RolePlay onLine RPoL Logo

, welcome to Savage Worlds Discussions

21:38, 1st May 2024 (GMT+0)

General Chat.

Posted by BelirahcFor group archive 0
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.
Sign In