damaging that it would have been on someone else.

there is also healing from spells during combat, and spells and skills at the end, and long term, but that's different.

Another thing to remember, if you are hit and it's less than your toughness, so you aren't even shaken, you were still hit.  Blood was probbly drawn.  It just wasn't enough to effect you, like a 5 hp hit on a 100 hp fighter in DnD.  So you are still bleeding, should probably get bandaged and stuff for roleplaying reasons.
SeekerKasumi
player, 24 posts
Sun 14 Oct 2007
at 14:22
  • msg #93

Re: OOC

I was curious about other people's roleplaying activities. I started roleplaying the old fashioned way, with a random group of friends. Lately though, no matter how hard I try, I can never get a group together, and rpol has become my only source of gaming. And since I'll be starting grad school next fall, once that happens I doubt I'll have time for a live group.

I'm enjoying the three games I'm running (just wish the Pirates group would decide how they want to take this ship! ^_~), but I do miss live roleplaying.

How many other people here are in the same, or a similar, boat?
rabideldar
player, 22 posts
I am Legend - GM
Mon 15 Oct 2007
at 01:17
  • msg #94

Re: OOC

After high school my role playing group became very random at best. Now after we have all come out of college we find more time to play. I've just started a dedicated 7th Sea role playing game that we are all really enjoying. So far everyone has been to every game but that is only two.

Role Playing gets harder. My main compliant is that on these boards they have too high a chance of failing. I would say a failure rating of 90% would be pretty accurate if not higher.

My biggest grip is that people feel the need to just randomly quit while still playing other games instead of gracefully bowing out. But it's life.
Emiricol
player, 18 posts
Mon 15 Oct 2007
at 04:36
  • msg #95

Re: OOC

I moved.  Now I don't have time to regularly dedicate hours on end to gaming.  Pressures of work, family, the usual.  So, online gaming is it.  Unfortunately there's no much going on that I'm interested in, and I no longer have the time to run a full campaign as I did for a couple years, so I can no longer just go make the game I want.  I miss living vicariously through my players...

-Emiricol
OggyBenDoggy
GM, 94 posts
Algiso/50F. Caleb/ DLR
Sharpe/Rippers,  GM/WWII
Mon 15 Oct 2007
at 14:10
  • msg #96

Re: OOC

For the past 8 years or so we had a group, mostly college friends who ended up living near each other.  but the last year or so, people have dropped, we haven't had any luck recruiting, so I don't know if we'll keep on.

We might try a Virtual Tabletop thing, so those with kids can be home with them for dinner and to tuck them in, and still be able to game
rabideldar
player, 23 posts
I am Legend - GM
Mon 15 Oct 2007
at 15:12
  • msg #97

Re: OOC

Ugh...Virtual gaming reminds me too much of chatting with dice. I find that it doesn't work as well as real normal gaming. I wouldn't mind someone coming up with an interactive skype type chat that would allow you to not only see the gm but use visual aids a bit better than the current programs. Something that allows voice, video and visuals would be amazing.
OggyBenDoggy
GM, 95 posts
Algiso/50F. Caleb/ DLR
Sharpe/Rippers,  GM/WWII
Mon 15 Oct 2007
at 15:15
  • msg #98

Re: OOC

I haven't looked into it much, but I thought Voice could easily be done.  and a shared map.

for video, aren't there chat type programs taht do video conferencing?

It's certainly more interractive than play by e-mail or play by post
This message was last edited by the GM at 15:16, Mon 15 Oct 2007.
rabideldar
player, 24 posts
I am Legend - GM
Mon 15 Oct 2007
at 15:23
  • msg #99

Re: OOC

If you can find a steady group of players who are not insane. Still I wouldn't mind giving something like that a shot. I think my biggest concern would be to start a group and then all the sudden find out someone in my group was like 14 years old. While I do not discriminate against age I prefer to play with people who are closer to my age instead of pardon the phase "little kids".
OggyBenDoggy
GM, 96 posts
Algiso/50F. Caleb/ DLR
Sharpe/Rippers,  GM/WWII
Mon 15 Oct 2007
at 15:28
  • msg #100

Re: OOC

Oh heck no.  These'd be guys I've played with in person, it's just that with family obligations and the traffic, everyone doing it from home would be much simpler.

we may also include guys who we gamed with in college but aren't local to us any more, that sort of thing
This message was last edited by the GM at 15:28, Mon 15 Oct 2007.
Emiricol
player, 19 posts
Mon 15 Oct 2007
at 19:42
  • msg #101

Re: OOC

Use a VTT with either Skype or TeamSpeak.  Works great. The virtual tabletop becomes just for dice and maps/minis.
rabideldar
player, 28 posts
Savage West - GM
Mon 22 Oct 2007
at 11:28
  • msg #102

Re: OOC

I think I've figured out my next project. I had been throwing around ideas something like Hellboy type game where people are occult agents and even Wasteland which would be a post apocalyptic setting. However going through most of my old rpg books last night I came across the prefect book that NEEDS to be changed, the system is horrible but the world is prefect. It combines the prefect mix of fantasy with tech to create a great world.

Keep your eyes open for Shadowrun: Savage Edition
OggyBenDoggy
GM, 97 posts
Algiso/50F. Caleb/ DLR
Sharpe/Rippers,  GM/WWII
Mon 22 Oct 2007
at 14:05
  • msg #103

Re: OOC

there was a Shadowrun article in sharkbytes.  And I thinkthe peginc boards have discussed it a time or two
Corwin
player, 10 posts
Mon 22 Oct 2007
at 15:03
  • msg #104

Re: OOC

That is correct. They've savaged Shadowrun in the Sharkbites webzine. I can dig up the edition and such if you like.
SmilinJack
player, 13 posts
Mon 22 Oct 2007
at 21:49
  • msg #105

Re: OOC

I know someone else started this, but I'm working on a Savage Eberron myself at the moment.
rabideldar
player, 29 posts
Savage West - GM
Mon 22 Oct 2007
at 22:01
  • msg #106

Re: OOC

If you could find the article I would like to see it. I wouldn't mind running a shadowrun game.
Corwin
player, 11 posts
Wed 24 Oct 2007
at 00:18
  • msg #107

Re: OOC

The savaged Shadowrun conversion can be found in the January '05 edition of the Shark Nibbles webzine.

Here's a direct link for downloading:

http://www.sharkbytes.info/download.php?view.9
GreenTongue
player, 1 post
Fri 21 Dec 2007
at 02:51
  • msg #108

Re: OOC

Just wanted to say "Hi".
My Metamorphosis Beta game
link to "Metamorphosis Beta - Colony Spaceship Crisis"
seems to have ground to a halt due to "Real Life" and the holidays, so I was looking around RPoL and stumbled over this group.

If/when I run another game I'll be using Savage Worlds.
(My test of the Mythic rules for more than GM Emulation was not all I had hoped.)
=
shady joker
player, 1 post
Fri 21 Dec 2007
at 04:53
  • msg #109

Re: OOC

I only role played in online groups. I have never actually sat down at a table and played. None of my local friends are interested.
shady joker
player, 6 posts
Sat 5 Jan 2008
at 07:42
  • msg #110

Re: OOC

I am either getting NE or 50F. Which is more popular on rpol.net?
derfinsterling
player, 2 posts
Sat 5 Jan 2008
at 09:59
  • msg #111

Re: OOC

I'm not that long around here, but my guess would be 50F. I also think that it's easier to handle than NE. I've run a NE campaign at the table, but I found out that I'm not much of a GM for running a supers campaign, so take my opinion with more than a grain of salt. ;-)
GreenTongue
player, 2 posts
Tue 8 Jan 2008
at 13:22
  • msg #112

Re: OOC

I have heard great things about 50 Fathoms and picked up a copy over the holidays. (30% off at the store.)
Trying to rope a friend into running it so I get to play for a change.
=
lovesaints
player, 1 post
Sun 17 Feb 2008
at 21:41
  • msg #113

Re: OOC

Hey all. I just joined the group and wanted to say hello. It's nice to be part of a SW community. Glad to see so many others love this system as much as me. Whenever I think of running a RIFTS campaign now my stomach turns.
OggyBenDoggy
GM, 111 posts
Algiso/50F. Wyllam/RnPunk
Robert/DLR
Mon 18 Feb 2008
at 21:40
  • msg #114

Re: OOC

welcome to our newer members.


we had a long running 50F game here on rpol, but I think it's dead now, which is to bad.  I was enjoyng it
Karpax
player, 1 post
Mon 17 Mar 2008
at 15:33
  • msg #115

Re: OOC

Hello!

I just joined the group (and RPOL recently). I'm playing in the Necropolis game and  the Wizards and Warriors game on here, plus a somewhat sporadic DLR game in person.  I also run a face to face game of Necessary Evil, although it doesn't meet as often as I might like.
Cloth Frog
player, 26 posts
Sat 22 Mar 2008
at 05:39
  • msg #116

Re: OOC

This may be overkill as I just posted a similar view on the 50 fathoms thread at rpol, however I have a thought and I want to run with it.  It is my belief ( and I may be wrong but I'm putting it out there anyway) but a large portion of the savage world players are a rather elite group of gamers.... Those that love role playing games and have experimented with numerous other systems  and have found that the savage world system is one that is optimally designed to be applicable to nearly any genre.  This to me is key as I am an old dog and finding it hard to learn new tricks.   I don't want to learn a new system for every setting I can dream up  however I want a system I can apply with minimum effort.  I have  difficulty finding a gaming group in my area so I depend heavily upon play by post and in this case rpol.   I would very much love to have a campaign going on rpol that occasionally e.g. one or more but probably one con per year that meets to play    a session with that group. So I've am proposing a savage world group that plays on line a campaign but agrees to get together oncer per year to have  session of the campaign as face to face play at some con.... I myself have offered to start a group of 50 fathoms players to meet up at con on the cob to play face to face once per year.   The remainder of the year we willl play on rpol.  Any one else want to try?  I have thrown down the gauntlet so I expect to be running a 50 fathoms campaign there next year.  I'll check with andy to ensure that it is okay but how bout you other gm's want to run a campaign on rpol that has the possibility of turning into a face to face?  I hope so most likely I'lll see you there because that it the type of campaign I'lll be in.
SeekerKasumi
player, 32 posts
Sat 22 Mar 2008
at 12:24
  • msg #117

Re: OOC

The idea sounds pretty interesting Froggy. Right now, I'm a bit too busy to join up, but I definitely like the overall concept.
shady joker
player, 11 posts
Mon 24 Mar 2008
at 05:05
  • msg #118

Re: OOC

I want to design a game SPECIFICLY for play by post format. Wich will have quick leveling and weird rules to try to counter the huge lag playing on a message board produces. Seriously, I get more done in one 3 hour table top session then I do in a MONTH on any pbp message board game.

 Suggestions?
OggyBenDoggy
GM, 116 posts
Algiso/50F. Wyllam/RnPunk
Robert/DLR
Mon 24 Mar 2008
at 14:40
  • msg #119

Re: OOC

I've already decided in my game that I'll level the PCs after each "session", which is about twice as fast as standard.
Lars
player, 1 post
Thu 27 Mar 2008
at 09:32
  • msg #120

Re: OOC

Well here goes. Not so much suggestions as to how to run a PBEM game but more my
thoughts on which attitude with which you should approach a PBEM.

I think almost all of us got into pbem's coming from a pen and paper background.
And at first we expect it to somehow substitue for a traditional pen and paper game.
If you do that you quickly will be dissapointed, because as you pointed out, shady joker,
the pace is usually very slow in a pbem.

And many of the things that make a face to face PnP game fun is missing from a pbem game.

To enjoy a PBEM I think one should focus on the things that is the strengths of that format.
You can take your time making your posts, you can describe details or thoughts that you
wouldn't normally include in a face to face game.
There can be multiple threads in the same game at the same time. And so on.

You should look forward to your next post.
If you enjoy posting in the PBEM you are having fun and that is the purpose of games.

If you play PBEM expecting them to replace your 3 hour table top sessions, you will more often than not
be dissapointed. You would probably gain more satisfaction from playing WoW or something like that...

So if you have players that like to post you are off to a good start.
But the game is still slow and it's hard to finish even a single mission before the game comes
to a halt for various reasons... I think the GM should not be affraid of moving the action forward.
There is no reason to post your way through all parts of an adventure. The GM can just describe what happens.
Of course you'll want some scenes that are more role playing than action, but if the GM knows there are no
ambushes on the trip from the village to the castle of the reclusive baron,
the GM can just describe the trip and the spooky atmosphere in one post. Maybe
a couple of PC's makes a few supporting posts describing their charcters reactions to the scene.
If you as a GM see that posts slow down in a scene and people are uncertain of how to progress,
just finish the scene for them and get on with the action so people can enjoy the game.

I'll give an example.

Currently I'm in a Evernight game over on Rondaks Portal. We are captured by the baddies
and sent to a manor to pull out another group of captives that have fallen into a hole in the floor.
We are all chained together. The group of slaves that have fallen through the floor and look dead
are also chained together.
So the challenge is the logistics of how we manage to get these poor souls out of the pit,
especially after we discover one of them is alive.
We start posting away. People at one end of the chain climb down the hole. Then we start discussing
how we get them out of the hole.
Posts start to be few and far between. This is clearly not an interesting/exciting situation
for the players and what is worse there is only going to be one outcome of the situation (probably).
Somehow we get them up.
Why are we (slowly) spending so much time discussing how to get some dead bodies out of a hole?
I would like to see the GM move the scene forward. Ask for some Strength & Healing rolls or what ever
(People love getting to roll dice - even virtual ones. Me included :)
Describe how we agonizingly pull up the poor wretches.
Then we can start talking to the survivor - moving the game forward.

OK. That's it for now. Rants over :)
derfinsterling
player, 5 posts
Thu 27 Mar 2008
at 11:41
  • msg #121

Re: OOC

I'm in that same Evernight game. ;-)

But yeah, that's the most important thing - move the story along. And I know I'm not the best example because the games I run tend to grind to a halt every couple of weeks when I'm too busy to forward (or start up) the action, but yes, you need to be not afraid to take the reigns more firmly, even if it means railroading the players a little.
GreenTongue
player, 6 posts
Thu 27 Mar 2008
at 18:09
  • msg #122

Re: OOC

derfinsterling:
... but yes, you need to be not afraid to take the reigns more firmly, even if it means railroading the players a little.

and there-in lies a concern.
How do you move things along without leaving slow posters behind? Life happens and posts are interrupted, next thing you know people don't bother posting because they feel their input is not needed.

On the other hand, holding up the game for one slow (or stopped) poster can cause the rest to move on.
What to do??
=
Brianna
player, 21 posts
Thu 27 Mar 2008
at 18:09
  • msg #123

Re: OOC

LOL So how many of you are members of Rondak's also, and what are your usernames there?  I'm not hard to find, I tend to use this same username wherever I go if it's available.
OggyBenDoggy
GM, 117 posts
Algiso/50F. Wyllam/RnPunk
Robert/DLR
Thu 27 Mar 2008
at 18:12
  • msg #124

Re: OOC

I usually wait a day, then NPC them
Hannigan Rex
player, 1 post
Thu 27 Mar 2008
at 19:18
  • msg #125

Re: OOC

I used to love Rondak's Portal, but all the games I was in fell through and no one seems to be starting up any new ones that I play. OTOH, rpol has been getting more and more games I play, so I've spent very little time elsewhere. I'm not sure I can even remember my ID over there anymore.
derfinsterling
player, 6 posts
Thu 27 Mar 2008
at 19:27
  • msg #126

Re: OOC

GreenTongue:
On the other hand, holding up the game for one slow (or stopped) poster can cause the rest to move on.
What to do??
=


I ask my players to tell me beforehand when they know they'll be out of town or something. Then I might npc them for a while if necessary. If stuff comes up spontaneously or players disappear I usually email them. If they don't reply, I phase the characters out.
GreenTongue
player, 7 posts
Fri 28 Mar 2008
at 01:41
  • msg #127

Re: OOC

I ran a game on Rondak's way back. This is the most functional site in my opinion.

=
Now for something completely different ...
Rex Steele, Nazi Smasher
http://www.youtube.com/watch?v=M5TToNHKQS4

Grab Buck Savage and Go!
-
Lars
player, 2 posts
Fri 28 Mar 2008
at 09:33
  • msg #128

Re: OOC

If a person is a significantly slower poster than the other players in a game it
can become a big problem, especially if everyone tries to be nice and wait for him.
That is probably one of the big reasons for game death. Waiting for something that doesn't happen.
These things can only be solved be talking about it or making rules about posting.
Like NPC'ing until a PC returns if he doesn't post within X days.

The game dies if it does not move forward. The people wanting to play eventually
get disgusted with the slow pace and leaves.

If a player is posting at a lower rate than the other players, there is nothing
wrong about that, as long that it is agreed that the group can move on without waiting
for a response from him in every situation. It's not fair one person gets to spoil
the fun of the whole group. If the player cannot accept this, perhaps he should consider
games with a lower rate of posting. I know this may sound harsh, but PBEMs are so
hard to keep alive and fun if not everyone are commited to them.

Damn, I can't write short...
GreenTongue
player, 8 posts
Fri 28 Mar 2008
at 12:33
  • msg #129

Re: OOC

derfinsterling:
If stuff comes up spontaneously or players disappear I usually email them. If they don't reply, I phase the characters out.

So having a player's email is critical?  Part of the social contract for a game?
=
derfinsterling
player, 7 posts
Fri 28 Mar 2008
at 13:02
  • msg #130

Re: OOC

Well, some sort of "outside" communication. Had a player once who didn't check Rondak's because he didn't get the mail notifications from Rondak that there are new messages - so he didn't go online.
So it was good that I had his mailaddress. Dropped him a line and asked if he wasn't interested anymore or whatever and he caught up again.

That's one of the things that bug me about Rondaks. The notifying seems to work pretty erraticly. Better then to have none at all, as here, so you "have to" come here and see if there are any updates.
Lars
player, 3 posts
Fri 28 Mar 2008
at 13:50
  • msg #131

Re: OOC

I had the same problem with notification mails from Rondak once. Turned out they were suddenly considered spam by gmail and ended up in the spam folder...
Brianna
player, 22 posts
Fri 28 Mar 2008
at 17:14
  • msg #132

Re: OOC

*nod*  Yes, people not receiving emails from Rondaks has been a continual problem, and so far no one has been able to figure out why it happens.  *sigh*
SeekerKasumi
player, 33 posts
Sun 30 Mar 2008
at 12:04
  • msg #133

Re: OOC

My policy with non posters tends to fluctuate. I have the standard "must post within 24 hours of init" policy in combats, and that I try to keep to as much as I can. As for people not posting during regular roleplaying times, that I usually PM them with a warning, and assuming they get back to me ina reasonable amount of time, I let them stay in. After the second incident of this, I tell them that if they don't keep up with posting, they'll be removed from the game.

Just to make things clear, I only do this after its been AT LEAST 2 weeks with no activity, log ins or posts. And I always try and figure out if there's anything I can do to improve the game for them.

The one thing I started with my Pirates game is having players post if they'll be gone for a bit. Well, technically "I" didn't start that, my players did, but its worked out great. In combat, I'll NPC you if I know you'll be gone, so I can just check the OOC thread, see who said they're not around, and play them out.
kturock
player, 1 post
Thu 10 Apr 2008
at 00:58
  • msg #134

Re: OOC

hello all.
just starting out here on rpol.. i've been at rondaks for a while.. and sw since it's release.

just stopping in.. looking for an open sw game. i don't have time to gm anything.. but can play.
Brianna
player, 23 posts
Thu 10 Apr 2008
at 06:28
  • msg #135

Re: OOC

Welcome to someone else from Rondak's!  *grin*
kturock
player, 2 posts
Thu 10 Apr 2008
at 13:23
  • msg #136

Re: OOC

thanks.. so does anyone have anything open?
OggyBenDoggy
GM, 118 posts
Algiso/50F. Wyllam/RnPunk
Robert/DLR
Thu 10 Apr 2008
at 16:20
  • msg #137

Re: OOC

I'd check the Got a Gae? thread, and follow links there, see who has openings.

I'm in a couple which probably have openings, the Solomon Kane game, and the Savage New World
Wyck
player, 1 post
Mon 2 Jun 2008
at 17:43
  • msg #138

Re: OOC

Hello all. I haven't Roleplayed online for awhile and although I'm running 3 campaigns face to face for 2 seperate groups I'm finding i have a serious urge to play. Since I'm the only GM in my group that left me with few options.

I'm big big Savage Worlds fan. I won't run anything but and probably won't play in anything else online with the exception of Freeform.

I notice alot of Rondaker's here. I was one as well around 2003 to 2004 with the name WickedRoland. *waves to Brianna* I had you in one of my deadlands games up until I moved and life threw me a curve costing me years of internet access. Sorry we never got to finish. Also recognize some names from peg's forums. *waves again*

Now i'm off to read some of these threads and hopefully contribute a bit.
kturock
player, 8 posts
Mon 2 Jun 2008
at 23:16
  • msg #139

Re: OOC

rondaks is still up and running,w ith a couple sw games, there is 1 sw:l looning for players.
OggyBenDoggy
GM, 125 posts
Algiso/50F. Wyllam/RnPunk
Robert/DLR
Mon 2 Jun 2008
at 23:22
  • msg #140

Re: OOC

Can anyone else get to the peginc forums?  They've been down for me all day
Wyck
player, 7 posts
Mon 2 Jun 2008
at 23:39
  • msg #141

Re: OOC

Shane said they would be down as the new site will be up tomorrow.
kturock
player, 9 posts
Tue 3 Jun 2008
at 00:33
  • msg #142

Re: OOC

hmm i was on them earlier today.
shane said the peg page would be down.. he didn't say anything about the forums.
Wyck
player, 8 posts
Tue 3 Jun 2008
at 00:35
  • msg #143

Re: OOC

ah see i access the forums through the Home page :)
OggyBenDoggy
GM, 126 posts
Algiso/50F. Wyllam/RnPunk
Robert/DLR
Tue 3 Jun 2008
at 05:40
  • msg #144

Re: OOC

I couldn't get to either
SeekerKasumi
player, 37 posts
Tue 3 Jun 2008
at 10:16
  • msg #145

Re: OOC

Well, from what Shane said, they're not just upgrading the site, but moving to a new server. That would mean the forum's moving too, hence why EVERYTHING is down.
OggyBenDoggy
GM, 132 posts
Algiso/50F. Wyllam/RnPunk
Robert/DLR
Mon 13 Oct 2008
at 21:58
  • msg #146

Re: OOC

SW games seem to be getting scarse.  I'm partially to blame, I had to drop the one I was running.

Did everyone get sucked into DnD 4E?
Wyck
player, 16 posts
Mon 13 Oct 2008
at 22:16
  • msg #147

Re: OOC

Well looks like a Neccesary Evil game is getting set up. It's on the first page of the players wanted section anyway.

My supers game finally filled about a week ago but it's going pretty well. Having alot of fun in it.

Also looks like someone else is starting a SW discussion group...although not really sure thats what it is.
OggyBenDoggy
GM, 133 posts
Algiso/50F. Wyllam/RnPunk
Robert/DLR
Mon 13 Oct 2008
at 22:18
  • msg #148

Re: OOC

you have a link to that other SW discussion group?
Wyck
player, 17 posts
Mon 13 Oct 2008
at 22:27
  • msg #149

Re: OOC

link to a message in another game

I sent him a message and a link to this group no reply yet though.
This message was last edited by the player at 22:28, Mon 13 Oct 2008.
Strickland5
player, 7 posts
Thu 23 Oct 2008
at 14:17
  • msg #150

Re: OOC

So with my Deadlands Reloaded game slowing to a crawl... I'm pondering starting something new as my RL gaming group has all but disbanded due to jobs, wives, kids, and such this is my only GM & RP outlet.

Anyone up for a dark fantasy game? Ala Midnight or Evernight stylings?
Lars
player, 4 posts
Thu 23 Oct 2008
at 14:46
  • msg #151

Re: OOC

I would be willing to play in a dark fantasy game :)

Ever since reading about the coming SW setting Winterweir, I've had a hankering for some dark fantasy!
OggyBenDoggy
GM, 134 posts
Algiso/50F. Wyllam/RnPunk
Robert/DLR
Thu 23 Oct 2008
at 16:49
  • msg #152

Re: OOC

you have a DLR game here?  Shoot, if i'd've known that I totally would have applied.

I'd be up for a dark fantasy.  Or DLR...
Strickland5
player, 8 posts
Thu 23 Oct 2008
at 17:03
  • msg #153

Re: OOC

OggyBenDoggy:
you have a DLR game here?  Shoot, if i'd've known that I totally would have applied.
I'd be up for a dark fantasy.  Or DLR...
Sure do, started back in January. I presently have only 2 active players out of the roaster of 7 on my DLR game, probably has something to do with the Werewolf I threw at the group as their first combat.
This message was last edited by the player at 17:09, Thu 23 Oct 2008.
OggyBenDoggy
GM, 135 posts
Algiso/50F. Wyllam/RnPunk
Robert/DLR
Thu 23 Oct 2008
at 17:12
  • msg #154

Re: OOC

well, I for one would really like to be in a DLR game, would you keep it going if the roster gets back up to a decent level?
Strickland5
player, 9 posts
Thu 23 Oct 2008
at 17:14
  • msg #155

Re: OOC

Trying to keep it up now, gave the 2 PCs a quartet of NPC to help balance things out.

Oggy you can have a look -> link to another game <-
This message was last edited by the player at 17:15, Thu 23 Oct 2008.
ralftschu
player, 1 post
Fri 24 Oct 2008
at 06:53
  • msg #156

Re: OOC

In reply to Strickland5 (msg #150):

Yes, a dark Fantasy game would be cool.
derfinsterling
player, 9 posts
Fri 24 Oct 2008
at 09:38
  • msg #157

Re: OOC

I'd be up for some dark fantasy as well...
ralftschu
player, 2 posts
Wed 3 Dec 2008
at 08:58
  • msg #158

Re: OOC

Hi,

after playing now in two games I think about starting some Savage worlds game myself. Im from germany, my english is not too bad, but I would prefer to play in german language. Are there enough german speakers that we could start a german game?

german languae
Mir ist das Setting relativ egal, da vermutlich nicht so viele deutschsprachige Savage Worlds-Spieler hier sind richte ich mich da eher nach dem Spielerwunsch-würde aber eines der existierenden Settings bevorzugen.
OggyBenDoggy
GM, 139 posts
Wed 3 Dec 2008
at 17:50
  • msg #159

Re: OOC

In reply to Strickland5 (msg #155):

I'm in that game, I joined and took over Brad Johnson.

So am I one of the two?  ouch
Strickland5
player, 12 posts
Wed 3 Dec 2008
at 18:08
  • msg #160

Re: OOC

In reply to OggyBenDoggy (msg #159): You're #3 actually...
LordRal
player, 1 post
Fri 5 Dec 2008
at 08:30
  • msg #161

Re: OOC

ralftschu:
Hi,

after playing now in two games I think about starting some Savage worlds game myself. Im from germany, my english is not too bad, but I would prefer to play in german language. Are there enough german speakers that we could start a german game?

german languae
Mir ist das Setting relativ egal, da vermutlich nicht so viele deutschsprachige Savage Worlds-Spieler hier sind richte ich mich da eher nach dem Spielerwunsch-würde aber eines der existierenden Settings bevorzugen.



Answer to ralftschu.

[Private to ralftschu: Hi, also ich leite hier ein game mit zwei deutschen spielern - ist allerdings auch gleichzeitig eine life runde - und bin mitspieler in einem game mit insgesamt 3 deutschsprachigen spielern (einer österreich oder schweiz).

Also wenn man die alle anhaut, könnte man evtl. eine runde mit 6 leuten bzw. 5 und einem Spielleiter aufstellen. Oder bist du "hamson bolger"? dann wäre es eine person weniger...
]
edbraindead
player, 14 posts
Sat 13 Dec 2008
at 13:44
  • msg #162

Re: OOC

As far as savage worlds go, who's playing or running what on rpol.net?
Strickland5
player, 13 posts
Sat 13 Dec 2008
at 17:06
  • msg #163

Re: OOC

I'm running a Deadlands Reloaded and home brewed Dark Fantasy game, as well as playing in a Savage Rifts, Necropolis, and Pirates of the Spanish Main.

I added a list of the games I'm in to my description, so that might help some :)
This message was last edited by the player at 20:09, Sat 13 Dec 2008.
SeekerKasumi
player, 38 posts
Sat 13 Dec 2008
at 18:01
  • msg #164

Re: OOC

I've got my Pirates game going (the one that Strickland's in), and that's about it. Between work and grad school I don't have time for anything more.
edbraindead
player, 15 posts
Mon 15 Dec 2008
at 03:33
  • msg #165

Re: OOC

I have a lot more free time now, so I'm looking to get in a game as well as run one of my own.
LordRal
player, 2 posts
Mon 15 Dec 2008
at 11:37
  • msg #166

Re: OOC

edbraindead:
I have a lot more free time now, so I'm looking to get in a game as well as run one of my own.

Interested to play a detective (a private one). Pulp setting?
edbraindead
player, 16 posts
Mon 15 Dec 2008
at 12:05
  • msg #167

Re: OOC

Yeah, that sounds pretty interesting.  Is this game already going or are you just starting it?
This message was last edited by the player at 12:05, Mon 15 Dec 2008.
LordRal
player, 3 posts
Mon 15 Dec 2008
at 12:13
  • msg #168

Re: OOC

Already running, but nothing special has happened till now.

link to another game

The characters get to know each other by now.
OggyBenDoggy
GM, 164 posts
Mon 6 Apr 2009
at 16:35
  • msg #169

Re: OOC

Initiative - how do most people do it?

Most cases, hte GM draws the cards.

I've seen posting in strict card order.

The one I like is, bad guys only get 1 card.  THe pcs are basiclly divided into 2 groups, those that go before the bad guys, and those that go after.  All those that go before post, then the GM posts, then all those that go after
Skycast
player, 43 posts
bp1
bp2
Mon 6 Apr 2009
at 16:40
  • msg #170

Re: OOC

As GM I draw the cards, post the order and let everyone act for the round. Once the PC's have acted I compile everything in a narrative recap and act for their opponents as well. It's pretty fast and loose, I make any adjudications from conflicts on the fly.
ralftschu
player, 6 posts
Tue 7 Apr 2009
at 06:49
  • msg #171

Re: OOC

I draw cards, but mostly ignore it. ;-)
The action card of the players isnt important for me, if someone has time to pots is more important. :-) its mainly the enemys that I care for. Are they first, in the middle of the action or last. I try to give the enemeys not much cards, but all wildcards get a own card.
shady joker
player, 13 posts
Thu 16 Apr 2009
at 05:14
  • msg #172

Re: OOC

I return with both Deadlands Reloaded and Nessecary Evil. Who wants to game?
OggyBenDoggy
GM, 167 posts
Thu 16 Apr 2009
at 06:32
  • msg #173

Re: OOC

I'd be up for DLR.  there were 2 games, but one has gone idle. And there are just so dang many cool char concepts in DLR

NE, I don't have the rules for, but a superhero game would be fun
derfinsterling
player, 14 posts
Thu 16 Apr 2009
at 06:45
  • msg #174

Re: OOC

I ran Necessary Evil, found out that running supers isn't my forte. I might try playing in one, though.

DL:R: If the one game doesn't show some activity in the next few days, I'd be up for DL:R as well.
Cloth Frog
player, 33 posts
Thu 16 Apr 2009
at 13:51
  • msg #175

Re: OOC

I'd be up for either one as well.  I too am in a Deadlands game now that seems to have gone idle.
Strickland5
player, 24 posts
Thu 16 Apr 2009
at 14:06
  • msg #176

Re: OOC

shady joker:
I return with both Deadlands Reloaded and Nessecary Evil. Who wants to game?

YES PLEASE!
shady joker
player, 14 posts
Thu 16 Apr 2009
at 18:57
  • msg #177

Re: OOC

I am not running a DL game. I haven't ever played it. But I'm willing to join a game.
OggyBenDoggy
GM, 168 posts
Thu 16 Apr 2009
at 19:02
  • msg #178

Re: OOC

If people are looking for a game, in general, my Lost World/barsoom/hollow earth inspried creation has a few spots.
link to another game
OggyBenDoggy
GM, 169 posts
Fri 17 Apr 2009
at 05:23
  • msg #179

Re: OOC

so,  basically, there are 5 of us interested in a DLR game.  All we need is a marshal
shady joker
player, 15 posts
Fri 17 Apr 2009
at 05:40
  • msg #180

Re: OOC

Yup. Okay boys and girls lets all draw straws.
OggyBenDoggy
GM, 170 posts
Fri 17 Apr 2009
at 16:41
  • msg #181

Re: OOC

I don't own the full set of rules, only the player's guide, so I don't think I can run it.
Strickland5
player, 25 posts
Fri 17 Apr 2009
at 16:48
  • msg #182

Re: OOC

I'm presently running a Deadlands game but would love to play in one.
This message was last edited by the player at 16:49, Fri 17 Apr 2009.
OggyBenDoggy
GM, 171 posts
Fri 17 Apr 2009
at 19:39
  • msg #183

Re: OOC

we could also open an ad in the GMs wanted forum
derfinsterling
player, 15 posts
Sat 18 Apr 2009
at 07:10
  • msg #184

Re: OOC

There's a GMs wanted forum? ;-)
shady joker
player, 16 posts
Sat 18 Apr 2009
at 13:58
  • msg #185

Re: OOC

link to a message in another game

I posted in GMs wanted. Go post your interest in playing to make the idea more attractive to potential GMs.
Vaultos
player, 3 posts
Fri 29 May 2009
at 20:55
  • msg #186

Character Sheets that are RPOL-friendly?

I just started a new Savage Worlds Fallout game, and one of my new players has asked if anyone has an RPOL-friendly Savage Worlds character sheet. What do you guys use in your games? I am pretty sure he just means a text file that can be filled in. I don't want to reinvent the wheel if someone already has something they can share.

Thanks for your help. I like this community!
Strickland5
player, 33 posts
Sat 30 May 2009
at 02:07
  • msg #187

Re: Character Sheets that are RPOL-friendly?

[ Removed to save space ]
This message was last edited by the player at 13:26, Wed 17 June 2009.
Strickland5
player, 34 posts
Wed 17 Jun 2009
at 13:27
  • msg #188

Re: Hello?

So any new Savage Worlds games going on?
shady joker
player, 18 posts
Wed 17 Jun 2009
at 20:54
  • msg #189

Re: Hello?

Yes I just got the Slip Stream Bopok and would like to play or run a game.
grandmaster_cain
player, 7 posts
Thu 18 Jun 2009
at 05:21
  • msg #190

Re: Hello?

I'm in.  I love what I've seen of Slipstream.
ralftschu
player, 7 posts
Thu 18 Jun 2009
at 07:30
  • msg #191

Re: Hello?

Yes, Slipstream is really cool.
I know the plotpoints and the book, but if this isnt a problem for you, im interested.
grandmaster_cain
player, 8 posts
Thu 18 Jun 2009
at 10:19
  • msg #192

Re: Hello?

Oh, yeah-- I deliberately have not read the plotpoints or GM section, because I want to play in this one so badly.  ;-D
shady joker
player, 19 posts
Thu 18 Jun 2009
at 20:36
  • msg #193

Re: Hello?

 Alright that is two blokes. Find a third and I'll set up a game. Now to be clear you have the SS book the SW core book and are decently literate in English? I can't stand people who try to play without a book or ask me what a word means constantly.
OggyBenDoggy
GM, 178 posts
Thu 18 Jun 2009
at 20:45
  • msg #194

Re: Hello?

is there a player's guide for SS yet?
Strickland5
player, 35 posts
Thu 18 Jun 2009
at 22:17
  • msg #195

Re: Hello?

I'm good to play!
shady joker
player, 20 posts
Thu 18 Jun 2009
at 22:33
  • msg #196

Re: Hello?

In reply to OggyBenDoggy (msg #194):

Yes there is a player's guide available at the Pinnacle online store.
grandmaster_cain
player, 9 posts
Thu 18 Jun 2009
at 23:35
  • msg #197

Re: Hello?

shady joker:
Alright that is two blokes. Find a third and I'll set up a game. Now to be clear you have the SS book the SW core book and are decently literate in English? I can't stand people who try to play without a book or ask me what a word means constantly.

I'm pretty sure I can handle that.

My only problem is that my home computer is on the fritz, and it'll take 3-5 days to get it fixed.  =(  But I can borrow a friend's computer for character creation if we get started before that.
shady joker
player, 21 posts
Fri 19 Jun 2009
at 01:07
  • msg #198

Re: Hello?

grandmaster_cain, Strickland5, ralftschu that makes three blokes. I will start a game. If oggy or anyone else wants to play I'm willing to take on up to five players, just drop me a line. You guys want to start at novice or season rank? MY only in game character requirement is that all your characters no each other and work together. I hate the 'first meeting' of a party so don't make characters that clash with the group.
Strickland5
player, 36 posts
Fri 19 Jun 2009
at 01:52
  • msg #199

Re: Hello?

SO we no or knoweach other?
This message was last edited by the player at 01:53, Fri 19 June 2009.
shady joker
player, 22 posts
Fri 19 Jun 2009
at 02:54
  • msg #200

Re: Hello?

KNOW each other. :P

Anyways no rush, It will be a few days until I set it up.
grandmaster_cain
player, 10 posts
Fri 19 Jun 2009
at 04:15
  • msg #201

Re: Hello?

I prefer Seasoned, but Novice works as well.
TheRiddler
player, 3 posts
Fri 19 Jun 2009
at 07:56
  • msg #202

Re: Hello?

I could be up for it, but I've never played SS before - would it be enough to get the Players Guide, coupled with the SW:EX?
shady joker
player, 23 posts
Fri 19 Jun 2009
at 09:08
  • msg #203

Re: Hello?

In reply to TheRiddler (msg #202):

Yes it would.
ralftschu
player, 8 posts
Fri 19 Jun 2009
at 10:25
  • msg #204

Re: Hello?

Do we follow the official plotline?
If we do, we should try to have one (or more) reasons to
work against the Queen. You know, something like
"your parents get caught as tribut to the queen and
you know they had to work at Rados, and they are surely dead."

Or
"To press Tribut a royal squadron bombard your hometown, everyone was
killed, except you."
Or
"You are part of a local rebel group and try to unite rebel groups everywhere"

Its cheesy, but I thinked that there is a point in the plotpoints
where some players would say something like "we dont like to mess
with the Queen, we saved you from the primals, but to try more
would be absurd."

Or doe we have other targets that we could try to work
in our backgorund (two of the sample characters have problems with
slavers, such things). Enemys, Wanted and such things?
shady joker
player, 24 posts
Fri 19 Jun 2009
at 16:47
  • msg #205

Re: Hello?

I hadn't thought of that. All you blokes start as seasoned.
shady joker
player, 25 posts
Sun 21 Jun 2009
at 00:49
  • msg #206

Re: Hello?

You are all part of a rebel group who is all the way against the queen. Of course it is a secret group and your cover story is relic hunters or what have you. Each Player character is seasoned and may optionally take the heroic hindrance for a bonus edge and 4 more disadvantage points as described in the slipstream handbook. Is that alright for you guys?
ralftschu
player, 9 posts
Sun 21 Jun 2009
at 13:58
  • msg #207

Re: Hello?

OK, sounds fine. I think its somewhat suposed to be the "official" way to start this plot point, bus especially since three of the example characters arent really rebel I wasnt sure.
In some way the Heroic Hindrance should help to move players to follow the plotpoints. But I had the feeling it wasnt very clear. :-)
shady joker
player, 26 posts
Sun 21 Jun 2009
at 17:03
  • msg #208

Re: Hello?

The game is made.

link to another game
shady joker
player, 27 posts
Mon 22 Jun 2009
at 05:42
  • msg #209

Re: Hello?

Come on I made you guys the SS game. Where are you blokes?
TheRiddler
player, 4 posts
Mon 22 Jun 2009
at 08:36
  • msg #210

Re: Hello?

When do you think the game will start? I don't have the SS Players guide yet
shady joker
player, 28 posts
Mon 22 Jun 2009
at 09:01
  • msg #211

Re: Hello?

I only got 1 player so far so hopefully soon.
Strickland5
player, 37 posts
Mon 22 Jun 2009
at 13:02
  • msg #212

Re: Hello?

Building a seasoned character!
ralftschu
player, 10 posts
Mon 22 Jun 2009
at 13:13
  • msg #213

Re: Hello?

Oh, Yes-a seasoned SC.....had build a novice. Yeah!
TheRiddler
player, 5 posts
Mon 22 Jun 2009
at 13:20
  • msg #214

Re: Hello?

Hopefully I'll be able to get around to this tonight or tomorrow
shady joker
player, 29 posts
Mon 22 Jun 2009
at 19:34
  • msg #215

Re: Hello?

In reply to TheRiddler (msg #214):

Dude, if you need help getting a book I can slip you some cash via paypal so you can score the pdf or something. rMail me.
TheRiddler
player, 6 posts
Mon 22 Jun 2009
at 19:36
  • msg #216

Re: Hello?

Ooh - have a spare 1,000,000 bucks?

On a slightly more serious note, I have the pdf now - hopefully I'll have a character tomorrow latest.
OggyBenDoggy
GM, 179 posts
Mon 22 Jun 2009
at 20:28
  • msg #217

Re: Hello?

In reply to shady joker (msg #209):

this looks like a game where you'd need the PG, but outside of deadlands, I usually only ever see one game of a type.  One Runepunk, one shattered skies, one TRES.  And I can't see buying a PG just for one game that usually doesn't get much past the first adventure, if that.
shady joker
player, 30 posts
Mon 22 Jun 2009
at 22:06
  • msg #218

Re: Hello?

Alright I have five guys applying so the game is full. I'll still squeeze one more in if some one really wants in.
Skycast
player, 44 posts
bp1
bp2
Tue 30 Jun 2009
at 03:26
  • msg #219

Blue Box Adventure

link to another game

Travel back to the early days of roleplaying when the stories were simple, the action was high and adventure came in a blue box. Relive that experience using the Savage Worlds system and classic style modules...travel forth into the unknown, a dangerous and exciting world awaits.

Looking for 3-5 players for some early era D&D inspired fun...first module is ready to rock; pitch your character ideas.
This message was last edited by the player at 03:26, Tue 30 June 2009.
Strickland5
player, 38 posts
Tue 30 Jun 2009
at 13:18
  • msg #220

Re: Blue Box Adventure

Sounds like fun Skycast, I'll get you something soon!
Cloth Frog
player, 34 posts
Tue 30 Jun 2009
at 13:21
  • msg #221

Re: Blue Box Adventure

Great idea Sky cast.  A bit of old school fun for us duffers.  I'll send a character soon as well.
OggyBenDoggy
GM, 180 posts
Tue 30 Jun 2009
at 21:03
  • msg #222

Re: Blue Box Adventure

cool idea.  the only problem is settling on one char concept.

what are you guys thinking of playing?
Strickland5
player, 39 posts
Tue 30 Jun 2009
at 21:04
  • msg #223

Re: Blue Box Adventure

Dwarf woodsman type
OggyBenDoggy
GM, 181 posts
Tue 30 Jun 2009
at 21:07
  • msg #224

Re: Blue Box Adventure

I was looking at an elf or halffolk guardian (adept), or maybe a crotchety old wizard.

could always really do the stereotype and do a half-folk theif
Skycast
player, 45 posts
bp1
bp2
Tue 30 Jun 2009
at 21:37
  • msg #225

Re: Blue Box Adventure

We've got three players so far fellas...

1) dwarf woodsman
2) sneaky guy, possibly working towards "rangerish" type
3) ???

You will all be "0-level/commoner" in D&D-speak. Once you give me a character name you can do some cooperative character creation in the game thread.

I'm looking forward to this.
Cloth Frog
player, 35 posts
Tue 30 Jun 2009
at 23:24
  • msg #226

Re: Blue Box Adventure

I was thinking halfling troubador, but we may have the magic and stealth thing covered already.  Would some form of fighter work better?  I suppose if we all had some level of stealth we could compliment one another more than one tin clad loud fighter giving away the group.  What do you all think?
OggyBenDoggy
GM, 182 posts
Wed 1 Jul 2009
at 04:52
  • msg #227

Re: Blue Box Adventure

I ended up going 1/2folk adept.  If you want to go 1/2folk troubador, I could switch to a wizard type.

I think a fighter/armsman/knight/paladin would work, but I don't know that one is needed, usually in SW everyone can fight to some degree.

if you do go fighter, and take Brawny and decent ST, you can avoid stealth penalties even in armor
grandmaster_cain
player, 11 posts
Wed 1 Jul 2009
at 05:14
  • msg #228

Re: Blue Box Adventure

The way SW works, you could probably all go ranger to some degree, and still have unique and interesting characters.  In fact, that might be an interesting way to go.  You're a troupe of Rangers, on a mission.
Skycast
player, 46 posts
bp1
bp2
Wed 1 Jul 2009
at 20:01
  • msg #229

Re: Blue Box Adventure

Alright folks, we have 5 players lined upped for the Blue Box Adventures game so we are all set for now.
OggyBenDoggy
GM, 189 posts
Wed 22 Jul 2009
at 21:16
  • msg #230

Re: Blue Box Adventure

I'm in a few games where players put a picture into their description, does anyone know how that's done?
Strickland5
player, 41 posts
Wed 22 Jul 2009
at 22:01
  • msg #231

Re: Blue Box Adventure

OggyBenDoggy:
where th
I'm in a few games where players put a picture into their description, does anyone know how that's done?

Just basic HTML code, host the picture somewhere (photobucket etc) then use the given HTML to show it

< img src= where the imageis goes here >
OggyBenDoggy
GM, 215 posts
Thu 17 Sep 2009
at 22:30
  • msg #232

Re: Blue Box Adventure

this
http://www.peginc.com/Downloads/SWEX/Interludes.pdf

looks pretty cool. I could see using it in any game
shadrack
player, 1 post
Mon 21 Sep 2009
at 19:47
  • msg #233

Inspiration

Has anyone checked out the clockworks web-comic/setting?

http://shawntionary.com/clockworks/


It seems pretty sweet to me. Just sayin'

edited b/c I failed to make the link correctly
This message was last edited by the player at 19:49, Mon 21 Sept 2009.
OggyBenDoggy
GM, 217 posts
Tue 22 Sep 2009
at 16:36
  • msg #234

Re: Inspiration

It looks interesting.

I find myself drawn to games with non-stnadard races, we've all played lots of elves, dwarves, etc.  Clockworks, 50F, games like that with differnet races, or interesting twists on standard ones, I find interesting.
shadrack
player, 2 posts
Tue 22 Sep 2009
at 16:48
  • msg #235

Re: Inspiration

I'm looking forward to the rest of character creation. He teased some new Edges and Hindrances are coming up soon.

I think the 'weakness to iron' is an interesting hindrance that adds a neat flavor.  I can just imagine an exclusively human club/organization with iron strips on the floor of every threshold.

The "Big Damn Hero" facet to character creation is kinda nice as well, as an alternative to starting everyone with 5 exp or something.

Based on some of the strips, I'm also curious how he is doing magic. They are called 'Elementalists'. Do you have to take an Arcane Background (Water), Arcane Background (Fire), etc.

Regardless, I'm looking forward to today's strip.
Strickland5
player, 56 posts
Tue 22 Sep 2009
at 17:43
  • msg #236

Re: Inspiration

I'm soon to be working on the first adventure for Shawn actually
shadrack
player, 3 posts
Tue 22 Sep 2009
at 17:56
  • msg #237

Re: Inspiration

In reply to Strickland5 (msg #236):

that's cool, really cool actually. Congrats!
OggyBenDoggy
GM, 218 posts
Tue 22 Sep 2009
at 17:56
  • msg #238

Re: Inspiration

cool.  maybe we could playtest it here...
Strickland5
player, 57 posts
Tue 22 Sep 2009
at 18:12
  • msg #239

Re: Inspiration

I'll have to ask Shawn but we'll see. He's working up the outline for the adventure which I'll flesh out.

I have created a character or two with the faeblooded race and definitely like it. Here's a sample

Large Mechanic
Race: Faeblooded (Ogre)
Attributes: Agility d8, Smarts d6, Spirit d6, Strength d12, Vigor d8
Skills: Fighting d10, Guts d8, Intimidation d8, Notice d10, Repair d12, Shooting d4, Technology d10
Pace: 6; Parry: 7; Toughness: 10(1), Size: +1
Hindrances: Loyal, Heroic, Weakness (Iron), Oathbound
    True Name- Knowing a faeblooded full true name as spoken from her own lips, gives other's control over her. This is resisted by an opposed Spirit Roll, with a recheck for causing them to attack friends and even commit suicide.
Edges: Powerful Attribute (Strength), Tough, Large, Brawny,
    Hardy -If Shaken, further Shaken results have no further effect-they do not cause a wound.
Gear: Large Wrench (Str+d8), Leather Jump suit (+1 Armor)

True Name you can blame on Dresden Files
This message was last edited by the player at 18:13, Tue 22 Sept 2009.
OggyBenDoggy
GM, 222 posts
Wed 14 Oct 2009
at 17:09
  • msg #240

Re: Inspiration

have you seen the new showdown rules?  That had a rule for a random event when a Joker is drawn.  I could see using a version of it in a normal game.  Some would have to be tweaked a bit

Fortune & Calamity
When a Joker is dealt to a unit character, it benefits from Fortune or one of its foes suffers from Calamity. Roll on the table below and apply the results immediately.

2d6 Result
2 Freak Event! Roll on the Freak Event Table.

3 Twist of Fate: Take a benny from your opponent. If he does not have one, he must immediately
sacrifice any of his figures instead.

4 The Quick and the Dead: Swap one of your opponent’s remaining action cards for any one of yours.

5 Rally: Pick any one unit on the board with Shaken figures. All those figures recover automatically.

6-8 Hand of Fate: Gain one extra benny.

9 Close Call: One of your opponent’s units (your choice) is disrupted or distracted. All its members suffer -2 to their Trait rolls this round.

10 Teamwork: Pick any one other unit within 12” of this one. Discard its Action Card. It acts on the Joker along with this unit, and gains the usual bonuses as well.

11 Out of Ammo: Pick any one enemy unit. At the beginning of each of its actions for the rest of the game, it must roll a die. Even, it can fire its weapons normally. Odd, the unit is low on ammo and does not fire. If this result cannot be applied, you gain a benny instead.

12 Freak Event! Roll on the Freak Event Table.

Freak Events
Freak events are bizarre occurrences that can never be planned on. The events below are fairly mundane so that they can be used for most any kind of battle. Specific scenarios might contain their own Freak Events instead.
d10 Result

1 Storm: A sudden storm rolls in. Rain begins to pour and visibility is limited to 12”. All attack rolls are at -1, and black powder weapons don’t work at all. The round after this event, all streams become impassable, even at fords. Only bridges remain.

2 Fire! Fire breaks out on the board! Roll randomly among each occupied building, patch of trees, or other flammable terrain type. If none of these are occupied, roll randomly among all flammable terrain pieces. The entire building or forest catches fire this round and causes 2d6 damage to everything within. The fire continues for the rest of the game—unless a storm comes, which quenches it immediately. At the beginning of each turn thereafter, roll 1d6 for each flammable structure within 4” (adjacent buildings, another patch of forest, etc.). On a 4-6, that structure catches fire as well. Check to see if these new fires spread in the following rounds.

3 Blood Ties: One of the Wild Cards on the other side is related or has some other special bond with one of your heroes (a Wild Card of your choice). For the rest of the battle, these two won’t attack each other directly unless there are no other targets on the board.

4 Death of a Hero: The next time one of your Wild Cards dies, his noble sacrifice triggers new resolve in his companions—or bone-chilling dread. When your next Wild Card is removed from play, roll a die. Odd, the rest of your force is inspired by his legacy and adds +1 to all their rolls until another of your Wild Cards is killed. If the result is even, your force is filled with dread. They subtract -1 from all their rolls for the rest of the game until an
enemy Wild Card is slain.

5 Fickle Fate: Fate favors the underdog. The side with the fewest total bennies gains a d6 bennies.

6 Back from the Dead: One of your dead was just knocked unconscious. He returns in the spot where he fell. If this is a Wild Card, he returns with one wound (–1 penalty to all actions as usual).

7 Bitter Cold/Heat: The weather heats up or cools down, depending on your environment. All troops become tired or bogged down and reduce their running rolls by half for the rest of the game.

8 Battle Tested: Any one of your units improves any one skill or attribute a die type immediately.

9 The Fog: Dense fog, mist, or smoke rolls over the battlefield. Place two connected Large Burst Templates at the center of one randomly determined board edge. The fog drifts 2d6” each round in a random direction (roll a d12 and read it like a clock facing). The fog “bounces” if it hits an edge in a random direction (so that it never leaves the field.).

10 Reinforcements: A group of your most common currently-fielded troop type arrives on the field of battle! Place
these troops in your deployment area. They act on the Joker this round and are dealt in normally hereafter.
This message was last edited by the GM at 17:23, Wed 14 Oct 2009.
Strickland5
player, 60 posts
Wed 14 Oct 2009
at 17:14
  • msg #241

Re: Inspiration

Quite interesting, not sure I'd use it in my games right now but definitely with a tweek or three it might work pretty well for a tabletop game.
shadrack
player, 4 posts
Fri 30 Oct 2009
at 18:08
  • msg #242

Re: Inspiration

Hey Strickland5:

I see that The Gentleman Caller was posted on the clockworks website. Was that the one you authored?

I gave it a quick look-through, and really like it. I'll have to actually read it later.  Looks cool.


www.shawntionary.com/clockworks
Strickland5
player, 61 posts
Fri 30 Oct 2009
at 18:19
  • msg #243

Re: Inspiration

Nope, I'm still waiting on info for the game he wanted me to work on. Though the Gentleman Caller looks good.
GreenTongue
player, 26 posts
Thu 24 Dec 2009
at 18:16
  • msg #244

Re: Inspiration

Happy Holidays and
May all your SW Dream books get released!
=
OggyBenDoggy
GM, 237 posts
Wed 6 Jan 2010
at 20:19
  • msg #245

Re: Inspiration

free sw stuff, including an '80s action TV series type setting

http://www.webjam.com/the_black_orifice
OggyBenDoggy
GM, 238 posts
Thu 7 Jan 2010
at 02:20
  • msg #246

Re: Inspiration

Drive through and rpgnow have a sale going on, ending tomorow

a bunch of stuff for $10

http://rpg.drivethrustuff.com/...orten.php?SRC=twenty
shadrack
player, 9 posts
Thu 7 Jan 2010
at 03:20
  • msg #247

Re: Inspiration

Yeah, I bought Runepunk.

I was honestly tempted by a couple others, but couldn't pull the trigger.

(could be 'cause I'm broke)
shadrack
player, 10 posts
Fri 15 Jan 2010
at 22:04
  • msg #248

Re: Inspiration

I have been reading through Runepunk a bit. (having to stop myself from reading the GM's section)

I think it would be cool to use the Runecaster class to emulate a Full Metal Alchemist type character. There is even a lot of similarities between the way the 'alchemists' powers work with the symbols and their transmutation circles (aka runes).  I'm especially reminded of Mustangs gloves.

and there's an edge which allows a runecaster to cast without a Rune. Just like Edward and ???? (Ed's teacher, but I can't remember her name).  However if you were going to do a FMA type campaign you'd have to make that edge a background edge and make them loose some flesh (Ed's arm and leg, and his teacher lost something important, though not obvious, as well).
OggyBenDoggy
GM, 239 posts
Fri 15 Jan 2010
at 23:38
  • msg #249

Re: Inspiration

I'd be happy with a normal Runepunk game
Lars
player, 9 posts
Sat 16 Jan 2010
at 07:27
  • msg #250

Re: Inspiration

OggyBenDoggy:
I'd be happy with a normal Runepunk game


Me too. IMO the coolest SW setting out there.
OggyBenDoggy
GM, 240 posts
Wed 27 Jan 2010
at 19:28
  • msg #251

Re: Inspiration

http://www.msnbc.msn.com/id/35...ainment-celebrities/

Singer was told by prison officials that he could not keep the materials because Dungeons & Dragons "promotes fantasy role playing, competitive hostility, violence, addictive escape behaviors, and possible gambling," according to the ruling
Willis
player, 4 posts
Fri 29 Jan 2010
at 06:18
  • msg #252

Re: Inspiration

Anyone got a good character sheet for RPOL Savage Worlds that they could send me?  I'd apprciate it.
Brianna
player, 27 posts
Fri 29 Jan 2010
at 08:51
  • msg #253

Re: Inspiration

There's one in Heaven.
link to a message in another game
Willis
player, 6 posts
Wed 3 Feb 2010
at 13:14
  • msg #254

Re: Inspiration

So....anyone but me still here?
Strickland5
player, 70 posts
Wed 3 Feb 2010
at 13:53
  • msg #255

Re: Inspiration

I'm napping, what's happening Willis? Here's the character sheet I like, I stole it from some where I don't recall. Also I use the true type style < tt > to make it look "pretty"


====================================DETAILS===================================
Character Name:                          Character Rank    :
Character Race:                          Total Experience  : 0
Concept       :                          Unspent Experience:
==================================ATTRIBUTES==================================
Agility     DX | Smarts        Dx | Strength  Dx | Spirit       Dx | Vigor  Dx
====================================SKILLS====================================
Boating     Dx | Gambling      Dx | Climbing  Dx | Guts         Dx |
Driving     Dx | Healing       Dx |              | Intimidation Dx |
Fighting    Dx | Investigation Dx |              | Persuasion   Dx |
Lockpicking Dx | Knowledge     Dx |              |                 |
Piloting    Dx | Notice        Dx |              |                 |
Riding      Dx | Repair        Dx |              |                 |
Shooting    Dx | Streetwise    Dx |              |                 |
Stealth     Dx | Survival      Dx |              |                 |
Swimming    Dx | Taunt         Dx |              |                 |
Throwing    Dx | Tracking      Dx |              |                 |
|              | Psioncs       Dx |              |                 |
=================================DERIVED STATS================================
Charisma (0/0) | Pace        (6/0)| Parry (5/)
Toughness (5/) | Reason       (/) | Status (2/-3)
=================================HINDRANCES===================================

====================================EDGES=====================================

====================================ARMOR=====================================
Name           Locations Covered   Protection   Notes

===================================WEAPONS====================================
Name                Range    Dam   RoF   Ammo  Weight Shots Notes

==================================EQUIPMENT===================================
Name                    Weight         Cost     Notes

==============================ARCANE BACKGROUND===============================

=================================DESCRIPTION==================================
Looks and etc.

==================================BACKGROUND=================================
What happened before now?

==================================ADVANCEMENT================================
Novice
Human Free:
Hindrances:
Hindrances:
 5xp: --
10xp: --
15xp: --
Seasoned
20xp: --
25xp: --

This message was last edited by the player at 14:02, Wed 03 Feb 2010.
dm_punks
player, 14 posts
GM/Mystaran Misadventures
Tue 9 Feb 2010
at 11:24
  • msg #256

Re: Inspiration

I love that same sheet and has modified it for my own SW games' use. Basically edited the Skills section as it seems oddly disarranged.
Strickland5
player, 71 posts
Tue 9 Feb 2010
at 11:36
  • msg #257

Re: Inspiration

In reply to dm_punks (msg #256):
I think the skills line up under the associated attribute
dm_punks
player, 16 posts
GM/Mystaran Misadventures
Wed 10 Feb 2010
at 03:48
  • msg #258

Re: Inspiration

Strickland5:
In reply to dm_punks (msg #256):
I think the skills line up under the associated attribute

Ack! Indeed they do! *facepalms*

Thanks! People should tell me these things! XD
shadrack
player, 13 posts
Mon 8 Mar 2010
at 05:14
  • msg #259

Re: Inspiration

Has anyone looked through "Realms of Cthulhu"?

I'm thinking if picking it up before RPGNOW's DM day sale ends.
Strickland5
player, 77 posts
Tue 23 Mar 2010
at 18:46
  • msg #260

Re: Q

What's the "perfect" game length for a play by post? Do people want a full blown campaign or would a single module be preferred?

Example my Deadlands game ran here for 2 years. I finished what I'd consider 4-5 good nights worth of gaming (4-6 hour sessions), during which time I cycled through 7-10 players. I've played in game that ended after a single combat, compared to  others that ran 2-3 players for a year with almost daily posts by all involved which kept the game moving quickly.
ralftschu
player, 14 posts
Wed 24 Mar 2010
at 08:12
  • msg #261

Re: Q

In my experience the perfect length is one "normal" adventure, in real gaming maybe 2-3 sessions. Here on rpol it needs maybe one year.
A real campaign (for example Evernight) is nearly impossible, or you need very good and interested player.

Its maybe possible if you reduce it to the combats and dont really roleplay-like in the Slipstream game some us played (you too?). We played there really quick, but it somewhat lacked in flair. :-)

But I take part only in your dark fanatsy-game, a Necropolis game that I GM al half year of gaming and the Slipstream game mentioned above.

Im sure there exist campaigns that go for years. :-)


Because of this I think a good adventure should be somehwat selfcontained but have enough hints on followups so its maybe possible to start the next adventure, but the GM doesnt need to prepare two adventure ahead like I sometimes do in normal gaming.
I get the feeling that I need only a few notes (and some ideas saved in my head)because I have enough time to invent the fluff while plaing/writing and have all notes online saved.
Strickland5
player, 78 posts
Wed 24 Mar 2010
at 14:05
  • msg #262

Re: Q

In reply to ralftschu (msg #261):

I was Blood Claw in SlipStream and was Theron in Necropolis.

I'm just curious as to peoples thoughts on this topic as I've seen some game last a LONG time while other fizzle quickly.
GreenTongue
player, 29 posts
Wed 24 Mar 2010
at 17:17
  • msg #263

Re: Q

"others that ran 2-3 players for a year"
Is this the "magic number" of players? While it doesn't ensure a long running game does increasing it, reduce the probability?
=
overkill
player, 2 posts
Wed 24 Mar 2010
at 17:41
  • msg #264

Re: Q

It does seem to be easier to keep a small number of players engaged. Probably because they are more likely to feel that their personal actions are shaping the story. Plus you end up spending less time waiting for reactions from everyone. I think my next games will be either a solo affair or at most four players from now on (preferably 2-3).
Strickland5
player, 80 posts
Wed 24 Mar 2010
at 20:26
  • msg #265

Re: Q

In reply to GreenTongue (msg #263):

I don't think there's a MAGIC number. While having more characters is nice, it seems that having a few faithful is even better as you start with 6+ players and "plan" on losing most of them and will require time to recruit replacements.
rabideldar
player, 36 posts
Savage World Master
Sat 17 Apr 2010
at 15:44
  • msg #266

Re: Q

It is dead around rpol lately. I remember playing back in 2007 and it was booming. Now it seems like most people hardly get on once per day if at all. I have been monitoring about five games and hardly any have had any story moving posts within the past week other than small one or two sentence lines from the players.

Is rpol dying a slow death?
GreenTongue
player, 31 posts
Sat 17 Apr 2010
at 17:46
  • msg #267

Re: Q

It is cyclic.
A lot of Spring Break followed by a lot of studying for finals.
Next will be Summer Doldrums.
=
shadrack
player, 16 posts
Wed 21 Apr 2010
at 15:00
  • msg #268

Deadlands Reloaded

Hey there, who's excited about the 2nd edition of deadlands coming out at GenCon. That's right, me!

I'm honestly not even bummed by it being split into 2 books. The Shaman preview from the pinnacle website sounds good to me. I think it makes Shamans a lot more playable. http://www.peginc.com/Download...ds/ShamanPreview.pdf.

Anyway, just seeing if anyone else thought it looked neat, or were bummed about the price or didn't want 2 books.
overkill
player, 3 posts
Wed 21 Apr 2010
at 17:23
  • msg #269

Re: Deadlands Reloaded

I never actually got a physical copy of the reloaded book so I'm looking forward to picking these up. I have the reloaded pdf but I just like the feel of paper in my hands so much better. Now they just need to do Hell On Earth reloaded. That was my favorite.
Strickland5
player, 93 posts
Wed 12 May 2010
at 15:02
  • msg #270

Re: Deadlands Reloaded

Was looking through the Fantasy Companion and came up with an interesting combination

AB Miracles + Adept + Damage Field (new power)
Emiricol
player, 24 posts
Sat 29 May 2010
at 06:22
  • msg #271

Re: Deadlands Reloaded

I know this is a bit off topic but I have a game that is basically a god game, creating a setting that I'm going to turn into a fantasy campaign world. I think my fellow Savages are a bright, creative lot and anyone from this forum will have a priority in getting accepted, if interested.

link to another game
OggyBenDoggy
GM, 243 posts
Mon 21 Jun 2010
at 21:40
  • msg #272

Re: Deadlands Reloaded

To anyone in one of my games, or in whose game I was playing, I appologize.  I lost my job a few months back and have been scrambling to find a new job, and finally have some breathing room to get back to rpol.

while I'm on the topic, is there anyone here who has the bandwidth to co-GM this discussion group in case I'm unavailable again?  It basicaly means adding topics and new users, there's not a lot of overhead
rabideldar
player, 43 posts
Savage World Master
Tue 22 Jun 2010
at 01:16
  • msg #273

Re: Deadlands Reloaded

I could help. I am on pretty often.
Cripple X
player, 1 post
Tue 22 Jun 2010
at 01:19
  • msg #274

Re: Deadlands Reloaded

I check RPOL at least once a day usually. I wouldn't mind helping out either if you need it.
shadrack
player, 22 posts
Tue 22 Jun 2010
at 15:06
  • msg #275

Re: Deadlands Reloaded

yup, I'm with those two. If you need help, I'm around a lot.

Congrats on the new job. I'm very happy to see you back on and posting. (Yes, that could be based from pure selfishness, but it is an honest sentiment nonetheless).  :)
This message was last edited by the GM at 18:11, Wed 23 June 2010.
OggyBenDoggy
GM, 244 posts
Wed 23 Jun 2010
at 18:00
  • msg #276

Re: Deadlands Reloaded

I have made the three of you GMs.  THanks for lending a hand.
Strickland5
player, 97 posts
Wed 23 Jun 2010
at 18:05
  • msg #277

Re: Deadlands Reloaded

Good luck new GM types!
Cripple X
GM, 4 posts
Wed 23 Jun 2010
at 19:18
  • msg #278

Re: Deadlands Reloaded

Thanks! I'll do my best. ;)
rabideldar
GM, 44 posts
Savage World Master
Wed 23 Jun 2010
at 23:42
  • msg #279

Re: Deadlands Reloaded

Cool good to hear we can keep this going.
shadrack
GM, 23 posts
Wed 7 Jul 2010
at 16:35
  • msg #280

Handling combat

Hey all,

I've seen this concept bandied about a bit, and I'm possibly going to give it a try in my next combat. (my thanks to rabideldar, I believe he was the one I saw proposing this first - credit where credit is due.)

I recently bought the Dresden Files RPG books (that's a lie, I recently had time to read my books, I am really hoping the hard copies show up before I leave on vacation). It uses the FATE system, and here's the concept I'm going to try out.

but first, some general comments
1) I enjoy tactical combat
2) I don't mind the text maps, or even the photobucket image maps
3) they get hard to keep track of, and mistakes are commonplace

FATE uses 'zones'. For example. Let's say your characters are involved in a gunfight in a typical (1-story) borders or Barnes & Noble or the like. Instead of blocking off 5' by 5' squares, you segment off 'zones'. Such as.

Big box book store

  
 Music / DVD's
  
Kids-------------------------------
  
 BargainStacks
  
--------------------------------------
  
CheckoutMagazines / Cafe
  
----------------------------------------

I'm making maybe a complicated example, but I just want to discuss a bit.

So, moving from 1 area to an adjacent area (say bargain => Stacks) is a move, going to a second area requires running (say kids => cafe)

If you're in the same zone, it's assumed that you can close to melee range. an adjacent zone/same zone is short range, 2 zones away is medium (this could/should be adjusted for out of doors or long-range situations, you can just make the zones bigger and require a bigger move expenditure to travel zone to zone.

That way, when you have the layout (as above) you can just assign folks like this:

Kids
 - Damien
 - Ms. Reed

Cafe
 - Hwonk
 - Perry

Music
 - Snorri

Checkout
 - (6) Nazi's P:6 T:5

so 6 Naxi's enter the store and our heroes are scattered about and thus begins our fight.

What do you guys think?

FATE also allows you to put 'aspects' onto the zones, such as: if the Nazi's have a flamethrower (they burned books, right?) perhaps the Bargain books get the 'on fire' aspect which could provide cover from smoke, you could maybe throw a Nazi onto one of the stacks of burning books, thus setting him 'on fire' (extra d6 anyone?)

I'll probably leave the 'aspects' out, at least for the first one, but I think this might be an easier way to handle some combats. Any thoughts? anyone forsee any obvious problems that I haven't thought of yet?
OggyBenDoggy
GM, 245 posts
Wed 7 Jul 2010
at 17:04
  • msg #281

Re: Handling combat

A few issues would have to be resovled:

1 - templates - how many people in a zone will be hit by a SMT, MBT, LBT, or the cone?
2 - Gang up - is everyone in melee with everyone?
3 - sweep - is everyone adjacent to everyone?

1 - could do a die roll (d4 for smt, d6 for MBT) or rule at the time; zones won't always be the same size physically
2 and 3, you could always list who is in melee with whom

Kids
 - Damien
 - Ms. Reed
(not next to each other)

Cafe
 - Hwonk
 - Perry
adjacent (snogging, -2 on notice checks)

Music
 - Snorri

Checkout
 - (6) Nazi's P:6 T:5 (two groups of 3)
Cripple X
GM, 5 posts
Wed 7 Jul 2010
at 17:04
  • msg #282

Re: Handling combat

As we talked about in rabideldar's game, I love the idea. You'd just need to find a way to standardize edges/hindrances that modify pace and/or the running die.
rabideldar
GM, 45 posts
Savage World Master
Thu 8 Jul 2010
at 00:45
  • msg #283

Re: Handling combat

What really got me interested was what was said in the podcast eps of Sharkbone. Not only does this system scale well with areas it can also work vertically.

Take for instance the example of three cave men gathered around a dinosaur. Now they are all in Zone 1: The Feet. One of the cave men decides to climb on the dinosaurs back which requires an athletics/jumping/etc roll to reach the next zone. Should they succeed they would be in Zone 2: The back. Then they could obviously move to Zone 3: Head/Neck but that might require a strength roll to holdon to the Dinosaurs scales.

At the bottom of the fight a caveman throws a rock. Rocks can only travel same zone so the rock pelts the beasts legs while another shoots a bow which can travel 2 zones so obviously he could hit the head.

This is a very crude example of how zones work however I think the fact that they can go both vertical and horizontal makes combat much more dynamic. It also allows for more creative action. Just my two cents.

Credit: http://sharkbone.libsyn.com/
This message was last edited by the GM at 02:48, Thu 08 July 2010.
shadrack
GM, 24 posts
Thu 8 Jul 2010
at 02:05
  • msg #284

Re: Handling combat

Yeah, I think it's a neat idea. To be honest, I really like the idea of different zones and their aspects. 'on fire' in my example. Another good one for the bookstore would be 'tall shelves' so everyone in that zone has heavy cover from outside that zone. (if they remember to tell me, the GM, that they are trying to use the 'tall shelves' for cover, otherwise, they stand in the isles.)

Oggy, you make good points about the template interactions.  I'll have to think about that some. My first thought is to attempt to make zones roughly MBT or LBT size from the jump, so you could cover a zone depending on what your powers effect was.

Also the 'are you automatically in melee' question. This one, I'm leaning toward saying, it takes a move inside the zone to actually get to melee. So you could rush up right next to them from an adjacent zone, but would take a MAP to attack. Whereas if you start in the same zone, you can move into melee and attack w/out a MAP. Then we'd just need to keep track of groups w/in the zones. Probably limited to one 'in melee' group and the 'aside' group.

example:
**Children's section
 melee
 - Damien
 - 2 Nazi's

 aside
 - Ms. Reed



So, Damien is in melee with 2 of the Nazi's and Ms Reed is not. Perhaps she's hiding behind a Red Pyramid display or something. Another thing I like is the lack of defined places/exact position which kind of reflects the fluid nature of a free ranging combat. The 2 nazi's and Damien are tussling around, and Ms. Reed is just moving away from them, all still in the kiddy section, but just roaming throughout the area. Perhaps one Nazi comes stumbling back toward her and she dashes away to the corner, their becomes a lot more... freedom to author the scene as you see it. (could just be a mental block on my part, but that's one of the things I'm thinking of). Typically you probably wouldn't just stand still and slug it out, you'd be ducking and trying to get some angles going so the 2 nazi's have a bit harder of a time getting to you at once. (They still will, and still get the gang up bonus, but the mental image seems better to me.)


I'm going to need to ponder the interactions a bit more... oh, and the cone template... that needs some thought too. hmmm... If there was a dragon that was about to breathe fire on a group of annoying hero types um... orcs, yeah orcs... how many could he get?
ralftschu
player, 18 posts
Thu 8 Jul 2010
at 07:19
  • msg #285

Re: Handling combat

shadrack:
Also the 'are you automatically in melee' question. This one, I'm leaning toward saying, it takes a move inside the zone to actually get to melee. So you could rush up right next to them from an adjacent zone, but would take a MAP to attack. Whereas if you start in the same zone, you can move into melee and attack w/out a MAP.


And Fleet-footed characters or Monsters with a higher speed then 6 could change position inside a zone without this MAP. So, in your example a Guard dog that escort the nazis could attack Ms. Reed without a MAP.

This zonemodel sounds really good for online gaming.

I remember reading about playing without miniatures and ways to handel templates on the Pinnacle forum. Something like 1d4 targets for a SBT, 1d6+1 targets for a MBT and 2d6 for a LBT but of course you couldnt hit more targets then there are in a zone.
shadrack
GM, 25 posts
Thu 8 Jul 2010
at 15:09
  • msg #286

Re: Handling combat

I like that thought for the fleet-footed and higher move rate mobs/pc's.

I also don't think that is a bad idea for templates use. But I would probably give situational modifiers, or at least minimums for the templates (depending on situation, etc. possibly even based on the player's narration...).  I am going to ponder that a bit more.

I was also thinking this is very similar to the chase rules. You could think of the intervening range increments as intervening zones. Just a flyaway thought I had.
OggyBenDoggy
GM, 246 posts
Mon 12 Jul 2010
at 20:37
  • msg #287

Re: Handling combat

this looked pretty cool.
http://planet-thirteen.com/Dungeon.aspx

It's a "game" where usnig dice and tables, a dungeon evolves.  So it's somewhat logical, has a history, backstory, etc.  There is a free version
OggyBenDoggy
GM, 248 posts
Thu 29 Jul 2010
at 21:31
  • msg #288

Re: Handling combat

man, all of my games have slowed down a lot
Strickland5
player, 98 posts
Thu 29 Jul 2010
at 21:49
  • msg #289

Re: Handling combat

In reply to OggyBenDoggy (msg #288):

Happens sadly, I'm trying to keep my single game moving... speaking of which...
ralftschu
player, 23 posts
Fri 30 Jul 2010
at 13:06
  • msg #290

Re: Handling combat

sommertime.....it makes the dreaded real life so tempting....
;-)
darksong
player, 7 posts
Fri 20 Aug 2010
at 13:59
  • msg #291

Using the rpol die-roller for drawing cards

Started an advice discussion here concerning using the die-roller for drawing cards if anyone has input:

link to a message in another game
shadrack
GM, 29 posts
Fri 20 Aug 2010
at 19:54
  • msg #292

'Zone' style combat map

I mentioned this above, and have run my first combat with a 'zone' style combat map, as opposed to the standard coordinate grid. I'm going to post a quick summary of how it worked, and open the topic for discussion.

The scene.

Old School Fantasy: the party has entered this cave, and is chatting with Gristle (WC NPC) when orcs rush in the entrance and blather and attack.

Setup:
Cavern Entrance
 - Perry (thief)
 - 5 orc warriors {P:5 T:9(1)}
Storage Area
 - Gristle
Arena
 - Garam (fighter)
 - Lyrial (wizard)
 - Sir Derrick (Paladin)

Notes:
all zones are roughly MBT size.
you can use your move action to move into a different zone. (so you can move into the zone w/ the orcs and then attack, if you want).
If they are in the same zone as you, you are in melee range.

the above is pretty much what I gave them (I trimmed some stuff out that is not necessary for this discussion  (mostly spaces for ease of reading and the empty zones, also initiative)

Round 1: Gristle hefts his axe and moves into 'Arena' (he now becomes the players' extra), Sir Derrick casts Smite, Lyrial casts 3 bolts, Perry does a trick to get away from the orcs unscathed. Garam charges an orc and shakes it. The orcs attack, one-on-one and don't manage to hit anyone.

I told the party: "As I see it, everyone is prety much fighting in pairs and moving around, mostly focusing on the foe right in front of them. However, you are not blind to your surroundings (that could be fatal), and it's not a huge space. If you see that a nearby orc has dropped it's gaurd... A well-timed attack could leave you with one less orc, and won't leave you open to an opportunistic attack from your dance partner (unless you roll a 1 on your fightin' die - in which case something uncool probably happens)."
leaving open the option of taking a shot at someone else's orc without a huge downside.

Round 2:
Cavern Entrance
 - Garam (fighter)
 - 1 orc warrior {P:5 T:9(1)}

Arena
 - Perry (thief)
 - 1 orc warrior {P:5 T:9(1)}

 - Lyrial (wizard)
 - 1 orc warrior {P:5 T:9(1)}

 - Sir Derrick (Paladin)
 - 1 orc warrior {P:5 T:9(1)}

 - Gristle (fighter)
 - 1 orc warrior {P:5 T:9(1)}

Orcs get a Joker and go first, Lyrial and Garam both get 2 wounds (they each manage to soak 1). Derrick, Garam, and Gristle manage to shake their orcs. Perry taunt's Lyrial's orc into shaken.

Round 3:
Cavern Entrance
 - Garam (fighter)
 - 1 orc warrior {P:5 T:9(1)} - shaken

Arena
 - Perry (thief)
 - 1 orc warrior {P:5 T:9(1)}

 - Lyrial (wizard)
 - 1 orc warrior {P:5 T:9(1)} - shaken

 - Sir Derrick (Paladin)
 - 1 orc warrior {P:5 T:9(1)} - shaken

 - Gristle (fighter)
 - 1 orc warrior {P:5 T:9(1)} - shaken

Perry takes a shot at Lyrial's orc (Lyrial is out of bennies and not in great shape) and drops it. Gristle and Sir Derrick both drop their orcs (fantastic rolls), Lyrial unshakes, and Garam kills his Orc. The only remaining orc, can't hit the little thief even with a benny, and is eliminated in the next round.

Because this post got a little longer than I intended, I'll post my impressions later.
darksong
player, 9 posts
Sat 21 Aug 2010
at 10:19
  • msg #293

Re: 'Zone' style combat map

Using zones for online play sounds really good.

The latest WarHammer Fantasy (WFRP3) attempts to abstract distance in encounters also.  The idea (it's been a while so forgive me if I'm mistaken) is similar in that you'd place on the table various markers.

The markers could represent anything:  you the character, a location (like a carriage stuck in the mud), and the enemy.  Between these markers would be location chits.  1 for short, 2 for medium, 3 for long or something like that.

This works nicely for (outdoor for example) encounters where each "location" might be fluid and not easily tracked via zones.

Anyways, it might be fun to try to work out something like this for online play.  Some of the obstacles would be the same ones as zoning present:  how to translate pace, how to handle movement edges, etc.
darksong
player, 10 posts
Sat 21 Aug 2010
at 10:34
  • msg #294

Abstract location style combat notation

Notation:
Using ">" to measure distance might work.

e.g.
Azrael >> Balthazar > Clumsy Smurf >>>> Dreamy

That works ok in a hallway, haha;  but how to denote in a 3d context.  i.e. North South East West Up Down.

The Up/Down piece of this might be especially important for a game like RunePunk where not only are there flying participants, the setting itself stresses a very large city that stretches not only out but up.  This would be a pertinent discussion for a zone map as well.
GreenTongue
player, 34 posts
Sat 21 Aug 2010
at 13:10
  • msg #295

Re: Abstract location style combat notation

UP ^^^ and vvv down?
=
Cripple X
GM, 9 posts
Sun 22 Aug 2010
at 19:27
  • msg #296

Re: 'Zone' style combat map

In reply to shadrack (msg #292):

As somebody who plays in and runs multiple Savage Worlds games here on RPOL, I have to say that was the smoothest combat I think I've seen on RPOL. I thought it went amazingly well.
Strickland5
player, 103 posts
Sun 22 Aug 2010
at 19:35
  • msg #297

Re: 'Zone' style combat map

To me smooth combat means people posting quickly, but the zonal map was very nice for keeping things simple. I know all too well the annoyances of graphical maps and having to update them between rounds... heck my photobucket has rounds upon rounds of combat maps there.
Cripple X
GM, 10 posts
Sun 22 Aug 2010
at 21:01
  • msg #298

Re: 'Zone' style combat map

In reply to Strickland5 (msg #297):

Ah, well it wasn't too bad in that aspect of smooth, but I meant smooth in the fact that there wasn't any of the aforementioned annoyance of having to reedit a map whenever anybody had and action.
Emiricol
player, 25 posts
Mon 27 Sep 2010
at 22:46
  • msg #299

Re: 'Zone' style combat map

If anyone has time to post all this at Savagepedia it really should be there.  Between this and the house rules there for mini-less combat, could be a killer app for Savage Worlds online gaming.
shadrack
GM, 34 posts
Tue 28 Sep 2010
at 13:31
  • msg #300

Re: 'Zone' style combat map

Okay, forgot about this for awhile, but here are my impressions.

(I've run 2 combats with 'zones' now)

First, I have to say that I am very lucky to have the players that I do.  They are all involved, and keep things going quickly in and out of combat.

Now to the 'zone' discussion.

Pros:
1) I found it very easy to keep track of everyone's position and status with this method of record-keeping. (I would just put "shaken w/ 2 wounds" behind someone's name if that was their status at the beginning of the round.)

2) It reduced my stress level because I didn't have to keep the detail needed for most 'tactical' maps.

3) I find even my (admittedly bad) MS paint maps easier on the eyes than the typical:

|---|---|---|---|
    
    
------------
    
------------

4) I felt more free to bring in terrain that might not specifically be shown on the map. For example, in my most recent combat we have two warriors fighting in a large tent. One of them wild attacked and missed, so I had him stagger off-balance into a table. While this was purely flavor, and there had been no previous mention of a table, it seemed reasonable for one to be there.

Items for improvement:
1) I am going to find some way to more effectively mark zones that you can't just stroll across. I think I'll use a double line, or a line with a zig-zag across, or something like that.  (In reply to the earlier mention of 3-dimensional zones, I think that this type of demarcation would be useful here as well. I made a ship map for example's sake. You could have zone boundaries that require a successful climbing check to cross, or swimming, etc.


2) Now that I feel this is going well, I am going to introduce a wrinkle or two for my players in the future. I will likely have a zone that is filled with difficult terrain, so it may take 2 move actions to cross. I may say that a zone is 'cluttered' meaning there's all sorts of crap in there, that they (or my guys) may use in the fight. I will call these zone features, or something like that. If there is a campfire in the middle of a zone, they shouldn't be surprised if an orc tries to bull rush them into the fire, etc.

3) Another addition is that I want the players (you know who you are, and you'll hear this in OOC as well), to be comfortable 'adding' features. For example, if you're in a bar fight - of course you can pick up a chair and try to brain someone with it, of course you can flip the table and get behind it. Take the area you're in and go for it. If it's a bit out of line, I might require a benny, if it's way out of line, I may say no, but I'm far more likely to 'yes, and' you, or 'yes, but' you.
Basically, if something could be there, and you want to use it, guess what, it's there, feel free to use it. Describe it, have a ball, cause I am.

Closing thought: I am really liking this method, it does make template use a little difficult, but I think we're working through that well.  I do not think it is well suited to all situations. Hopefully my group will continue, and in that case it's very likely we'll be doing a dungeon delve. I think we will be doing that on a grid (probably anyway, I haven't fully decided yet). Basically, I'm saying that there may be times when going grid is needed, and I don't have a problem with that (in fact, I think it's fun sometimes), but I am enjoying this too.
darksong
player, 12 posts
Tue 28 Sep 2010
at 14:42
  • msg #301

Re: 'Zone' style combat map

I would like to try a zone thing also.  Maybe next encounter.

So do you not care about individual movement rates for characters and NPCs in a zone map then?
shadrack
GM, 35 posts
Tue 28 Sep 2010
at 14:53
  • msg #302

Re: 'Zone' style combat map

No, I just say that you can move from one zone to another as your move action. If you want to close to melee range, in that action then you do. If someone had fleet footed (or a higher pace) I would probably say they can enter a second zone as part of their movement.

I have been intentionally keeping the 'zones' slightly larger than MBT (medium burst template) size, so that's about 6" anyway which is roughly pace for most characters.
dskerr
player, 4 posts
Tue 28 Sep 2010
at 19:57
  • msg #303

Re: 'Zone' style combat map

In reply to shadrack (msg #302):

How would edges like first strike or sweep be handled in the zones system?
shadrack
GM, 36 posts
Tue 28 Sep 2010
at 20:14
  • msg #304

Re: 'Zone' style combat map

first strike is easy, if the opponent is intending to come into melee and has the movement to do it => bang, first strike goes off. Of course, if the intention is just to pass by, then it might call for some GM ruling.

Sweep is a bit of a different situation, this I think is pretty situational, but I have given it some thought. First, if the situation is that there are some... let's say guards, 3 of them, milling about and chatting, I'll probably just say they can all be attacked.
If you're engaged with one, I have been thinking about an agility roll to see how many additional you can get - for example:
agility roll result
1-3: +1
4-7: +2
8-11:+3
(I think you see what I'm doing here)

etc. so at the least you can get one extra, and depending on how deft your footwork/movement is (simulated by the agility roll) you can get more.

Also, if there are multiple opponents clearly focusing on you (getting the 'gang up' bonus) then you can get all of them, even without a roll.

Haven't had to deal with this yet, but those are my thoughts.
OggyBenDoggy
GM, 259 posts
Tue 28 Sep 2010
at 20:47
  • msg #305

Re: 'Zone' style combat map

with first strike, a foe might step next to you, in order to attack your ally, which gives you first strike.  more important for PCs with improved, of course.

the tricky part with sweep is that you hit everyone you are adjacent to, including allies and foes who didn't attack you.  So you can't just use it every round.

obviously, all foes who attack you are adjacent to you.
 there might be one or two more, who happen to be adjacent but focusing on someone else.
and an ally might have shifted to be next to you.  More likely in a crowded area, or someone that doesn't know your fighting style.  I'd be tempted to just roll a fighting check for ally, sucess equals they stayed out of your "danger" zone.  for foes, maybe the same thing?
shadrack
GM, 37 posts
Tue 28 Sep 2010
at 21:25
  • msg #306

Re: 'Zone' style combat map

That's a good way to go about it. I think a lot of different thing could come into play, i'm going to have to ponder this some more. We do have a character with sweep, it just hasn't come up a lot. Usually the fights have been one on one.
shadrack
GM, 38 posts
Sat 9 Oct 2010
at 18:34
  • msg #307

Re: 'Zone' style combat map

I recently became curious about something. How many games are you in, what systems, and how many do you run?

GM - 1 and 1/2 - both SavW (my dark sun game isn't running yet)
Play - SavW - 5
        - 4E - 2. (1 normal and 1 arena)
This message was last edited by the GM at 18:35, Sat 09 Oct 2010.
Strickland5
player, 108 posts
Sat 9 Oct 2010
at 18:55
  • msg #308

Re: Game Count

Currently I'm running a game which will end soon, and it is a Savage Worlds game.

I'm in a single 3.5 game that's crawled to a hault and 14 Savage Worlds games - one of which is your Dark Sun game and another has more or less died.
The Stray
player, 13 posts
Sat 9 Oct 2010
at 19:23
  • msg #309

Re: Game Count

I run one Deadlands Reloaded game, play in a Serenity game, and lurk on about half a dozen other games, mostly Deadlands Classic and Firefly/Serenity games.
dskerr
player, 6 posts
Sat 9 Oct 2010
at 19:31
  • msg #310

Re: Game Count

I'm only playing SavW, 2 games and plan on running 1. We're the same 3 man unit in all those, not many SavW players in portuguese.
Brianna
player, 28 posts
Mon 11 Oct 2010
at 05:34
  • msg #311

Re: Game Count

I'm not currently active in any games on this site, but I have two longstanding games on a similar site, both D&D, one 3.5, the other 2E, also some inactive games there too.
GreenTongue
player, 35 posts
Mon 11 Oct 2010
at 11:44
  • msg #312

Re: Game Count

Sadly, not currently inspired.
=
ralftschu
player, 26 posts
Mon 11 Oct 2010
at 13:45
  • msg #313

Re: Game Count

3 SavW games

weirdwarII
Slipstream
steampunk homebrew

and on D&D 3.5 Freeport game in german language
drf.daniel
player, 1 post
Mon 11 Oct 2010
at 15:53
  • msg #314

Re: Game Count

I'm playing three games and waiting for one to start. (2 are SavW, one is CtL and the other is a PDQ).

dskerr, just for you to know, I'm another portuguese talking player of SavW, quite interested in jogar na nossa própria lingua (playing in our own language).
Strickland5
player, 109 posts
Wed 27 Oct 2010
at 19:47
  • msg #315

Re: Game Count

Just wrapped up the game I was running ... time to plot the next one!
OggyBenDoggy
GM, 263 posts
Wed 27 Oct 2010
at 21:21
  • msg #316

Re: Game Count

what are you thinking of?
Strickland5
player, 110 posts
Wed 27 Oct 2010
at 21:41
  • msg #317

Re: Game Count

In reply to OggyBenDoggy (msg #316):

Right now I'm pondering Iron Dynasty, as it will be what I run for my next table top game.
darksong
player, 15 posts
Thu 28 Oct 2010
at 12:45
  • msg #318

Re: Game Count

Just picked that up myself.  Haven't read it yet; but, looks promising.
Strickland5
player, 111 posts
Thu 11 Nov 2010
at 20:30
  • msg #319

Re: Game Count

Seems to be alot of Hellfrost games popping up... why is that?
Do0m
player, 2 posts
In the heart of Hellfrost
There is only Doom.
Fri 12 Nov 2010
at 01:09
  • msg #320

Re: Game Count

It's pretty cool setting with some rather interesting elements, very well made by one of the bigger names in SW Paul "Wiggy" Wade-Williams. That and I think it has something to do with the fact that the Players Guide came out last year and this year they finally came out with the Gazetteer and the Bestiary.

Personally I think it's the king of the crop as far as Savage Worlds Fantasy goes.

Unfortunately I live in Alaska and most people I've tried to get interested in the setting have said something to the effect "I already live in a cold-as-hell land, I don't want to game in one too." le sigh
Strickland5
player, 112 posts
Fri 12 Nov 2010
at 16:24
  • msg #321

Re: Game Count

I was just looking at it the other day but can't justify $20 for the Players Guide pdf then another $20 for the Bestiary when I can get other settings for less.
rams
player, 3 posts
Fri 12 Nov 2010
at 18:57
  • msg #322

Re: Game Count

Eh, that don't bother me none as long as I feel there's $40 worth of value there.

While I do very much enjoy games that can be played with a single book, it's by no means a deal braker.  DL:R I have quite an investment in with the separate Player's Handbook, Marshal's book, pdfs for both, the Flood, etc.

But one thing I really do appreciate about DL: R is you can run DL:R with SWEX and the single Deadlands book and thats awesome because anything else you buy just sort of "bolts on".  It would nice if Hellfrost were like that too but the developers just went a different way with it.

Really it does work as a single book if you fudge a little bit.
Strickland5
player, 113 posts
Fri 12 Nov 2010
at 19:01
  • msg #323

Re: Game Count

Yeah Triple Aces is putting out dozens of supplements. I don't want to think about the $$$ you'd have to spend picking up the entire product line.

For DLR I bought the corebook and already had SWEX. I doubt I'll get the new pair of books due to my group has already run through DLR so we won't revisit it soon.
rams
player, 4 posts
Fri 12 Nov 2010
at 19:17
  • msg #324

Re: Game Count

There's some games I just love and will slavishly buy lots for.  DL:R is one example.  I just love it so.  Even then I haven't bought it all.  Coffin Rock and The Flood are all I picked up beyond the Player's Handbook and Marshall's Handbook.  I traded the single Deadlands book to one of my players who really liked it but didn't want a big investment in it.  You don't really need it if yo have the separate components.  He pays for my share of the food until the book is paid for :D

I think HF is one I can see myself going in for but not all in.  I'd like the core books but I feel absolutely no need to buy everything.
OggyBenDoggy
GM, 264 posts
Fri 12 Nov 2010
at 20:23
  • msg #325

Re: Game Count

Do0m:
Personally I think it's the king of the crop as far as Savage Worlds Fantasy goes.

I'm only aware of 2 others.  The Evernight setting, which isn't really a full setting.  And Shaintar

thre are some other referenced on peginc.com's licence pages, but I think they are defunct.
Strickland5
player, 114 posts
Fri 12 Nov 2010
at 20:27
  • msg #326

Re: Game Count

In reply to OggyBenDoggy (msg #325):

Sundered Skies is (sort of a) Fantasy setting as well.
OggyBenDoggy
GM, 265 posts
Fri 12 Nov 2010
at 20:29
  • msg #327

Re: Game Count

True.  So is 50F sort of

Hellfrost is basically, post or during apocalytic fantasy.
50F is fantasy + ships.  Shaintar is the closest to a pure fantasy.
Strickland5
player, 115 posts
Fri 12 Nov 2010
at 20:41
  • msg #328

Re: Game Count

Let's see genres

For the games I have run/played/red.

50 Fathoms - Fantasy
Deadlands Reloaded - Alt History/Horror
Evernight -  Fantasy, Apoc
Hellfrost - Fantasy, Apoc
Iron Dynasty - Steampunk, Samurai, Martial Arts
Low Life - umm...
Necessary Evil - Super"hero"
Necropolis - Apoc, Military
Pirates of the Spanish Main - Historical
Realms of Cthulhu - Horror, Modern
Rippers - Historical, Horror
Runepunk - Fantasy, Steampunk
Shaintar - High Fantasy
Slipstream - Sci-Fi Pulp
Solomon Kane - Historical, Horror
Sundered Skies - Fantasy, Steampunk
Tour of Darkness - Historical, Horror, Military
Weird War II  - Historical, Horror, Military
This message was last edited by the player at 20:41, Fri 12 Nov 2010.
Do0m
player, 3 posts
In the heart of Hellfrost
There is only Doom.
Fri 12 Nov 2010
at 23:17
  • msg #329

Re: Game Count

I wouldn't call it apocalyptic fantasy, if anything Sundered Skies is post-apocalyptic fantasy + airships. Hellfrost is rather classic fantasy with a growing overshadowing threat the DM can do with as he pleases. It's intention was to be a sort of 'wintry' fantasy setting so there are some dark elements particularly in the 'cold' and 'undead' veins. Beyond that it's fairly standard fantasy with just a more Germanic and Winter flavor to it. PC's still guard caravans, delve into dungeons, fight orcs, slay undead, deals with political wizards both literal and figurative, it's just done in a world that's fairly low-tech (or more realistic in it's level of technology compared to most fantasy worlds out there) and in a land where warmth is a luxury.

I would say that if you want a book from this product line without actually running a campaign set in the world the Bestiary is, hands down, the book with the best value. Plenty of monsters and archetypes in there, some with a winter focus sure, but the bulk can be slapped into a Deadlands game, or whatever else you like with only a little tweaking. If you like the world and don't care much for the system the Gazetteer was written to be system free. Of course the Players Guide still has the entries about the gods and things like what day to day life on Rassilon is like.

Triple Ace did go a different direction with it, I wouldn't say bad, but different. I think it makes more sense for such a small publishing company (I mean they're small compared to Pinnacle and that's saying something) to sell three separate books rather than one big book merging all three. And they certainly produce high quality books at that. The art is lovely, the books are beautiful to look at and the content is great.

I'm fond of Deadlands as well and hope to acquire the rest of their product lines (well, sans the smaller adventures most likely) and I'm also keen on the Sundered Skies setting which, if I recall correctly, Triple Ace took over or something to that effect. Either way they seem to be going the more traditional route with it providing a few extra products but otherwise allowing you to use one book for everything.

I'm really getting sold on Savage Worlds in general, I mean of all the settings I've seen Hellfrost is the most 'generic' and even then it's 'generic with a hellofa twist' which really appeals to me. I like the system as well but I'm having a hard time selling it to friends and players. Ah well.
OggyBenDoggy
GM, 266 posts
Fri 12 Nov 2010
at 23:21
  • msg #330

Re: Game Count

Oh, I got the impression that it's like the beginning of an ice age, so things are sort of falling apart.
Do0m
player, 4 posts
In the heart of Hellfrost
There is only Doom.
Fri 12 Nov 2010
at 23:59
  • msg #331

Re: Game Count

Sort of.

Basically about 800 years ago the keeper of the dead goes mad and unleashes the souls of many wicked mortals creating the first true undead the world has seen. A foe known as the Liche Priest rises and marches on civilization creating your rather standard 'war against a dark evil that the forces of good must overcome' Only a few years after they finally stamp out the Liche Priests forces (after dealing with him for 300 years) armies of frost giants, orcs, hellfrost dragons and other coldbeasts descend from the north. The war is furious but eventually they're pushed back and with their defeat the Hellfrost rose and came into being. Since then the winters have been growing longer, the sun has grown dim, and its looking like an iceage whatnot is on the horizon. Whether that's true or not is up the the GM and whether the players actively fight against it's advance or try to make the world a little more bearable as an endless winter inevitably approaches.

Still, they have room for potential 'easy' outs so while one could approach it as an 'apocalypse in progress' it's a fairly slow progress. It's taken 500 years for it to get where it is at present and what happens next the people at Triple Ace are leaving to the people who play the game to decide.

So no plot point like in Sundered Skies, though I kind of wish they'd publish one, not as something 'canon' but more as something for the GM's who'd rather run published adventures than make up their own. :P
darksong
player, 16 posts
Thu 18 Nov 2010
at 15:25
  • msg #332

Re: Game Count

Hey Strickland5 did you ever start an Iron Dynasty game?
Strickland5
player, 116 posts
Thu 18 Nov 2010
at 16:29
  • msg #333

Re: Game Count

Not yet, I'm working on some background and story hopefully this weekend
Strickland5
player, 117 posts
Mon 22 Nov 2010
at 20:03
  • msg #334

Re: Game Count

Just had an idea for and thought I'd run it by y'all. I like groups with varied XP amounts... blame it on my home game where people would die/drop characters and start new ones so we ended up with a range of XP over the group.

Here's my quick work up of the chart/table

Random Starting XP Table
 2-5:  0 XP
6-10:  5 XP
   J: 10 XP
   Q: 15 XP
   K: 20 XP
   A: 25XP
  J!: 30XP


Thoughts?
The Stray
player, 14 posts
Mon 22 Nov 2010
at 20:31
  • msg #335

Re: Game Count

I don't know...I tend to prefer games where the players are kept relatively close in relative power level...it's the main reason I disallowed the Veteran O' The Weird West edge in my Reloaded games.

For one thing, it keeps one character who managed to get really lucky from dominating the game.

It also helps wallflower characters keep pace with the more active players.

It's also easier for me to make encounters balanced for the whole group easier, as I don't have to worry that enemies designed to beat one character will wipe the floors with the others.

It also cuts down on player envy (hey, it happens).

A lot of this comes from my D&D background, where a disparity in levels is quickly noticeable. The power curve in Savage Worlds isn't quite as drastic, but still noticeable. And because SW is point based, not class based, characters will diverge wildly based on the builds and the system experience each player has. Those very familiar with the system who get a lucky pull will be able to min-max much more effectively than newbies, for instance.

If I were to adopt a similar system, I'd have the Face cards (J-A) all give 10 xp, and have the Joker give 15. That means everyone would have different advances, but remain within the same rank.
Strickland5
player, 119 posts
Mon 22 Nov 2010
at 20:37
  • msg #336

Re: Game Count

I like it... I'll edit my table for my game. Keep everyone novice but with some room to play.
darksong
player, 17 posts
Thu 9 Dec 2010
at 14:02
  • msg #337

IZ

Hey, is anyone running an Interface Zero game here?
I'm interested in lurking and seeing what it looks like in action.
OggyBenDoggy
GM, 267 posts
Thu 16 Dec 2010
at 23:28
  • msg #338

Re: IZ

I'm curious if the SW community would like to do something different in the new year.  Mostly this site is used to discuss or annouce new games, and sometimes talk about new releases.

Maybe, I don't know, have a shared project to come up with a setting?  Or even something like the Shark Bites city project, come up with a village or something, a resource for anyone to use
darksong
player, 18 posts
Fri 17 Dec 2010
at 03:56
  • msg #339

Re: IZ

That'd be fun.
derfinsterling
player, 27 posts
Fri 17 Dec 2010
at 06:27
  • msg #340

Re: IZ

A setting might be a little far-fetched. If only because too many people might have too many ideas, making it unfocused and muddled.

Why don't we try with something smaller first? A city would be great.
Strickland5
player, 120 posts
Fri 17 Dec 2010
at 12:04
  • msg #341

Re: IZ

A city sounds good to me as well... question is what type of setting should this RPoL city be in.

Fantasy?
Steampunk?
Modern?
Near Future?
Space Opera?
...
etc
etc
etc


Want to start a new thread Obby?
rams
player, 5 posts
Fri 17 Dec 2010
at 14:41
  • msg #342

Re: IZ

Years ago, I tried to develop a superhero game using a fictional city called Four Corners, which would have been a metropolis of about 3 million situated at the eponymous point in the United States.

Wiki leak for people who don't know what "Four Corners" is, possibly because you live on the other side of the globe:

http://en.wikipedia.org/wiki/Four_Corners

I thought the contrast of the bustling city in the middle of its arid, desert environment (but with such beautiful landscapes) was a wonderful contrast, and a great backdrop for battles between beings which could shoot the crap out of each other with lasers and stuff.

It was kind of a weird setting based on an alternate history inspired by 1984 and Watchmen.  I ran it for about 6 months with actual players but I used the Abherrant rules, which were okay, but the players commented that the Abherrant rules were actually too open.  Basically it's sort of like recent comic ideas where supers are registered, but it's just such an invasive terrible society that it's downright un-American.

Mutants & Masterminds might be a workable system for it too, except a big part of it is that I wanted a lighter rule set, and once I saw SWEX, I thought this is perfect because a big part of the setting was that the government/military fights and detects the unregistered/rebellious super beings with Super Science!

Been meaning to do it for a while just don't have time.
Skycast
player, 72 posts
bp1
bp2
Fri 17 Dec 2010
at 20:37
  • msg #343

Re: IZ

I'd be interested in such a creative endeavor, could be fun. I'd like to see a city with it's adjoining rural areas like a duchy, few counties, etc. Would rather not go too high tech...steampunkish with low-level tech would work...alternate history, fantasy, post-apocalyptic...hmmmmmm.
shadrack
GM, 39 posts
Sat 18 Dec 2010
at 05:08
  • msg #344

Re: IZ

I also think a city sounds like a fun collaborative project.

Makes me want to go re-read my Dresden files book on City creation just to get the juices flowing.
Strickland5
player, 121 posts
Sat 18 Dec 2010
at 10:45
  • msg #345

Re: IZ

In reply to shadrack (msg #344):

Ars Magica had pretty nifty rules for coven creation, they were actually my TT groups favorite part of the rules, though Dresden has great stuffs too
Strickland5
player, 122 posts
Thu 23 Dec 2010
at 12:55
  • msg #346

Re: IZ

I blame this on Rams


rams
player, 6 posts
Thu 23 Dec 2010
at 18:20
  • msg #347

Re: IZ

In reply to Strickland5 (msg #346):

Nice!  Simple and invocative.

My idea was actually somewhat crushed when a "real" supers game (NE) came out.
shadrack
GM, 40 posts
Thu 23 Dec 2010
at 23:45
  • msg #348

Re: IZ

I'd be down for a supers game.  Mine seems to have died :(
dm_punks
player, 18 posts
GM/Mystaran Misadventures
Tue 4 Jan 2011
at 17:01
  • msg #349

Bennies

Bennies are supposed to refresh every start of a session, which is a good enough rule when you're not playing by post like we do here on rpol.net. This has been on the back of my mind since I started gaming here.

In the past, I just handwaived it: bennies refresh when a new "chapter" starts. Basically, when I feel that the story has advanced enough. Sometimes, bennies refresh when I feel we've played a "session's worth".

As you can tell, it's all very subjective but serviceable enough. However, since I'm starting a new game, I'm thinking of addressing it with a less-subjective system, if possible.

So, any ideas? How have you handled bennie refresh in your own games?
rams
player, 8 posts
Tue 4 Jan 2011
at 17:03
  • msg #350

Re: Bennies

To be honest, I just pass them out whenever I feel like the PCs need them.
Strickland5
player, 124 posts
Tue 4 Jan 2011
at 17:08
  • msg #351

Re: Bennies

Couple of ideas: Number of posts, ie after 50/100/etc posts in an IC thread refresh. Perhaps whenever you make a new thread refresh 'em. Give out bennies for RP and randomly will also prevent the need to do a complete refresh.
darksong
player, 19 posts
Tue 4 Jan 2011
at 20:55
  • msg #352

Re: Bennies

Haha, based on # of posts and people would start gaming the system.

How about randomly based on the die-roller?  That's one thing I liked out of the 4e system (abstractly handling NPC/monster ability refresh by randomly determining whether it refreshes or not).

Strickland5:
Couple of ideas: Number of posts, ie after 50/100/etc posts in an IC thread refresh. Perhaps whenever you make a new thread refresh 'em. Give out bennies for RP and randomly will also prevent the need to do a complete refresh.

Skycast
player, 74 posts
bp1
bp2
Tue 4 Jan 2011
at 22:42
  • msg #353

Re: Bennies

I'll typically just ballpark how long I think a "session" is to refresh bennies. I've also given them out for various things in online games...great insight, a post that made me laugh, etc.
derfinsterling
player, 28 posts
Mon 10 Jan 2011
at 12:09
  • msg #354

Re: Bennies

darksong:
Haha, based on # of posts and people would start gaming the system.


That depends on the people you're playing with, though.
I've seen online games where such a thing would work very well - and other were it wouldn't.
darksong
player, 24 posts
Fri 4 Feb 2011
at 18:06
  • msg #355

Re: Bennies

Hey anyone here have Interface Zero?
Looking for a review of Zeeks the psionics supplement.
shadrack
GM, 44 posts
Sat 5 Feb 2011
at 04:06
  • msg #356

Re: Bennies

I got the free Beta a while back, but haven't seen the finished version, haven't seen the Zeeks either. I am awful curious though...
OggyBenDoggy
GM, 284 posts
Thu 3 Mar 2011
at 20:03
  • msg #357

Re: Bennies

is it just me or, in general, have things slowed down at rpol?
GreenTongue
player, 37 posts
Fri 4 Mar 2011
at 00:53
  • msg #358

Re: Bennies

Spring Break is in the air.
=
darksong
player, 31 posts
Sun 6 Mar 2011
at 01:42
  • msg #359

Interface Zero Publisher in the house

If anyone's interested in joining the discussion, David Jarvis publisher of Interface Zero, is in the house (of rpol).  He seems like a good guy and very interested in talking with the community to provide and receive feedback.

He stumbled on our game here:  link to another game
shadrack
GM, 45 posts
Mon 7 Mar 2011
at 04:28
  • msg #360

2 games is 2 much :(

Ugh, I have learned something about myself. Right now, I cannot DM 2 rpol games and do either of them justice. So, I have told one of the games that we're done.

Fortunately, I can now give an appropriate amount of attention to the other one. To all of you in my Dark Sun - savaged! game, I apologize again, I really just bit off more than I could chew right now. I have hopes to revive it, but I just couldn't pull it off this go 'round. I'll make my conversion available if anyone wants it.

I know that some of you are in a lot of games, how many are you juggling?

As of now I GM 1, and have characters in 2. That's pretty low, and I will likely try to join another game as a PC.
Strickland5
player, 136 posts
Mon 7 Mar 2011
at 12:14
  • msg #361

Re: 2 games is 2 much :(

I'm running one game ([SavW] Iron Dynasty - Intrigue & Betrayal) and playing in 10 others... though with Oggy pulling out 50F I might have to up that to 11.
darksong
player, 32 posts
Mon 7 Mar 2011
at 14:41
  • msg #362

Re: 2 games is 2 much :(

GM:1
Player:1

But as you said, might have to put a +1 to play in 50F.
Cripple X
GM, 22 posts
Mon 7 Mar 2011
at 18:10
  • msg #363

Re: 2 games is 2 much :(

GM: 4
Player: 6 if 50 Fathoms starts up though one of these six is likely dead since we haven't seen the GM in six weeks and one has a posting rate of about 1/month.

I've learned that GMing in PbP is a lot different than GMing face-to-face. I have to take a much more hands on approach, and there's a lot more emphasis on pushing the narrative since PbP is so slow.

On a side note I hope you join Oggy's 50 Fathoms game. You're a great player.
shadrack
GM, 46 posts
Tue 8 Mar 2011
at 04:45
  • msg #364

On to happier subjects

Okay, I took advantage of GM's day, and bought Space:1889. I haven't gotten all the way through it, but it seems pretty cool. Also I'm on a skyship kick. One thing that seems to be interesting to me is that I'm having a hard time finding any ship-building rules, are there any standards anywhere (for any setting) or is it pretty much just trial-and-error?

Does Slipstream do ship-building? Sundered Skies has some basics and then 'racial' adjustments. Just curious.


Oh yeah, Strickland5 what did you think of running your combat with 'zones'?
ralftschu
player, 27 posts
Tue 8 Mar 2011
at 07:38
  • msg #365

Re: On to happier subjects

The various toolkits have shipbuilding rules.
The SciFi Toolkit, for example, have rules for Spaceships.
The pulp toolkit have rocketships ala Slipstream (and airships and airplanes).
Skycast
player, 84 posts
bp1
bp2
Tue 8 Mar 2011
at 13:15
  • msg #366

Re: On to happier subjects

I've always thought the Disney movie Treasure Planet would make a cool setting to play in.
ralftschu
player, 28 posts
Tue 8 Mar 2011
at 14:42
  • msg #367

Re: On to happier subjects

Do you know the book larklight? Its a similiar setting, only centered on our solarsystem around 1850(?). I loved it.
Cripple X
GM, 23 posts
Mon 14 Mar 2011
at 19:14
  • msg #368

Re: Bennies

OggyBenDoggy:
is it just me or, in general, have things slowed down at rpol?


I don't know. All my games were holding steady for a long while, and I've officially lost three games I played in in the last month and a half with another one sort of in limbo because our GM dissappeared.
shadrack
GM, 48 posts
Fri 18 Mar 2011
at 00:49
  • msg #369

Knowledge skills

Okay, I have been reading through Space 1889: Red Sands, and actually got somewhat excited about knowledge skills.  Typically, I don't get a lot out of them, but I think this is a neat idea to make them more useful.

Knowledge Skills 
In Red Sands, all available Knowledge skills have
two supplementary uses. SavW discussion:
Knowledge Skills 
In Red Sands, all available Knowledge skills have
two supplementary uses. A single Knowledge roll
can be made to reduce penalties for a subsequent
Trait roll, provided the GM rules the skill applicable.

For instance, Knowledge (Medicine) could be
used to reduce penalties to a Healing roll. A success
reduces a penalty by 1, or 2 on a raise.

and another part that's not as interesting to me offhand

I really like the fact that it is just reducing penalties. and it doesn't let you pilot the ship, it just let's you reduce the penalty for flying in a storm or something if you succeed in your knowledge(navigation) roll.

I think thisakes knowledge skills a lot more useful. Especially knowledge(medicine/healing) or something where there are almost always penalties.
shadrack
GM, 49 posts
Fri 18 Mar 2011
at 12:59
  • msg #370

Re: Knowledge skills

oh, and Adamant has apparently dropped all their prices on rpgnow.com to $1.99

Thrilling Tales, MARS, etc...
Strickland5
player, 137 posts
Fri 18 Mar 2011
at 13:00
  • msg #371

Re: Knowledge skills

I have a hard enough time not feeling like I didn't spend points in a skill that I want to raise later ... my 50F character in Obby's game has 9 skills at d4
darksong
player, 36 posts
Fri 18 Mar 2011
at 13:18
  • msg #372

The game system list

Heya -
Why don't we try to get this SavW general Discussion board listed here:
link to a message in another game

I was surprised when several of the SavW players in a game I'm playing in didn't realize this board existed.
Brianna
player, 29 posts
Thu 24 Mar 2011
at 03:24
  • msg #373

Re: The game system list

It would probably be very difficult to get it listed there, or to have it turned into a actual discussion board.  But it can be advertised, as any game can.
darksong
player, 37 posts
Thu 24 Mar 2011
at 18:30
  • msg #374

Re: The game system list

In reply to Brianna (msg #373):

I'm talking about that middle paragraph that lists existing game boards (which this is).
And to get added it seems like just a simple rmail for consideration:

(If you currently GM any such active board, you may contact the moderators using rMail to be considered for addition to this list.)

Couldn't hurt to try.
GreenTongue
player, 38 posts
Sun 27 Mar 2011
at 14:37
  • msg #375

Re: The game system list

Has anyone used Google Shared Spaces for gaming?
=
shadrack
GM, 50 posts
Sun 27 Mar 2011
at 15:55
  • msg #376

Bennies/aspects?

I was pondering on more cut-n-dry ways to give out bennies, and thought about FATE. Here's what i've been kicking around in my noggin.

At character creation, you get a High Concept and a Trouble (feel free to work in edges/hindrances) for example
High Concept: PALADIN of JUSTICE
Trouble: DARK PAST

So, I can use this characters high concept and compel ( reward with a Benny) his interjecting himself into a bar fight, domestic squabble, any number if things that the player may kinda want to avoid, but I want to use as a hook.

Similarly I can bring skeletons out of the closet and give the player a Benny to help deal with it.

Then perhaps, if that works all right, let them choose their own aspects 1 per rank ( starting at seasoned)

Oh, and to incent their use, If they spend a Benny in pursuit/usage of their high concept or trouble the can use it to add a d6 instead of just normal Benny use.

Thoughts?
dskerr
player, 7 posts
Tue 29 Mar 2011
at 10:26
  • msg #377

Re: The game system list

GreenTongue:
Has anyone used Google Shared Spaces for gaming?
=

My group shares a dropbox folder, but not for gaming, just a place to store game related files
OggyBenDoggy
GM, 292 posts
Thu 7 Apr 2011
at 17:59
  • msg #378

Re: The game system list

Game of Thrones starting soon
Strickland5
player, 138 posts
Thu 7 Apr 2011
at 18:11
  • msg #379

Re: Bennies/aspects?

shadrack:
I was pondering on more cut-n-dry ways to give out bennies, and thought about FATE. Here's what i've been kicking around in my noggin.

At character creation, you get a High Concept and a Trouble (feel free to work in edges/hindrances) for example
High Concept: PALADIN of JUSTICE
Trouble: DARK PAST

So, I can use this characters high concept and compel ( reward with a Benny) his interjecting himself into a bar fight, domestic squabble, any number if things that the player may kinda want to avoid, but I want to use as a hook.

Similarly I can bring skeletons out of the closet and give the player a Benny to help deal with it.

Then perhaps, if that works all right, let them choose their own aspects 1 per rank ( starting at seasoned)

Oh, and to incent their use, If they spend a Benny in pursuit/usage of their high concept or trouble the can use it to add a d6 instead of just normal Benny use.

Thoughts?
I thought you were supposed to give out bennies for well played out flaws... or maybe that's just something my group started to do.
shadrack
GM, 51 posts
Sat 9 Apr 2011
at 03:52
  • msg #380

Re: Bennies/aspects?

I agree.

In retrospect what I really want is an understanding of what makes the character tick. That way I can phrase things / set up situations that should get more character investment. And I was looking at this as a way of encouraging the player to provide me with this info, and rewarding them not only for showing faults, but also for exploring/displaying the other interests of your character.
OggyBenDoggy
GM, 298 posts
Mon 18 Apr 2011
at 22:01
  • msg #381

Re: Bennies/aspects?

Strickland5
player, 140 posts
Mon 18 Apr 2011
at 23:22
  • msg #382

Re: Bennies/aspects?

In reply to OggyBenDoggy (msg #381):

Not a bad way to build group of PCs who should know each other
OggyBenDoggy
GM, 299 posts
Mon 18 Apr 2011
at 23:24
  • msg #383

Re: Bennies/aspects?

yeah.  good fora group that wants to do a lot of internal rping.
OggyBenDoggy
GM, 300 posts
Tue 19 Apr 2011
at 22:08
  • msg #384

Re: Bennies/aspects?

for those of you who do combat maps, what do you use to make them?
shadrack
GM, 52 posts
Wed 20 Apr 2011
at 03:42
  • msg #385

Re: Bennies/aspects?

Excel, maptools, GIMP
Strickland5
player, 141 posts
Wed 20 Apr 2011
at 11:32
  • msg #386

Re: Bennies/aspects?

What shadrack said
darksong
player, 39 posts
Thu 21 Apr 2011
at 16:28
  • msg #387

Re: The game system list

OggyBenDoggy:
Game of Thrones starting soon


I'm only a couple pages into book 2 (A Clash of Kings) and I think I might hold off on watching the HBO thing until a couple more books in.  I have an idea in my head of what everyone and everything looks like and don't wanna spoil it!

I suppose that holds true for any book/movie.
darksong
player, 41 posts
Thu 21 Apr 2011
at 19:18
  • msg #388

Re: Bennies/aspects?

OggyBenDoggy:
for those of you who do combat maps, what do you use to make them?


Check out this guy.  I think he mentioned it's Illustrator.
link to a message in another game
shadrack
GM, 54 posts
Thu 21 Apr 2011
at 20:46
  • msg #389

Re: Bennies/aspects?

Looks slick, I just can't justify the benji's.  Very slick though.
shadrack
GM, 55 posts
Fri 29 Apr 2011
at 01:10
  • msg #390

Wealth as a skill?

Interesting blog from Sean Preston

http://realityblurs.com/wordpress/?p=2868

the short version:
proposed houserule, wealth is a skill.

takes 2 skill points to advance, may be used unskilled @ d4-2, does not ace or get a wild die

modify these edges:
Rich (prereq, wealth d6+) - you get a wild die on wealth rolls
Filthy Rich (prereq, rich & wealth d8+) - dice may ace

then you break items down to:
free - no roll
cheap - +2 to roll (lunch, etc)
reasonable - even roll
expensive - -2 to roll (pay cash for a car, charter a jet)
very expensive - -4 to roll.  (buy a hotel, trick out your secret lair)

he elaborates on the reasoning more in the blog.

I could see a system like this working pretty well.  You could reflect temporary flushes of cash with, "for your next two wealth rolls you get a wild die, or your skill is bumped by a die type"

You could also say that if you have a real job, like town guard, that profession comes along with a d4 of wealth...  Seems workable. Plus then you wouldn't have to log every cp. which I like.
OggyBenDoggy
GM, 306 posts
Fri 29 Apr 2011
at 15:56
  • msg #391

Re: Wealth as a skill?

the idea behind no aceing is to stop a random person from buying an aircraft carrier.

personally, I'd do it like HEavy Armnor.  Certain things you have to be Rich, or even Filthy Rich to buy
darksong
player, 43 posts
Fri 29 Apr 2011
at 16:51
  • msg #392

Re: Wealth as a skill?

I love abstract wealth for modern or future games.  There are so many factors that it handles: credit, salary, etc.

For fantasy... there's just something cool about walking around with a pouch full of gold pieces.  Maybe it's a nostalgia thing.
Strickland5
player, 147 posts
Wed 4 May 2011
at 14:25
  • msg #393

Re: Wealth as a skill?

Just not sure if adding a skill is a great/good idea. I have a hard enough time with only 15 skill points to start with.

What style of game would this be best for? Also I've used the need for funds to have PCs do things, start story arcs with a "You've got no money so..."
This message was last edited by the player at 14:26, Wed 04 May 2011.
OggyBenDoggy
GM, 308 posts
Wed 4 May 2011
at 14:37
  • msg #394

Re: Wealth as a skill?

I don't think I'd do it as a skill.  I do it like Cha or Parry, a derived attribute.  maybe starting at d6.  becomes d4 if you are poor, d8 for rich, d10 for very rich.

if it's a skill, it might be ok, as long as other skills are removed.  for example, in a non-horror game guts is replaced by spirit.  that saves a few skill points.
shadrack
GM, 56 posts
Thu 19 May 2011
at 04:36
  • msg #395

Re: Wealth as a skill?

In a similar vein.

has anyone read Zeeks?  it has an alternate arcane background methodology that doesn't use power points, rather it inflicts fatigue on a fail, or even a success, if you push yourself too hard.

I don't want to spoil it, but it appeals to me.
Cripple X
GM, 30 posts
Thu 19 May 2011
at 04:48
  • msg #396

Re: Wealth as a skill?

Yea, I have. Honestly, I like the gaining of fatigue, but I thought they got way to fiddly with it in terms of the TN being a function of the power point cost of the power. I think that they should have done something like Deadlands Blessed rules or Hellfrost's PPless system where you just take a penalty on your roll based on the power's Rank.
darksong
player, 46 posts
Thu 19 May 2011
at 12:42
  • msg #397

Re: zeeks pp

Fiddly is probably ok for online play (e.g. rpol).  Around the table, I might agree with you it's a little less FFF than it needs to be.

But I guess we'll find out when shadrack airs out a zeek here!  Looking forward to it.
This message was last edited by the player at 12:43, Thu 19 May 2011.
darksong
player, 47 posts
Thu 19 May 2011
at 13:25
  • msg #398

Re: Wealth as a skill?

As a side note, the TN is still 4 no matter what, to get the power to actually work.
It's just the threshold for gaining fatigue that's mildly fiddly.

Cripple X:
Yea, I have. Honestly, I like the gaining of fatigue, but I thought they got way to fiddly with it in terms of the TN being a function of the power point cost of the power. I think that they should have done something like Deadlands Blessed rules or Hellfrost's PPless system where you just take a penalty on your roll based on the power's Rank.

Cripple X
GM, 31 posts
Thu 19 May 2011
at 14:25
  • msg #399

Re: Wealth as a skill?

Quite right. I knew it was something like that. Been a little while since I read Zeeks.
shadrack
GM, 57 posts
Thu 19 May 2011
at 23:05
  • msg #400

Re: Wealth as a skill?

I think once you get used to it, there shouldn't be a problem.   To be honest, I don't think it was presented all that clearly.  The example from the book is pretty good, but the chart is confusing.

in order to succeed: hit your target number (usually 4) taking any modifiers into account (fatigue, wounds).
in order to not gain fatigue: have a margin of success greater than or equal to your power minus the cost of the 'power'

see, that's all it needed to be.

I think a different name other than power would've been good: psi-level, vim, impetus, potency, acumen. something.


Now I just need to build a PC.... hm... peek, tweek or freek?  Probably a tweek.
OggyBenDoggy
GM, 312 posts
Fri 10 Jun 2011
at 22:53
  • msg #401

Re: Wealth as a skill?

Dungeon Crawl classics has an interesting way to start a campaign

http://www.goodman-games.com/DCCRPGbeta.html

you roll of several 0 level chumps, with utterly random (3d6) attributres, randome backgrounds and gear.  Then you do an adventure, most of them die, and you end up with 1 pc.

the idea is to balance by luck, odds are you'll roll a bad PC, an average, and a good one, and that survives you play.  And, let's face it, novice adventurers should die in droves.
darksong
player, 50 posts
Wed 15 Jun 2011
at 13:44
  • msg #402

Re: Wealth as a skill?

In reply to OggyBenDoggy (msg #401):

Haha, "Adventure as 1974 intended you to..."

Awesome.
shadrack
GM, 59 posts
Sat 25 Jun 2011
at 16:20
  • msg #403

SavW Deluxe!

Savage Worlds Deluxe preorders open today.  Who's in?

(raises hand) "me"
OggyBenDoggy
GM, 313 posts
Mon 27 Jun 2011
at 18:02
  • msg #404

Re: SavW Deluxe!

Hard Magic by Larry Correia.

anyone else read it?  Would make a heck of a game

http://www.amazon.com/Hard-Mag...309197760&sr=1-1
shadrack
GM, 60 posts
Mon 27 Jun 2011
at 22:34
  • msg #405

Re: SavW Deluxe!

I've been tempted, I just finished his Monster Hunter International books, which also seem like excellent game fodder.
OggyBenDoggy
GM, 314 posts
Mon 27 Jun 2011
at 23:21
  • msg #406

Re: SavW Deluxe!

yup, I'm looking forward to the 3rd MHI as well

Hard Magic, I'm not quite done with, but I'm liking it a lot
OggyBenDoggy
GM, 315 posts
Fri 1 Jul 2011
at 17:51
  • msg #407

Re: SavW Deluxe!

Scairy tales has been released for free

http://www.peginc.com/forum/vi...=32423&highlight=
GreenTongue
player, 39 posts
Sat 2 Jul 2011
at 00:16
  • msg #408

Re: SavW Deluxe!

Even "As Is" is still a nice resource.
=
rabideldar
GM, 50 posts
Savage World Master
Sun 3 Jul 2011
at 20:51
  • msg #409

Anyone alive

So is anyone playing anything these days? Seems like savage world stuff is pretty limited?
OggyBenDoggy
GM, 316 posts
Mon 4 Jul 2011
at 00:04
  • msg #410

Re: Anyone alive

I'm running 50F, and playing in 2 fantasy games
Strickland5
player, 151 posts
Mon 4 Jul 2011
at 01:36
  • msg #411

Re: Anyone alive

In reply to rabideldar (msg #409):

I'm running an Iron Dynasty game and am playing in perhaps a dozen Savage Worlds games right now.
rabideldar
GM, 51 posts
Savage World Master
Mon 4 Jul 2011
at 01:49
  • msg #412

Re: Anyone alive

Cool! Links? I am interested in follow some of these.

Thinking about starting a Day after Ragnarok.
Strickland5
player, 152 posts
Mon 4 Jul 2011
at 01:51
  • msg #413

Re: Anyone alive

In reply to rabideldar (msg #412):

My description has a list of all the games I'm in.
OggyBenDoggy
GM, 317 posts
Mon 4 Jul 2011
at 04:11
  • msg #414

Re: Anyone alive

DaR does look interesting
rabideldar
GM, 52 posts
Savage World Master
Mon 4 Jul 2011
at 04:57
  • msg #415

Re: Anyone alive

Yes, do to the setting information I find it has everything I need to run a pretty decent game. The settings allows to everything from magic to steampunk technology. I am going to work on a story and post the link when I get a chance.
rabideldar
GM, 53 posts
Savage World Master
Mon 4 Jul 2011
at 14:13
  • msg #416

Re: Anyone alive

darksong
player, 51 posts
Tue 5 Jul 2011
at 23:12
  • msg #417

Deluxe?

Has anyone picked up Savage Worlds Deluxe?
Care to give a review?
OggyBenDoggy
GM, 319 posts
Wed 6 Jul 2011
at 00:06
  • msg #418

Re: Deluxe?

I did, the pdf.  lots of good info on the boards, there are a number of threads in which people are talking about the changes.

I got it partially becuase I had never picked up SWEX, I had the version before, and being 2 verions out of date seemed excessive, and mostly because of the design notes.

IIRC they are going to release a pdf of the changes.
darksong
player, 52 posts
Sun 10 Jul 2011
at 16:26
  • msg #419

Re: Deluxe?

In reply to OggyBenDoggy (msg #418):

I ended up getting the pdf also.  My guess is their free update may be core rule changes only. The deluxe has a bunch of inspirational artwork and some new content.
rabideldar
GM, 57 posts
Savage World Master
Sun 10 Jul 2011
at 21:39
  • msg #420

Re: Deluxe?

Most of it is taking content from other books which is a little disappointing. Gritty rules are from Cthulhu, the magic/power update might be from fantasy/superpower companion. Eh...it's okay.
darksong
player, 53 posts
Tue 12 Jul 2011
at 14:52
  • msg #421

Re: Deluxe?

In reply to rabideldar (msg #420):

I think that's probably a fair assessment as a SWEX owner.  How about the new chase rules.  I haven't gotten to that part yet.
darksong
player, 54 posts
Wed 13 Jul 2011
at 16:45
  • msg #422

Re: Deluxe?

Hey oggy - How's the Dungeon Crawl Classics play-test going?
OggyBenDoggy
GM, 320 posts
Wed 13 Jul 2011
at 16:54
  • msg #423

Re: Deluxe?

pretty good.  We finished the first bit, and are doing up our 1st level characters.
darksong
player, 55 posts
Wed 13 Jul 2011
at 19:26
  • msg #424

Re: DCC

Haha cool.  I really like the funnel idea.  So did everyone lose all but one peasant?
OggyBenDoggy
GM, 321 posts
Wed 13 Jul 2011
at 19:27
  • msg #425

Re: DCC

Not really.  we did it for a while, and I just got kind of bored with it.  Maybe I should have been more brutal, but I wanted to get to the classes sooner.

Oddly, we ended up with a party of one theif, one priest, and 3 warriors.
OggyBenDoggy
GM, 322 posts
Tue 26 Jul 2011
at 23:23
  • msg #426

Re: DCC

The Creative project kind of died, but I had another thought.  Have you guys seen Dawn of Worlds?  it's kind of a colaborative world building game.

We could do one, and then after maybe work up the savage setting.

http://www.clanwebsite.org/gam...ds_game_1_0Final.pdf

thoughts?
GreenTongue
player, 40 posts
Wed 27 Jul 2011
at 23:44
  • msg #427

Re: DCC

Guidelines would need to be established.
Is it to develop in the direction of Hellfrost or Low Life?
=
OggyBenDoggy
GM, 323 posts
Wed 27 Jul 2011
at 23:59
  • msg #428

Re: DCC

I've created the game, by the way.  Two players so far, both neutral.  The other game that's running has a mix of good, neutral, and evil gods

link to another game

Hellfrost would be very doable.  I've not played Low Life, but as I understand it, that would be hard to do, unless the players all decided to steer it that way.

The default idea is to create a fantasy setting, which I guess Low Life is, albeit a weird one.
This message was last edited by the GM at 00:00, Thu 28 July 2011.
darksong
player, 56 posts
Tue 9 Aug 2011
at 12:13
  • msg #429

Re: DCC

On the topic of world building, just wanted to mention that Diaspora (FATE's hard-ish Sci-Fi) appears to have a pretty nicely thought out collaborative world building component.

And actually component might be too soft a word, as it implies optional.  It (and the collaborative character-gen) are parts of the framework of the game.

The creation tables are easily converted for a Fantasy setting and could quickly cover (intended for one live session) everything from economies between kingdoms to level of sorcery.
Strickland5
player, 153 posts
Thu 18 Aug 2011
at 16:36
  • msg #430

Archetypes

Just saw this on Cheyenne's character sheet site - 15 Archetypes for demo play, just fill in the hindrances and go (if you want to play a human that is).

https://docs.google.com/viewer...jViMzVh&hl=en_US
OggyBenDoggy
GM, 324 posts
Thu 18 Aug 2011
at 17:09
  • msg #431

Re: Archetypes

those look like the ones from SWD.  Nice resource for quick games
Strickland5
player, 154 posts
Thu 18 Aug 2011
at 17:19
  • msg #432

Re: Archetypes

In reply to OggyBenDoggy (msg #431):

Don't have SWD yet, but it is on my to get list
shadrack
GM, 61 posts
Tue 23 Aug 2011
at 02:48
  • msg #433

couple things.

Oggy
Finished Hard Magic a while ago, I think you're right. It'd be a really neat setting to game in.  Maybe give all the PCs AB:super powers with 5PPs or something? or roll randomly?  limit the powers to the one's that appear in the book, or to one that the PCs can make a case for.


I also just read the Burton & Swinburne books, I really want to game in that setting too.  If you have walked by these books in the store, do yourself a favor and pick them up (I got them from the library, and I'm tempted to buy them just to support the author with my $'s).  I've been kicking around a game in that timeline, but I was thinking of putting it in America, so I don't have to worry too much about interfering with/getting hazed about the stuff actually going on in the book.


Google+
I've also been reading Zack Sabbath's blog (Vornheim writer) and he is talking about his Google+ gaming.  Honestly, I'm almost tempted enough to buy a copy of Pathfinder or 3.5 and make a PC (not yet though).

If anyone here is interested in getting something going over there, PM me and I'll ship my real name to you.
OggyBenDoggy
GM, 325 posts
Tue 23 Aug 2011
at 17:38
  • msg #434

Re: couple things.

I don't have NE or the SPC, so I'm not sure how to do the powers in Hard Magic, but that does sound abuot right.

In the book there were passives and actives, but that might just be trappings

I'll check out Burton & Swinburne, looks interesting.

what's google+?
Strickland5
player, 155 posts
Tue 23 Aug 2011
at 17:47
  • msg #435

Re: couple things.

Google+ is Google's social networking site
OggyBenDoggy
GM, 326 posts
Tue 23 Aug 2011
at 17:49
  • msg #436

Re: couple things.

ah yes, the invite only one.
shadrack
GM, 62 posts
Wed 24 Aug 2011
at 01:54
  • msg #437

Re: couple things.

oggy - I have about 150 invites I can give out, if you want one, just say the word.
OggyBenDoggy
GM, 327 posts
Wed 24 Aug 2011
at 17:00
  • msg #438

Re: couple things.

I would.

I'm at wogden at gmail
derfinsterling
player, 29 posts
Thu 25 Aug 2011
at 11:00
  • msg #439

Re: couple things.

Sent you an invite, mate. ;-)
shadrack
GM, 63 posts
Thu 25 Aug 2011
at 12:32
  • msg #440

Re: couple things.

ah, he beat me.
OggyBenDoggy
GM, 328 posts
Thu 25 Aug 2011
at 16:32
  • msg #441

Re: couple things.

I wondered why there were 2

Und ein auf Deutsch!  Ich schlage vor, dass es von derfinsterling ist.
derfinsterling
player, 31 posts
Fri 26 Aug 2011
at 12:34
  • msg #442

Re: couple things.

OggyBenDoggy:
I wondered why there were 2

Und ein auf Deutsch!  Ich schlage vor, dass es von derfinsterling ist.

Das ist wohl richtig. ;-)
OggyBenDoggy
GM, 330 posts
Mon 29 Aug 2011
at 18:05
  • msg #443

Re: couple things.

have you guys seen teh Savage Space fan book?  Looks pretty cool, esp the starship rules
darksong
player, 57 posts
Mon 29 Aug 2011
at 18:09
  • msg #444

Re: couple things.

Is this the one?
http://chaosmeister.wordpress....plement-pdf-release/


Cool, will have to check it out.  The cover looks fantastic.
OggyBenDoggy
GM, 331 posts
Mon 29 Aug 2011
at 18:11
  • msg #445

Re: couple things.

yup, that looks like it.

I've only skimmed it so far.
OggyBenDoggy
GM, 332 posts
Tue 13 Sep 2011
at 22:26
  • msg #446

Re: couple things.

Be nice to have a sci fi, or modern type game.  most tend toward fantasy/low tech
darksong
player, 58 posts
Thu 15 Sep 2011
at 16:35
  • msg #447

Re: couple things.

OggyBenDoggy:
Be nice to have a sci fi, or modern type game.  most tend toward fantasy/low tech


Looks like agents of oblivion might be around the corner.
It could help fill in that hole.
OggyBenDoggy
GM, 333 posts
Thu 15 Sep 2011
at 18:23
  • msg #448

Re: couple things.

of course, even that has magic

TPA from apathy games has none, there was a game here but it kind of died.

or an SciFi game, with Psionics maybe, or maybe not.
OggyBenDoggy
GM, 334 posts
Mon 19 Sep 2011
at 18:35
  • msg #449

Re: couple things.

the peg site is apparently down
derfinsterling
player, 32 posts
Wed 21 Sep 2011
at 14:01
  • msg #450

Re: couple things.

OggyBenDoggy:
Be nice to have a sci fi, or modern type game.  most tend toward fantasy/low tech

I might be looking at running a game at rpol again. And I'd be up for a Modern/SciFi game.

I used to run a Cyberpunk game on rondaksportal.com, then moved that over here for a while. Also started a Babylon 5 game once.
I also ran a game of Necropolis, and while I'd be interested in running a war-theme game again, I don't really think that the PbP format supports war games well enough - battles will occur more often, will be more confusing (due to larger groups of enemies) and will be dragged out over months anyway, with no real progress to the story.

I did have an idea for a Leningrad-Based campaign for Weird Wars 2. With it's city-based focus it might serve the format better.

All this rambling basically means: Is there any interest in this?
Strickland5
player, 156 posts
I'm in a few games
Wed 21 Sep 2011
at 14:06
  • msg #451

Re: couple things.

If you're looking to run a war game I'd go with a small unit driven game rather than a mass army style - something along the lines of A-Team or Saving Private Ryan.

You're Necropolis was good or at least I enjoyed it anyways.
derfinsterling
player, 33 posts
Wed 21 Sep 2011
at 14:17
  • msg #452

Re: couple things.

Strickland5:
If you're looking to run a war game I'd go with a small unit driven game rather than a mass army style - something along the lines of A-Team or Saving Private Ryan.

Oh, absolutely, but still - the potential for larger-scale engagements is there. Would need more fudging, I s'pose, splitting the action up into smaller engagements and determine the overall outcome based on that...
Well, I'll wait to see what the interest of the group is. ;-)
ralftschu
player, 30 posts
Wed 21 Sep 2011
at 15:02
  • msg #453

Re: couple things.

Inspired from a thread in the Pinnacle forum I think about a Post Apocalypse sandbox game. I have scribbled down some notes but realized that I dont have players for this game in the next future, as so often. Maybe, if there was enough interrest I could GM it here.

The SCs would be modern/near future soldiers (2020 or so) that wake up... sometime else.
OggyBenDoggy
GM, 335 posts
Wed 21 Sep 2011
at 17:20
  • msg #454

Re: couple things.

I think a war game could flip from squad, to platoon with showdown, to mass combat with teh mass combat rules.

the tricky part with a larger skirmish is having lots of dudes on the map

-----------

sandbox PA start as frozen?  I'm there.
ralftschu
player, 31 posts
Thu 22 Sep 2011
at 08:06
  • msg #455

Re: couple things.

Yes, wake up in a small vault, most other dead. A vakuum seal at the vehicle pool/armory, that make it safe against decay. So they have modern equipment.
The cryo-technic has erased the short term memory, so they can remember something about increasing tensions between USA and the chinese confederation, a few years on a military base in india, maybe even a nuclear strike in Pakistan (or something like that) but not why they are down there.
Maybe the last few 100 years!

Outsides are mutants, ruins, desert, marauders, small survivor villages....
shadrack
GM, 64 posts
Thu 22 Sep 2011
at 12:07
  • msg #456

Re: couple things.

I'd give it a go, sounds interesting.
OggyBenDoggy
GM, 336 posts
Thu 22 Sep 2011
at 16:59
  • msg #457

Re: couple things.

Almost like the Morrow Project
ralftschu
player, 32 posts
Fri 23 Sep 2011
at 07:21
  • msg #458

Re: couple things.

Yes, But I never read the Morrow projekt, but it is in somway a inspiration.
OggyBenDoggy
GM, 337 posts
Fri 23 Sep 2011
at 16:24
  • msg #459

Re: couple things.

I never played it either, just heard about it here and there.



The Warrior, Wanderer, Witch series by Donald McQuinn is a good series about sleepers
GreenTongue
player, 41 posts
Sat 24 Sep 2011
at 14:50
  • msg #460

Inversely Proportional

Can a game with more than 2 players succeed?
From my experience, the more players the sooner the game dies.
To keep it moving, the GM makes plays for the non-responding players, in effect reducing the number of "Players" back to 2.
=
The Stray
player, 18 posts
Sat 24 Sep 2011
at 14:53
  • msg #461

Re: Inversely Proportional

I don't know about that...my Deadlands game has had, at times, 6 or 7 players, and it's still going strong. There have been hiatuses, sure, and there's a strong core of players who keep returning, but it's the commitment of the players and not the number that is the important part.
ralftschu
player, 33 posts
Mon 26 Sep 2011
at 10:52
  • msg #462

Postapocalyptic sleeper

I start a game for the postapocalyptic sleeper.
I think I need some more time to prepare my documents, especially my map and encounter tables, but maybe some of you like to take a look.
Not much to see yet. :-)

link to another game
OggyBenDoggy
GM, 340 posts
Fri 7 Oct 2011
at 19:12
  • msg #463

Re: Postapocalyptic sleeper

It has occured to me that I do'nt give out a lot of bennies.  and in the other SW games I'm in, there's not a lot handed out either.

I wonder if it's because, the RP / fun /etc doesn't come up as well on line?

thoughts?
ralftschu
player, 35 posts
Sun 9 Oct 2011
at 14:47
  • msg #464

Re: Postapocalyptic sleeper

I have problems with this in a normal tablegame myself, so in a slowly rpol game I have even more problems with this.
on the table I ask the players to remind me if there is a bennieworth situation to remind me to give bennies.

But I know that I thight with spending bennies as player on rpol, and most other players, too.
This message was last edited by the player at 14:56, Sun 09 Oct 2011.
Boomcoach
player, 4 posts
Sun 9 Oct 2011
at 14:54
  • msg #465

Re: Postapocalyptic sleeper

I am more likely to dispense bennies if the players are spending them.  I tended to do the same with potions in D&D.  I wasn't handing them out for the players to stockpile like a pharmacy.  If the players used them up, I gave them more.

p.s.  this is in face to face games, I am just starting up my first rpol SW game.
ralftschu
player, 36 posts
Sun 9 Oct 2011
at 14:59
  • msg #466

Bennies on rpol

Thats true.
If most of the players have only one or two after the combat I search for things thta could be rewarded with a bennie. :-)
The Stray
player, 19 posts
Sun 9 Oct 2011
at 19:30
  • msg #467

Re: Bennies on rpol

I tend to hand out bennies every 100-200 in-game posts, as that gives me a regular schedule to review the story and see where the bennie-worthy moments are. Since I'm playing Deadlands: Reloaded, which sorts bennies into three types with increasing effectiveness, it also works out as a way for me to rank the bits I find most interesting/cool/funny/dramatic.

As a result of this, players tend to have a lot of bennies when they go into fights, which means that some crazy, crazy things can happen when they get chip-happy. And because of how the Deadlands chip structure works, I sometimes get to draw new bennies for my Extras and Wild Cards when they pull these awesome stunts and thus have a lot of chips my own self, which leads to some wild back-and-forth combat at times.

I also reset bennies every so often, to encourage bennie spending rather than bennie hoarding, and to make sure hindrances like Bad Luck and edges like Luck mean something. I treat these as session breaks, so I award experience at the same time.
darksong
player, 60 posts
Mon 17 Oct 2011
at 16:22
  • msg #468

Re: Bennies on rpol

Sigh, just got a new job and don't really have time to add another game; but, if someone were to run an Agents of Oblivion game I'd be forced to play.
Pheylorn
player, 7 posts
Thu 20 Oct 2011
at 15:42
  • msg #469

Re: Bennies on rpol

Anyone check out Chronica Feudalis before? It's a great little historical fiction RPG that uses some very similar concepts from Savage Worlds and combines them with Fate. Worth a look and well worth the $10 pdf! Plus it has one of the best character creation systems I've seen to date.

http://chronicafeudalis.com/
Strickland5
player, 157 posts
I'm in a few games
Wed 26 Oct 2011
at 12:19
  • msg #470

Re: Bennies on rpol

So how are everyone's games going? We've got holidays coming (in the US at least) and that's usually when things tend to slow down alittle.
ralftschu
player, 37 posts
Wed 26 Oct 2011
at 13:07
  • msg #471

Re: Bennies on rpol

very slow.... ;-)
most of the times it drive me, as GM, nuts when I see that someone was online but didnt write anything, and I think that all others wait for him. Argh!
I Have my own share of wandering reallife encounters that keep me away from keyboard sometimes. But If he could read mails he could write anything, even a "I hit him, too!"

No, I didnt mean someone specific in some specific game, its more a general rant.
Strickland5
player, 159 posts
I'm in a few games
Wed 9 Nov 2011
at 16:30
  • msg #472

Re: Bennies on rpol

Also so I'm crazy and am debating starting up another game but I'm still in debate as to what. I'm thinking NE as the plot point + adventure gen makes it rather easy to run online.

Anyone got a game they want to try out?
darksong
player, 61 posts
Wed 9 Nov 2011
at 17:57
  • msg #473

holidays coming

In reply to Strickland5 (msg #472):

I've been wanting to try Savage Suzerain.  Since it claims to be all-settings-in-one I suppose your NE itch might even fit within the larger scope of a Suzerain long-term campaign.

If not, I might point my current game in that direction.  It needs a little shaking up in any case.
Strickland5
player, 160 posts
I'm in a few games
Wed 9 Nov 2011
at 18:58
  • msg #474

Re: holidays coming

I'm debating NE cause its just such a good setting/campaign... but would be up for running Solomon Kane, Slip Stream etc
OggyBenDoggy
GM, 341 posts
Wed 9 Nov 2011
at 23:36
  • msg #475

Re: holidays coming

My problem is that there are so many games, I can't afford to buy them all.  so if someone uses a published settings, I don't want to go out and buy it, then have the game die.

OTOH, it's often harder for the GM if a player doesn't have the book.  even ignoring edges and such, the player simply won't have as much info about the setting.

I'd be up for most anything with that caveat.  With particular interest in SciFi game.  Soloman Kane.  Deadlands.  fantasy.

I've toyed with running Savage Keep on the Borderlands
Strickland5
player, 161 posts
I'm in a few games
Thu 10 Nov 2011
at 00:21
  • msg #476

Re: holidays coming

In reply to OggyBenDoggy (msg #475):

How bout Aliens/Bug Hunt?
OggyBenDoggy
GM, 342 posts
Tue 22 Nov 2011
at 00:38
  • msg #477

Re: holidays coming

that could be fun.  a straight up military campaign.

I started an x-com type game once, then realized that I suck at maps, and with mostly guns, you need maps with cover and such.
shady joker
player, 63 posts
Tue 22 Nov 2011
at 01:54
  • msg #478

Re: holidays coming

OI I lost all my savage worlds pdfs when I came to Rhode Island. What is the difference between explorer and delux?
luke_poa
player, 1 post
Tue 22 Nov 2011
at 02:16
  • msg #479

Re: holidays coming

shady joker:
OI I lost all my savage worlds pdfs when I came to Rhode Island. What is the difference between explorer and delux?


What comes to my mind:

a) Incapacitation is different (more lethal) now;

b) Command Edges are more useful (apply to WIld Cards now);

c) more edges;

d) different chase rules.
shadrack
GM, 65 posts
Tue 22 Nov 2011
at 02:48
  • msg #480

Re: holidays coming

You can find most (if not all) of the changes on pinnacle's website.

There was a change to the healing rules as well.
Skycast
player, 85 posts
bp1
bp2
Sat 3 Dec 2011
at 15:26
  • msg #481

War of the Dead

After watching this first half of Walking Dead I have an urge to run this with a handful of players...anyone interested?
Pheylorn
player, 8 posts
Sat 3 Dec 2011
at 16:24
  • msg #482

Re: War of the Dead

Ooooh, that is tempting...Original cast of new characters?
derfinsterling
player, 37 posts
Sat 3 Dec 2011
at 16:34
  • msg #483

Re: War of the Dead

Skycast:
After watching this first half of Walking Dead I have an urge to run this with a handful of players...anyone interested?


I might. Only saw the first season yet. But to be clear: You want to play the plot of the Walking Dead or just a modern zombie apocalpyse game, like Zombie Run?
Strickland5
player, 162 posts
I'm in a few games
Sat 3 Dec 2011
at 17:02
  • msg #484

Re: War of the Dead

Skycast:
After watching this first half of Walking Dead I have an urge to run this with a handful of players...anyone interested?

Yes please! Modern zombies horror is awesome good stuff
OggyBenDoggy
GM, 343 posts
Mon 5 Dec 2011
at 19:23
  • msg #485

Re: War of the Dead

I've read the WD graphic novels as well.  Also a cool series called Feed where we survived the Zombocalypse, mostly because of Night of the Living Dead and similar movies.  Peolpe know exactly what to do.  Statues to George Romero are everywhere.

I've head that Zombie Run is more about, well, running from Zombies than fighting them.  I've heard mixed things about War of the Dead, good but kind of railroady.

I think you do do a decent job out of core books, maybe add a few edges (zombie killer, only -2 for head shots.  Improved zombie killer, any raise makes a normal hit a head shot)
shady joker
player, 64 posts
Sat 10 Dec 2011
at 04:54
  • msg #486

Re: War of the Dead

I finally return from the hospital. I had a stroke but I am fine now.
derfinsterling
player, 38 posts
Sat 10 Dec 2011
at 09:27
  • msg #487

Re: War of the Dead

Good to hear you're better!
luke_poa
player, 2 posts
Sat 10 Dec 2011
at 16:48
  • msg #488

Re: War of the Dead

shady joker:
I finally return from the hospital. I had a stroke but I am fine now.


It is good to see that you are better now. Strokes can be devastating.
GreenTongue
player, 42 posts
Sat 17 Dec 2011
at 14:32
  • msg #489

Re: War of the Dead

A near miss is still a miss.
=
Olympia
player, 1 post
Fri 23 Dec 2011
at 14:38
  • msg #490

Re: War of the Dead

I have heard a lot of good things about Savage Worlds - is there anyone planning a game for newbies out there? Perhaps even just a trial run?
derfinsterling
player, 39 posts
Fri 23 Dec 2011
at 14:51
  • msg #491

Re: War of the Dead

Us Savages are usually happy to help any newbie in any game! ;-)
Is there a particular genre you'd be interested in?
You might have to wait for more proper responses a bit, with Christmas upon us and all that.
shady joker
player, 65 posts
Fri 23 Dec 2011
at 16:34
  • msg #492

Re: War of the Dead

I lost all my pdfs when I moved to Rhode Island and left my old pc behind. Is there any free books I can get legally?
xenongames
player, 5 posts
Fri 23 Dec 2011
at 16:41
  • msg #493

Re: War of the Dead

If you downloaded the PDFs from DriveThru, you could re-download them. I don't know about Studio2.
derfinsterling
player, 40 posts
Fri 23 Dec 2011
at 18:47
  • msg #494

Re: War of the Dead

xenongames:
If you downloaded the PDFs from DriveThru, you could re-download them. I don't know about Studio2.

There are a handful of free PDFs at PEG's site. TAG, too.

TAG's store has download links that expire - but if you get in contact with them, they'll be happy to re-activate the links for you.

I don't know for certain about PEG's store, but Shane's customer service record is most excellent - if you still got your receipts or some way to prove you purchased the PDFs before, I'm sure he'll get you a renewed link.
You might want to contact Cutter, though - I think he's the Savage Worlds brand manager at PEG right now, isn't he?
Olympia
player, 2 posts
Sun 25 Dec 2011
at 00:04
  • msg #495

Re: War of the Dead

I am up for any genre really. Pulp, Horror, Supers, historical, Fantasy, Sci-Fi, Western...I'm in!

I have a number of the books - I am simply incapable of learning a game system short of playing a game of it. If I don't have a book, Drivethrurpg is a long time friend.
Olympia
player, 2 posts
Sun 25 Dec 2011
at 00:04
  • msg #496

Re: War of the Dead

I am up for any genre really. Pulp, Horror, Supers, historical, Fantasy, Sci-Fi, Western...I'm in!

I have a number of the books - I am simply incapable of learning a game system short of playing a game of it. If I don't have a book, Drivethrurpg is a long time friend.
OggyBenDoggy
GM, 344 posts
Tue 10 Jan 2012
at 21:47
  • msg #497

Re: War of the Dead

It's really quiet around here.  Then I realized, everyone is reading up on DnD 5th edition !

:)
cooneydad
player, 2 posts
Tue 10 Jan 2012
at 23:26
  • msg #498

Re: War of the Dead

Or something like that :-)
shady joker
player, 66 posts
Tue 10 Jan 2012
at 23:39
  • msg #499

Re: War of the Dead

You guys are right it is too quiet. Somebody start up a game!
darksong
player, 63 posts
Wed 11 Jan 2012
at 01:53
  • msg #500

D&D

Recently had a renewed interest in D&D when we picked up the Legend of Drizzt boardgame.  Not a lot of depth but kinda cool in its ability to create random maps and generally get off the ground in no time flat.

Or maybe it's just because I was playing with my kids and they got SO excited to make saving throws, relishing the build-up to actually rolling the dice.  (It's sorta like reliving Disney World again through their eyes).

OggyBenDoggy:
It's really quiet around here.  Then I realized, everyone is reading up on DnD 5th edition !

:)

Strickland5
player, 163 posts
I'm in a few games
Wed 11 Jan 2012
at 15:25
  • msg #501

Cthulhu made me do it!

I'm debating starting up a Realms of Cthulhu game.
derfinsterling
player, 41 posts
Mon 16 Jan 2012
at 17:45
  • msg #502

Re: Cthulhu made me do it!

Every single game I'm on seems to be on hold. Where the Mayans basicall right, but just got the date wrong or what's the matter?
dskerr
player, 8 posts
Mon 16 Jan 2012
at 17:57
  • msg #503

Re: Cthulhu made me do it!

I'm GMing one and playing another. Both in portuguese.

The group is composed by people I know in person, which makes everything run a lot smoother.
shadrack
GM, 66 posts
Tue 17 Jan 2012
at 05:47
  • msg #504

Trying to get things going again.

Most of the games I'm in seem to be rolling slowly since the holidays. I got a promotion at work and am just swamped. So my two games are stalled out.

I really need to find a local group, or even an online group.
Wibbs
player, 1 post
Tue 17 Jan 2012
at 12:46
  • msg #505

Re: Trying to get things going again.

Well I'm GMing one which is gently progressing, but the game I am playing in seems to have slowed right down :(
shady joker
player, 67 posts
Tue 17 Jan 2012
at 16:45
  • msg #506

Re: Trying to get things going again.

I just got savage world deluxe and I'm itching to play. I'm in a fantasy game so maybe I should do a Sci Fi comedy game based on Parainoia.
OggyBenDoggy
GM, 345 posts
Tue 17 Jan 2012
at 18:37
  • msg #507

Re: Trying to get things going again.

Funny, I just had a hankering to play fantasy SW.  probably the talk about DnD 5e
xenongames
player, 6 posts
Tue 17 Jan 2012
at 18:48
  • msg #508

Re: Trying to get things going again.

I've had a hankering to run fantasy SW, but I can't even think about it until DunDraCon next month.
Wibbs
player, 2 posts
Tue 17 Jan 2012
at 18:51
  • msg #509

Re: Trying to get things going again.

I'd certainly be interested in playing in a fantasy game.  Its one of the few gentres I've not yet tried Savage Worlds with.
cooneydad
player, 3 posts
Tue 17 Jan 2012
at 18:57
  • msg #510

Re: Trying to get things going again.

I'd also be up for playing a fantasy campaign, depending on the setting.
OggyBenDoggy
GM, 346 posts
Tue 17 Jan 2012
at 19:21
  • msg #511

Re: Trying to get things going again.

That's not bad.  3 players, and a possible DM in mid-feb
OggyBenDoggy
GM, 347 posts
Tue 17 Jan 2012
at 19:47
  • msg #512

Re: Trying to get things going again.

A new one just started called Savage Kingdom
derfinsterling
player, 42 posts
Tue 17 Jan 2012
at 19:49
  • msg #513

Re: Trying to get things going again.

I'd be interested in another fantasy game, too.
Can't get enough or rpol games, since it's the only place where I can get my gaming fix.
Wibbs
player, 3 posts
Tue 17 Jan 2012
at 19:57
  • msg #514

Re: Trying to get things going again.

In reply to OggyBenDoggy (msg #512):

Unfortunately, the requirement for at least a post a day is one that I cannot meet with any consistency :(
shady joker
player, 68 posts
Tue 17 Jan 2012
at 20:06
  • msg #515

Re: Trying to get things going again.

Oi any of you blokes intrested in Hellfrost? I'm reading the player's book now.
Wibbs
player, 4 posts
Tue 17 Jan 2012
at 20:40
  • msg #516

Re: Trying to get things going again.

In reply to shady joker (msg #515):

Depends how frequent you require posting (see my previous post).  I can probably do 3 a week.
dskerr
player, 9 posts
Wed 18 Jan 2012
at 00:36
  • msg #517

Re: Trying to get things going again.

I've been with a tight schedule because of work, but I'd try to squeeze another game for hellfrost. I usually can post daily. Anyway I'm brazilian and thus not a native english speaker, so apologize in advance for any weirdness.
shady joker
player, 69 posts
Wed 18 Jan 2012
at 01:08
  • msg #518

Re: Trying to get things going again.

Oi I want to PLAY Hellfrost not run it. I only got the Player's guide and not the Monster Manual.
luke_poa
player, 3 posts
Wed 18 Jan 2012
at 01:21
  • msg #519

Re: Trying to get things going again.

I am up for it. I am a Brazilian, too, and play IRL with dskerr.
Wibbs
player, 5 posts
Wed 18 Jan 2012
at 11:35
  • msg #520

Re: Trying to get things going again.

In reply to shady joker (msg #518):

Well, it was worth a try :D
dskerr
player, 10 posts
Wed 18 Jan 2012
at 15:43
  • msg #521

Re: Trying to get things going again.

ahhhh...pity. I wanted to play too.
derfinsterling
player, 43 posts
Wed 18 Jan 2012
at 15:45
  • msg #522

Re: Trying to get things going again.

shady joker:
Oi I want to PLAY Hellfrost not run it. I only got the Player's guide and not the Monster Manual.

link to another game

I'm in the game and the GM is looking for more players!
OggyBenDoggy
GM, 348 posts
Wed 8 Feb 2012
at 18:07
  • msg #523

Re: Trying to get things going again.

darksong
player, 64 posts
Wed 8 Feb 2012
at 19:47
  • msg #524

medieval occupations

In reply to OggyBenDoggy (msg #523):

that's pretty awesome
GreenTongue
player, 43 posts
Thu 9 Feb 2012
at 01:26
  • msg #525

Re: medieval occupations

Excellent link.
=
Wibbs
player, 6 posts
Mon 20 Feb 2012
at 18:21
  • msg #526

Hellfrost?

Hi,

I might be tempted to start up a Hellfrost game in the near future should there be enough interest.  Before you all go creating your characters though, a few caveats:

- I intend to start with one of the published Novice adventures, and would strongly prefer it if you have not played it (Lair of the Vermin Lord).
- Although I am familiar with Savage Worlds, Hellfrost is completely new to me.  Given how many new rules etc the setting adds, it is likely to take me a while to fully get my head around them as we play.
- Character creation is going to be tricky if you don't have a copy of the Player's Guide because of the huge number of setting specific rules, edges, hindrances, magic etc.  It would be possible but difficult, and I guess would have to rely on me suggesting specific edges etc based on your character concept.
- My posting rate will be 3 a week maximum, usually 2, maybe a little more during combat.

If all goes well and everyone is having fun, then I would be happy to extend it into a longer running story.

Let me know what you think,

Wibbs
shady joker
player, 70 posts
Mon 20 Feb 2012
at 19:38
  • msg #527

Re: Hellfrost?

In reply to Wibbs (msg #526):

I am higly interested in this Wibbs. I am also a savage worlds player but new to Hellfroost.
dskerr
player, 11 posts
Mon 20 Feb 2012
at 19:45
  • msg #528

Re: Hellfrost?

In reply to Wibbs (msg #526):

I'm very interested in playing Hellfrost.
cooneydad
player, 4 posts
Mon 20 Feb 2012
at 19:51
  • msg #529

Re: Hellfrost?

What the others said--see my PM for more details.
Wibbs
player, 7 posts
Mon 20 Feb 2012
at 20:55
  • msg #530

Re: Hellfrost?

Well 3 people is enough for me to get things going.  As I'm currently off work with a bad back, I will take the opportunity to stop myself getting too bored by setting the game up over the next couple of days.
Wibbs
player, 8 posts
Tue 21 Feb 2012
at 14:46
  • msg #531

Re: Hellfrost?

In reply to Wibbs (msg #530):

Game is now up: link to another game
This message was last edited by the player at 14:51, Tue 21 Feb 2012.
shady joker
player, 71 posts
Wed 29 Feb 2012
at 22:10
  • msg #532

Re: Hellfrost?

I am seeking to Sharpen my GM skills with hands on practice. Anyone here Want to play Evernight with me?
Wibbs
player, 9 posts
Wed 29 Feb 2012
at 22:46
  • msg #533

Re: Hellfrost?

In reply to shady joker (msg #532):

Would I need to buy the book?  If not then I would be interested, otherwise it might have to wait a while as I'm kind of short on money for new books atm.
OggyBenDoggy
GM, 349 posts
Wed 29 Feb 2012
at 23:00
  • msg #534

Re: Hellfrost?

I had once the evernight book, but as I recall, it was pretty basic.

I'd be up for it.
luke_poa
player, 4 posts
Thu 1 Mar 2012
at 00:13
  • msg #535

Re: Hellfrost?

I have already played it as a GM, but would be willing to go through as a player.
dskerr
player, 12 posts
Thu 1 Mar 2012
at 01:28
  • msg #536

Re: Hellfrost?

I was a player when luke gmed. But I'd be willing to play again since I missed half the sessions.
I even have a red knight character ready.
shadrack
GM, 68 posts
Thu 1 Mar 2012
at 13:02
  • msg #537

Re: Hellfrost?

I'm interested.
Strickland5
player, 164 posts
I'm in a few games
Thu 1 Mar 2012
at 13:35
  • msg #538

Evernight

I've a White Town Berserker I'd love to give a go
derfinsterling
player, 44 posts
Thu 1 Mar 2012
at 16:38
  • msg #539

Re: Hellfrost?

shady joker:
I am seeking to Sharpen my GM skills with hands on practice. Anyone here Want to play Evernight with me?

Oooohhh Pick me! Pick me!

Gotta warn you, though, I've run it twice, wrote a serial on the PEG forums about them too. I won't spoil any story twists, though.

I used to play a human archer on Rondraksportal in an Evernight game. I'd love to revisit that character.
shady joker
player, 73 posts
Thu 1 Mar 2012
at 20:09
  • msg #540

Re: Hellfrost?

link to another game

Game is up! Accepting players.
ralftschu
player, 38 posts
Fri 2 Mar 2012
at 16:21
  • msg #541

dramatic skill test???

I dont own the new SW deluxe edition.
Could someone explain the dramatic task and the social combat for me, please.
The new vehicle combat changes I have seen as pdf-but this two new rules not.

Thank you.

I like to roleplay searching one missing person in one of some possible refugee camp after a evacuation (expecially the father of the child born in the Necropolis One Sheet "The Best Things".

I thought that the father thinked his wive is dead. Wasted he try to start a new live and use some secret underground railway smuggler to get into corporation/union area and start a new live there.

I like to give the players a taste of corporation supression, what better way then safe someone from there. The trucker that smuggle them inside drives 48 hours, only bearable with heavy drug use.
The criminals corral the refugee in some bed-size rooms (coffin-apartments) full of drug addicts (prescribed by company medics to bear the stress) and used as peons for dangerous work.

Any more for such a adventure ideas?
This message was last edited by the player at 16:45, Fri 02 Mar 2012.
shady joker
player, 74 posts
Mon 5 Mar 2012
at 03:29
  • msg #542

Re: dramatic skill test???

To be honest I don't find that game appealing. Where is the action and drama? Where do the characters put boots to asses and be heroic?You got an okay idea but maybe you could tweak it a bit.
ralftschu
player, 39 posts
Mon 5 Mar 2012
at 08:36
  • msg #543

Re: dramatic skill test???

Its only a idea for a single adventure, and I like to give them a view at the corporates, simply because they see that the church isnt clearly good, and I think they think that maybe the corporates are more the "good guys", simply because they didnt really knows about them. So I like to give them a taste of inhuman corporate politics-and then they could kicksome criminal human trafficker ass, and go home (and know that their home IS better).
cooneydad
player, 5 posts
Mon 5 Mar 2012
at 13:55
  • msg #544

Re: dramatic skill test???

I find stories with the "church as bad" or "corporations as bad" to be kind've tired and stereotypical.

It would be more interesting to find factions in the organization (church, corporation, whatever) and lead the "good guy" faction to a victory, IMO.
ralftschu
player, 40 posts
Tue 6 Mar 2012
at 09:28
  • msg #545

Re: dramatic skill test???

I see Necropolis allways as something without clearly good guys.
I think that the players could be good guys, but they alone couldnt change the whole world, only make small victorys, like saving some innocents.

Maybe I have pictured the church too grey, because they ask me often if the livin condition in corporate are is better.
darksong
player, 65 posts
Tue 6 Mar 2012
at 15:59
  • msg #546

Re: On to happier subjects

shadrack:
Okay, I took advantage of GM's day, and bought Space:1889.



It's a year later, another GM's sale, and now I'm thinking of picking it up.  Did you ever end up running a game?  Or are you interested in starting one?  I'd be interested in playing if you do.
shadrack
GM, 69 posts
Tue 6 Mar 2012
at 16:31
  • msg #547

Re: On to happier subjects

Haven't run a game of it, love the book.  I really want to play it!

It is helping in my imaginings of a homebrew world.  I love that era, so I am having a mash up of Space:1889, Rippers, Deadlands, and Kerberos Club running in my head. (warning: I bought the FATE version of Kerberos, not the savage one.)

Influenced by Mark Hodders, 'Burton and Swinburne' books. Oh yeah, with maybe some Realms of Cthulhu thrown in.

We'll see about running the plot point.  I've got one savage game going and a FATE game, and playing in several, do maybe if one dies...? (I am worried about a savage turned MnM 3 game I'm in.)
shady joker
player, 78 posts
Wed 7 Mar 2012
at 20:51
  • msg #548

Re: On to happier subjects

http://ofrpg.tripod.com/ukharik.html

How would I stat up that race in Savage worlds?
OggyBenDoggy
GM, 352 posts
Wed 7 Mar 2012
at 20:58
  • msg #549

Re: On to happier subjects

As a PC race, or a monster?

+2 Multiple Limbs - one extra non-movement action, no multi-action penalty)
+2 +2 Armor
-1 Xenophobic, -2 charisama to non-Ukhariks
-1 Loyal: to race


I'd do the spirit of it, rather than including everything.  I could see adding some raical edges for the poison and a few other things.
This message was last edited by the GM at 20:59, Wed 07 Mar 2012.
shady joker
player, 79 posts
Wed 7 Mar 2012
at 21:03
  • msg #550

Re: On to happier subjects

So I should ignore the posion and infravision? A pc race but not a point balanced one.
OggyBenDoggy
GM, 353 posts
Wed 7 Mar 2012
at 21:17
  • msg #551

Re: On to happier subjects

well, you could add those, and add more hindrances, but usually in SW races don't have a laundry list of stuff.
shady joker
player, 80 posts
Wed 7 Mar 2012
at 21:22
  • msg #552

Re: On to happier subjects

Good point
OggyBenDoggy
GM, 354 posts
Wed 7 Mar 2012
at 21:56
  • msg #553

Re: On to happier subjects

but like I said, you could make those racial background edges
shady joker
player, 82 posts
Wed 7 Mar 2012
at 22:04
  • msg #554

Re: On to happier subjects

What would the posion be like? Would it stun the victim?
OggyBenDoggy
GM, 356 posts
Wed 7 Mar 2012
at 22:39
  • msg #555

Re: On to happier subjects

the poison in SWD is written up, Victims that suffer a Shaken result from your natural weapons must make a vigor roll or be paralyzed for 2d6 rounds

for that, you need Natural Weapons: claws that do str+d6 for example.
shady joker
player, 84 posts
Thu 8 Mar 2012
at 06:14
  • msg #556

Re: On to happier subjects

I'm thinking I'll drop the posion and claws. They are already weird enough. I'll add Infravision as a perk balanced by the quirk no alchol tolerance.
darksong
player, 66 posts
Thu 8 Mar 2012
at 14:04
  • msg #557

Re: On to happier subjects

shadrack:
We'll see about running the plot point.


In the meantime I've queued up some old British adventure movies to get in the spirit.  (lemme know if you'd prefer some sort of co-gm setup - if that'd make it more appealing)
OggyBenDoggy
GM, 358 posts
Thu 8 Mar 2012
at 15:54
  • msg #558

Re: On to happier subjects

is there a player's guide for s:1889?
shadrack
GM, 74 posts
Thu 8 Mar 2012
at 17:36
  • msg #559

Re: On to happier subjects

Yup, still on sale for $11.24.   Usually $14.99. At rpgnow.com
shady joker
player, 85 posts
Thu 8 Mar 2012
at 20:40
  • msg #561

Re: On to happier subjects

Getting a raise on damage is just another 4 points of damage right?
This message was last edited by the player at 20:40, Thu 08 Mar 2012.
Wibbs
player, 10 posts
Thu 8 Mar 2012
at 20:42
  • msg #562

Re: On to happier subjects

In reply to shady joker (msg #561):

I didn't think raises applied to damage rolls in quite the same way as they do trait rolls.  When I see a really high damage roll I will usually get the player to describe what caused it, but as far as I am aware there is no extra mechanical effect.
Strickland5
player, 166 posts
I'm in a few games
Thu 8 Mar 2012
at 20:46
  • msg #563

Re: On to happier subjects

In reply to shady joker (msg #561):

Yes it is.

So if you have a toughness of 5, a 9 is a raise, 13 is two raises.. etc etc
shadrack
GM, 76 posts
Thu 8 Mar 2012
at 20:52
  • msg #564

Re: On to happier subjects

Agree w/ strickland5

But I usually just call them wounds.

If toughness is 5 => 5 damage is shaken, 9 is 1 wound, 13 is 2 wounds, etc
shady joker
player, 86 posts
Thu 8 Mar 2012
at 20:55
  • msg #565

Re: On to happier subjects

Oi Shadrack are you in my evernight game?
shadrack
GM, 77 posts
Thu 8 Mar 2012
at 21:06
  • msg #566

Re: On to happier subjects

Yup

Valdrin at your service.  ( tips hat )
shady joker
player, 87 posts
Thu 8 Mar 2012
at 21:15
  • msg #567

Re: On to happier subjects

Sweet. You seen the bug race I am trying to convert. Should I bring them over or stick with the crabmen?
shady joker
player, 88 posts
Thu 8 Mar 2012
at 21:15
  • msg #568

Re: On to happier subjects

Sweet. You seen the bug race I am trying to convert. Should I bring them over or stick with the crabmen?
shadrack
GM, 78 posts
Thu 8 Mar 2012
at 21:23
  • msg #569

Re: On to happier subjects

I would bring the new.  EN doesn't seem very seafaring, so crab people seem a bit out of place. Just my 2 pennies
shady joker
player, 90 posts
Fri 16 Mar 2012
at 20:08
  • msg #570

Re: On to happier subjects

Oi where can I find a fallout conversion. I just need monster stat blocks really.
Eduardo
player, 1 post
Fri 16 Mar 2012
at 20:19
  • msg #571

Re: On to happier subjects

shady joker
player, 91 posts
Fri 16 Mar 2012
at 20:45
  • msg #572

Re: On to happier subjects

That is so perfect thank you. I already let my players take Arcane Backgrounds Psionics and Weird Science. Should I let them keep it or force them to change?
OggyBenDoggy
GM, 364 posts
Wed 28 Mar 2012
at 16:58
  • msg #573

Re: On to happier subjects

I saw an interesting idea, the GM tracked:
Spotlight - if the character had had a moment to shine
Ire - if they had been hosed

and for bennies, Heroism, Teamwork, roleplaying, and Panache.

I like the idea, it gives everyone a chance to, well, be in the spotlight.  And spreads out bad luck.

http://carrotstickheroes.blogspot.com/
darksong
player, 69 posts
Wed 28 Mar 2012
at 17:33
  • msg #574

Re: On to happier subjects

In reply to OggyBenDoggy (msg #573):

I had a similar thought recently.  My tracker just has Hindrances though because compelling them (or allowing them to be invoked by the players themselves) covers all the other bases (putting someone in the spotlight, etc).

Savage Worlds Hindrance Tracker
===============================

> Pay attention and invoke when appropriate.  Give and take Bennies to simulate a FATE Point economy.

> Compel Hindrance and offer Benny.  If refused, take Benny instead.

### Character 1 ###
* Hindrance 1
* Hindrance 2
* Hindrance 3

### Character 2 ###
* Hindrance 1
* Hindrance 2
* Hindrance 3
xenongames
player, 7 posts
Wed 28 Mar 2012
at 19:21
  • msg #575

Re: On to happier subjects

So what about Hindrances that are "always on" like One-eye, Lame, or Small?

Do you give them a bennie every time it comes up (like, every time they move or are hit)? Or do not give them any bennies? Or do you not have them "always on" and only enforce the penalties when compelled?
OggyBenDoggy
GM, 365 posts
Wed 28 Mar 2012
at 19:34
  • msg #576

Re: On to happier subjects

those are tricky.

I figure a bennie if they roleplay it well "Old Calvin limps into the bar, and takes a seat, rubbing his leg", or use it explain something (after rolling a miss) "cal swings his sword, but his leg gives way and the blow misses", and/or if it matters.

The bad guy escapes because cal's pace was to slow to catch him
darksong
player, 70 posts
Mon 2 Apr 2012
at 19:05
  • msg #577

Getting hit while shaken

If you're Shaken and take a hit:
A physical Success means a Wound.

There's no difference between that and if you get hit with 1 Raise right?

(You still just take 1 Wound.)
OggyBenDoggy
GM, 366 posts
Mon 2 Apr 2012
at 19:38
  • msg #578

Re: Getting hit while shaken

correct
OggyBenDoggy
GM, 367 posts
Tue 3 Apr 2012
at 20:23
  • msg #579

Re: Getting hit while shaken

Earthdawn has been officially savaged.

http://rpg.drivethrustuff.com/...avage-Worlds-Edition)
shady joker
player, 95 posts
Tue 3 Apr 2012
at 22:27
  • msg #580

Re: Getting hit while shaken

OggyBenDoggy, I offically make you the savage worlds Most Valuble Player. You have played in and ran in a huge vareity of games and made them intresting.
darksong
player, 71 posts
Wed 4 Apr 2012
at 02:19
  • msg #581

Re: Getting hit while shaken

This is great news.  What an awesome setting.

OggyBenDoggy:
Earthdawn has been officially savaged.

OggyBenDoggy
GM, 368 posts
Wed 4 Apr 2012
at 02:28
  • msg #582

Re: Getting hit while shaken

In reply to shady joker (msg #580):

thanks.  I try my best
darksong
player, 72 posts
Thu 5 Apr 2012
at 17:40
  • msg #583

Re: Getting hit while shaken

So... anyone interested in playing the new Earthdawn Savage Worlds edition?
shady joker
player, 96 posts
Thu 5 Apr 2012
at 17:41
  • msg #584

Re: Getting hit while shaken

My fallout game went belly up. >.<
OggyBenDoggy
GM, 370 posts
Thu 5 Apr 2012
at 18:22
  • msg #585

Re: Getting hit while shaken

I would. I played 1st ed earthdawn, and really liked the setting.
derfinsterling
player, 47 posts
Thu 5 Apr 2012
at 20:47
  • msg #586

Re: Getting hit while shaken

I loved the setting as well, but I'm hearing very mixed things about Red Brick's conversion.
OggyBenDoggy
GM, 371 posts
Thu 5 Apr 2012
at 20:52
  • msg #587

Re: Getting hit while shaken

I haven't read it.  If I bought every setting I wanted I'd need a 2nd mortgage

the setting and system were so well tied to gether, I'm not sure if all of ED feel will be in SED.  A lot will, but how threading and magic worked, I don't know
derfinsterling
player, 48 posts
Thu 5 Apr 2012
at 21:04
  • msg #588

Re: Getting hit while shaken

I did my own conversion, back in 2006. It was... ok, played a few games with it, but that's it.
There's a drive on a German forum to overhaul my conversion to make it better as a reaction to Red Brick's.

Not saying this to knock RB, I haven't read the book myself. But I'm kinda weary of settings that offer like 180 new edges. That just doesn't sound savage to me.
cooneydad
player, 6 posts
Thu 5 Apr 2012
at 21:13
  • msg #589

Re: Getting hit while shaken

derfinsterling:
Not saying this to knock RB, I haven't read the book myself. But I'm kinda weary of settings that offer like 180 new edges. That just doesn't sound savage to me.


I disagree, you just piqued my interest. SW settings with lots of edges are great gateways for 3rd & 4th edition D&D players to SW--they get excited about the character options in the books, but then get hooked on the mechanics and the freedom of real storytelling.
OggyBenDoggy
GM, 372 posts
Thu 5 Apr 2012
at 21:23
  • msg #590

Re: Getting hit while shaken

I got the idea that the 180 new edges, a lot are by Discipline.  So, there are 5 or so for each one; most people don't have to worry about all 180.
StJason
player, 1 post
Thu 5 Apr 2012
at 22:33
  • msg #591

Re: Getting hit while shaken

I always envisioned the SW base book as the 'bare bones' of a setting, to which you hang whatever goodies you want. I don't mind 180 edges so long as there isn't too much redundancy or overlap.

I have seen settings where they are hampered by a fanatical adherence to "FFF". I'm currently in a SavageRun game that is driving me crazy. I tend to make characters who are skill oriented, not cybered up or magic-oriented. But, there is no real way to model this in-setting. I'm stuck with the same skills as someone chromed out.

I'm honestly thinking of making an edge that gives extra skill points that can only be used for knowledge or languages.
xenongames
player, 8 posts
Thu 5 Apr 2012
at 23:00
  • msg #592

Re: Getting hit while shaken

StJason:
I'm currently in a SavageRun game that is driving me crazy. I tend to make characters who are skill oriented, not cybered up or magic-oriented. But, there is no real way to model this in-setting. I'm stuck with the same skills as someone chromed out.


There's certainly a problem if Powers and/or Equipment are allowed to replace skills. Sure, you have the classic Invisibility vs. Chameleon Suit vs. Stealth question and Notice can be tricky, but I would think that most skills should not be replicated by other means.
OggyBenDoggy
GM, 373 posts
Thu 5 Apr 2012
at 23:19
  • msg #593

Re: Getting hit while shaken

It depends on how pCs got chromed.  I assume by edges, just as a mage buys AB

so in your case, you'd use points from hindrances to buy more skills or edges.
StJason
player, 2 posts
Thu 5 Apr 2012
at 23:21
  • msg #594

Re: Getting hit while shaken

In reply to OggyBenDoggy (msg #593):

Exactly. They got cyber (and magic) via edge.
OggyBenDoggy
GM, 374 posts
Thu 5 Apr 2012
at 23:32
  • msg #595

Re: Getting hit while shaken

right, so you buy extra skills instead of edges.  Or edges to enhance your skills.
shadrack
GM, 80 posts
Fri 6 Apr 2012
at 05:16
  • msg #596

Re: Getting hit while shaken

About a week ago, I finally went out to kickstarter to check out that Kaiser's something or other that Oggy mentioned a while back.

So I backed it.  Then I was looking around and almost backed a dungeon world one, then I decided that I would by Dinocalypse anyway, so I might as well back it too.  Then i saw a mini mechs game using Legos by Vincent Baker, so I backed it.


I really don't know whether I should be mad at you or thank you.  I'm leaning toward thanking you, but I haven't decided yet.  :)
OggyBenDoggy
GM, 377 posts
Fri 27 Apr 2012
at 23:09
  • msg #597

Re: Getting hit while shaken

And Kaiser's Gate was funded.  Very funded, they got over 6 times as much as they were looking for.

So i'll probably be starting up a game here.  Hopefully someone else will as well, so I'll have the chance to play and run a game
tutunaku
player, 1 post
Sat 28 Apr 2012
at 01:09
  • msg #598

Totems of the Dead

Has anyone else heard of this? I'm thinking of starting a game of it some time soon.
cooneydad
player, 7 posts
Sat 28 Apr 2012
at 01:39
  • msg #599

Re: Totems of the Dead

tutunaku:
Has anyone else heard of this? I'm thinking of starting a game of it some time soon.


Game of which? Kaiser's Gate?
Cripple X
GM, 33 posts
Sat 28 Apr 2012
at 02:53
  • msg #600

Re: Totems of the Dead

He means Totems of the Dead as per his subject line.
derfinsterling
player, 49 posts
Sat 28 Apr 2012
at 10:38
  • msg #601

Re: Getting hit while shaken

OggyBenDoggy:
And Kaiser's Gate was funded.  Very funded, they got over 6 times as much as they were looking for.

So i'll probably be starting up a game here.  Hopefully someone else will as well, so I'll have the chance to play and run a game

I might start a game.
cooneydad
player, 8 posts
Sat 28 Apr 2012
at 16:39
  • msg #602

Re: Totems of the Dead

Cripple X:
He means Totems of the Dead as per his subject line.


I often forget there IS a subject line :-)
Cripple X
GM, 34 posts
Sun 29 Apr 2012
at 23:04
  • msg #603

Re: Totems of the Dead

cooneydad:
I often forget there IS a subject line :-)


Me too. Glad I'm not the only one. Hehehe.

tutunaku:
Has anyone else heard of this? I'm thinking of starting a game of it some time soon.


I really like the Native American influence. I might possibly be interested in a Totems of the Dead game. It all just depends on how its structured. Most games are a small group of people traveling around doing things. I'd really like a game that had PCs all being from the same tribe and staying put instead of being roaming adventurers. The game could revolve around the well-being of the tribe, and it's struggles to survive (and prosper) in the harshness of the Untamed Lands.  That way you've got families, ongoing relationships, and responsibilities something that I feel many roleplaying games leave largely unexplored.

Would anybody else be interested in that sort of game?
Skycast
player, 87 posts
bp1
bp2
Sun 29 Apr 2012
at 23:07
  • msg #604

Re: Totems of the Dead

In reply to Cripple X (msg #603):

Color me very interested. I'm running an enjoyable game right now and really looking for something fun to play in.
tutunaku
player, 2 posts
Mon 30 Apr 2012
at 02:54
  • msg #605

Re: Totems of the Dead

In reply to Cripple X (msg #603):

That is the sort of story I've been thinking about, actually. What got the ball rolling was reading about the Seri people of the eastern shore of the Gulf of California. They were until recently, hunter-gatherers living in extended family groups, and extremely isolated.
Cripple X
GM, 35 posts
Mon 30 Apr 2012
at 03:25
  • msg #606

Re: Totems of the Dead

Count me in then. I know Sword & Sorcery is usually about travel and exotic strange locals, but I'm really digging the tribe idea.

I confess I don't know anything about the Seri people, but I could do some reading about their culture/beliefs/lifestyle if you've got any links to share where I can do so and we could try and play a fantasized Seri proto-culture if that's what interests you. I'd be down for that.
tutunaku
player, 3 posts
Mon 30 Apr 2012
at 04:46
  • msg #607

Re: Totems of the Dead

In reply to Cripple X (msg #606):

Most of my knowledge comes from some documentaries in Spanish. I have been reading this trilingual dictionary:
http://www.sil.org/mexico/seri...-diccionario-sei.htm

In game terms, the best analog would be Ahabi Basin people who just happen to live by the sea.

Is there a way to start a Totems thread? I don't want to keep cluttering the General thread.
Cripple X
GM, 37 posts
Mon 30 Apr 2012
at 05:11
  • msg #608

Re: Totems of the Dead

My Spanish is very basic, but I'll take look at that link.

I started a Totems of the Dead thread for you.
derfinsterling
player, 50 posts
Mon 30 Apr 2012
at 07:23
  • msg #609

Re: Totems of the Dead

In reply to Cripple X (msg #603):

I'm playing in two games that use the approach of having one central location instead of roaming adventurers. When I'm ready to run a game again, I'll try that as well.
tutunaku
player, 4 posts
Mon 30 Apr 2012
at 13:17
  • msg #610

Re: Totems of the Dead

Cripple X:
My Spanish is very basic, but I'll take look at that link.

I started a Totems of the Dead thread for you.

Thanks!

The dictionary thankfully, also has an English portion. I'll be over in Totems. I think I'll be running this. :)
shady joker
player, 99 posts
Mon 30 Apr 2012
at 23:34
  • msg #611

Re: Totems of the Dead

Are the Races From Low Life point balanced? I was thinking of reskinning them and using them in a fantasy game.
LordRal
player, 7 posts
Wed 2 May 2012
at 14:53
  • msg #612

Resource Sheet

===================================Resource===================================
Resource Name :                          Location          :
Ruler         :                          Abode             :
Resource Type :                          Income Source     :

====================================Stats=====================================
Soldiers      :                          Prosperity Rating :
Population    :                          Loyality Die      :
Base Income   :                          Reaction          :
(Pop x 2,500)

===================================Seneshal===================================
Charisma:                                Stewardship:

Bennies: 2

===================================Castellan==================================
Spirit:                                  Battle:

Leadership Edges:




Bennies: 2

==================================Improvements================================


===================================Treasury===================================


I´m using this Resource Sheet for running a campaign based on the resource management rules from the Hellfrost setting.

If there are ideas for improvement please tell me.
OggyBenDoggy
GM, 383 posts
Wed 9 May 2012
at 19:19
  • msg #613

Re: Resource Sheet

for those doing mapless / zone combat

http://chezalex.net/documents/...savageworlds/sam.pdf
shadrack
GM, 81 posts
Thu 10 May 2012
at 01:06
  • msg #614

Re: Resource Sheet

Sweet.
shady joker
player, 100 posts
Thu 10 May 2012
at 01:48
  • msg #615

Re: Totems of the Dead

shady joker:
Are the Races From Low Life point balanced? I was thinking of reskinning them and using them in a fantasy game.


Does anyone know the answer to my question?
StJason
player, 3 posts
Thu 10 May 2012
at 17:41
  • msg #616

Low Life

In reply to shady joker (msg #615):

I believe they are, but what kind of fantasy game are you playing with evolved cockroaches and sentient snack cakes???
shady joker
player, 102 posts
Thu 10 May 2012
at 17:51
  • msg #617

Re: Low Life

A comedy game! One Race is Munchkins Who ignores minimum strength requirements for weapons and are greedy jerks. So I basicly stole the snackcake's edges.
Wibbs
player, 12 posts
Thu 10 May 2012
at 22:18
  • msg #618

Re: Low Life

In reply to shady joker (msg #617):

Low life is genious, and the book has the most amazing art in it by the same guy who wrote the book.
dskerr
player, 13 posts
Wed 16 May 2012
at 02:05
  • msg #619

Re: Low Life

seekerofshadowlight
player, 1 post
Wed 16 May 2012
at 04:57
  • msg #620

Re:Deadlands Noir

I had not seen that. I will now have to kick some money toward it as it looks awesome.
StJason
player, 5 posts
Wed 16 May 2012
at 14:16
  • msg #621

Re:Deadlands Noir

That is quite awesome. My group once tried a 'modern day' Deadlands game, but Noir might just work better.
dskerr
player, 14 posts
Wed 16 May 2012
at 14:30
  • msg #622

Re:Deadlands Noir

$20 for the pdf seems a good deal for me (international buyer)
shady joker
player, 107 posts
Tue 29 May 2012
at 22:15
  • msg #623

Re:Deadlands Noir

I have mixed feelings. I want to let mages have more then 3 powers for their background but fear this would be a game breaker. Any tips?
OggyBenDoggy
GM, 385 posts
Tue 29 May 2012
at 23:11
  • msg #624

Re:Deadlands Noir

well, any mage can start with the "new powers" edge and have one more from that.

You could allow them +1 power for -5 power points, since 5 PP is an edge, as is a new power.

if you want flexibility, you could allow a variation of the Gadgeteer edge, letting them pick one power each day that they can prepare/memorize, but it costs 2x to cast.

Or let all non-mages have an extra something to compensate
shadrack
GM, 83 posts
Tue 29 May 2012
at 23:28
  • msg #625

Re:Deadlands Noir

Do you want this new power right away? Or just as they come?

Options
1) new power gets you 2, instead of 1 new power.
2) each new experience tier (seasoned, veteran, etc.) you get the new power edge for free.

(I basically took both of those from Savage SLA industries, but in that setting the non casters get a lot of mechanical edge from equipment, so you might want to use see if that's the. Ase in your situation

Also, in that setting powers are essentially broken up into schools, and starting a new school you only get one new power.  And there are some minor zero pp powers too)
ralftschu
player, 41 posts
Wed 30 May 2012
at 06:47
  • msg #626

Power to the mage's

I often make some minor spells free. They are often called acantrips, or magic tricks. For example, cleaning you clothes, dye some clothes, create a lightpoint like a small candle. They are not selected but negotations with the GM
If they make their spellcasting roll it will cost no PP, if they fail they loose 1 PP (in some settings the effect works nevertheless).
I allow all magic effects that could be done within a few minutes (and the right tools) yourself by hand. They last a few minutes, mostly a scene.

They dont really give any bonus on skillrolls, but in some settings I allowed them as  mind-tricks (1PP regardless of dierolls), for example glowing embers that surround the foe and burn him slightly, or simple illusions.

This will make most mages happy. :-)

Another way is to define some skills as magic. Give the mage a high notice roll and call it "invisible watchmen" that whisper warnings in the mage's ear.
Or take lockpicking d8, ask the GM if a small material component (a silver key for 50-100$, used up if the roll fail) instead the lockpicking set is allowed.
shady joker
player, 108 posts
Fri 1 Jun 2012
at 02:19
  • msg #627

Re: Power to the mage's

Are we allowed to post non savage world game ideas here? Or is that a no go?
LordRal
player, 8 posts
Fri 1 Jun 2012
at 15:40
  • msg #628

Re: Power to the mage's

Is your topic in any way related to Savage Worlds? If not, I wonder why it should be interesting to write it down in a forum for Savage Worlds Discussion - but this is my opinion.

If there is any reason wherefore it might be helpful for questions concerning about Savage Worlds - post it!

Does this help you?
cooneydad
player, 11 posts
Fri 1 Jun 2012
at 15:43
  • msg #629

Re: Power to the mage's

shady joker:
Are we allowed to post non savage world game ideas here? Or is that a no go?


There is a forum for posting game ideas in general--I'll find it for you and post it. This forum really is only for Savage Worlds topics.
shady joker
player, 109 posts
Sat 2 Jun 2012
at 02:16
  • msg #630

Re: Power to the mage's

I am banned from the GPIA forum so I am looking for an alternative. Thanks, I won't post non SW stuff here.
LordRal
player, 9 posts
Sat 2 Jun 2012
at 07:21
  • msg #631

Re: Power to the mage's

:-) don´t worry. Maybe you´ve got a game idea that possibly can be converted to a SW-setting?
Boomcoach
player, 5 posts
Wed 6 Jun 2012
at 13:10
  • msg #632

Deciding on a game

I am interested in running a SW game on rpol.  I have run pbp games in the past, mostly on Rondak's Portal.  I tried to run a game on here last year, but got slapped around by real life.

I have two setting that I would be interested in, and thought I would see which has more interest.

1.  A John Carterish pulp Mars game using the SW Mars setting from Adamant.  I have been a big Burroughs fan for a long time.

2.  A steampunk game using the new Leagues of Adventurers setting from Triple Ace.  This is actually written for the Ubiquity system, which I have played, but I prefer SW and converting Ubiquity to SW isn't too difficult.

I would like to gauge the interest in the games, then I will start a specific thread for one, for discussion, before doing the actual game startup.
OggyBenDoggy
GM, 387 posts
Wed 6 Jun 2012
at 16:51
  • msg #633

Re: Deciding on a game

would we need the rules?

I love me some SW, but there are so dang many settings.  And a lot of games die early, so I just can't buy a new pdf for every game.

that being said, i would be up for either/both
Boomcoach
player, 6 posts
Wed 6 Jun 2012
at 16:57
  • msg #634

Re: Deciding on a game

In reply to OggyBenDoggy (msg #633):

No rules would be needed.

The John Carter setting is fairly well known, and doesn't need to be known in fine detail, if one is familiar with the general setting. The Carter books are available on Gutenberg, for someone who is completely unfamiliar.

I will be borrowing from the Space 1889 game for edges, weaponry, etc. for the Leagues of Adventurers setting.

For either setting, I will create a document with allowed/disallowed edges/skills, etc..
OggyBenDoggy
GM, 388 posts
Wed 6 Jun 2012
at 17:08
  • msg #635

Re: Deciding on a game

ah, good.

I own all the mars books (I think I own all the ERB books outside of a few westerns) and just reread Princess of Mars.

and pulp / steampunk is fun
Boomcoach
player, 7 posts
Wed 6 Jun 2012
at 17:15
  • msg #636

Re: Deciding on a game

OggyBenDoggy:
ah, good.

I own all the mars books (I think I own all the ERB books outside of a few westerns) and just reread Princess of Mars.

and pulp / steampunk is fun


I worked a few years back, when I was getting to a lot of used books stores, to collect all the old Ace ERB paperbacks, with their gloriously lurid covers.  I am still missing a couple, but I am close.
shady joker
player, 110 posts
Wed 6 Jun 2012
at 22:53
  • msg #637

Re: Deciding on a game

Okay so I am trying to cook up my own COMEDY game.

I draw inspiration from Elfs,By Ron Edwards

http://adept-press.com/role-playing-games/elfs/

Ork! By Green Ronnin
http://www.rpg-resource.org.uk...cle=332&visual=6

Kobolds Ate My Baby! by 9th Level Games.
http://www.koboldsatemybaby.com/

and On the Ecology of Mud Dragons by Ben Lehman

http://www.1km1kt.net/rpg/on-t...gy-of-the-mud-dragon

I chose Savage Worlds as the system because it is popular and easy to teach so It makes finding players willing to test out my setting. What I need is a core concept for the funny to come from. Got any suggestions?
This message was last edited by the player at 22:55, Wed 06 June 2012.
Boomcoach
player, 8 posts
Thu 7 Jun 2012
at 13:56
  • msg #638

Re: Deciding on a game

Having looked at the material for both of the worlds I was considering, as well as looking at my own abilities, I have decided to go with the Steampunk setting.  I will post a specific thread soon for the game, and start getting things ready to create the game itself.
Boomcoach
player, 9 posts
Fri 8 Jun 2012
at 14:19
  • msg #639

Leagues of Adventure

I will work to get this game started up this weekend.  Here are the basics:

The year is 1900, the fin de siècle movement is running strong in France; the United States has taken its place as a world power, following its devastation of the Spanish navy; Germany is also coming into its own, less than 100 years after its creation as a nation, having expanded under Bismark, and now is economically and militarily belligerent under Kaiser Wilhelm.  In Britain, the Reform laws have led to the explosion of Gentlemens Clubs, expanding from the staid aristocratic bastions to clubs for various professions and interests.  Among these are what the press has come to call Leagues of Adventure.

Following the exciting scientific discoveries chronicled by writers such as Verne, Poe and Haggard, as well as the beginnings of a new understanding of the underpinnings of Spiritualism, a move headed by Blavatsky and The Theosophical Society and supported by the famous literary agent and writer Conan Doyle, explorations, scientific, geographic and esoteric have become the order of the day.  The Leagues of Adventure are at the forefront of these explorations.

The New Scylax Society is one such League.  Egalitarian in its membership, New Scylax accepts female members, members from all classes and has a few foreign members. It has established its club in Pall Mall and also owns a block of adjoined buildings in Clerkenwell, along Kings Cross Road.  These buildings once held printers shops and engineering offices and serve to support the often noisy and smelly side of scientific exploration, which would not help the Society’s reputation in the City.
OggyBenDoggy
GM, 389 posts
Fri 8 Jun 2012
at 16:49
  • msg #640

Re: Leagues of Adventure

I've been reading http://girlgeniusonline.com/comic.php , lately; can one play a clank/construct/etc ?
Strickland5
player, 173 posts
I'm in a few games
Fri 8 Jun 2012
at 16:50
  • msg #641

Re: Leagues of Adventure

In reply to OggyBenDoggy (msg #640):

Could use the Robot men in Slipstream as a good start point
Boomcoach
player, 10 posts
Fri 8 Jun 2012
at 16:59
  • msg #642

Re: Leagues of Adventure

OggyBenDoggy:
I've been reading http://girlgeniusonline.com/comic.php , lately; can one play a clank/construct/etc ?


That is a cool comic!  I will think it through, but I think it could be made to work.  Are you thinking human brain in a construct, or a full construct with a babbage engine sort of brain?

Re: Strickland5, I will see if I have any Slipstream material and take a look, but I think something could be made to work.

I have started the game, but not opened it to players yet.  I will work to get the opening topics created this weekend, and open it up by Sunday night.
OggyBenDoggy
GM, 390 posts
Fri 8 Jun 2012
at 17:02
  • msg #643

Re: Leagues of Adventure

Either/both.  depends on what fits.

after all, if I can be one, then there are (presumably) others.  If there are smart clanks, then there are possibly dumb ones as well.

or a rebuilt type thing, like Punch and Judy.  Or the Jagermonsters, who were evidently humans who drank a potion thing that transformed them.

Lab assistant/minion/dude who was experimented on ...
Strickland5
player, 174 posts
Fri 8 Jun 2012
at 18:03
  • [deleted]
  • msg #644

Re: Leagues of Adventure

This message was deleted by the player at 18:03, Fri 08 June 2012.
Boomcoach
player, 11 posts
Sat 9 Jun 2012
at 13:24
  • msg #645

Re: Leagues of Adventure

In reply to OggyBenDoggy (msg #643):

Borrowed from this thread:
http://forum.rpg.net/showthrea...for-SteamPunk-How-To

Steam Man

  • Armored: Steam Men are created with a tough metal armor. They have a natural +2 Armor (which can be negated by AP weapons as normal).
  • Coal Powered: If the Steam Man cannot access coal at least once per day, he’s automatically Fatigued each day until he’s Incapacitated. The day after that, he goes "off-line" and must be revived with a Repair roll and a four-hour charge of coal. The power source replaces the need for food and water, unless they are the chosen power source.
  • Construct: Steam Men add +2 to recover from being Shaken, don’t suffer wound modifiers, and are immune to poison and disease. Steam Men cannot heal naturally. To heal a steam man requires the Repair skill - which is used like the Healing skill only with no “Golden Hour.”
  • Heavy: Steam men are incredibly heavy. They may not take the Swimming skill and always sink when attempting to swim. At the GM's discretion they may also fall through delicate or poorly built floors and structures.
  • Natural Weaponry: Steam Men have built in weaponry. These weapons take a variety of forms but all deal Strength + d6 damage.
  • Outsider: Organic races often mistrust or misunderstand Steam Men. They subtract 2 from their Charisma when dealing with races other than their own.


Something like this should be workable, and we could modify it.  For instance an aluminum (or aluminium, since the game is centered in London) alloy body could reduce the weight to simply "heavy" instead of "incredibly heavy", but reduce the armor benefit to +1.  A pure aluminium body could retain the +2, while reducing weight, but a repair roll would not reduce wounds below 1, until some serious work could be done (from experience, once thick aluminum is bent, it loses its temper and cannot be hammered back into shape like steel.)

The other part of the discussion would be how many edges/hindrances would this be considered.  It seems quite savagely cimematically workable though!
Boomcoach
player, 12 posts
Sat 9 Jun 2012
at 14:22
  • msg #646

Re: Leagues of Adventure

Boomcoach:
In reply to OggyBenDoggy (msg #643):

The other part of the discussion would be how many edges/hindrances would this be considered.  It seems quite savagely cimematically workable though!


Doh!  Its a Race, dummy!  Not an edge!  I will look at the race rules and see if I think it should require an extra advance.
Boomcoach
player, 13 posts
Sat 9 Jun 2012
at 14:28
  • msg #647

Re: Leagues of Adventure

My game is now up and open to players:
link to another game
Boomcoach
player, 14 posts
Sat 9 Jun 2012
at 17:38
  • msg #648

Re: Leagues of Adventure

Boomcoach:
Doh!  Its a Race, dummy!  Not an edge!  I will look at the race rules and see if I think it should require an extra advance.


As a race, using the guidelines in SWD, I don't show it as about a +2, equal to the free edge that humans get.

I would prefer this to be a single construct, not part of a clanks race overall.  While I like GG, that wasn't what I had envisioned for the game.

Edit Note:
I apparently changed directions in the middle of the sentence above, completely changing the intent of the sentence!
This message was last edited by the player at 14:27, Sun 10 June 2012.
OggyBenDoggy
GM, 391 posts
Mon 11 Jun 2012
at 18:02
  • msg #649

Re: Leagues of Adventure

In reply to Boomcoach (msg #645):

I like it.  I like the sinking and the possibility of falling through floors.  I could also see it taking 4" of movement to stand up, instead of 2", and it might be easier to pin me

I could also see the possibility of racial edges for build in weapons and such, similar to what rune punk has.
shady joker
player, 111 posts
Mon 11 Jun 2012
at 23:25
  • msg #650

Re: Deciding on a game

In reply to shady joker (msg #637):

 What no replies to a comedy game? Come on I was hoping you blokes could add ideas or give me some direction. I am calling the game 'Jerks with Swords' for now as a working title.
OggyBenDoggy
GM, 392 posts
Mon 11 Jun 2012
at 23:30
  • msg #651

Re: Deciding on a game

personaly, I've never been much for comedy RPGs.

I mean, some humor in there, like, most action movies have some one-liners and such.

but not pure comedy
shady joker
player, 112 posts
Mon 11 Jun 2012
at 23:42
  • msg #652

Re: Deciding on a game

But Low Life is a comedy game and it was loved by most anyone I met.Also in Jerks with Swords I intend to make a parody of traditional fantasy.
OggyBenDoggy
GM, 393 posts
Mon 11 Jun 2012
at 23:59
  • msg #653

Re: Deciding on a game

*shrug* never played it.

just saying, that's why I, who to tend to post a lot, didn't repond
derfinsterling
player, 59 posts
Tue 12 Jun 2012
at 08:58
  • msg #654

Re: Deciding on a game

shady joker:
But Low Life is a comedy game and it was loved by most anyone I met.Also in Jerks with Swords I intend to make a parody of traditional fantasy.


I'm in the same boat as OggyBenDoggy. I bought Low Life back in the year... as well. Fun book, fun concept, great artwork... but it never made me want to play in it or run it.
Boomcoach
player, 15 posts
Tue 12 Jun 2012
at 09:58
  • msg #655

Re: Deciding on a game

In reply to derfinsterling (msg #654):

I played Low Life at a con last year.  The group was a lot of fun, but I couldn't get into the game or the characters.
sloop
player, 1 post
Wed 13 Jun 2012
at 20:13
  • msg #656

Darwin's World: Which books?

Hey all, I was checking out some settings books for SW on Amazon the other day and ran into some confusion.  I'm looking to pick up Darwin's World but it seems there's a couple different variations of it?  I see there's the Campaign Guide and Survivor's Handbook, but there appears to be a couple different editions with much different page counts and publication dates (2009 & 2011).  Which one's are the correct books for Savage Worlds Deluxe or Explorer's Edition?  I'm assuming it's the one's published in 2011 but I wanted to be sure.  I think what's throwing me off are the ones titled "Darwin's World 2" are the ones with an older publication date.

Anyway, thanks for any help!
This message had punctuation tweaked by the player at 20:14, Wed 13 June 2012.
OggyBenDoggy
GM, 394 posts
Wed 13 Jun 2012
at 20:19
  • msg #657

Re: Darwin's World: Which books?

Darwin's world was originally published for d20 Modern, so make sure you get one that is savage world
sloop
player, 2 posts
Wed 13 Jun 2012
at 20:22
  • msg #658

Re: Darwin's World: Which books?

In reply to OggyBenDoggy (msg #657):

Ah gotcha, now it makes sense why they are talking about d20 in the product description.  For some reason it just wasn't clicking, I think I found the correct books now.  Thanks!

Also, are both really needed to run the game?  It appears the Survivors Handbook came out before the Campaign Guide...
This message was last edited by the player at 20:23, Wed 13 June 2012.
Boomcoach
player, 16 posts
Thu 14 Jun 2012
at 13:27
  • msg #659

Savage Fantasy

This is not an RPoL questions, more a general savage Worlds question.  I have been in the mood to run an old-fashioned dungeon crawl for a while.  I have used SW for a number of genres, but never for fantasy.  My local players have said that they don't think they would enjoy SW for fantasy as much as they would a fantasy specific system, current choice being Pathfinder.

What experiences have others on here had regarding Savage Worlds in a fantasy setting?  I know there are a number of toolkits and companions available for SW Fantasy.

In the end, if I run a dungeon crawl, it will probably be here on RPoL, but it won't be for a while.  I have just started up my steampunk game and am playingin another game, and I want to make sure that I do those justice before I do anything else.
Strickland5
player, 175 posts
I'm in a few games
Thu 14 Jun 2012
at 13:39
  • msg #660

Re: Savage Fantasy

I've had good experience with Savage Fantasy in the past both as a player and GM standpoint. I've run Evernight for my home group and played in several fantasy games here.

You might want to look at the Old School Fantasy modules by Reality Blurs as they do a GREAT job of keeping things interesting. http://realityblurs.com/
This message was last edited by the player at 13:40, Thu 14 June 2012.
luke_poa
player, 5 posts
Thu 14 Jun 2012
at 14:12
  • msg #661

Re: Savage Fantasy

I've run plenty of  SW fantasy games and they work just fine. We just finished playing Tomb of Horrors, the classic (and deadly) dungeon crawl without a hitch.
Strickland5
player, 176 posts
I'm in a few games
Thu 14 Jun 2012
at 14:20
  • msg #662

Re: Savage Fantasy

To me the big thing about going back to a genre that's so dominated by other games it to get the feel of it right. Also you've GOT to be descriptive about shaken and wound results it can't be just "you hit him and shake/damage him" adding flavor to the effects with cool descriptions will get your players to do the same.
xenongames
player, 12 posts
Thu 14 Jun 2012
at 14:21
  • msg #663

Re: Savage Fantasy

As noted, Savage Worlds works great for fantasy. But it does a lousy job (IMO) at being D&D (or Pathfinder). There are too many things that are just different (most notably how wounds and magic work). Players going in wanting/expecting D&D may be disappointed.
Strickland5
player, 177 posts
I'm in a few games
Thu 14 Jun 2012
at 14:23
  • msg #664

Re: Savage Fantasy

Here's an couple of examples of what I'm talking about from me as player in shady joker's Ever Night game.

quote:
Fintan raises his newly acquired maul towards the sky, "Solace aid us!" The red knight emanates light like that of the sun for a moment. The light fades from him, but Bonebreaker continues to glow. His swing goes wide of the spider perhaps the red knight needs a little more practice with this new weapon after all.

OOC: Casting smite then trying to hit...
07:56, Today: Fintan Helge rolled 2,2 using 1d6-2,1d6-2, rerolling max with rolls of 4,4. Faith (Smite -2 MAP).
Going to burn a benny
07:56, Today: Fintan Helge rolled 3,7 using 1d6-2,1d6-2, rerolling max with rolls of 5,(6+3)9. Benny.
ALMOST a raise... oh well, I'll take +2 damage
08:05, Today: Fintan Helge rolled 0,3 using 1d8-2,1d6-2, rerolling max with rolls of 2,5. Fighting (-2MAP).
Benny
08:05, Today: Fintan Helge rolled 1,0 using 1d8-2,1d6-2, rerolling max with rolls of 3,2. Benny.
Still a miss... ouch!


quote:
Fintan swings his maul with a fury that almost causes him to miss. The red knight manages to correct the course of his swing and the noise made by the spider's bones breaking sounds like a thunderclap.

OOC:
12:25, Today: Fintan Helge rolled 3,5 using 1d8+2,1d6+2, rerolling max with rolls of 1,3. Fighting (+2 Joker).
Bah! Burning my last Benny!
12:25, Today: Fintan Helge rolled 8,11 using 1d8+2,1d6+2, rerolling max with rolls of 6,(6+3)9. Benny.
Hit with raise!
12:26, Today: Fintan Helge rolled 12,5 using 2d8+6,1d6, rerolling max with rolls of 3,3,5. Damage (+2 Weapon,+2 Smite,+2 Joker).
17 Damage!


Its alittle easier here as you're just writing up the results, but it can and should translate to your TT group. As xenongames said SW isn't D&D (or Pathfinder) so don't run it like it is, embrace the pulpy nature of the game and keep things exciting.
This message was last edited by the player at 14:25, Thu 14 June 2012.
Boomcoach
player, 17 posts
Thu 14 Jun 2012
at 19:46
  • msg #665

Re: Savage Fantasy

Strickland5:
As xenongames said SW isn't D&D (or Pathfinder) so don't run it like it is, embrace the pulpy nature of the game and keep things exciting.


That may be the most important part of it, if I give it a try.  Thanks for the input folks, I may have to start letting that percolate in the back of my mind for a while.
shadrack
GM, 84 posts
Mon 18 Jun 2012
at 04:07
  • msg #666

Rippers news!

shady joker
player, 113 posts
Mon 18 Jun 2012
at 17:54
  • msg #667

Re: Rippers news!

 Alright so the basic idea of Jerks with swords is You play a bad guy. Races for bad guys are orcs, goblins,dark elves, and maybe the undead. You play the monster protecting the dungeon and raiding the good guys settlement. What you guys think?
ralftschu
player, 42 posts
Tue 19 Jun 2012
at 07:00
  • msg #668

Re: Rippers news!

There existed a old D&D adventure based on this premise.
If I remember the first adventure the players play a goblin tribe (with the recommendation to prepare a group of giblins in case of casualties), in the next a group of undeads in the lower levelks and then some even more dangerous monsters.

We played only the goblin tribe, prepare traps, tactics and so on. The last part was raiding and burning the tavern where the adventure groups gather. :-) It was really fun-for a evening.

I guess typical dark elves has a rigid social enviroment to feel really right for such sort of a evil campaign. But tribes of orcs and goblins and similiar tribes feel right. You could unite/conquest the other tribes and then raid the puny pinkskins.
shadrack
GM, 85 posts
Tue 19 Jun 2012
at 11:57
  • msg #669

Re: Rippers news!

shady joker:
Alright so the basic idea of Jerks with swords is You play a bad guy. Races for bad guys are orcs, goblins,dark elves, and maybe the undead. You play the monster protecting the dungeon and raiding the good guys settlement. What you guys think?



I think that sounds fun!
Strickland5
player, 178 posts
I'm in a few games
Tue 19 Jun 2012
at 12:00
  • msg #670

Re: Rippers news!

In reply to shadrack (msg # 669):

Sounds like Golbins the comic to me --> http://www.goblinscomic.com/06252005/
OggyBenDoggy
GM, 395 posts
Tue 19 Jun 2012
at 16:35
  • msg #671

Re: Rippers news!

In reply to shady joker (msg # 667):

I could see it as a not silly game as well.  Either a dark/evil campaign, or one with some humor but not slapstick.

PC wildcards would be prominent leaders of the tribe, with extras for most of them.
shady joker
player, 114 posts
Tue 19 Jun 2012
at 21:36
  • msg #672

Re: Rippers news!

Strickland5:
In reply to shadrack (msg # 669):

Sounds like Golbins the comic to me --> http://www.goblinscomic.com/06252005/


You caught me. Goblins the Comic inspired me partway to do this.
OggyBenDoggy
GM, 396 posts
Tue 19 Jun 2012
at 22:06
  • msg #673

Re: Rippers news!

I was in a dnd 3.0 game that died, and the premise was that everyone was a "monster", drow, goblin, kobold, etc, and the civilized races were colonizing our "wilderness" area, so we were banding together to fight them off.

I could see a campaign like that, PCs might be members of different tribes in a temporary alliance, or from the same tribe
Cripple X
GM, 45 posts
Wed 20 Jun 2012
at 16:17
  • msg #674

Re: Rippers news!



Neat! Man that reminds me of how much I love Legos. I haven't touched a set in years, but I'd probably be ashamed to know how much of my childhood was consumed by playing with Legos. I cannot begin to fathom.

Rippers is pretty much the only Pinnacle Savage Setting I haven't had any experience (Player or GM) with at all.
This message was last edited by the GM at 16:22, Wed 20 June 2012.
shadrack
GM, 86 posts
Wed 20 Jun 2012
at 21:15
  • msg #675

Re: Rippers news!

I kind of want to mix Rippers up with Space 1889
Cripple X
GM, 46 posts
Thu 21 Jun 2012
at 01:27
  • msg #676

Re: Rippers news!

That's a heck of an idea there. Hunting Monsters foreign and domestic.
shady joker
player, 115 posts
Thu 21 Jun 2012
at 01:29
  • msg #677

Re: Rippers news!

In reply to shadrack (msg # 675):

That idea sounds cool,but what would rippertech be like? Alien parts?
liblarva
player, 2 posts
Thu 21 Jun 2012
at 04:41
  • msg #678

Re: Rippers news!

Newb rules question.

A wild card who's Shaken, they take a hit:

With a success they're still Shaken, and suffer a Wound.

With a raise they're still Shaken, and suffer a Wound.

So in this case there's no extra effect for the raise.

Shouldn't they take a Wound from the 2x Shaken on top of the Wound from the raise?
shadrack
GM, 87 posts
Thu 21 Jun 2012
at 04:59
  • msg #679

Re: Rippers news!

shady joker:
In reply to shadrack (msg # 675):

That idea sounds cool,but what would rippertech be like? Alien parts?


I don't see anything stopping a master vampire from having an airship.  Venusian mummies may have some different abilities than the standard variety.

So, I would probably just let rippertech be,... rippertech.

don't know, I just like airships, and I like rippers so...
shadrack
GM, 88 posts
Thu 21 Jun 2012
at 05:09
  • msg #680

Re: Rippers news!

liblarva:
Newb rules question.

A wild card who's Shaken, they take a hit:

With a success they're still Shaken, and suffer a Wound.

With a raise they're still Shaken, and suffer a Wound.

So in this case there's no extra effect for the raise.

Shouldn't they take a Wound from the 2x Shaken on top of the Wound from the raise?


Not by RAW.

you have it lined out how I understand it.  I keep it straight in my head by approaching it as, You can only get (at most) as many wounds as raises.

The idea, as I see it, is that the 2 shaken make a wound is a 'bonus'.  So it's not that you're losing a wound for the raise on a shaken target, it's that you're gaining one on the shaken target and you didn't get a raise.
derfinsterling
player, 60 posts
Thu 21 Jun 2012
at 07:30
  • msg #681

Re: Rippers news!

liblarva:
Newb rules question.

A wild card who's Shaken, they take a hit:

With a success they're still Shaken, and suffer a Wound.

With a raise they're still Shaken, and suffer a Wound.

So in this case there's no extra effect for the raise.

Shouldn't they take a Wound from the 2x Shaken on top of the Wound from the raise?


You don't take a Shaken and a Wound result. If you beat toughness, you cause a Shaken result.
If you beat Toughness with a raise, you cause a Wound.
Now, a side-effect of that wound is that you are Shaken as well.

It helps if you switch the description around:
"With a success they suffer a Wound, and are still Shaken."
OggyBenDoggy
GM, 397 posts
Thu 21 Jun 2012
at 16:50
  • msg #682

Re: Rippers news!

The idea is that being shaken makes it more likely that you ar wounded, but not more likly that you will be incapacitated.
shady joker
player, 122 posts
Thu 28 Jun 2012
at 02:02
  • msg #683

Re: Rippers news!

So I met a guy on here wanting to play a kitsune. He wants to shape shift and control fire. How do I savage this?
Strickland5
player, 180 posts
I'm in a few games
Thu 28 Jun 2012
at 02:05
  • msg #684

Re: Rippers news!

In reply to shady joker (msg # 683):

Check Iron Dynasty or make the race with the shape shift power and flaws to compensate
shady joker
player, 123 posts
Thu 28 Jun 2012
at 02:07
  • msg #685

Re: Rippers news!

I don't have Iron Dynasty. What about his fox fire? I was thinking of giving him bolt, burst, and shape change as a MAGIC background.
Strickland5
player, 181 posts
I'm in a few games
Thu 28 Jun 2012
at 12:01
  • msg #686

Re: Rippers news!

How's this?

quote:
Kitsune
+2 10 extra PPs
+2 AB Magic
+1 Keen Senses (+2 Notice)

–2 Phobia (Dogs)
-1 Greedy (Minor)


Then his AB can be tailored for his Kitsune nature with fire spells and shapeshift
OggyBenDoggy
GM, 401 posts
Thu 28 Jun 2012
at 15:56
  • msg #687

Re: Rippers news!

that seems very overpowered.  I would totally play that race if I were a mage; starting with 20 pp?  and +2 notice?
Strickland5
player, 182 posts
I'm in a few games
Thu 28 Jun 2012
at 16:02
  • msg #688

Re: Rippers news!

In reply to OggyBenDoggy (msg # 687):

It does sum up to a +2 just like a Humans with a free edge. But sure I can see a mage with tons of PPs being an issue... so swap out fear of dogs for –1 Toughness (a more constant affect) or even just drop the +10 PPS and the phobia

Or just something like
quote:
Kitsune
+1 5 extra PPs for AB Magic
+1 Keen Senses (+2 Notice)

This message was last edited by the player at 16:04, Thu 28 June 2012.
ashberg
player, 2 posts
Tue 3 Jul 2012
at 23:46
  • msg #689

Cthulhu...

Hellow SWers.

I'm looking for a Lovecraftian adventure/investigation. I'm new to SW - but I have a source book on mail order, arriving sometime in the next few weeks.

My background is mostly in CoC and freeforming.

Thanks :)
Nintaku
player, 1 post
Fri 13 Jul 2012
at 02:27
  • msg #690

Re: Cthulhu...

Hi! I've had a copy of Savage Worlds for a couple years now, but haven't had a chance to play it. It has a lot of similarities to other games I play, and so it always comes to mind as something to use for whatever my latest gaming scheme is. I just lack the experience to use it properly.

Good to be among people who understand it a little better. Maybe I'll learn something I can put to use! Never hurts to give back to the community, right? :D
Willis
player, 8 posts
Fri 13 Jul 2012
at 13:15
  • msg #691

Re: Cthulhu...

Hey guys.  I'm really wanting to play Savage Hell on Earth.  Would anyone be up for running a game?  I'd greatly appreciate it.
shady joker
player, 128 posts
Fri 13 Jul 2012
at 13:27
  • msg #692

Re: Cthulhu...

Nintaku:
Hi! I've had a copy of Savage Worlds for a couple years now, but haven't had a chance to play it. It has a lot of similarities to other games I play, and so it always comes to mind as something to use for whatever my latest gaming scheme is. I just lack the experience to use it properly.

Good to be among people who understand it a little better. Maybe I'll learn something I can put to use! Never hurts to give back to the community, right? :D


Nintaku I personally invite you to my Rippers game and Dragon game. Both are Newbie friendly.
Willis
player, 9 posts
Fri 13 Jul 2012
at 14:02
  • msg #693

Re: Cthulhu...

Are those games open to anyone?  I loved the Rippers setting but never got to play it at all.
shady joker
player, 129 posts
Fri 13 Jul 2012
at 14:07
  • msg #694

Re: Cthulhu...

Yes my gAmes are open to everyone.
shady joker
player, 130 posts
Fri 13 Jul 2012
at 14:12
  • msg #695

Re: Cthulhu...

link to another game

A link to my Rippers game.
Nintaku
player, 2 posts
Fri 13 Jul 2012
at 16:30
  • msg #696

Re: Cthulhu...

That Dragons game looked like a fantastic idea, definitely something I'd love to hop right into. Have you created it yet?
shady joker
player, 131 posts
Fri 13 Jul 2012
at 16:41
  • msg #697

Re: Cthulhu...

link to another game

There is a link to the Dragon game.
rabideldar
GM, 61 posts
Savage World Master
Mon 16 Jul 2012
at 21:35
  • msg #698

Pace?

What is a realistic pace for a game? I noticed that one combat scene can take a full week to get through in most cases. It doesn't even seem like people can post once per day much less once per week at times.

Thoughts?
shady joker
player, 132 posts
Mon 16 Jul 2012
at 22:04
  • msg #699

Re: Pace?

I say once every two days is reasonABLE. Many players aim for onjce a day but then life hands them a curve ball.
cooneydad
player, 15 posts
Mon 16 Jul 2012
at 22:30
  • msg #700

Re: Pace?

I aim for once/day, personally.
OggyBenDoggy
GM, 402 posts
Mon 16 Jul 2012
at 22:47
  • msg #701

Re: Pace?

One thing I've noticed, is that if I as Gm make a post, I can't just wait for the PCs to responde.  That leads to game death.

if nothing happens, I'll post again after a day or two
ralftschu
player, 45 posts
Tue 17 Jul 2012
at 06:35
  • msg #702

Re: Pace?

I aim for once a day, but sometimes I wait, to give others a chance to respond.
Or wait in combat because im fairly back in the list - I usually wait at least until the enemys that act before me.
But sometimes the game comes to a stop simply because someone doesnt notice that all wait for him to act. It happened to me a few day ago, we are in combat and the floor tilted-so I had to roll dex to avoid falling down. But I had a low action card, so I descripted my dex roll, but not my action. And then somehow forget that I had to describe my action. All waited for me but I didnt notice it.

Such things happen sometimes, and its important that someone say "T think its your turn" after a few days. :-)
OggyBenDoggy
GM, 403 posts
Tue 17 Jul 2012
at 13:54
  • msg #703

Re: Pace?

Yes, that helps as well.  Sometimes I'll read a post, then mean go back later a do a post, and forget to
Trollsmith
player, 6 posts
Tue 17 Jul 2012
at 14:17
  • msg #704

Re: Pace?


Guilty of that too, Oggy.  Sometimes I forget to hit the Post Message too....just assume it posted....
Cripple X
GM, 47 posts
Tue 17 Jul 2012
at 14:57
  • msg #705

Re: Pace?

In reply to OggyBenDoggy (msg # 703):

Yea, I've done that too. Like when I'm really busy, but do an rpol fly-by anyway or either I want to think about my post a bit before I make it.
StJason
player, 6 posts
Wed 18 Jul 2012
at 13:35
  • msg #706

Re: Pace?

The worst part of that, is that often, the RSS feed doesn't update if you don't. I've had a couple of times where I wonder when the last time X game has done anything, and then a few weeks later went on and realized that the game went on without me. :(
ashberg
player, 3 posts
Fri 20 Jul 2012
at 10:21
  • msg #707

It arrived!

Huzzah! I am the proud owner of SW Deluxe core hardcover!

I love reading new source books... though I'm definitely not one to get bogged down in technical details, preferring the GM makes most of the decisions without the need for rolls - it is thoroughly enjoyable flipping through the pages of a [somewhat] freshly printed book for the first time... and that smell! MMmmmmmm.

Still haven't played an SW game yet... having been recommended the system by some CoC players. I know there is a plethora of SW books out there too... I'd love to try my hand at a Realms of Cthulhu...

Or some nice pulpy tomb-raider style romp... a la Cairo Jim on the Trail to Cha-Cha Mucho, or to a lesser extent, the Brandon Fraser style Mummy trilogy action....
shady joker
player, 133 posts
Fri 20 Jul 2012
at 18:27
  • msg #708

Re: It arrived!

Welcome new savage Ashberg. You might want to check out savage heroes for the free stuff.
cooneydad
player, 16 posts
Sat 21 Jul 2012
at 01:15
  • msg #709

Re: It arrived!

ashberg:
Huzzah! I am the proud owner of SW Deluxe core hardcover!

I love reading new source books... though I'm definitely not one to get bogged down in technical details, preferring the GM makes most of the decisions without the need for rolls - it is thoroughly enjoyable flipping through the pages of a [somewhat] freshly printed book for the first time... and that smell! MMmmmmmm.

Still haven't played an SW game yet... having been recommended the system by some CoC players. I know there is a plethora of SW books out there too... I'd love to try my hand at a Realms of Cthulhu...

Or some nice pulpy tomb-raider style romp... a la Cairo Jim on the Trail to Cha-Cha Mucho, or to a lesser extent, the Brandon Fraser style Mummy trilogy action....


This is my favorite game system by far of all the majors on the market. I don't have the bandwidth to run another game right now, but if I do I'll keep you in mind!
Willis
player, 10 posts
Sat 21 Jul 2012
at 20:36
  • msg #710

Re: It arrived!

Still looking for a Hell on Earth Reloaded game if someone wants to run one.
Boomcoach
player, 18 posts
Sun 22 Jul 2012
at 14:00
  • msg #711

Re: It arrived!

Pulp is one of my favorite settings/styles.  I was in the process of setting up a D&D 3.5 dungeon crawl, but I am not sure I want to actually do that, so I will put it on hold and get a SW pulp game started up this week instead.  I have quite a bit of pulp materials, so I will decide on a setting and get it fired up.

I think I would like to run it with characters starting at 25 xp, if that seems OK to others.
shady joker
player, 134 posts
Sun 22 Jul 2012
at 16:09
  • msg #712

Re: It arrived!

I am being kicked out of my home so my internet access will be spotty at best.
rabideldar
GM, 62 posts
Savage World Master
Sun 22 Jul 2012
at 16:54
  • msg #713

Re: It arrived!

Sorry to hear. Hopefully everything turns out better.
cooneydad
player, 17 posts
Mon 23 Jul 2012
at 00:59
  • msg #714

Re: It arrived!

shady joker:
I am being kicked out of my home so my internet access will be spotty at best.


Yep, thoughts and prayers, man.
OggyBenDoggy
GM, 404 posts
Mon 23 Jul 2012
at 18:21
  • msg #715

Re: It arrived!

Pulp would be fun.  I remember Ravaged Earth Society, it looked fun but I never got to play
Boomcoach
player, 19 posts
Mon 23 Jul 2012
at 19:11
  • msg #716

Re: It arrived!

Game is available:
link to another game
rabideldar
GM, 63 posts
Savage World Master
Mon 23 Jul 2012
at 22:38
  • msg #717

Re: It arrived!

Looks like a cool game.
ashberg
player, 4 posts
Mon 23 Jul 2012
at 22:42
  • msg #718

Re: It arrived!

Awesome! I get cable connected at my new home today, will write up an rtj tonight :) it's 9am here.. Sooner if I get a decent break at work... Thanks for getting a pulpy up!
shady joker
player, 136 posts
Tue 24 Jul 2012
at 14:49
  • msg #719

Re: It arrived!

I'm staying at the shelter. so no internet access. >.<
shady joker
player, 138 posts
Thu 26 Jul 2012
at 16:44
  • msg #720

Re: It arrived!

link to another game

Could some one please GM that game for me? I lost all my game books once I was booted from my home.
Nintaku
player, 5 posts
Thu 26 Jul 2012
at 17:11
  • msg #721

Re: It arrived!

I can GM it. I just need some players and input on how to structure the game, since it is very non-standard.
shady joker
player, 141 posts
Thu 26 Jul 2012
at 17:18
  • msg #722

Re: It arrived!

Why not run one of the free savage tales you can find on savage heroes? Are you doing traditional fantasy or something else?
ralftschu
player, 47 posts
Wed 22 Aug 2012
at 08:42
  • msg #723

Beasts and Barbarians

Hi

I really like Beast and Barbarians from Gramel.
I would really like to play a game of B&B. Is there a game online?
ashberg
player, 5 posts
Wed 29 Aug 2012
at 04:53
  • msg #724

Re: Beasts and Barbarians

Looking for a Realms of Cthulhu.... or anything Mystery/Lovecraftian...
shady joker
player, 144 posts
Wed 29 Aug 2012
at 04:56
  • msg #725

Re: Beasts and Barbarians

ASHBERG, is their a real CoC conversion using Savage Worlds?
ashberg
player, 6 posts
Wed 29 Aug 2012
at 04:58
  • msg #726

Re: Beasts and Barbarians

just FYI - I don't own any SW scenario books...

Shady, just saw this floating on the web, talking about Conversion Tips: http://savagepedia.wikispaces.com/Savage+Cthulhu
OggyBenDoggy
GM, 413 posts
Tue 4 Sep 2012
at 22:29
  • msg #727

Re: Beasts and Barbarians

how often do people play in games w/out the book / player's guide?

how often to GMs allow it?

any regrets?

comments?
Strickland5
player, 183 posts
I'm in a few games
Wed 5 Sep 2012
at 12:18
  • msg #728

Re: Beasts and Barbarians

I've done it a few times (as a player and a GM) and found it to be difficult. For me as a player I don't have the source material so I don't know a lot about the setting (Hellfrost for example) or any special edges/hindrances available

As a GM knowing these issues I've had as a player, I don't want to copy-paste too much info and risk copyright infringement and the like so I tend to prefer to have players who own the source material
zacaldo
player, 4 posts
Wed 5 Sep 2012
at 16:44
  • msg #729

Re: Beasts and Barbarians

I myself brought this up in an rPol forum, being amazed how many players do not own a single core book or source book of any kind.  Not that I have a problem with it, RP books are expensive and often do not get their money's worth of use in my mind.  Although running some systems without a core seems impossible, and some like Savage much more possible.  I guess it depends on the game you are running and the players you have, which is like any other game.

Still though I am amazed that so many people play games without a sourcebook, growing up always having one I guess I feel lost without one, but this is all pre wiki and so forth so gaming has changed so much since I started I must be like a dinosaur to all the new players out their.  And yes, I do not mess with copyright anything, sounds trite, but you could really make a mess and nothing is worth losing Rpol privileges in my mind.

My experiences with players without the book though, much higher drop out rate, they literally have less invested in the game ;)  It may just be coincidence, but the math does not lie on that one.  Although some of the best players I have ever had, did not own or want to own a single book, so after all that, you are back where you started.  I guess my main comment would be, if you have a serious idea on how a game should be run and you want it to go smoother, make it a rule each PC own the core, I have been dismissed from games because of it and it makes sense to me.

Who knows Rpol is like Darwin on crack in a time machine set to gentle press, does anything ever make sense or get clean on the first cycle?
derfinsterling
player, 66 posts
Wed 5 Sep 2012
at 18:10
  • msg #730

General updates to all games I'm in

I'm in several games, but I thought I'll post this just here:
I'm on paternity leave since the start of August. My wife, who's a teacher was at home during August as well. Great 4 weeks.
Now she's at work and I'm staying at home taking care of our daughter. It's more time-consuming than I imagined.
So my apologies if my posts are currently more rare and shorter than they used to be, I'll just need to get settled in. :-)
ralftschu
player, 48 posts
Thu 6 Sep 2012
at 08:53
  • msg #731

Re: General updates to all games I'm in

Little timesinks, arent they.
But then she smiles!
My Timesink is five years old. It dont really get better, you only get used to it.
But lastly we played roleplaying games.
We moved paper miniatures around a skeletonkey battlemap. It was like playing dolls, only with Ghul queens, Paladins and dire wolfs.
"Of course, Mister Paladin, take a seat. I cook us a tea while you play with dire fluffy."
cooneydad
player, 18 posts
Thu 6 Sep 2012
at 17:09
  • msg #732

Re: General updates to all games I'm in

I have five kids and can tell you:

1. Cherish them when they're infants. They're amazing and relatively simple to care for then. The same 6-7 behaviors keeps them happy all the time. Wish I could say that for my 12-year-old :-)

2. Some of them just won't game. See comment about 12-year-old :-)
OggyBenDoggy
GM, 414 posts
Thu 6 Sep 2012
at 17:45
  • msg #733

Re: General updates to all games I'm in

I played a $1 game called RPGkids last year.  They enjoyed rescuing the unicorns from the wicked Frog Wizard.

This Sunday I'm going to run a game of Faery's Tale
http://www.rpgnow.com/product/...y's-Tale-Deluxe?it=1
zacaldo
player, 6 posts
Fri 7 Sep 2012
at 00:32
  • msg #734

Re: General updates to all games I'm in

In reply to OggyBenDoggy (msg # 733):

Well worth the 10 dollars, has to be one of the best 6 and up game, tons of characters and lots of interaction.  I would put it in my top five kids games.  Have fun Doggy, watch out for those brownies;)  I run some games at the local library and I am just glad society seems to have gotten over trying to villainies role-playing games, I went to Catholic High School and was actually suspended for continuing AD&D game.  Can't think of a better social interaction tool than role-playing, keeping the kids interested doesn't seem to be my problem, these kids mess up my plot points with their crazy ideas worse than their parents.  I love the youth coming up, super savvy role-players, nice to read some good news about youth and roleplaying.  Again I love this Forum.
OggyBenDoggy
GM, 415 posts
Mon 10 Sep 2012
at 19:35
  • msg #735

Re: General updates to all games I'm in

we played the Jack and the Beanstalk adventure.  They had fun, although I did have to make suggestions when they got stuck.

Next week it'll be a story they are not familiar with

----------------------

On a different note, I just stumbled across this

https://docs.google.com/file/d...WEzZTA5ZDI4MjEx/edit

it's sort of a GMless game about castaways.  You could use it for a shipwreaked adventure, to flesh out the NPCs
jmenefee
player, 1 post
Sat 15 Sep 2012
at 22:47
  • msg #736

Re: General updates to all games I'm in

I started my kids on RPGKids :) I altered my games so that every adventure was to thwart the "evil wizard garamond" (that appeared to be his actual name by the way my 5 and 6 year old talked).

Then I went to Faer's Tale, which they enjoy tremendously. Every adventure is a mission for the Faery Queen. They have to pass a Dora the Explorer style series of encounters ("through the haunted forest of the Spider Kingdom, across the Burning Sands of Doom, and up the Tallest Mountain to find Moon Leaves for the Queen's tea"). I created a custom 4"x6" character sheet with pictures for the three stats with dots instead of numbers ("that's how many dice you roll!"). They beg me to play it regularly ;)

Oh and it helps that we move around the house as they progress. Each room, or the staircase, is a different part of the map and I make them act out their attacks and results :) They love that at their age.

The boy likes to attack things (Sprite named Mr. Green), the girl likes to make friends with things (Pixie named Rose), and their 5 year old cousin likes to sneak by things (Pooka named Flutter) so I make sure each of the three main encounters has a different outcome depending on who's turn it is to lead that encounter. They each get a moment in the spotlight. Each adventure takes about half an hour and since they don't care about ongoing plot development it literally takes me about a minute to come up with each adventure and I throw things at them on the fly.
OggyBenDoggy
GM, 416 posts
Sun 16 Sep 2012
at 04:17
  • msg #737

Re: General updates to all games I'm in

I like the Dora idea.  And moving around the house
grandmaster_cain
player, 19 posts
Sun 16 Sep 2012
at 19:52
  • msg #738

Re: General updates to all games I'm in

Faery's Tale is my preferred game for kids as well.  I've run it for kids as young as five, and for tweenage girls who though roleplaying was for geeks.  They all loved it!
OggyBenDoggy
GM, 418 posts
Mon 17 Sep 2012
at 17:08
  • msg #739

Re: General updates to all games I'm in

I'm tempted to start a "Gaming with Kids discussion group"
OggyBenDoggy
GM, 419 posts
Tue 18 Sep 2012
at 20:27
  • msg #740

Re: General updates to all games I'm in

someone started up a discussion game

link to another game
Strickland5
player, 184 posts
I'm in a few games
Tue 22 Jan 2013
at 21:03
  • msg #741

Re: General updates to all games I'm in

So am I the only one who saw this rework of the Liquid Courage edge in DLNoir and thought... drunken master!

DLNoir pg 11:
Liquid Courage
Requirements: Novice, Vigor d8+
This Edge is updated from Savage Worlds Deluxe,
including being a Background Edge instead of a Weird Edge.


Hard liquor turns this paper tiger into the real deal,
claws and all. The round after this lush slams at least
half his Vigor die type in shots of whiskey, bottles of
beer, or glasses of wine, his Vigor increases by one die
type (also increasing his Toughness). The staggering
shamus also ignores one level of Wound modifiers
(which stacks with other similar abilities).

The effects last for one hour and have no detrimental
effects on any other functions. If the bottle-chaser
is looking to get drunk and does so, he retains the
benefits above but suffers the effects as per Intoxication
(see page 37). On the plus side, the palooka halves the
recovery time for his overindulgence.

This message was last edited by the player at 21:07, Tue 22 Jan 2013.
GreenTongue
player, 45 posts
Wed 23 Jan 2013
at 01:44
  • msg #742

Re: General updates to all games I'm in

That could be a good time in Deadlands. ;)
=
StJason
player, 9 posts
Wed 23 Jan 2013
at 23:21
  • msg #743

Re: General updates to all games I'm in

I thought the same. Liquid Courage + Drunken Style. You could even get some points back with an addiction. It's kinda spendy to start out with (IIRC, you need Martial Arts, Agi d8, Vig d6, Fighting d6... don't have the books right here to look that up for sure..) But extra Vig and bonus to parry means that a lot of people are going to have tons of trouble hurting you. Well, until they pull out a gun, that is.. :D
Strickland5
player, 185 posts
I'm in a few games
Thu 24 Jan 2013
at 01:29
  • msg #744

Re: General updates to all games I'm in

In reply to StJason (msg # 743):

Dodge is your martial artists friend

Plus you could wait to get drunken style and extra toughness helps too
Wibbs
player, 13 posts
Tue 26 Feb 2013
at 00:31
  • msg #745

Any interest in a War of the Dead game?

Yes, I know it's a stupidly long campaign requiring a lot of commitment from both the GM and players, but I still want to gauge whether there's would be any interest if I started a game of War of the Dead up.

Thoughts?

Wibbs
Wibbs
player, 14 posts
Tue 26 Feb 2013
at 01:53
  • msg #746

Re: Any interest in a War of the Dead game?

Well, I've gone and set it up anyhow...

link to another game
stormwell
player, 1 post
Fri 22 Mar 2013
at 17:36
  • msg #747

Re: Any interest in a War of the Dead game?

Hi, new around here.

I'm considering running a Deadlands Noir game on RPoL, though I'm wondering if any has has tips for how well Savage Worlds works on here amongst other things?
Wibbs
player, 15 posts
Fri 22 Mar 2013
at 18:16
  • msg #748

Re: Any interest in a War of the Dead game?

In reply to stormwell (msg # 747):

Hey,

Welcome to the site. One thing you might want to do is browse through the list of active Savage worlds games and ask GMs if you can be added as a lurker. Then you can see how existing GMs run their games.

Wibbs
luke_poa
player, 6 posts
Fri 22 Mar 2013
at 20:04
  • msg #749

Re: Any interest in a War of the Dead game?

In reply to stormwell (msg # 747):

Our little group of players (real-life friends that also play on RPoL) runs Savage Worlds exclusively. We have been playing with this system for some two years with great success.

I would invite you to try one of our ongoing games, but we are all Brazilians, so our games are in Portuguese.
StJason
player, 10 posts
Fri 22 Mar 2013
at 21:45
  • msg #750

(dark) Savage Gears

I'm thinking about (don't have anything put together, though it shouldn't be hard...) of putting together a Heavy Gear/CthuhluTech game. Pretty simple, people start as low-level army gear pilots, and end up with Things happening. I'd do it with my local group, but one of them really hates sci-fi games, sadly.
Strickland5
player, 187 posts
I'm in a few games
Tue 9 Jul 2013
at 14:26
  • msg #751

Hello!

So how is everyone doing?

Any games y'all wanting to see get started? I debating between a zombie apoc game and a good ole fashion dungeon crawl, myself
cooneydad
player, 19 posts
Tue 9 Jul 2013
at 15:59
  • msg #752

Re: Hello!

I would LOVE to play in a dungeon crawl game. Dibs on the Beefy Tank character!
grandmaster_cain
player, 20 posts
Tue 9 Jul 2013
at 19:12
  • msg #753

Re: Hello!

Ooh!  Ooh!  Can I play a sorceror?
stormwell
player, 2 posts
Tue 9 Jul 2013
at 19:21
  • msg #754

Re: Hello!

Dunno if this will of interest to any of you lot but I'm working on a new setting for Savage Worlds.

Details can be found here; http://blog.utherwaldpress.com/
stormwell
player, 3 posts
Fri 19 Jul 2013
at 13:39
  • msg #755

Re: Hello!

stormwell:
Dunno if this will of interest to any of you lot but I'm working on a new setting for Savage Worlds.

Details can be found here; http://blog.utherwaldpress.com/


Oh and the Kickstarter for it is now live.

http://www.kickstarter.com/pro...orlds-dieselpunk-rpg

I'll be interested in possibly running a game for it here on RPoL.
cooneydad
player, 20 posts
Sat 20 Jul 2013
at 00:29
  • msg #756

Re: Hello!

Strickland5:
So how is everyone doing?

Any games y'all wanting to see get started? I debating between a zombie apoc game and a good ole fashion dungeon crawl, myself


Any thoughts on this?
IrishMarshal
player, 1 post
Sat 20 Jul 2013
at 17:10
  • msg #757

Re: Hello!

Strickland5:
So how is everyone doing?

Any games y'all wanting to see get started? I debating between a zombie apoc game and a good ole fashion dungeon crawl, myself


You know I've only played in a one local game store demo using a SW Fantasy setup. I am interested, how does it work out over the long run?
luke_poa
player, 7 posts
Sat 20 Jul 2013
at 20:12
  • msg #758

Re: Hello!

IrishMarshal:
Strickland5:
So how is everyone doing?

Any games y'all wanting to see get started? I debating between a zombie apoc game and a good ole fashion dungeon crawl, myself


You know I've only played in a one local game store demo using a SW Fantasy setup. I am interested, how does it work out over the long run?



As you are quoting another player, it is hard to determine if your question is directed to him or if it is a general one. I will answer considering it is the latter.

Savage Worlds is a very flexible system, with enough tools to emulate the feeling of many playing styles and scenarios. My group has been using it both for tabletop and for online roleplaying with great success. We have played SW standard scenarios (Evernight, Deadlands Reloaded, Sundered Skies and Hellfrost), conversions from other systems (Eberron and Rokugan (D&D), Vampire: the Masquerade (Storyteller)) and our own campaigns. It really fits our taste.

I hope I have helped.
IrishMarshal
player, 2 posts
Sat 20 Jul 2013
at 22:58
  • msg #759

Re: Hello!

luke_poa:
As you are quoting another player, it is hard to determine if your question is directed to him or if it is a general one. I will answer considering it is the latter.

Savage Worlds is a very flexible system, with enough tools to emulate the feeling of many playing styles and scenarios. My group has been using it both for tabletop and for online roleplaying with great success. We have played SW standard scenarios (Evernight, Deadlands Reloaded, Sundered Skies and Hellfrost), conversions from other systems (Eberron and Rokugan (D&D), Vampire: the Masquerade (Storyteller)) and our own campaigns. It really fits our taste.

I hope I have helped.


Sorry about that, I was rushing out the door this morning. It was actually a little of both. One to express interest in the suggested dungeon crawl and as you surmised I'm also curious how a long term campaign plays out with Savage Worlds. Most of my experience has been at local cons and play by forum games. I've got a copy of Hellfrost and like the storyline.
Thanks for the information.
cooneydad
player, 21 posts
Sun 21 Jul 2013
at 00:37
  • msg #760

Re: Hello!

I really, really, really would love to play in one, and might be persuaded to run one reciprically for the GM.
shady joker
player, 146 posts
Sun 28 Jul 2013
at 21:29
  • msg #761

Re: Hello!

I really want some one to Run a Deadlands Noir game. Where do I post that?
The Stray
player, 27 posts
Sun 28 Jul 2013
at 21:57
  • msg #762

Re: Hello!

Noir! There was a game that tried to start up here a while ago, but it died. You could try your luck asking for GMs on the GMs Wanted forum.
shady joker
player, 147 posts
Mon 29 Jul 2013
at 02:51
  • msg #763

Re: Hello!

I have been outright banned from the Wanted-GMs thread. It sucks.
The Stray
player, 28 posts
Mon 29 Jul 2013
at 03:25
  • msg #764

Re: Hello!

That does suck. I'd run a Noir game, but I've found that I can really only concentrate on running one game at a time.
Strickland5
player, 188 posts
I'm in a few games
Mon 29 Jul 2013
at 13:23
  • msg #765

Re: Hello!

Ran a Noir game for a short time. Sadly it puttered out before I could get the group out of their solo/duo intros and to the meat of the game. Won't mind playing in one though as like Stray I think its best I keep my GM'ing to a single game.


Side note - putting together the Fantasy game I mentioned previously so if you'd like to play here's a link to another game
jamat
player, 1 post
Mon 29 Jul 2013
at 20:29
  • msg #766

Re: Hello!

So anyone picking up or alreay has the Hellfrost land of fire supplement I intend getting it tomorrow but was just wondering, having not really heard of it before a week or so ago but loving Hellfrost can someone tell me is there a connection between the original hellfrost setting and land of fire. Can characters from one go into the other?

Are they both part of the same world?
Eduardo
player, 2 posts
Mon 29 Jul 2013
at 20:40
  • msg #767

Re: Hello!

I was just reading it.

Yes, they are both part of the same world. Looking at the maps you can see exactly where they join.

I haven´t read in detail, but from a skim, I can see some background overlapping.

And yes, character from one can go to the other. It would actually be really cool, in a 13th warrior kinda way, for example.
jamat
player, 2 posts
Mon 29 Jul 2013
at 20:46
  • msg #768

Re: Hello!

Great I'm sold .... 13th warrior is one of my fav films
GreenTongue
player, 46 posts
Thu 1 Aug 2013
at 17:56
  • msg #769

Re: Hello!

jamat:
I was in on the Kickstarter for it. It is intended to feel completely different from Hellfrost but is compatible.
=
shady joker
player, 148 posts
Sat 10 Aug 2013
at 05:02
  • msg #770

Re: Hello!

http://www.1km1kt.net/rpg/ironsilk-kingdom

Ironsilk Kingdom is a medieval martial arts setting full of mystery, drama, adventure, and mystical secrets. It is free, it is savage worlds,and it kicks ass. Anyone interested in playing or running a game?
OggyBenDoggy
GM, 421 posts
Mon 12 Aug 2013
at 16:09
  • msg #771

Re: Hello!

OMG, I'm back

Had drop out of rpol for a while, but I stumbled back in.

I saw a number of "requests to join" not answered, is anyone interested in Admin duties, should I flake out again?
IrishMarshal
player, 4 posts
Mon 12 Aug 2013
at 22:51
  • msg #772

Re: Hello!

In reply to shady joker (msg # 770):

Sounds interesting, but I'm already getting myself game over extended. Good luck on the game.
Have you thought of trying a G+ Hangout and/or Roll20 one shot?
The Stray
player, 29 posts
Tue 13 Aug 2013
at 01:20
  • msg #773

Re: Hello!

In reply to OggyBenDoggy (msg # 771):

I'm willing to share duties, I suppose.
luke_poa
player, 8 posts
Tue 13 Aug 2013
at 02:29
  • msg #774

Re: Hello!

OggyBenDoggy:
OMG, I'm back

Had drop out of rpol for a while, but I stumbled back in.

I saw a number of "requests to join" not answered, is anyone interested in Admin duties, should I flake out again?


I can help manage, too. I am here almost everyday.
Strickland5
player, 190 posts
I'm in a few games
Tue 13 Aug 2013
at 14:38
  • msg #775

Re: Hello!

In reply to OggyBenDoggy (msg # 771):

I can lend a hand too.
shady joker
player, 149 posts
Tue 13 Aug 2013
at 19:49
  • msg #776

Re: Hello!

In reply to OggyBenDoggy (msg # 771):

I am willing to do it. But if some one else wants to step up let them.
Strickland5
player, 191 posts
I'm in a few games
Fri 30 Aug 2013
at 11:33
  • msg #777

WWR

... so who else threw in some funds for the Weird War Rome kickstarter?
derfinsterling
player, 68 posts
Fri 30 Aug 2013
at 12:02
  • msg #778

Re: WWR

I did. Glad it finally is seeing the light of day. I was very briefly involved in some playtests a few years ago. Don't know how much it has changed from back when, but the concept was great.
OggyBenDoggy
GM, 423 posts
Fri 30 Aug 2013
at 21:51
  • msg #779

Re: WWR

Me (on rome)

I like who it's broken up into mini-campaigns.

My group is a little erratic, smaller campaigns might be easier to finish.  we could even rotate GMs

might also work well here, since things take longer in PBP
OggyBenDoggy
GM, 428 posts
Fri 13 Sep 2013
at 18:34
  • msg #780

Re: WWR

luke, strickland, gave you GM access
luke_poa
GM, 9 posts
Sat 14 Sep 2013
at 01:54
  • msg #781

Re: WWR

Thank you, sir. I will help manage things as best as I can!
shady joker
player, 157 posts
Mon 7 Oct 2013
at 20:25
  • msg #782

Re: WWR

How do I post a link to the Raiders & Ruins pdf book without pissing off rpol moderators? It is a FREE fan made book but I can't find a web page for it and If I just link it to something like drop box they mods might think I am promoting piracy.
OggyBenDoggy
GM, 429 posts
Mon 7 Oct 2013
at 21:01
  • msg #783

Re: WWR

Have you asked the moderators?
cooneydad
player, 29 posts
Mon 7 Oct 2013
at 21:54
  • msg #784

Re: WWR

shady joker:
How do I post a link to the Raiders & Ruins pdf book without pissing off rpol moderators? It is a FREE fan made book but I can't find a web page for it and If I just link it to something like drop box they mods might think I am promoting piracy.


Put it on Google Drive and create a public link to it here.
luke_poa
GM, 10 posts
Tue 8 Oct 2013
at 01:54
  • msg #785

Re: WWR

If the book is free as in "freedom", you should be able to link it from your dropbox without any problems.

On the other hand, if the book is free as in "beer", there may be a chance that the creators get some kind of cash flow from people visiting their site. In this case, it wouldn't be a good thing to share through dropbox.
shady joker
player, 158 posts
Tue 8 Oct 2013
at 05:54
  • msg #786

Re: WWR

Well the Author posted it on Google Documents for all to have. My computer illiterate self spent the afternoon figuring that out and posting his shared link to my game. *Facepalm*
OggyBenDoggy
GM, 434 posts
Mon 25 Nov 2013
at 20:50
  • msg #787

Re: WWR

I've started a few games here.  THey all pretty much went the same.  4-6 people started in it.  The game played for a while, a few dropped out, and few new players added.

Then something would happen.  Work would get busy for me.  Vacation.  Something.  I'd post a game delay/apology.  Then after a while I'd close the game, saying I didn't know when I'd be able to get back to it.

But was I wrong?  I've also been in a few games that lapsed for a long time, months even, but were successfully revived.

I'd been tempted to do a WW:Rome game or Kaiser's Gate , War of the Dead, a number,  but I'd think, "but I can't run again, eventually works get's ugly and it ends".

But was I wrong?  Would it be OK, maybe with proper warning to the players, to do a game which might have occasional long pauses/breaks?  Preferrably when the plot allows.
The Stray
player, 30 posts
Mon 25 Nov 2013
at 21:01
  • msg #788

Re: WWR

I've run some of those long-break games you've been in! I certainly notice a pattern my own self of periods of low/no activity moving to high activity then back again. As long as you've got players who are understanding of the long breaks, it can work.
shady joker
player, 159 posts
Thu 5 Dec 2013
at 13:30
  • msg #789

Re: WWR

So anyone know about the distance modifiers in the CHASE rules? I'm running a cowboys on horse back chase and my players think that having 5H card and the target a 4D card means -4 Long Range Modifier. I thought The distance was relative to your action card and the targets action card.
The Stray
player, 31 posts
Thu 5 Dec 2013
at 14:43
  • msg #790

Re: WWR

The range is based on the card drawn (and whether they can attack at all is based on if they have a higher attack bonus or not), not relative value. Chases are abstract -- anything between a 3 and a 10 is considered a long-range shot because of the current situation in the round, which is supposed to represent more than a single turn's worth of movement, tricks, attempts to shake pursuit/gain ground, and so on.
shady joker
player, 160 posts
Thu 5 Dec 2013
at 14:51
  • msg #791

Re: WWR

Do they still get the Unstable platform penalty for shooting at people from horse back or a wagon?
Strickland5
GM, 194 posts
I'm in a few games
Thu 5 Dec 2013
at 14:55
  • msg #792

Re: WWR

In reply to shady joker (msg # 791):

Unstable platform applies if you're shooting from a horse or wagon but not if you're stationary shooting someone who's on horse back or in a wagon.
shady joker
player, 161 posts
Thu 5 Dec 2013
at 15:17
  • msg #793

Re: WWR

Well these guys are riding their horses and shooting Single action revolvers. I figured they can do that Since many decent riders could put the reins in their teeth, steer with their knees, or some other such thing a trained rider does to use both hands while on horse back. Now the Wagon Driver can't do that that's why he needs a guy to run shot gun or at best use a double action revolver with one hand and the steering thing in the other. Granted not very realistic but it is a movie game so some things aren't realistic.
The Stray
player, 32 posts
Thu 5 Dec 2013
at 16:38
  • msg #794

Re: WWR

They CAN do it, just not with any great accuracy unless they've been trained to do so, which is why the Unstable Platform rules and and Steady Hands edges exist in the first place. It's not particularly easy to hit a moving target while you're moving as well.
OggyBenDoggy
GM, 435 posts
Thu 5 Dec 2013
at 17:17
  • msg #795

Re: WWR

Also, the range is not just range.  It could be (in this case) dust from the chase, having bad angle, cover from rocks/trees in the way, etc.
The Stray
player, 33 posts
Thu 5 Dec 2013
at 17:20
  • msg #796

Re: WWR

Basically, the card represents the one clean shot/attack the characters get over the course of this round's worth of chases.
derfinsterling
player, 69 posts
Thu 5 Dec 2013
at 20:36
  • msg #797

Re: WWR

One more thing: when shooting or fighting from horseback, you use either Riding or Shooting/Fighting, whichever is lower!
jamat
player, 3 posts
Tue 28 Jan 2014
at 13:33
  • msg #798

Re: WWR

Hi all

I posted this yesterday on RPG.net but realised it might not be the best place to put it so I thought I'd try here to see what people's views were.

This refers to the NEMEZIS setting book

Ok I picked this up today as the little I'd heard about it interested me.

At the moment I'm a little disappointed in it. I just don't see where it's supposed to go in setting terms.

So the world devourer is awake and destroying humanity. Some worlds are trying to retaliate but there doesn't seem to be much of a focus to it.

Necropolis 2350 focuses on the struggle with the different chapters and their interplay but it is well laid out.

40k RPGs are the ultimate in this type of setting but nemezis just isn't clear to me. What are you supposed to play? What are the adventures supposed to be like? Why doesn't the threat of the devourer seem to the main focus?

What is there is good, don't get me wrong and I'd be happy to use it as a substitute for traveller type games but I just don't get the gut feel for the setting in this game.

What are your views on this game and have I totally missed something

This message was last edited by the player at 17:05, Tue 28 Jan 2014.
derfinsterling
player, 73 posts
Tue 28 Jan 2014
at 16:03
  • msg #799

Re: WWR

Uhm, what?
What game are you refering to?
jamat
player, 4 posts
Tue 28 Jan 2014
at 17:04
  • msg #800

Re: WWR

In reply to derfinsterling (msg # 799):

Sorry totally forgot to include the title

Nemezis
OggyBenDoggy
GM, 449 posts
Fri 28 Feb 2014
at 19:53
  • msg #801

Re: WWR

The other day I thought to myself how odd it was that the SPC and SFC came out, and no super hero game, no sci fi game

Then I Thought, well, there was no WWR game, no Kaiser's Gate game, no Nemesis game (that I'm aware of)

So it led me to the general question of, what games are people playing or running?

Running:
50F, an older game I resurrected

Playing:
Hellfrost - kid with knives
WeirdWar II - Cookie
Savage Pathfinder (Rise of the Runelords) - Semi-retired Adept
Savage Fantasy (Wintercrest) - arcane archer

so 3 out of 4 are fantasy.
Strickland5
GM, 201 posts
I'm in a few games
Fri 28 Feb 2014
at 20:13
  • msg #802

Re: WWR

I keep a running log of my games in my description ...

Current Games
GM
[SavW] Welcome to WinterCrest

Player
Sixguns & Spellslingers: The Storm [Deadlands: Reloaded] - Native Warrior + Huckster
Sixguns & Spellslingers: The Last Sons [Deadlands: Reloaded] - Gunslinger
Against the Darkness - Spellsword
Ghoster: Echoes of Fate - Martial Artist Street Rat
Freeport: Fate in the City of Adventure - Rapier Duelist
Fantasy FATE Core System - Barbarian
Mission Omega - Doctor/Xenobiologist
(SavW) 50 Fathoms - Treasure Hunter

Total
3 Fantasy Savage Worlds Games (WinterCrest + Against the Darkness + 50F)
2 Deadlands Reloaded Games
2 Fantasy Fate Game
2 Post Apoc Fate Games (Ghoster + Mission Omega)

I think people just like Fantasy RPGs better.
This message was last edited by the GM at 20:21, Fri 28 Feb 2014.
jamat
player, 5 posts
Fri 28 Feb 2014
at 21:39
  • msg #803

Re: WWR

Playing: ( savage worlds)
Hellfrost: winters dark heart - eldritch frostborn
Mosquito fleet - harry H young


Playing (other games):
13th age
Camp myth
Dark heresy
Dragon warriors
Fate
Gamma world 4e
Fate bulldogs
Icons
Legends
Supers
Advance fighting fantasy
Wolsung

Man that's a lot
StJason
player, 21 posts
Fri 28 Feb 2014
at 23:46
  • msg #804

Re: WWR

My monday night gaming group switches between Vampire and Shadowrun.
Currently, every online SW game I play dies after a week. I'd kinda like to get into one that won't fold. Noir would be nice, but I'm not that picky.
GreenTongue
player, 52 posts
Sat 1 Mar 2014
at 02:44
  • msg #805

Re: WWR

jamat:
Man that's a lot

Agree

GM
--
Savage Tekumel
=
This message was last edited by the player at 02:45, Sat 01 Mar 2014.
tutunaku
player, 13 posts
Sun 2 Mar 2014
at 04:18
  • msg #806

Re: WWR

In reply to GreenTongue (msg # 805):

Savage Tekumel sounds awesome
GreenTongue
player, 53 posts
Sun 2 Mar 2014
at 20:34
  • msg #807

Re: WWR

tutunaku: You are welcome to follow along.
It is my spin on a really old setting. Hopefully fun for the players and something a little different from Generic European.
=
Wiglaf
player, 8 posts
Sun 2 Mar 2014
at 21:04
  • msg #808

Re: WWR

Playing:  Savage Rise of the Runelords as an eager town guardsmen.
Running:  Crown, Scepter and Sword; which is still under construction.
OggyBenDoggy
GM, 450 posts
Wed 5 Mar 2014
at 22:24
  • msg #809

Re: WWR

Strickland5:
...

I think people just like Fantasy RPGs better.


I had a theory.  Then I decided it was bunk.  then I thought, maybe not.

Fantasy combat tends to be melee focused.  Sure, you have archers, and wizards, but half or more of the PCs, and usually a lot more than 1/2 of the NPCs are melee guys.

melee is less map heavy.  Sometimes when guys get stuck in they stay put.  Melee also works well with zone, or mapless; I dont use maps in my 50F game

but a ranged heavy game, for Sci Fi, or modern, things like range, cover, innocent bystanders etc are more important.  but a map is more needed.

and maps are hard to do online.

Not for everyone.  But maybe that's why non-fantasy games don't last as long?
Trollsmith
player, 15 posts
Wed 5 Mar 2014
at 22:28
  • msg #810

Re: WWR


Speaking as the GM of the new WWII PT-Boat game....

I find your theory frightening and will therfore ignore it.  I reject your proposed reality and substitute my own.
OggyBenDoggy
GM, 451 posts
Wed 5 Mar 2014
at 23:30
  • msg #811

Re: WWR

Hey, I'm hoping I'm wrong to.  I like fantasy, but I also like sci-fi, supers, and much more
Trollsmith
player, 16 posts
Wed 5 Mar 2014
at 23:47
  • msg #812

Re: WWR


Me too, Ogg.  Me too.
xenongames
player, 15 posts
Thu 6 Mar 2014
at 00:47
  • msg #813

Re: WWR

OggyBenDoggy:
But maybe that's why non-fantasy games don't last as long?


I think it's because non-fantasy game scenarios and plots are simply harder. In fantasy games, you often just need monsters to fight. Killing things and taking their stuff has held as a paradigm for decades. Doing the same in other genres either doesn't hold up as well over the long-haul or is mechanically problematic. Even in a supers game, coming up with villains to bash and crimes to foil tends to grow stale faster than coming up with new monsters and new dungeons.

The other factor is players like special powers. There are some really good, long-lived games without PCs who have supernatural abilities (CoC, Traveller, etc.), but they have never had the wide popularity of games with a fantasy element, whether they be medieval or modern.
OggyBenDoggy
GM, 452 posts
Thu 6 Mar 2014
at 00:51
  • msg #814

Re: WWR

Although in SW taking there stuff isn't that big of a deal.  I mean, SW doesn't have the huge lists of magic items.

But you are right, I noticed in our tabletop games, plots in fantasy tended to be more "go here and kill these things".  in higher tech games, in tended to be "something weird is going on, go figure it out

which implies that mission based games work better.  At has been my experience here on rpol is that mission based does work better; getting people to decide what to do via posting takes a long time and can kill a game
xenongames
player, 16 posts
Thu 6 Mar 2014
at 03:41
  • msg #815

Re: WWR

Planning kills the game. Not planning kills the PCs. :)
StJason
player, 22 posts
Thu 6 Mar 2014
at 05:16
  • msg #816

Re: WWR

Actually, in my recent home-games, we've been falling into the mission-based rut. Shadowrun, get the McGuffin from out of the Archaeology. Vampire, get the McGuffin from out of the Clan house. Hunter, kill the vampire in the Clan house. It may be our GM, but I'm kind of tired of mission-based adventures.
OggyBenDoggy
GM, 453 posts
Thu 6 Mar 2014
at 05:22
  • msg #817

Re: WWR

with home games, open-eneded is ok.

the problem is, suppose the GM says, "what now?"  in a home game, someone will say something to fill the silence.  Might even be the GM, realizing his players are clueless.

in an online game, people might not post because they got busy, or because they don't know what to do.

Plus, in a home game, it all takes place over a few hours.  the same thing online takes weeks.  It's hard to remember all the clues and such
Wiglaf
player, 9 posts
Thu 6 Mar 2014
at 08:28
  • msg #818

Re: WWR

Part of the issue may also be the different expectations that people have for Fantasy vs Sci-Fi games.

Fantasy game settings tend to be rather formulaic.  You have your elves, dwarves, halflings, and sometimes gnomes.  They usually face off against orcs, goblins, zombies, skeletons, and various bandits.  Most of the time people know what they are getting themselves into, and have fairly similar expectations.  The one exception being High Fantasy vs Low Fantasy.

Sci-Fi game settings, on the other hand, tend to be more varied in everything from high to low science, epic to realistic story-lines, and different styles or levels of tech.  If any one of these variables are not what a player expects then they can begin to feel a disconnect to the game, even subconsciously, which can cause their interest to wane.  The exception to this is established settings such as Star Wars and Star Trek.  Here everyone tends to have a more similar set of expectations and it is more down to GM style instead of setting connect.

So, honestly, I'm not sure maps would be a telling point as much as game style and settings expectations, especially the subconscious ones that people forget to include in game descriptions or RTJs.

Or at least that is my take on things.
GreenTongue
player, 54 posts
Thu 6 Mar 2014
at 12:08
  • msg #819

Re: WWR

OggyBenDoggy:
with home games, open-eneded is ok.

the problem is, suppose the GM says, "what now?"


Use something like Mythic Helper's Action/Subject to spawn an idea that you hadn't thought of yet.
http://www.tassano.org/games/mythichelper12.html
=
shady joker
player, 163 posts
Thu 6 Mar 2014
at 13:10
  • msg #820

Phantom Buster

Right so How would you stat up a weapon that just destroys ghosts? Just use the Atomic Ghost pack but remove the ensnare feature and the big honking backpack? Or use the Laser Pistol from the core rules but say it only harms ethereal beings?
OggyBenDoggy
GM, 454 posts
Thu 6 Mar 2014
at 18:04
  • msg #821

Re: WWR

In reply to GreenTongue (msg # 819):

It's not that the GM doesn't know, it's that the player's don't know what to do.  Either they don't care / have no preference, or they don't know or arne't sure which plot or clue to follow up on.
GreenTongue
player, 55 posts
Thu 6 Mar 2014
at 18:59
  • msg #822

Re: WWR

In reply to OggyBenDoggy (msg # 821):

Ah yes ...
Ninjas Attack ;)
=
OggyBenDoggy
GM, 455 posts
Thu 6 Mar 2014
at 21:37
  • msg #823

Re: WWR

Wiglaf:
Part of the issue may also be the different expectations that people have for Fantasy vs Sci-Fi games.

Fantasy game settings tend to be rather formulaic.  You have your elves, dwarves, halflings, and sometimes gnomes.  They usually face off against orcs, goblins, zombies, skeletons, and various bandits.  Most of the time people know what they are getting themselves into, and have fairly similar expectations.  The one exception being High Fantasy vs Low Fantasy.

Sci-Fi game settings, on the other hand, tend to be more varied in everything from high to low science, epic to realistic story-lines, and different styles or levels of tech.  If any one of these variables are not what a player expects then they can begin to feel a disconnect to the game, even subconsciously, which can cause their interest to wane.  The exception to this is established settings such as Star Wars and Star Trek.  Here everyone tends to have a more similar set of expectations and it is more down to GM style instead of setting connect.

So, honestly, I'm not sure maps would be a telling point as much as game style and settings expectations, especially the subconscious ones that people forget to include in game descriptions or RTJs.

Or at least that is my take on things.


hm.  interesting theory.  So the key, then, is to make sure that everyone's expectations are the same.

Fantasy also has the advantage that you can play it just with core.  That's why, I think Deadlands is the next most popular, people know the setting well.

ah well.  I certainly like fantasy, but wouldn't mind a few other things.
Wiglaf
player, 10 posts
Thu 6 Mar 2014
at 21:46
  • msg #824

Re: WWR

Pretty much.  Or, to put it in terms of food, Fantasy is like peanut butter and jelly while sci-fi is more like meat loaf.


Mmmm, meatloaf...  :)
OggyBenDoggy
GM, 456 posts
Thu 6 Mar 2014
at 21:48
  • msg #825

Re: WWR

Or pizza.  lots of different toppings.

so the key is to make sure everyone likes the same toppings, or at least has a few slices they like.
Nintaku
player, 6 posts
Fri 7 Mar 2014
at 08:17
  • msg #826

Re: WWR

Awesome conversation, and it's giving me a lot of food for thought with my own games (mostly pizza). I know I don't post very often, but mostly wanted to ask a question I haven't otherwise found the answer to lately.

I don't have a Savage Worlds game to run, but I have interest in one of the Savage Tales. Where would I go about asking if anyone would like to run it? Mainly because I've only gotten involved in one SW game, and it died shortly out of character creation. I wanna really get to play the game, get a feel for it and all.

I had about three huge paragraphs of comment to your points about sci-fi vs fantasy tropes killing games, but they felt at least a little redundant and possibly going well off topic. Gonna have to restructure my thoughts on them. Basically, I was going to make some point about the fantasy-style mission+loot based story structure works well in most sci-fi as well, and it's puzzles and riddles that are the real killers, which can come up in fantasy as often as they do in Star Trek-style sci-fi. They need to be executed well and in the players' favor, because solving a puzzle the GM designed to be tricky is a lot harder than killing a room full of goblins and taking their stuff.
Cripple X
GM, 52 posts
Fri 7 Mar 2014
at 13:30
  • msg #827

Re: WWR

Nintaku:
I don't have a Savage Worlds game to run, but I have interest in one of the Savage Tales. Where would I go about asking if anyone would like to run it? Mainly because I've only gotten involved in one SW game, and it died shortly out of character creation. I wanna really get to play the game, get a feel for it and all.


If you're looking for someone to run it, I'd use the "Game Ideas?" thread to check for interested players and a GM. It's here: link to a message in this game
Nintaku
player, 7 posts
Fri 7 Mar 2014
at 20:33
  • msg #828

Re: WWR

Thanks, I was looking at that, but reading the first post got the idea into my head that it was for checking interest from players, rather than GMs. Not comfortable running SW on my own yet, too many things that are just weird to me.

Actually, there's a point I can use to get involved in the awesome conversation: Do you think a game's survival chances have to do with the game mechanics as applied to the chosen setting? You were talking about fantasy vs sci-fi having different tropes and thus different expectations of players, and thus different odds of survival. What about, for instance, Savage Worlds Fantasy vs Savage Worlds Sci-fi? The mechanics apply themselves to those tropes in different ways, affect expectations, and thus might affect how long a game runs before it dies.

For instance, a lot of people I talk to prefer less fantasy in their SW because of the Arcane Background system. They prefer dealing with guns and cover over spells and powers, which tells me those players lend themselves better to low sci-fi and historical fantasy rather than space opera and high fantasy, but only when talking about SW itself. Those same players prefer high level Pathfinder play for their fantasy and, in most cases, Star Wars D6 for any and all sci-fi.

Anyone else have similar observations, or see the opposite? I'm planning on jumping into the deep end of the Savage Worlds pool and so wanna know as much as I can about the expectations and ideas involved. Finger on the pulse of the people and all that.
cooneydad
player, 33 posts
Fri 7 Mar 2014
at 21:07
  • msg #829

Re: WWR

Nintaku:
For instance, a lot of people I talk to prefer less fantasy in their SW because of the Arcane Background system. They prefer dealing with guns and cover over spells and powers, which tells me those players lend themselves better to low sci-fi and historical fantasy rather than space opera and high fantasy, but only when talking about SW itself. Those same players prefer high level Pathfinder play for their fantasy and, in most cases, Star Wars D6 for any and all sci-fi.


My experience is pretty much the opposite, but that's probably because I gravitate towards high-fantasy or magic-friendly settings. I actually like alternatives to the Arcane Backgrounds approach like in the Solmon Kane setting (my favorite SW setting by far), but I run games with the AB rules and have no issues with them. Even as crazy as they can get, they're still less overpowered than some systems :-)

I owe people my list of games for later amusement.
OggyBenDoggy
GM, 458 posts
Fri 7 Mar 2014
at 21:19
  • msg #830

Re: WWR

as a side note, my old group seemed to like games with guns and magic.  A GURPS:"magic returns game", Shadowrun, Deadlands.

Mechanics could be it.  SW is good about not having, in core at least, spells you can keep up all day.  Having long duration spells is very useful to some concepts, like the fighter/mage.
Wiglaf
player, 11 posts
Fri 7 Mar 2014
at 21:42
  • msg #831

Re: WWR

I've often wondered what the appeal was to Deadlands and Solomon Kane.  I'm familiar with the source material of Solomon Kane, at least on a basic level since I love Conan, so I kinda get that, but the other one totally escapes me.  Anyone willing to elaborate a little on what draws them to those two settings?
OggyBenDoggy
GM, 459 posts
Fri 7 Mar 2014
at 21:49
  • msg #832

Re: WWR

for me:
Deadlands - I got into DL under the 1st ed of the classic rules.  The idea of a western with weird magic, horror, and monster hunting was, to me at least, pretty new and cool.  In some ways like Shadowrun was back in the day, it was the first big high tech + magic setting.
DL is nice because there is some tech and guns, better guns that muzzle loaders, but not, generally, assault rifles, grenade launchers, etc.  It's in a sweet spot where guns are getting dominant, but melee is still important.  For me at least, that lasts up to WWI, maybe WWII, before satellites and computers and all that.

SK - don't know.  never played.  Read the stories.
cooneydad
player, 34 posts
Fri 7 Mar 2014
at 22:06
  • msg #833

Re: WWR

Wiglaf:
I've often wondered what the appeal was to Deadlands and Solomon Kane.  I'm familiar with the source material of Solomon Kane, at least on a basic level since I love Conan, so I kinda get that, but the other one totally escapes me.  Anyone willing to elaborate a little on what draws them to those two settings?


Solomon Kane has four elements that I like:

--Historical fiction
--Swashbuckling action
--Mild horror/grim adventuring
--"Realistic" fantasy elements

The last category describes settings where magic is not all-powerful and pervasive. In Solomon Kane's world, magic is used with trepidation and often with consequences. It is not universally embraced--Kane himself was skeptical about its source.

The adventure path is also epic in scope, which I love.
Nintaku
player, 9 posts
Fri 7 Mar 2014
at 22:20
  • msg #834

Re: WWR

On a mildly related tangent, I'd like to open up a discussion from a friend of mine to this wider forum. To be very clear, it started with his disgust at the Marvel Cinematic Universe's portrayal of magic as advanced technology, specifically in the two Thor films. The argument goes something like this:

Magic should be impossible to quantify and explain in scientific terms, impossible to study to the point where it can be understood precisely. It should be "magical". Being that the Asgardians can explain and even create such objects as the Tesseract and Mjolnir, and they refer to these things as "science" and "technology" explicity, gods and magic as a whole have been removed from the Marvel universe and replaced with just aliens and science.

My reply cites Clarke's third law, that any sufficiently advanced science is indistinguishable from magic. The reverse is also possibly, that a sufficiently advanced magic can be indistinguishable from science. So maybe what is "science" to the Asgardians is still magic to everyone else, and that's okay. What is simply another race of beings could, to others, appear as gods.

Now, I do agree that really, magic should be impossible to explain, study, and control in scientific conditions, which brings me to my point. In high fantasy settings like the standard D&D setting (or in the case of this forum, Savage Worlds Fantasy), wizards are character types who have studied magic so extensively they can reliably shape and control it to specific effects. They understand what they're doing, how they're doing it, and can explain it scientifically to anyone who will sit still and listen for a few years. We as players don't know what they'd be saying, but that's because magic doesn't work in our universe and thus we have no frame of reference for what they'd be talking about.

So...does that mean there really is no such thing as "magic" in high fantasy? It's all based on what that universe considers scientific principles and natural forces. Enchanted weapons and artifacts are merely complicated pieces of technology, like a cell phone or motor, using an energy we as players don't understand, but they as characters have fully researched and documented to the point of it being commonplace.

The subject came to mind when cooneydad explained "'Realistic' fantasy elements" in Solomon Kane including magic being dubiously understood and inherently dangerous. THAT sounds like a setting with "magic" to me, as opposed to a setting with "super science performed in Gandalf-inspired labcoats".
cooneydad
player, 35 posts
Fri 7 Mar 2014
at 22:30
  • msg #835

Re: WWR

Nintaku:
Magic should be impossible to quantify and explain in scientific terms, impossible to study to the point where it can be understood precisely. It should be "magical". Being that the Asgardians can explain and even create such objects as the Tesseract and Mjolnir, and they refer to these things as "science" and "technology" explicity, gods and magic as a whole have been removed from the Marvel universe and replaced with just aliens and science.


I think that was the idea. I personally find the idea of magic as magic's sake to be distasteful. I have several reasons--intellectual, religious and aesthetic in that order--but I like the change Marvel made.

Magic as something "other" that is beyond seems to put magic in the same place that a transcendent deity in a RL religion would take. I'm not cool with that.
Cripple X
GM, 53 posts
Fri 7 Mar 2014
at 22:44
  • msg #836

Re: WWR

Nintaku:
Magic should be impossible to quantify and explain in scientific terms, impossible to study to the point where it can be understood precisely. It should be "magical". Being that the Asgardians can explain and even create such objects as the Tesseract and Mjolnir, and they refer to these things as "science" and "technology" explicity, gods and magic as a whole have been removed from the Marvel universe and replaced with just aliens and science.


I have always hated the idea that magic is somehow "unexplainable." It's really stupid to me. That which can be sensed is, by definition, quantifiable. That which is quantifiable can be studied as long as it's not random (which you could make an argument is impossible in a closed system). Magic is a non-random and predictable phenomena or else you'd never have anything like Mages etc. So, magic can be quantified and explained. Science is simply a system which seeks to study, quantify, and explain natural phenomena. Magic cannot be 'supernatural' in any sense as long as it is sensible (because then it clearly occurs in the natural order) and if it wasn't sensible nobody in a universe with magic would be talking about it at all.
This message was last edited by the GM at 22:46, Fri 07 Mar 2014.
Nintaku
player, 10 posts
Fri 7 Mar 2014
at 22:51
  • msg #837

Re: WWR

So my friend's assertion that Marvel ruined magic with the Thor films is as silly as I thought, right? And my own statement that high fantasy doesn't have "magic" but rather a perfectly normal energy source that happens to be able to manipulate reality on controllable levels also makes sense, and we can just refer to that energy by the name "magic" for the sake of conversational convenience.

Rawkin'. Just one more excuse to make a wizard with ether goggles and a labcoat with a wand shaped like a raygun. :D
Wiglaf
player, 12 posts
Fri 7 Mar 2014
at 22:54
  • msg #838

Re: WWR

Thanks Oggy and coonydad.  That helps a bit.  :)

For me, I don't like mixing 'magic' and sci-fi in a setting.  Modern day magic is something different, but when you've got laser guns and fireball scrolls things tend to get a little odd.

I like magic as something which holds the power of myth.  Not the flashy kind where spells are slung willy-nilly until the medieval battlefield begins to resemble the worst of WWII, but the more subtle kind like you see in movies such as Excalibur.  The potential for explaining it should always be there, but using it should be dangerous and/or costly.

That's also why I prefer low magic settings which draw upon Celtic and Norse style mythology to high fantasy where the rich cities use everburning torches as street lamps and adventurers can go to the latest discount Magic-Mart for their equipment.  That gripe is also at the heart of my issues with d20, but that's a different topic.

So, have any of you used the alternative magic rules from the Horror Companion?  Ritual magic, wards and binds, and linking magic with sanity?  I'm thinking about using these in a Dark Fantasy style setting with my IRL group.

Nintaku; or give him a helmet and a 'wand' rifle.  ;)  I do agree with your point.  In a high magic setting magic works like just another power source.  As long as that is how it is treated then its' managable; and the Thor movies did it right.  The biggest thing, in my opinion, for high magic settings is the separation between 'arcane' and 'divine' magic creating an impression that the 'gods' of the setting are simply power generators that can be tapped by anyone who says and does the right things.  If somebody wants magic to be just another power source then I believe that 'gods' should be taken out of the equation.  Make magic a force of nature separate from the divine.  thus what makes a caster 'good' or 'evil' isn't where he gets his power from but how he uses it.
This message was last edited by the player at 23:07, Fri 07 Mar 2014.
Nintaku
player, 11 posts
Fri 7 Mar 2014
at 23:02
  • msg #839

Re: WWR

Staff of Fireball, with a finger-linked manual cast lever. :P

Yeah, as much as I don't really like to play in those low-magic settings, where magic itself is mysterious and dangerous, I do prefer them and think the idea of the Magi-Mart is embarrassing in the extreme. Takes the magic out of magic, y'know? Which is hilarious, because right as I typed that, Final Fantasy music popped up on my mp3 player. It's okay, FF. I only judge you a little.

My preferences do run toward the nigh-superheroic in terms of playing games. But that isn't the type of fantasy I want to see. I like the idea of heroes facing threats they can't comprehend and overcoming them without resorting to using them, or risking everything in the hopes using these incomprehensible forces works out. Granted, I also don't like Call of Cthulhu simply because of just how dangerous using magic actually turns out to be, and how it's the only solution. Total downer.

I'm generally okay mixing magic and technology. One of my favorite settings is Star Wars, and that's so far into fantasy it's hard to find the science. Laser guns, telekinesis, ghosts and planet-killing starships. It really is space fantasy rather than sci-fi. Though the magic aspect has been getting pushed pretty hard, to the point where it overwhelms everything else now. As not-fun as that can be, that's true of every setting with a fantastic element, isn't it?
OggyBenDoggy
GM, 460 posts
Fri 7 Mar 2014
at 23:07
  • msg #840

Re: WWR

Well, I think a general term all of us can agree, is that "magic" (or the supernatural) refers to things which happen / can be caused to happen, which don't have a scientific explanation as we understand physics, chemistry, biology, science to work.

a couple of thousand years ago magic explained lots of things, as our ancestors didn't understand science.  Why did that lightning bolt hit my house?  Wrath of the gods.  Why do the seasons change?  The daughter of spring is visiting her husband in the underworld, and her mother is sad.

from that, you can break it up into, well, magical science, where magic has rules it follows, some consistency.
This might be magic as nanotech, or as Psi powers.  It might be magic as done in Jack Chalker's Well World series, where people and very advanced machines can rewrite the equations of reality.
Usually these include a limit on what can be done (which a lot of games have for balance)  GURPS magic typifies this.  I would think that even a well educated non-mage could understand the principles of magic

And more magical magic.
This is where even the practitioners don't fully understand it.  It might not have internal consistency.  Thinks work sometimes, and sometimes not.
Deadlands classic, more so than Savage DL has this, particularly with Hucksters.  A huckster doesn't understand what he's doing, really, he's not doing it.  He's browbeating a spirit into doing it.
DnD has this.  You cast a spell, it works.  You try again, it doesn't (because you only prepared it once).  Smacks of the definition of insanity, trying the same thing twice and expecting different results; in this case the different results are going to happen
Some extreme post apoc settings might includes this.  Stone age tribesman mashing buttons on a keyboard, knowing that sometimes it will open a door.  Stopping at any red light, because once legend has it someone didn't stop, and a demon (traffic cop) took away the mighty hero never to be seen again.  (locked in jail for jaywalking, starved to death)  But the other guy stopped to drink water.  So now, at every red light, you stop and drink water until it turns green.
Nintaku
player, 12 posts
Fri 7 Mar 2014
at 23:20
  • msg #841

Re: WWR

Well, even in D&D there's an explanation for why you can only cast the spell once: a wizard "memorizes" a spell, and it essentially becomes a nexus of potential energy in their mind. When they cast the spell, the energy is used up and they "forget" the spell. To do it again, that spell energy needs to be replaced. I really wish I could remember where I read that explanation, as I have no idea what edition or book I was reading, but it was pretty cool.

So it's not that the rules change, it's that a battery gets depleted and has to be recharged before it can be used again. The battery just happens to be the magic user, and the energy is the magic of that specific effect.

What's worse is that in D&D, Sorcerers are supposed to be natural channels for magic energy into effects they have to train themselves to use, or else the energy is raw and could have any number of effects. Except that isn't modeled anywhere in the system, only in the fluff text. A sorcerer can't decide to just WHOOSH, MAGIC at someone and see what happens. They can only cast the spells they already know, which enforces the idea that D&D magic /can/ only be applied in these rigid, specific, and well-documented ways, unless years of study and research are put into inventing new spell effects.

That really isn't magic in the sense of a mysterious force, but simply an application of rigorous study performed on a natural element or force that we don't happen to have in our universe.

Also, by those definitions, isn't Star Trek really just a fantasy story set in space? They have warp propulsion and deflector shields, both of which can do literally anything, given the right technobabble. Wanna destroy humanity? Use the deflector array to fire an inverse tachyon beam into the same point in space in at least three different times. Wanna reverse that? Put your shields up, then channel the warp core's warp field through the shield array to create a static warp shell, then fly that into the same point in space in those three times. The real difference between Star Trek and D&D is that we can generally get an idea of what magic words we're using in Trek, whereas we have no idea what the D&D wizards are saying.

And don't get me started on Doctor Who. There's a wizard with a magic wand if ever I saw one.
This message was last edited by the player at 23:21, Fri 07 Mar 2014.
OggyBenDoggy
GM, 461 posts
Fri 7 Mar 2014
at 23:23
  • msg #842

Re: WWR

Well, you have hard SF, and soft SF

and you have high magic and low magic fantasy.
Nintaku
player, 13 posts
Fri 7 Mar 2014
at 23:29
  • msg #843

Re: WWR

Hm. Been reading XKCD on Random for several hours. That may be causing me to lose my mind, which may be explain my train of thought. I'd just like to conclude with: I really want to find some high fantasy that isn't preposterous, and some soft sci-fi that isn't high fantasy. And that sentence both seems to make perfect sense and none at all simultaneously, what with my not finding Star Trek or Star Wars all that preposterous, but I do find D&D incredibly silly.

Might be time to close the webcomic until I return to relative normalcy.
grandmaster_cain
player, 25 posts
Sat 8 Mar 2014
at 03:01
  • msg #844

Re: WWR

I'm a big Shadowrun fan, so the idea of magic and technology coexisting is fine with me.

However, magic doesn't need to be uncontrollable to be unscientific.  One of the Shadowrun books put it this way: while the effects of magic can and often does follow a set of principles, the big problem is that the causes are subjective.  Because magic comes from a living mind, you can't actually measure some parts of it objectively, and science is all about objective measures.
Cripple X
GM, 54 posts
Sat 8 Mar 2014
at 12:35
  • msg #845

Re: WWR

That's a good point grandmaster_cain. However, I feel like a sufficiently advanced field of Neuroscience would defeat that argument completely. With that in place you could easily get objective measurements of so called subjective phenomena related to the mind and consciousness.
GreenTongue
player, 56 posts
Sat 8 Mar 2014
at 14:00
  • msg #846

Re: WWR

In "my" setting magic is the ability to convert plainer energy into things or effects.
The human brain can be used or a mechanical device. The difference being that mechanical devices (Science!) do only a specific effect the same way every time. Where as a human mind can either emulate this or, if properly sensitive, alter it somewhat. Those that are not sensitive need rituals to ensure that the same focus is used in the shaping of the energy. However, they still need the potential to focus to even have a chance.
Those that are sensitive can "create" this focus and "tune" it for effect just from "feel". The limitation is, this flow of energy through the focused mind can be damaging. Yes, if you want to "burn out" your brain you can overload but, your body tends to rebel when this is attempted.
This message was last edited by the player at 14:01, Sat 08 Mar 2014.
shady joker
player, 164 posts
Tue 25 Mar 2014
at 19:44
  • msg #847

Re: WWR

Anyone else check out Rel's den? The man got some awesome free settings on there. I would love to try Star Chasers or Mustache Force.
jamat
player, 7 posts
Thu 27 Mar 2014
at 08:09
  • msg #848

Re: WWR

I've always had a laugh reading Low Life but never played it. I picked up the Whole Hole hard covered supplement a few months ago but just started to read it..... It is one of the funniest things I've read in a long time and I've been getting some very strange looks from people on the tube in the mornings due to my sniggering to myself.

Anyway I was just wondering if anyone had actually played the game and is it as funny to play as it is to read?
Trollsmith
player, 19 posts
Thu 27 Mar 2014
at 12:24
  • msg #849

Re: WWR

Always wanted to find that out too, J.  It looks and sounds great.  I have read some actual plays from conventions where people had a great time playing it.  The included adventure is, apparently, funny but also thought-provoking with its many puzzles.
jamat
player, 8 posts
Thu 27 Mar 2014
at 15:26
  • msg #850

Re: WWR

One other thing I'd like to know about Low Life I hear rumours that there is going to be a new edition / revised addition coming out is this true?
shady joker
player, 165 posts
Thu 27 Mar 2014
at 17:06
  • msg #851

Re: WWR

In reply to jamat (msg # 848):

Yes it is fun if you get the right GM. If you get Mr. serious pants GM then it will suck. But if you get a GM who can get into wacky games it is a blast. As far as a new edition goes, I heard nothing either way but rumors or hearsay so I don't know.
Jeffrywith1e
player, 1 post
Thu 3 Apr 2014
at 19:55
  • msg #852

Re: WWR

Hello.

I'm looking forward to The Last Parsec. With that, looking into picking up the Sci-Fi companion. Do any of you guys already have the Sci-Fi companion?
shady joker
player, 167 posts
Thu 3 Apr 2014
at 20:59
  • msg #853

Re: WWR

No, but I am DEFINATELY getting it. One reason, OFFICAL MECHA RULES! That and the companions are always a good read and give me plenty of inspiration fodder.
GreenTongue
player, 58 posts
Thu 3 Apr 2014
at 23:32
  • msg #854

Re: WWR

Have the original release, still very useful.
=
Kertook
player, 1 post
Sat 5 Apr 2014
at 02:12
  • msg #855

D&D and Sav Worlds

Hi all. Anyone have some template or ideas on how to convert AD&D or 2ed D&D to Savage Worlds? I have an existing campaign and would like to convert PCS, etc... Thanks in advance for any help offered.
This message was last updated by the player at 02:12, Sat 05 Apr 2014.
GreenTongue
player, 60 posts
Sat 5 Apr 2014
at 12:12
  • msg #856

Re: D&D and Sav Worlds

Such as Advanced Dungeons and Savages?
http://www.savageheroes.com/conversions/ADS.pdf
=
Kertook
player, 2 posts
Sun 6 Apr 2014
at 22:06
  • msg #857

Re: D&D and Sav Worlds

Awesome. Thanks!
Nintaku
player, 14 posts
Thu 17 Apr 2014
at 06:18
  • msg #858

Re: D&D and Sav Worlds

I found a thread on this question elsewhere some months ago, but can't remember where. Now I bring this to you, friends.

I have plans to run a Starcraft (or Starcraft/Halo/Mass Effect-style) game, including marines in powered armor. Powered armor as written in the book is mad powerful, +12 to Toughness, even ignoring the other perks listed. So a Marine with Vigor D8 (an expected baseline for comparison) starts with Toughness 6, modified up to 18 Toughness.

The comparable sci-fi rifle I found is the flechette rifle, an exact narrative match for the source weapon I'm using. 2d8+1 damage, rof 3 with three round burst and autofire capability, and Armor Penetration 2. 3RB gives +2 to hit and damage, and so that's a good chance for a raise for another 1d6 bonus damage. That's, at best, 2d8+1d6+3 damage, or about 15 damage, with AP 2.

A lot of extras will be equipped like this, and I wanted to see how that would work with no PC tactics involved, just a straight fight between a couple groups of evenly matched opponents. Toughness 18 vs 15 AP 2 damage is close to even, with the armor having the edge. Just over half the time a hit will result in no damage at all. I want these particular weapons to be dangerous even against "lightly" armored targets (that is, guys who aren't in outright vehicles).

I've been considering a few things in relation to this. First, I could leave it as is and just let the dice fall. It isn't quite the hit-to-damage ratio of Unarmored Normal Guy (Toughness 5) vs Pistol Guy (2d6 damage, average 7), but these guys /are/ wearing amazing protection. If I do want to make combat more dangerous, I could lower the armor values for power armor by, say half. That'd make standard armor +6, giving the Vigor D8 Marine a Toughness of 12, brought to 10 by AP 2, against an average damage of 15 on a raise. That's more what I was after. On the other hand, I could just give the guns a higher AP, like 4 instead of 2. Then that Toughness 18 opponent is effectively at 14 vs the average 15 damage, which I like much better.

I imagine I'm not the first person to have these kinds of thoughts, and was looking for feedback and such. I am very sure that I'm overthinking things and should just see how it plays as written before I fiddle with stuff, but this has been at the front of my mind for weeks now. Are these ideas any good? Did I break something or forget to take something into account?
StJason
player, 23 posts
Thu 17 Apr 2014
at 07:11
  • msg #859

power armor

I think you are overthinking it. Power armor (especially the battle armor listed) is supposed to be not a 'lightly armored' target, but something much tougher. Mini-tanks. Considering Modern Ops has a Bradley listed as Arm 16, you can see how it's stacking up!

The Battle armor also increases that Marine's Str by a die type, Pace by two, gives rocket-boosted jumps, and has a targeting system. In short, it IS a lightweight tank.

Halving the armor gives something more in line with modern kevlar armors. Which begs the question - why not just use Kevlar then?

More importantly, as you point out, it's about even with a slight edge to the armor. Which means that your players wearing them will have significant protection, but won't be invulnerable. Joe Mook can fairly easily injure them with a single pull of the trigger. If you really want players to mow through mooks, then give them something like kevlar or no armor at all (smoke gives wonderful cover... not being hit is better then being able to stop shots... hot smoke, white noise scramblers, RF generators, strobes... it's pretty easy to make sci-fi versions of 'smoke' that achieve the same things)
Nintaku
player, 15 posts
Thu 17 Apr 2014
at 08:29
  • msg #860

Re: power armor

Yeah, before I started typing it out here, the math wasn't working out so well in my head. Now it looks almost even, which is good.

Well, the idea is that I actually plan to run a literal Starcraft game. A friend requested Warhammer 40K, but the lore for that is way too much for me to pick up. We're both already very familiar with SC, so I planned on giving the setting a whirl with Savage Worlds rules. Really, aside from the enhanced jumps, I think the Battle armor covers what I need.

Aaaand looking at the Savage Worlds Sci-Fi Gear toolkit, under "Power Armor Weapons" they list an option for a Flechette MG that's basically the rifle, but with AP4. That's exactly what I'm after, and fits exactly with what I'd envisioned. Also, it now means a dead average roll shakes a marine. Perfect. :D
StJason
player, 24 posts
Thu 17 Apr 2014
at 08:51
  • msg #861

Re: power armor

I'd almost go for a vehicular machine gun or the like for a Starcraft marine. I think there are huge lists of machineguns in Modern Ops... I'd start there.
Nintaku
player, 16 posts
Thu 17 Apr 2014
at 23:21
  • msg #862

Re: power armor

Gah, I started thinking again. A dangerous pasttime, I know.

I plan to allow Arcane Background (Psychic), which opens all kinds of powers to players. It's looking like the attack powers won't be viable with chraracters who have Toughness 17+ as the norm. Bolt does 2d6 per shot, or 3d6 for boosted PP. Blast does 2d6. In fantasy settings, Toughness+Armor leads to things like Toughness 8 (2), so wizards don't have much problem slamming people with magic. In sci-fi, with such powerful armor, it seems much better to get a rifle: deals more damage, comes with AP, and you can reload instead of running out of PP and being done. That doesn't quite fit the feel of the setting I want, where psionics are rare and powerful.

What do you do when the SW powers as written don't have the oomph you're after? Beef them up? Gloss over them?

On Modern Ops, I've been trying to get the most out of the books I've already bought (or been gifted, usually): Deluxe, Fantasy Companion, Sci-Fi Worldbuilding and Sci-Fi Gear. Several other threads and a few friends have brought up Necropolis when talking about SW Starcraft, so that's next on my list. Also the whole futuristic Knights vs Zombies thing sounds like all kinds of pure awesome anyway. My physical copy of SW Deluxe comes in probably Saturday, and I'd like to use as much from the core book as I can get away with. Physical copies are just easier to deal with.
OggyBenDoggy
GM, 466 posts
Thu 17 Apr 2014
at 23:39
  • msg #863

Re: power armor

Clint once commented about magic, that in a modern game, a mage is more likely to cast Smite on a gun that use blast.

On simple solution is to give bolt and other such spells the "mental" trappings.  Lowers the damage to d4s, but bypasses armor.

The other is to simply say something like a Telekinetic or pyrokinetic bolt has AP 10 or so.

The other is to consider all the non-damaging spells.  Blind and Confuse for example are pretty darn powerful.
StJason
player, 25 posts
Fri 18 Apr 2014
at 00:48
  • msg #864

Re: power armor

Another thought on the power armor thing:

One of the issues (as I understand it) that the various militaries are having with making powered suits is not making them tough enough to stop bullets. The problem is that (especially with rapid fire) the pilot of the suit tends to get beaten against the inner walls of the suit.

So, adopt the Knockback rules from the Super Powers Companion, but add the caveat that it does knockback damage direct to the pilot, ignoring armor. This is the damage caused as their nose smashes into the front of the visor or the like.
Nintaku
player, 17 posts
Fri 18 Apr 2014
at 02:09
  • msg #865

Re: power armor

OggyBenDoggy:
Clint once commented about magic, that in a modern game, a mage is more likely to cast Smite on a gun that use blast.

On simple solution is to give bolt and other such spells the "mental" trappings.  Lowers the damage to d4s, but bypasses armor.

The other is to simply say something like a Telekinetic or pyrokinetic bolt has AP 10 or so.

The other is to consider all the non-damaging spells.  Blind and Confuse for example are pretty darn powerful.


Yeah, I've been considering having Psionic attacks ignore standard armor entirely, balanced by the Power Points cost. Have them count as Heavy Weapons, letting their mad AP bypass vehicle armor as well, for double the PP or so. Of course they'd also have a cloaking field, clairvoyance, telepathy, and other powers that also use PP, so they couldn't just go on a mad Kill All The Things spree. Infinite AP seems to fit the source, but maybe AP 10 is a better idea in terms of sheer character balance, though.

Either way, this lets them be badass and still have limits so as to not overshadow other characters.

And yeah, the non-damage spells are amazingly useful, and relatively cheap compared to straight up attacks. Infiltration, stealth, and combat support are valuable roles to fill. On top of all that, I always love the "holy crap, I have inhuman powers, am I a monster now?" character arcs.

StJason:
Another thought on the power armor thing:

One of the issues (as I understand it) that the various militaries are having with making powered suits is not making them tough enough to stop bullets. The problem is that (especially with rapid fire) the pilot of the suit tends to get beaten against the inner walls of the suit.

So, adopt the Knockback rules from the Super Powers Companion, but add the caveat that it does knockback damage direct to the pilot, ignoring armor. This is the damage caused as their nose smashes into the front of the visor or the like.


Heh. I was just reading about that on the Starcraft wiki: the Maurauder's power armor had to be fitted with a foam undersuit because the pilots were squishier than the armor itself.

It seems like an extra couple steps I'd rather not take, but it would certainly make heavy hitters truly dangerous threats. Still, most things like flechettes or launched spines wouldn't cause much knockback. It'd take a big beast with a slam attack to do it. I'll definitely consider bringing it into play, though. Rather than doing 1d6 damage direct to the user, which isn't likely to hurt at all, I think I'll just tack it onto the total damage as in the SPC. Very cool suggestion to make players avoid getting hit rather than hoping the armor can protect them.

At some point, I want to figure out how to enforce the idea that the big awesome armor will only help a little bit, and somebody outside the armor can be just as amazing if they're clever and careful. I want to emphasize the grit and determination of the heroes over their gear and stuff, though the gear and stuff should give a clear tangible advantage. The little guy's chutzpah overcoming the big guy's resources, you might say. I really think SW is the right system for that, and you guys are giving me a lot of very good ideas that I think are shaping things in that direction.
Dark Devine
player, 8 posts
Tue 22 Apr 2014
at 20:35
  • msg #866

Re: power armor

Here's an idea one might consider: 'borrow' (see: steal) a bit of information from Necropolis and/or Tour of Darkness.  These are both SW RPGs which have several vehicles and weapons rivaling that of StarCraft.  Likewise, it would be exceptionally handy for military ranks and setting-specific skills.  Having ran a Necro RPG, and being a fan of SC since the day it first came out on PC, I can vouch for the many useful parallels you will find.  I'm fairly sure it is open source, but if you need help finding it shoot me a private message.

This thread, which I have found specifically during a search for further info to answer your question (and sate my own curiosity) might be handy:

http://peginc.com/forum/viewto...;highlight=starcraft

Actually, they have answered questions I hadn't even thought to ask yet.  There're even stats for several basic zergs on the second page, so that is definitely a strongly suggested read.

Further food for thought: the armor worn by the Marines was meant to make them more resilient in face of the new threats (Zerg, Toss).  So, by that thought, maybe you shouldn't nerf the armor of the Marines.  Rather, you should beef up the enemy's main forces (brutalisks and the likes).  As for zerglings, well, they're supposed to get mowed down by the score.  That's why you can pump out so many of them in the actual game, and that should be represented in an RPG in my opinion.  If a single zergling can rush and smash down a Marine it'll be pretty imbalanced, and your players will be overwhelmed and destroyed by the nigh endless numbers in little to no time at all.
This message was last edited by the player at 20:40, Tue 22 Apr 2014.
Nintaku
player, 18 posts
Tue 22 Apr 2014
at 23:36
  • msg #867

Re: power armor

That's the thread! I found that one a month ago and have been searching for it again, but haven't been able to find it! Brilliant, thanks!

I definitely wasn't planning on making a zergling an even threat for a marine. It should take a group of zerglings to be a problem for a single marine, though a single hydralisk should be trouble. Still, if we assume Strength d4 and d4 claws with AP 2, a group of five zerglings with Wild Attack and the gang up bonus would be doing, on a raise, 2d4+1d6+6 damage. Minimum 9, maximum 20, average 17 vs Toughness 18 (reduced to 16 from AP). So yeah, a group of zerglings is dangerous, but a single one (2d4+1d6+2) isn't much trouble. Could still hurt on a good damage roll, but it only takes one good hit to kill it, too.
Dark Devine
player, 9 posts
Thu 24 Apr 2014
at 09:12
  • msg #868

Re: power armor

This is true.  Maybe I was allowing my own mischievous (and perhaps cruel) nature to cause assumptions. ;)  Me, I was running through all kinds of hellish campaigns.

"Hold the line."
"But one Zergling just killed Frank!  There are a thousand more coming!"
"Hold the line, Marines.  You have to hold the line."
(several minutes later, new squad is made)
"The last squad died honorably attempting to hold the line, but the Zerg broke through.  Your mission, Squad 4-A, is to push forward to this junction of the trench through the endless sea of Zerg.  If you make there, to the final resting place of Squad 3-A, hold the line."

Rinse, lather, repeat.  It'd be like the most one-sided football game in history.  Only, you know, with more carnage. ;)

if you wanted to terrorize them I suppose you COULD always consider taking it back in time, say a few decades, before they got their fancy schmancy new power armor. <<  Hint, hint.  Then they'll appreciate those extra layers of heavy metal if they survive long enough to get their first clunky combat suit.

http://starcraft.wikia.com/wik..._Powered_Combat_Suit

The suit in itself holds many possibilities if you make use of the lore.  Imagine having to change out the energy system every XX hours, like one does in real life with gas mask canisters.  Could be damn terrifying if you're down to the squad's last battery in a pre-fusion core prototype, the Z's are knocking down the gate, and there's no resupply in sight.
This message was last edited by the player at 09:16, Thu 24 Apr 2014.
GreenTongue
player, 62 posts
Thu 24 Apr 2014
at 11:15
  • msg #869

Re: power armor

While an interesting read, I'm missing where the fun of playing is.
Care to inform?
Dark Devine
player, 10 posts
Thu 24 Apr 2014
at 16:18
  • msg #870

Re: power armor

I'm going to assume you were talking about my 'hold the line' part above.

Depends on several factors:

1.  What kind of roleplayers you have.
2.  How good you are as a writer and DM/GM/Storyteller/Warmaster/whatever.
3.  How much you fluff it with vivid detailing and your players do the same.
4.  How much you've led up to the situation.

First, if you have committed RPers then they'll stick through it and ensure it doesn't bog down.  Considering the RPers in question like war strats (and they specifically asked for Warhammer or SC so assume they do) then the occasional defensive side-mission will be right up their alley.

Next, if you are good with detailing (and they are even decent) then the body piles will be quite interesting.  So long as you don't just one-line it and say 'the bodies are piling up' but rather describe such things as the enemy crawling over the twitching corpses of their own blood-soaked fallen, it adds to the realism.  While I understand there are those that don't like gore, I myself being one on some occasions, if they're playing a war strategy they should probably at least be open to it.

If you add in the 'uneven ground' rules and eventually make sections of ground impassable with said body pile (ie: no 'dissolving enemies' which only happened due to windows' requirements and not game canon) then there will be an ever-changing dynamic of the battlefield.  In all war strats, even war-strat based RPGs, maps are a MUST.  So if you used a .gif of dead zerg bodies it would only go further to add to the affirmation of 'realism' of the setting.

That being said, if you and your players all only post one liners it's basically screwed no matter what you're doing.  In my opinion, endless one-liners could crush even the best premise and lay to waste one's best laid plan.

Finally, if they've spent a whole 'chapter' of the roleplay KNOWING the zerg were coming and preparing, they'd have a chance to alter the flow of said battle.  You could do this quite well, really.  Recon missions to track the flow of the xenos, allowing your players to 'place' (ie: assist building, or guide drops) defensive structures and whatnot on the maps, and give them a chance to help set up the battle they'll be more committed- and that aids greatly in ensuring the first statement.

In closing, while it might not be everyone's cup of tea it might be theirs.  I mean, they play Warhammer 40k.  That is a very drawn out tabletop war strat, and it can take several hours of dice rolling just to win a skirmish.  Pretty sure they have patience.  And if they asked for something based on a war strat, mowing down waves of xenos (in this case Zerg) is probably their wet dream- or at least their guilty pleasure.


Consider the following: Zombies.  In reality, no matter what you do, 99% of them are just shambling corpses and people will spend a great deal of time running from a group of them.  However, people still love zombies.  It can be done right or it can be done wrong.  If you're just calling them zombies you're doing it wrong in my book...  I can't imagine someone sticking it out when the GM just cranks out endless, faceless masses of zombies and details it as simplistically as "A horde of zombies stumbles up the street."  (Seen it, know it happens.)

However, with the right descriptions and some forethought a zombie can still be very entertaining.
This message was last edited by the player at 16:25, Thu 24 Apr 2014.
GreenTongue
player, 63 posts
Thu 24 Apr 2014
at 17:29
  • msg #871

Re: power armor

"First, if you have committed RPers then they'll stick through it and ensure it doesn't bog down."
<check>
Seems to be a shortage of those, especially in the PbP format.
=
Nintaku
player, 21 posts
Thu 24 Apr 2014
at 18:17
  • msg #872

Re: power armor

Well, for the particulars of this Starcraft game idea, I only have one player at the moment and I don't think I can get him into another PbP game. He and I have a long history with RPoL, and part of his history is abandoning games after posting once or twice. Patience is really not his thing.

Speaking of, he isn't a Warhammer 40K tabletop gamer. He's a Dawn of War player. RTS computer game, like Starcraft. He /was/ asking me to do a W40K RPG after we spent a few days playing Dawn of War until we were almost decent (we are not good RTS players, but we enjoy playing), but I swerved him over to Starcraft because there's so much less lore to muck through.

As to lore, if I'm sticking with the lore of the setting, then I wouldn't be able to go back particularly far and run a Marines vs Zerg game before the CMC armor became a thing, because the two races didn't meet until CMC-300 was already seeing use. It wasn't developed to counter alien threats, but rather to fight other terrans. And I'm not particularly interested in running a meat-grinder TPK engine. My games tend to tell the same kinds of epic stories as are told in the videogames themselves, I just don't like dealing with canon characters directly.

Now, I'm not afraid of totally murdering the characters if they do stupid things like wade face-first into a zerg hive with no backup and no plan. That's a recipe for disaster, and I will let them know as they're writing up their next characters. But in general, my goal is to create a tense atmosphere of danger and desperation, but give them options and allow them to make the kinds of plans that will see them through (maybe with a little luck).

And I've been trying to get better at map creation, but it's still my weakest point. Lately I've taken to just describing the most important and useful features of an area, what's in the areas nearby (in case they want to make a tactical movement), and let that generally be it. When games with Bennies or other plot points are involved, I like leaving things open for players to describe, letting them add useful things for a minor cost.
OggyBenDoggy
GM, 468 posts
Thu 24 Apr 2014
at 18:20
  • msg #873

Re: power armor

It seems to me that this would be better for a Showdown scenario than for a full rpg.
Nintaku
player, 22 posts
Thu 24 Apr 2014
at 18:38
  • msg #874

Re: power armor

Hm. Possibly, yeah. Also I think I've been thinking about it more deeply than the player who requested it. :P He has no ideas for a character, whereas I was planning a few missions, some interspecies politics, the sudden-but-inevitable betrayal, a survival scenario mainly about not alerting a zerg hive to the heroes' presence, and of course some sector-shaking heroics.
Dark Devine
player, 11 posts
Thu 24 Apr 2014
at 22:01
  • msg #875

Re: power armor

Oggy: I fully agree.  I wasn't suggesting the entire RP be based around head-to-head contact.  But you know, with the ebb and flow of possibilities, if they screw up it's always possible when involving a race like the Zerg.  Also, that suggestion would work much better with an IRL group than on forums.

Nintaku: Still, I'd suggest the whole 'older tech' when it comes to armor.  Or you could always go the Ghost squad route.  They'd get smashed in head-to-head, but the players would probably be far less likely to try and incite full on combat if they were playing Ghosts.
This message was last edited by the player at 22:04, Thu 24 Apr 2014.
Nintaku
player, 23 posts
Thu 24 Apr 2014
at 23:09
  • msg #876

Re: power armor

I really have no reason to use Older Tech. I've tossed together some numbers for a zergling, take a look:

Nintaku:
Attributes: Agility d8, Smarts d6 (A), Spirit d6, Strength d6, Vigor d8
Skills: Climbing d8, Fighting d6, Intimidation d6, Notice d8, Stealth d8
Pace: 8”; Parry: 5; Toughness: 7 (2)
Special Abilities
 Armor +2: Thick hide
 Burrow 4”: Zerg can almost literally “swim” through rock. Some are better at it than others.
 Fleet-Footed: Roll a d10 when running instead of a d6.
 Low Light Vision: Ignore penalties for Dim or Dark lighting.
 Scythe-arms: Str+d6, AP 2
 Size –1: About the size of a large dog. With scythe-arms.


We're assuming that Toughness 18 (12) Marine we've been discussing. So a lone zergling with a Wild Attack (used as default attack mode) would be rolling d6+2 vs Parry 5 or 6 (barely even odds), and damage would be 2d6+2 (9 damage), +1d6 if it somehow gets a raise (13 damage), both vs Toughness 16 (AP 2). Not a threat.

Five zerglings Wild Attacking would be rolling 5d6+6 to hit (Gang Up +4, read individually looking for raises), with five rolls of 2d6+2 (9 damage) and good odds of a raise (13 damage). With a maximum possible of 21, 16 being a success and 20 being a raise, that group of zerglings at least stands a chance against a single Marine. Especially an extra. No need to use lesser weaponry.

Now take a peek at my Hydralisk:

Nintaku:
Attributes: Agility d6, Smarts d6 (A), Spirit d6, Strength d12+3, Vigor d8
Pace: 6”; Parry: 5; Toughness: 14 (4)
Skills: Fighting d8, Shooting d8, Stealth d4
Special Abilities:
 Armor +4: Exoskeleton
 Burrow 3”
 Fearless: Never suffer Fear or Intimidation effects.
 Low Light Vision: Ignore penalties for Dim or Dark lighting.
 Slow Regeneration: Healing roll once per day.
 Scythe limbs: Str+d10, AP 2, -1 Parry
 Size +4: Hydralisks stand shoulder-to-shoulder with small elephants.
 Needle Spines: 2d8+1, 4AP, 24/48/96, Stun (Vigor roll or be shaken for 1d6 rounds)


Fighting D8, melee damage d12+d10+3 AP 2 (not counting Wild Attack or a raise), ranged damage 2d8+1 (not counting aiming, and I haven't given them any autofire capability yet) AP 4 and Stun. The spines average 10 damage, max 17, vs 14. They really aren't nice.

Rather than nerfing the marine armor from what it should be, I just beefed up the zerg "natural" weaponry to the ridiculous levels they're supposed to be from the narrative.
Dark Devine
player, 12 posts
Thu 24 Apr 2014
at 23:13
  • msg #877

Re: power armor

I feel sorry for the schmuck that gets hit by multiple hydras.  Were they seriously that big?  I mean, I knew they were big, but small elephant big?  I guess they were quite a bit bigger than the Marines in the game so yeah.  Crap.  Five of those would be a bad day for a squad.
Nintaku
player, 24 posts
Thu 24 Apr 2014
at 23:24
  • msg #878

Re: power armor

I was freaked out too. The thread that was linked talking about them (thanks again for that, I've been looking for it again for a while now) had some talk about their sizes at the end. I went and looked it up. Here's one of my favorite things:

http://lexinator117.deviantart...6?offset=20#comments

I'm not entirely sure how accurate this chart is (a chocobo is between an elephant and King Kong?), but I've also got http://starcraft.wikia.com/wiki/Hydralisk which lists the average size as 5.4 meters long (17.7 feet). That's big. Three times the size of a man. Just one should be a problem to a marine.

Basically, anytime you come across anything tougher than a zergling, it should either become a high octane action scene or some seriously tense stealth action. Break out the cardboard boxes, Snake. Don't get seen, they will eat you.
This message was last edited by the player at 23:25, Thu 24 Apr 2014.
Cripple X
GM, 56 posts
Fri 25 Apr 2014
at 00:04
  • msg #879

Re: power armor

That's absolutely in keeping with the games and lore. Most of the Terran units are big vehicles and the zerg outside of the zerglings look comparably sized. In the cutscenes in SCII zerglings look as big as very large dogs, Hydralisks dwarf a man in power armor, and ultralisks have truly gigantic proportions.
GreenTongue
player, 64 posts
Fri 25 Apr 2014
at 00:18
  • msg #880

Re: power armor

Sounds like 3:16 Carnage Amongst The Stars to me but, playing it like Necropolis 2350 should work.
=
Nintaku
player, 25 posts
Fri 25 Apr 2014
at 00:34
  • msg #881

Re: power armor

Yeah, I was considering 3:16 for a while (and then Cripple X suggested it to me elsewhere :P), but I've got ideas for heroes playing "not-marines". Citizens of a town abandoned by the Dominion during the events of Wings of Liberty, people living in a different sector who happen to have Zerg and Protoss neighbors, some things that wouldn't fit well in 3:16. Great game, just not what I'm after here.
Dark Devine
player, 13 posts
Fri 25 Apr 2014
at 00:46
  • msg #882

Re: power armor

What is this 3:16?  I must go find it now.  I would say "stop mentioning new things!" but I kind of like finding new stuff.  Just so happens there's apparently quite a bit I didn't know about until stumbling onto this thread.
Nintaku
player, 26 posts
Fri 25 Apr 2014
at 02:22
  • msg #883

Re: power armor

Not sure how much the boss wants us talking about non-Savage Worlds games, so I'll just drop a link: http://gregorhutton.com/boxninja/threesixteen/
Dark Devine
player, 14 posts
Sun 27 Apr 2014
at 00:29
  • msg #884

Raiders and Ruins (I THINK that was the title)

Looks pretty neat.  I think Savage is simple enough for my tastes, but that might not be a bad 'party game' which is what it seems to be marketed for.  Speaking of SW, does anyone out there play Raiders and Ruins?  It's kind of like a Fallout-lite, Savage Worlds edition.  I was wondering 'cause I had to get a new laptop and I lost my PDF.  It's open source and free to share, and yet I can't find it anywhere on the web for some reason.
This message was undeleted by the player at 00:30, Sun 27 Apr 2014.
IrishMarshal
player, 18 posts
Sun 27 Apr 2014
at 02:31
  • msg #885

Re: Raiders and Ruins (I THINK that was the title)

In reply to Dark Devine (msg # 884):

It's here https://docs.google.com/file/d...TnM/preview?pli=1one person tried to run a R&R here, didn't work out.
Dark Devine
player, 15 posts
Wed 30 Apr 2014
at 03:53
  • msg #886

Re: Raiders and Ruins (I THINK that was the title)

Thank you!  That's exactly what I was looking for.
shady joker
player, 169 posts
Wed 30 Apr 2014
at 13:00
  • msg #887

Re: Raiders and Ruins (I THINK that was the title)

 I'm the guy that tried to run Raiders & Ruins. R&R is a fine setting and mechanically sound system I just suck at GMing and explaining how to play to new players. R&R uses a slots system to equip weapons like in the video games Fallout where you can switch between two weapons that are equipped as a free action. Also, they used a different inventory then SW: Deluxe. New players seemed to get confused by the contradicting rules which lead to my game not working out.
OggyBenDoggy
GM, 469 posts
Fri 2 May 2014
at 00:02
  • msg #888

DLR bundle of doom

cooneydad
player, 39 posts
Fri 2 May 2014
at 00:04
  • msg #889

Re: DLR bundle of doom

If I dropped that much in one sitting on RPG stuff, my wife wouldn't speak to me for weeks.
OggyBenDoggy
GM, 470 posts
Fri 2 May 2014
at 00:07
  • msg #890

Re: DLR bundle of doom

yeah, but it would take weeks to read it all...
cooneydad
player, 40 posts
Fri 2 May 2014
at 00:51
  • msg #891

Re: DLR bundle of doom

Months in my case. I have kids, a busy job and a lot of RPOL games :-)
IrishMarshal
player, 19 posts
Fri 2 May 2014
at 03:43
  • msg #892

Re: Raiders and Ruins (I THINK that was the title)

In reply to shady joker (msg # 887):

Not suck. I think the rules were somewhat vague. I took the create a weapon as an option not a requirement. We had a small amount of money for equipment and as I, and apparently others, interpreted the rules you could just purchase weapons from the book and they were cheaper.

You seemed to have let that piece of confusion rub the wrong way and it influenced your tone in dealing with the players.

It happens. Shrug.

YMMV
Dark Devine
player, 16 posts
Mon 5 May 2014
at 03:05
  • msg #893

Re: Raiders and Ruins (I THINK that was the title)

I agree with IrishMarshal, I took them as an alternative way of handling things that can be used or discarded by the GM and players' choice.  I tend to run R&R kind of 'homebrew' myself, in that I stick with the main SW rules unless situation dictates.  If someone says "Hey, I've got a bunch of junk parts here.  Can I make something with them?"  then I add the information required (usually straight from the pdf itself) into the 'house rules' section for them.  I really loved the chase mechanics from Raiders though.  Especially for my Mad Max RP...  that eventually failed horribly when the whole party crashed and burned due to those rules and quit soon after..
This message had punctuation tweaked by the player at 03:05, Mon 05 May 2014.
Cripple X
GM, 57 posts
Tue 24 Jun 2014
at 01:47
  • msg #894

Fate Group

Forgive the off-topic post, but I've created a discussion group for the FATE system modeled on this very group. I'm hoping it'll do for the FATE community here on RPOL what this group did for the Savage Worlds community. If you're a fan of Fate please drop by.

link to another game
jamat
player, 9 posts
Tue 24 Jun 2014
at 14:12
  • msg #895

Re: Fate Group

Just picked up the new Super Power Companion and though I haven't read it after a flick through it looks good.
Cripple X
GM, 58 posts
Tue 24 Jun 2014
at 14:18
  • msg #896

Re: Fate Group

What exactly did they change for the second edition?
Strickland5
GM, 203 posts
I'm in a few games
Tue 24 Jun 2014
at 14:22
  • msg #897

Re: Fate Group

Cripple X:
What exactly did they change for the second edition?

Beat me to it Cripple!
jamat
player, 10 posts
Tue 24 Jun 2014
at 14:38
  • msg #898

Re: Fate Group

this was posted over on rpg.net today

http://peginc.com/freebies/SWc...st_to_2nd_Update.pdf
Cripple X
GM, 59 posts
Tue 24 Jun 2014
at 14:42
  • msg #899

Rules Update

Excellent. Thanks!
Strickland5
GM, 204 posts
I'm in a few games
Tue 24 Jun 2014
at 15:15
  • msg #900

ETU!

Anyone else here back the East Texas University Kickstarter?

I just pulled down my PDFs and am finding the setting and associated rules pretty nifty
jamat
player, 11 posts
Tue 24 Jun 2014
at 16:01
  • msg #901

Re: ETU!

Never heard of it what's it about?
Strickland5
GM, 205 posts
I'm in a few games
Tue 24 Jun 2014
at 16:10
  • msg #902

Re: ETU!

Think Buffy in college in Texas

The Kickstarter is over but still worth a look for info https://www.kickstarter.com/pr...ersity-savage-worlds
OggyBenDoggy
GM, 472 posts
Tue 24 Jun 2014
at 16:14
  • msg #903

Re: ETU!

I was very tempted by ETU, I like modern fantasy/monster hunting games.  But pretty much the only gaming I do is on rpol, and I have so many games I haven't played already.
Strickland5
GM, 206 posts
I'm in a few games
Tue 24 Jun 2014
at 16:19
  • msg #904

Re: ETU!

100% get it Oggy - I'm very much the same way sadly but ETU seems to be tempting to my currently players. As we're in limbo I'm hoping something like ETU will be worth it to them.
jamat
player, 12 posts
Wed 25 Jun 2014
at 09:27
  • msg #905

Re: ETU!

managed to have a quick read of the super power companion and it looks very slick. the rules haven't changed too much from the original but have been streamlined and tidied up.

The powers listed can be converted  / tweaked to make probably 95% of the powers you see in comics though the other 5% could be worked out if needed.

The different levels for campaigns is a nice touch, similar to M&M, each level gets a number of points to spend and a limit to the maximum number that can be spent on a power which really goes a long way to make the characters a little more balanced depending on the setting.

Over all a very good product and well thought out.... now I need to dust off one of my old characters and do a conversion of him to these rules
StJason
player, 26 posts
Wed 25 Jun 2014
at 16:12
  • msg #906

Re: ETU!

I thought ETU was pretty much an update of the old 12-to-Midnight setting?
Strickland5
GM, 207 posts
I'm in a few games
Wed 25 Jun 2014
at 16:26
  • msg #907

Re: ETU!

In reply to StJason (msg # 906):

Maybe, looks like they're expanding the setting and putting it all into writing. It also includes rules to run a college setting (academics, exams, extracurricular activities, etc)
StJason
player, 27 posts
Sun 29 Jun 2014
at 23:56
  • msg #908

Re: ETU!

Ooooh. That makes it much more interesting.

(I always wanted to do a Harry Potter-esque setting, with an emphasis on the schooling. Like, you *can* go sneaking off into the Forbidden Forest at night, but if you fail your Potions exam, you *will* get thrown out and that is the end of your character.)
@y3-aye
player, 9 posts
Mon 30 Jun 2014
at 20:53
  • msg #909

Re: ETU!

In reply to jamat (msg # 905):

I took a look at the changes for the super hero companion.  It looks good, I wouldn't mind playing in a game.  I haven't really found a supers system that worked good at low levels AND high levels AND is balanced AND easy to teach but the Savage Worlds system is good if you just want to quickly whip of some supers and play a game.
OggyBenDoggy
GM, 473 posts
Mon 30 Jun 2014
at 21:15
  • msg #910

Re: ETU!

did anyone else pick up the Mars and Daring tales bundles from Adamant?
OggyBenDoggy
GM, 474 posts
Tue 22 Jul 2014
at 19:00
  • msg #911

Re: ETU!

Well, I did.  I could see, in a few weeks, maybe staring a Thrilling Tales or Mars game.  Any interest?

Thrilling Tales is basically generic Pulp.

Mars is a John Carter of Mars type setting.  You can do the "earth man sent to mars" schtick, which might be a way of doing it for people who don't have the book
IrishMarshal
player, 20 posts
Tue 22 Jul 2014
at 19:37
  • msg #912

Re: ETU!

In reply to OggyBenDoggy (msg # 911):

Interested in a Thrilling Tales game. Have tried a couple and they have failed unfortunately.
cooneydad
player, 41 posts
Tue 22 Jul 2014
at 21:08
  • msg #913

Re: ETU!

Ditto. Very interested.
OggyBenDoggy
GM, 475 posts
Tue 22 Jul 2014
at 21:30
  • msg #914

Re: ETU!

So far all I've done is skimmed the book.  I didn't read any of the adventures on the chance I might play in one.

I'll go back and read more closely; any preference on game focus?
IrishMarshal
player, 21 posts
Tue 22 Jul 2014
at 22:15
  • msg #915

Re: ETU!

I'd like to see a global Indiana Jones-ish. Adventure with hint's and bits of the unexplained.

Period References:
   Tom Selleck movies "Lassiter" and "High Road to China".
   Australian "Miss Fisher's Murder Mysteries"
   Campion (TV series)
OggyBenDoggy
GM, 476 posts
Tue 22 Jul 2014
at 23:29
  • msg #916

Re: ETU!

the adventures that came with it include several "pulp crime" types thigns, no supernatural.  there are a couple with minor supernatural or weird elements.  more urban than rural adventures.

so if you want to play tarzan, make sure he can handle the city
IrishMarshal
player, 22 posts
Wed 23 Jul 2014
at 00:59
  • msg #917

Re: ETU!

Just remembered "Doc Savage". City adventures are fine with me as is no supernatural. Preferred in fact.
cooneydad
player, 42 posts
Wed 23 Jul 2014
at 04:57
  • msg #918

Re: ETU!

Love Doc Savage--my hero usually is something from Doc's crew or the like. Just recommended those books to my godson last weekend :-)
IrishMarshal
player, 23 posts
Wed 23 Jul 2014
at 13:41
  • msg #919

Re: ETU!

You know I've not read them in a long time. Think I've got them in digital format somewhere.
OggyBenDoggy
GM, 477 posts
Wed 23 Jul 2014
at 14:15
  • msg #920

Re: ETU!

I read a few a long time ago

I'm fine with tweaking the pulp settings based on the PCs.  Seems to be you have 3 locals:
Domestic, which tend to be crime/mafia/political/espionage, with some weird
Foreign (Europe, Asia), as above, a bit more weird
Remote (Africa, South america, remote parts of the US), wilderness stuff, lost worlds, etc.

I could keep the weird, magic or scifi tech, to a minimum, maybe the magic usually has a possible logical explanation.
Jeffrywith1e
player, 2 posts
geek dad
Wed 23 Jul 2014
at 14:46
  • msg #921

Re: ETU!

That's one thing I liked about the look of the Explorers Guide over the Deluxe book, that pulp feel.
IrishMarshal
player, 24 posts
Wed 23 Jul 2014
at 15:02
  • msg #922

Re: ETU!

OggyBenDoggy:
I'm fine with tweaking the pulp settings based on the PCs.  Seems to be you have 3 locals:
Domestic, which tend to be crime/mafia/political/espionage, with some weird
Foreign (Europe, Asia), as above, a bit more weird
Remote (Africa, South america, remote parts of the US), wilderness stuff, lost worlds, etc.

I could keep the weird, magic or scifi tech, to a minimum, maybe the magic usually has a possible logical explanation.


I find the exploring the wild theme very intriguing. Have not played a game in that setting. Images of Frank Buck, The Land That Time Forgot, Allan Quatermain, the Lost World (Conan Doyle, not Crichton). Yea I know the last two are Victorian, same genre.
This message was last edited by the player at 15:04, Wed 23 July 2014.
OggyBenDoggy
GM, 478 posts
Wed 23 Jul 2014
at 16:00
  • msg #923

Re: ETU!

My thought was to base it on the PCs.  I mean, if the PCs were Tarzan, the Shadow, and a PI, some adventures would be wilderness, some would be crime/supernatural, and some would be crime normal.  I figure each adventure would kind of start with one PC and be centered around their concept.

the ones I have that came in the bundle include 4 urban domestic, one wilderness, and one in Asia, and it looks like it has a pretty good adventure generator.
There is also the Lost Eye of Kilquato if you haven't played that.

I'll read up on running pulp to make sure I get the right feel for the game
IrishMarshal
player, 25 posts
Wed 23 Jul 2014
at 16:30
  • msg #924

Re: ETU!

In reply to OggyBenDoggy (msg # 923):

Haven't played in hardly any SW pulp and that was short lived here on RPOL. Had a game back several years ago using Hero Games Danger International!
IrishMarshal
player, 26 posts
Fri 25 Jul 2014
at 15:23
  • msg #925

Re: ETU!

Really got my mind a going with the pulp thing.
Found a few sites relating to turn of the century clubs.

The Adventurers Club
http://www.adventurersclub.org...n_about_the_club.php

The Explorers Club
http://www.explorers.org/index...about/about_the_club
OggyBenDoggy
GM, 479 posts
Fri 25 Jul 2014
at 15:42
  • msg #926

Re: ETU!

Either of those could certainly work as a reason for the PCs to know each other, and as a ready source for overseas adventures.

Since a fair amount of pulp is also domestic/urban, could start with maybe one outdoorsy person in one of those clubs, and a G-man or PI type hunting a fugitive who has escaped to the wilderness.

or since the adventurers club took reporters, a reporter could have a foot in both worlds
OggyBenDoggy
GM, 480 posts
Fri 25 Jul 2014
at 20:47
  • msg #927

Re: ETU!

Pulp comics for free

http://comicbookplus.com/?cid=1555
GreenTongue
player, 65 posts
Sat 26 Jul 2014
at 00:56
  • msg #928

Re: ETU!

OggyBenDoggy:
Pulp comics for free

Excellent!
=
Elfy
player, 1 post
Mon 4 Aug 2014
at 23:30
  • msg #929

Chases

What do you guys like to use as a system for doing your chase scenes? I know there are a couple official systems - the one presented in the SW Deluxe and other in the previous SW, but are there other systems that are better, or add-ons to either of the two official systems that enhance them? Is there a different RPG that has a better chase system?
shady joker
player, 170 posts
Tue 5 Aug 2014
at 05:32
  • msg #930

Re: Chases

I just use the Deluxe system to be honest. But I have only ran like two chase scenes ever.
jamat
player, 13 posts
Tue 5 Aug 2014
at 07:24
  • msg #931

Re: Chases

Anyone heard of this game? would love to know a little bit more about it as I might pick it up this afternoon

TimeZero;

Welcome to TimeZero!
TimeZero is the new, exciting time travel setting from Gramel. In this setting you will play as a trained Operative, a member of TimeGuard, the secret organization that fights time crimes along the continuum.
Time thieves, chronoterrorists and many other incredible dangers await you across the millennia of human history!
You need this book and a copy of the Savage Worlds core rules to play this game. It is divided into two parts: the Player’s Guide, where you’ll find background details and rules for quickly creating time-cop agents, and the Game Master’
s Guide, containing advice on running a time travel game, how to design your time-travelling adventures and a selection of time travelling opponents.
In the next few months Gramel will publish several TimeZero adventures, where you can prove your skills, saving the continuum.
Now synchronize your watches, because time waits for no man!

GreenTongue
player, 66 posts
Tue 5 Aug 2014
at 12:12
  • msg #932

Re: Chases

I've not heard of it but it sounds like you would need a degree in history to play.
That may make it hard to find players.
=
OggyBenDoggy
GM, 484 posts
Tue 5 Aug 2014
at 13:55
  • msg #933

Re: Chases

or use wikipedia :)
Boomcoach
player, 23 posts
Tue 5 Aug 2014
at 14:01
  • msg #934

Re: Chases

As long as the GM has enough knowledge to craft the adventures, the players simply need to have the ability to fit into various time periods, their instructions would come from the mission given to them.

Their issues to adapt to different periods can easily create much of the fun, a la Time Tunnel or Quantum Leap.
Boomcoach
player, 24 posts
Sun 17 Aug 2014
at 14:10
  • msg #935

This summer's convention finds

Back from GenCon, got in a SW game while I was there, and also picked up a new setting book, along with one I picked up at Origins, I need to get a game put together.

I played in a SW Supers game using the MMorpg "City of Heroes" as a base.  I played CoH quite a bit before it died, and had never played a supers game using SW so I thought it was a perfect game to give a shot to.  I enjoyed it quite a bit and the super powers companion, so I may have to take a look at a game, either as a player or GM.

I picked up The Widening Gyre; a Steampunk setting from BlackWyrm Press, written by Bill Keyes.  It is an interesting looking setting, and I am sucker for steampunk so I look forward to giving it a read.

At Origins I picked up Tunseal, a prehistoric setting that I have not gotten a feel for yet, but it looks interesting.

If anyone has played one of these systems I would love to hear your comments on it.
Jeffrywith1e
player, 3 posts
geek dad
Sun 17 Aug 2014
at 14:19
  • msg #936

Re: Chases

jamat:
Anyone heard of this game? would love to know a little bit more about it as I might pick it up this afternoon

TimeZero;

Welcome to TimeZero!
TimeZero is the new, exciting time travel setting from Gramel. In this setting you will play as a trained Operative, a member of TimeGuard, the secret organization that fights time crimes along the continuum.
Time thieves, chronoterrorists and many other incredible dangers await you across the millennia of human history!
You need this book and a copy of the Savage Worlds core rules to play this game. It is divided into two parts: the Player’s Guide, where you’ll find background details and rules for quickly creating time-cop agents, and the Game Master’
s Guide, containing advice on running a time travel game, how to design your time-travelling adventures and a selection of time travelling opponents.
In the next few months Gramel will publish several TimeZero adventures, where you can prove your skills, saving the continuum.
Now synchronize your watches, because time waits for no man!

I saw the book at the local game shop (The Source in the Twin Cities). It looked like a very nice little book. Explorers Edition size and shape.
grandmaster_cain
player, 26 posts
Thu 4 Sep 2014
at 08:53
  • msg #937

Re: Games for kids

I'm starting a game for kids at my FLGS.  They've requested a Guardians of the Galaxy style game, and I'm happy to oblige.  I found the plot for Marvel Heroic's "Annihilation" storyline, so I'll be loosely be running them through that.

For setting rules, I'm using Slipstream.  I'm not sure if I have the Sci-Fi Companion, but I can get it if needed.  Otherwise, does anyone have any suggestions for source material, ideas, that sort of thing?  The MHR story is pretty open-- it's mostly a series of events, so encounter design help would be nice.
Strickland5
GM, 208 posts
I'm in a few games
Thu 4 Sep 2014
at 09:44
  • msg #938

Re: Games for kids

You could look at the Super Heroes Companion or Necessary Evil to build more powerful heroes/villains

But as Guardians had a solid SciFi/Space Opera feel ... I think you'll be fine with what you're using
grandmaster_cain
player, 27 posts
Thu 4 Sep 2014
at 12:00
  • msg #939

Re: Games for kids

Strickland5:
You could look at the Super Heroes Companion or Necessary Evil to build more powerful heroes/villains

But as Guardians had a solid SciFi/Space Opera feel ... I think you'll be fine with what you're using

Yeah, I don't want to go four-color Supers for this.  The Guardians are mostly space opera heroes, they're not the type of heroes that go flying around with capes on.  Their opposition may be on that level, but I'd rather create them with similar power scales in mind.
Strickland5
GM, 209 posts
I'm in a few games
Fri 5 Sep 2014
at 14:08
  • msg #940

Re: Games for kids

grandmaster_cain:
Yeah, I don't want to go four-color Supers for this.  The Guardians are mostly space opera heroes, they're not the type of heroes that go flying around with capes on.  Their opposition may be on that level, but I'd rather create them with similar power scales in mind.
Sure but the nice thing about the SPC is that it is VERY scaleable ... you just limit the number of power points the character get.
OggyBenDoggy
GM, 486 posts
Tue 16 Sep 2014
at 23:12
  • msg #941

Re: Games for kids

If your foe leaves melee you get a free attack.  It's a normal melee attack, no mods; should the GM roll it for the players to speed things up?
Cripple X
GM, 60 posts
Tue 16 Sep 2014
at 23:36
  • msg #942

Re: Games for kids

Hmmm...that's a tough one. I'd say no because it might affect what happens and a player might want to Benny. If you're fine running the risk of having to edit your post because a player wants to Benny a few days later, then go for it, it would save time assuming no edits.
OggyBenDoggy
GM, 487 posts
Tue 16 Sep 2014
at 23:41
  • msg #943

Re: Games for kids

I haven't been, it just came up in a game.

It's kind of like the way a player can bennie a hit.  You roll to hit and damage, tell them N wounds, then they bennie.  You roll the free attack and damage, if that drops the extra you can move on, if not then you have to ask.

it saves asking every time.
Cripple X
GM, 61 posts
Wed 17 Sep 2014
at 00:59
  • msg #944

Re: Games for kids

Yea, seems like a great way to handle it Oggy.
OggyBenDoggy
GM, 488 posts
Wed 24 Sep 2014
at 20:01
  • msg #945

Re: Games for kids

YOu know, I really want to back Last Parsec.

Then then I thought, I have Kaisers Gate, Mars, Weird War Rome what I've never played.  Plus Numenera and The Strange.
Getting the books just to read might be cool, but...
Strickland5
GM, 210 posts
I'm in a few games
Wed 24 Sep 2014
at 20:04
  • msg #946

Re: Games for kids

In reply to OggyBenDoggy (msg # 945):

I'm RIGHT with you Oggy ... got WWR and DLNoir sitting collecting virtual dust.

Not sure how I feel about it requiring the SciFi companion either.
derfinsterling
player, 75 posts
Thu 25 Sep 2014
at 08:27
  • msg #947

Re: Games for kids

OggyBenDoggy:
YOu know, I really want to back Last Parsec.

Then then I thought, I have Kaisers Gate, Mars, Weird War Rome what I've never played.  Plus Numenera and The Strange.
Getting the books just to read might be cool, but...

+1. +1 Million, more like.

The only gaming I'm doing right now is here on rpol. I'll be meeting with one of my formerly regular groups on Monday to *maybe* continue in our DL:R mini-campaign. I simply don't have the time to start something new.
Jeffrywith1e
player, 4 posts
geek dad
Thu 25 Sep 2014
at 15:08
  • msg #948

Re: Games for kids

I'm going to pass on it, too. I was excited, but now that it's out and already funded I think I'll pass. It's not like it needs more help. Looks cool, though.
OggyBenDoggy
GM, 489 posts
Thu 25 Sep 2014
at 17:06
  • msg #949

Re: Games for kids

yeah, the evilness is the "look how much more you get if you buy it now".
jamat
player, 14 posts
Sat 25 Oct 2014
at 09:50
  • msg #950

Re: Games for kids

Hi all

Just picked up a copy of accursed and think it is bloody brill. Has anyone got a copy and would like to GM a game
Olympia
player, 9 posts
Irony...
Fri 5 Dec 2014
at 00:41
  • msg #951

Re: Games for kids

It was if the authors of Accursed read my mind.

I was planning a game of "MacBeth" using Savage Worlds for my RL game group.

My idea was MacBeth beat MacDuff in the final duel (of the Shakespeare play), allowing the three witches to take over Scotland.

I'd worked up some of the characters (werewolf, a goblyn) before I stumbled on Accursed, and ordered the book within an hour.

Sadly, the group moved on (or back) to Hunter the something and I resumed my player role.  I'll get to it again...sometime.
shady joker
player, 171 posts
Wed 21 Jan 2015
at 17:09
  • msg #952

Re: Games for kids

Is Bluprint for Imagination: Flawed Dupes any good for rpol play?

http://rpg.drivethrustuff.com/...ination-Flawed-Dupes

I ask because I'm looking for a one-shot to teach people about Savage Worlds.
Elfy
player, 5 posts
Wed 21 Jan 2015
at 17:35
  • msg #953

Re: Games for kids

It was only just released. I doubt anyone here has had a chance to run it yet. I don't have it, but it's probably fine though and it's only $2.
@y3-aye
player, 10 posts
Thu 22 Jan 2015
at 03:48
  • msg #954

Last Parsec

Has anyone checked out Last Parsec?  Opinions on it?
Elfy
player, 6 posts
Thu 22 Jan 2015
at 06:31
  • msg #955

Re: Last Parsec

Shady Joker, here is a review of the adventure you were interested in:

https://rpgrunkleplaysgames.wo...review-flawed-dupes/



@y3-aye, I don't have it yet, but Last Parsec seems interesting from what little I've read about it. I will probably pick it up once the hardback book is generally available.
Nintaku
player, 27 posts
Sat 21 Feb 2015
at 04:10
  • msg #956

Oblivious Me

Hi! So, I was wondering something about the rules that only just now struck me. Does it say anywhere that you have to use what would normally be considered "two-handed" weapons with two hands? I've got a player who wants to dual-wield bizarre weapon combinations, like a rocket launcher and machine gun, and as it actually fits the setting I was putting together, I was thinking of just creating an Edge to let him do it. But, uh...Edges are small rule breaks, and there doesn't seem to be any rule in place besides common sense, which doesn't really apply here. Is he really golden with just Ambidextrous and Two-Fisted, or am I missing something?
drewalt
player, 4 posts
Sat 21 Feb 2015
at 04:59
  • msg #957

Re: Oblivious Me

If a character had the One Arm Hindrance, would you let them use a two handed weapon with no penalty?  That's basically what you're saying.
Nintaku
player, 28 posts
Sat 21 Feb 2015
at 05:38
  • msg #958

Re: Oblivious Me

One Arm suggests a -4 penalty (which I should have looked at for guidelines when I was trying to find this stuff in the first place), but it's a little vague. The only example it gives is Climbing. I can take from that and assume that using a two-handed weapon in one hand would then incur a similar penalty, maybe -2 or -4, but that still leaves the original question. What is considered a two-handed weapon in Savage Worlds? The concept isn't referred to anywhere in the text. A really big pistol? A sawed off shotgun? Can you use it in one hand with the Brawny Edge? Can you autofire a RoF 3 weapon one-handed?

I'm assuming a kind of zany world here. If it makes a difference, it's based on the Borderlands game series and my friend is playing a Gunzerker. His thing is dual-wielding ridiculous weaponry. I'd been considering writing up an Edge that let him use a two-handed weapon in one hand, but that's drawing a distinction the game doesn't appear to recognize, which may take away from the FFF by adding a layer of granularity where there doesn't seem to have been one.

Thus the question: should I just go with it, or should I create the distinctions and write up an appropriate Edge? Or am I missing something explicit in my search through the book?

Part of my thought process is having a lot of experience with D20, the closest game system I know to SW. Weapons have Size ratings similar to characters, and comparing the weapon's Size to the user's Size told you if the weapon was Light, One-Handed, Two-Handed, or too big to use. SW doesn't have that, it just has weapon Weight, which can cause trouble if you go over your encumbrance load and anyone cares to pay attention to it. My issue is determining if I should handwave the problem because it isn't called out in the rules and isn't unusual for my setting, or if I should have the player spend an Edge slot to get rid of a penalty I think I'd be making up just to give him an Edge to get around.

EDIT: My other issue is drinking too much coffee before posting questions.
This message was last edited by the player at 05:39, Sat 21 Feb 2015.
Cripple X
GM, 62 posts
Sat 21 Feb 2015
at 05:57
  • msg #959

Re: Oblivious Me

There's an Oversized Weapon Edge out there somewhere that lets you wield a two handed weapon in one hand at a -2 penalty. I can't recall the source off the top of my head, but it was a fantasy setting and I'm not somewhere I can check at the moment. Maybe Hellfrost?
drewalt
player, 5 posts
Sat 21 Feb 2015
at 12:46
  • msg #960

Re: Oblivious Me

Okay that gives it some more context.

Me, I'd probably require that to be a separate Edge, otherwise what's the difference between a dual wielding Gunzerker and a dual wielding Siren?  There's got to be some kind of opportunity cost there.

The SWDX ruleset is by its very nature incomplete, they can't list out every possible example of when something that should be logical would contradict the spirit of the core rules.  Just because it doesn't explicitly state you need 2 hands to wield a 2 handed weapon doesn't mean it's not true.  Otherwise why bother labeling weapons 2 handed at all?
Nintaku
player, 29 posts
Sat 21 Feb 2015
at 19:43
  • msg #961

Re: Oblivious Me

I think you may have missed the entire point of my question. Although there is a 2 Hands label on melee weapons, there isn't one on ranged weapons. It's odd that this would be called out explicitly for one and not the other, and although I'd missed that 2 Hands label last night (was looking through guns), it only makes things worse.

So like I was saying in the original question, which guns are two handed and which aren't?

I do agree that there should be some distinction between the Gunzerker gunzerking and everyone else. My original thought was going to boil down to "the other characters just won't take Ambidextrous or Two-Fisted." That'd leave them using single weapons and putting those two Edge slots to use elsewhere. The Gunzerker would then take those two Edges to eliminate the existing -2 penalties. Adding a third necessary Edge sort of seems excessive, but you are right that a Siren shouldn't be able to dual wield a rocket launcher and a shotgun.

I'll try to find the Oversized Weapons edge and see if I can apply it to ranged weapons somehow. For the moment, I'll probably just be applying common sense and let the edge circumvent that. Maybe set it to Seasoned or such.
Samho
player, 1 post
Mon 23 Feb 2015
at 05:01
  • msg #962

Re: Oblivious Me

Speaking from real-world experience, and knowing little of the rules-- that is why I am here, to learn them-- I would say that almost all ranged weapons are two-handed. I know I would not want to fire any pistol much above 9mm without a two hand grip. I can't think of any bow that is one-handed, besides a toy crossbow that won't do much damage. Slings of course are one-handed, so there is that. Of course, many firearms can be fired one handed, especially a very small-bore shotgun or a light carbine, but I would still think there would be a penalty.

It is an interesting question!
locojedi
player, 1 post
Thu 12 Mar 2015
at 03:35
  • msg #963

Makes me want to play Savage Worlds

So once in a while I peruse the Paizo forums for inspiration for my games. There are lots of good ideas that can come from other folks' good ideas...

Anyway, I was reading a thread about building a damage-dealing death machine in Pathfinder that was exploiting all sorts of rules, class-dips, magic items, and etc. to make a shape-changing songbird that could do 247 damage per round, and basically never miss nor get hit due to an AC of 46!

As I scrolled down the page, my drool scrolled down my chin. I realized that I'm not smart enough to play Pathfinder and that it was actually a lucky thing for me that any Pathfinder game I've tried to play here on rpol has fizzled shortly after character creation.

Then came a post which made my day... I'm still grinning, because some other kindred spirit must have felt the same as me.

quote:
Threads like this make me want to play Savage Worlds!


SW FTW! ;-)
GreenTongue
player, 67 posts
Thu 12 Mar 2015
at 17:59
  • msg #964

Re: Makes me want to play Savage Worlds

MinMaxers do not love SW.
shady joker
player, 173 posts
Fri 13 Mar 2015
at 09:13
  • msg #965

Re: Makes me want to play Savage Worlds

GreenTongue:
MinMaxers do not love SW.


And THAT is one reason why I love Savage Worlds. I hate MinMaxers that make a character freakishly gifted in one field but near retarded in another. SW characters tend to be more well rounded and thus seem more plausible.
derfinsterling
player, 76 posts
Fri 13 Mar 2015
at 14:00
  • msg #966

Re: Makes me want to play Savage Worlds

I don't know that many game systems... But in the ones I do know, to challenge a min-maxer, you have to go to some freakishly outlandish lengths to challenge them. There's no way a normal group of bandits might have a three-armed sorcerer with a magic wand protruding through his forehead that constantly cast a certain spell *unless* they have been specifically preparing for that min maxwr character and done some research on his weaknesses.

Having a bandit who's just witty and has a tongue as sharp as his blades *cough will Scarlett cough*, now that's something easily explained and will challenge the fighting monster quite nicely.
xenongames
player, 17 posts
Fri 13 Mar 2015
at 14:23
  • msg #967

Re: Makes me want to play Savage Worlds

Let's be honest here: it is easy to min-max in Savage Worlds. Furthermore, some character builds (advancement paths) are better (more efficient) than others. It's not nearly as a bad as you can get with games like Hero or D&D/Pathfinder, but it is there.

The difference with Savage Worlds is mostly cultural. Sure, it helps that the system is streamlined and fairly transparent without the fiddly bits and feature bloat the results in broken builds, but at the end of the day, min-maxers and system tweakers do not go looking for a game like Savage Worlds, which has a completely different vibe going for it.
locojedi
player, 2 posts
Fri 13 Mar 2015
at 14:42
  • msg #968

Re: Makes me want to play Savage Worlds

Heh. Trying to min/max in SW takes less processing power, one does not need to use spreadsheets and consult ten rule books and two doctors, an economist, a law firm, generals, criminals, and an astrologer... I see PF and similar systems having the outcome where the rules generate the character, not the player's imagination. For me, I like coming up with a great char concept and then fitting it into a rule framework. Heh. And then I hear the accusation that all SW chars are the same. So not true!
derfinsterling
player, 77 posts
Fri 13 Mar 2015
at 17:45
  • msg #969

Re: Makes me want to play Savage Worlds

xenongames:
Let's be honest here: it is easy to min-max in Savage Worlds.


Hmmm.. depends on what you consider min-max. Sure, it's easy to build a competent Novice fighter with d12 in fighting and maybe one or two edges. He's be awesome in close combat.
And he might not be completely useless in a social situation.

However, and that was my point, to counter the d12 fighter with d12 Strength and a broadsword, you just need a decent taunter. Or intimidator. You don't have to build an NPC specifically just to take down that badass fighter.
Nintaku
player, 30 posts
Fri 13 Mar 2015
at 21:20
  • msg #970

Re: Makes me want to play Savage Worlds

I'd like to take this opportunity to request the opening of a new OOC chat thread, as this one's getting close to capacity and I don't like the idea of the conversation coming to a halt. :P

On topic, I've been reading a /lot/ of threads for SW lately, and I gotta say...you can easily min/max, but it's only in one area. Derfinsterlin's Strength/Fighting d12 melee monster? Shoot him in the face with an arrow. Or throw a rock at him. And the best part is, you can also just throw a bunch of melee mooks at him and let the guy go to town doing exactly what he told the GM he wanted to be doing. Those high skill levels are a flag to the GM "I want the character to shine here", and that's perfectly alright. Yeah, you can throw his weakness at him, and boy howdy will he have a few of 'em, but only do that when it adds to the fun, which isn't always.

If he starts to outshine somebody else, then they shine elsewhere and you should highlight that as well. But one of my basic principles as GM is to always look for ways to make the players' characters look like badasses. Even when they're having the tables turned on them. /Especially/ then. (The more awesome their opponents, the more awesome the players will feel when they come out on top.)

But yeah, min/maxing with SW is really easy and in fact expected explicitly. Put a bunch of points in one or two areas you're really good, dump a lot of other areas, and don't dump any of those precious Attributes. Then it just becomes a matter of knowing that there are some things you can't do, and that just takes player buy-in to the system. Pathfinder, /any/ edition of D&D, they all offer so many options to nickel and dime all opposition, I've seen several builds that really do allow a single PC to do anything anyone else can do, and better. But it's all very obscure stuff that those GMs probably shouldn't have allowed in the first place, and definitely a case of the GM not looking over everyone's sheets and approving them before play. Granted, there's usually things you can do about any one of them, but it tends to involve killing the character in ways they didn't see coming, rather than shaping the game so it's still fun for everyone.
Cripple X
GM, 64 posts
Fri 13 Mar 2015
at 21:29
  • msg #971

Re: Makes me want to play Savage Worlds

Nintaku:
I'd like to take this opportunity to request the opening of a new OOC chat thread, as this one's getting close to capacity and I don't like the idea of the conversation coming to a halt. :P

Done. I'm going to archive this thread and add your post to the other thread.
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