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11:56, 28th March 2024 (GMT+0)

General Chat II.

Posted by Cripple XFor group 0
drewalt
player, 21 posts
Mon 12 Nov 2018
at 15:49
  • msg #241

Re: Savage Worlds

I'm in for the whole kit and caboodle.  SW has been my personal favorite for a while now so even if I didn't like some changes (I have not seen any that worry me) I would still have to hate buy it.

I am grateful the news of the KS leaked so early.  It is a lot easier for me to participate when I can save a few dollars here and there for 6 months rather than be surprised.
Samus Aran
player, 35 posts
Mon 12 Nov 2018
at 20:09
  • msg #242

Re: Savage Worlds

Yeah, I had no idea, and now it's too late. I mean, at least the stuff will be generally available, but a lot of those extras look nifty.

Anyone interested in running a game using the new rules and stuff?
Samus Aran
player, 36 posts
Sun 9 Dec 2018
at 12:53
  • msg #243

Re: Savage Worlds

After hearing some of how cool the game setting sounds from friends, I'd be very much interested in playing a Deadlands game that uses the latest and greatest changes from SWADE. Now, if I could decide between a rugged cowgirl Hexslinger, a Chinese immigrant princess who is also a mystic martial artist prodigy, or a Native American priestess who trucks with nature spirits!
Faubus
player, 1 post
Wed 6 Mar 2019
at 19:07
  • msg #244

Re: Savage Worlds

I just bought the SWADE pdf from Drivethrurpg. If I ran a game here to teach myself the system, what genres or settings would people be most interested in?
swimdoll
player, 4 posts
Sat 9 Mar 2019
at 19:42
  • msg #245

Re: Savage Worlds

Faubus:
I just bought the SWADE pdf from Drivethrurpg. If I ran a game here to teach myself the system, what genres or settings would people be most interested in?

I like supernatural hunter stories, fighting ghosts and the like. I think there's a university scenario system, east texas university or something like that. I also like adventure stories in the Indiana Jones, Lara Croft vein.
luke_poa
GM, 21 posts
Sun 10 Mar 2019
at 01:18
  • msg #246

Re: Savage Worlds

swimdoll:
Faubus:
I just bought the SWADE pdf from Drivethrurpg. If I ran a game here to teach myself the system, what genres or settings would people be most interested in?

I like supernatural hunter stories, fighting ghosts and the like. I think there's a university scenario system, east texas university or something like that. I also like adventure stories in the Indiana Jones, Lara Croft vein.


Savage Worlds has plenty of supernatural scenarios. From the top of my mind, I would list:

- Deadlands (and its sequence, Hell on Earth, and its spin-off, Deadlands Noir)
- East Texas University
- Rippers
- The Weird Wars Series

They are all really good, specially if you go for some licensed products, like Acthung! Cthulhu (Weird War II + Lovecraft; it is amazing).
jamat
player, 31 posts
Sun 10 Mar 2019
at 07:11
  • msg #247

Re: Savage Worlds

swimdoll:
Faubus:
I just bought the SWADE pdf from Drivethrurpg. If I ran a game here to teach myself the system, what genres or settings would people be most interested in?

I like supernatural hunter stories, fighting ghosts and the like. I think there's a university scenario system, east texas university or something like that. I also like adventure stories in the Indiana Jones, Lara Croft vein.

And if you actually wanted to play the supernatural creatures then you have accursed
GreenTongue
player, 98 posts
Tue 4 Jun 2019
at 19:18
  • msg #248

Re: Savage Worlds

How hard do you think it would be to take Showdown plus Blue Max and shove them together to create a WWI Flying Ace game?

Of course using SWADE for the "Out of the plane" character level play.
bashful_batrean
player, 57 posts
Wed 11 Sep 2019
at 10:21
  • msg #249

Re: Savage Worlds

Has anyone found a thread here or on the official forums discussing extending durations for spells in SWAdE?

All durations are geared for combat use as written, and even rituals are more risk than reward as presented.  I'm working with a Fantasy Setting akin to D&D, but the short durations are turning off my players (who use a lot of utilitarian type magic- ShapeShift for travel/stealth and similar).

I don't really want to have to write up all new/specifically defined spells that have different durations, but instead am looking for a model players can use when building/casting spells.

I've toyed with a few ideas, but they still seem prohibitive.  The test case was a new player who essentially was a thief but has AB:Magic with Boost/Lower Trait, Invisibility, and Shapechange.   I thought the concept sounded awesome, but he became disenchanted with it because of the spells incredibly short durations.  (D6 Spellcasting, no extra Power Points or Power Feats)

We looked at penalties to cast + extra powerpoints (-1/+1) to boost duration from rounds>minutes>10 minutes>hours>12 hours>days, but it didn't help.  There was also a variation for casting outside of duress which halved the penalty and lowered the cost by 1 (or halved the extra cost), but that still had to high penalties to succeed most of the time.

I'm toying with the idea of requiring a focus for all spellcasters where spells cast 'onto' the focus use 'slots' to bump up duration following the increments above.  The spell would be cast as if no extension were being used, but each "slot" committed would bump up the unit of time measure to the next category.   The focus has 2 slots + 1/ rank of maker (character) + 1/2 Spellcasting Attribute (or 1/2 skill).  Characters have only 1 focus that the caster makes with a spellcasting roll (automatic) with success adding 1 additional slot or a raise adding 2.  Multiple spells could be boosted, provided total slots in focus weren't exceeded and no duration would be longer than 24 hours.  Power Points spent either won't recover while spell is active, or recover at 1_hour rate until half spent casting are recovered.

I didn't really want to 'force' players to have a focus, but not finding many options for extending spell durations out there.

Granted, we could hand wave durations, but the aforementioned SW neophyte is much like myself and wants to be able to count on certain things when planning actions.

Thoughts?  Suggestions?  Links?

(The group also has a veteran SW player (and GM) playing a full-fledged mage with d8 or d10 casting, extra power points, Extra Powers x2, and Rapid Recovery; so we're seeing the full impact of modifications.)
This message was last edited by the player at 10:29, Wed 11 Sept 2019.
bashful_batrean
player, 58 posts
Fri 13 Sep 2019
at 22:48
  • msg #250

Re: Savage Worlds

Another idea:  Use the rules for No Power Points, but utilize PP to negate the casting penalties (declared before rolling dice).  As usual, PP don't recover while spells are active.
derfinsterling
player, 83 posts
Wed 18 Sep 2019
at 10:24
  • msg #251

Re: Savage Worlds

What are peoples' thoughts on the big Deadlands announcement?
drewalt
player, 22 posts
Wed 18 Sep 2019
at 10:44
  • msg #252

Re: Savage Worlds

I'll probably get it, though it'll probably just be pdfs only.  Curious to see the metaplot/setting plot updates more than anything.
Silver
player, 14 posts
Wed 18 Sep 2019
at 10:59
  • msg #253

Re: Savage Worlds

Not sure how I feel about retconning stuff yet. Will have to see the book
The Stray
player, 63 posts
Wed 18 Sep 2019
at 12:59
  • msg #254

Re: Savage Worlds

Hrnnnn...

That is a big retcon.

On the one hand, the existence of the Confederacy has a lot of real-world unfortunate implications, and Deadlands relied too much on the "lost cause" mythology to justify its continued existence.

On the other hand, the Confederacy-Union split was one of the defining things about Deadlands, warts and all, and a lot of the setting relied on it to justify how the American West could function as a lawless adventure-world. You have to jump through a lot of hoops, because suddenly you don't have The Great maze fueling The Rail Wars, you don't have the independent and buffer states to provide continued partisan warfare, and a lot of other Deadlands-specific tropes need to be rewritten from the ground up.
bashful_batrean
player, 59 posts
Wed 18 Sep 2019
at 13:04
  • msg #255

Re: Savage Worlds

I'll get it most likely, since I want to see how Dark Ages looks.  I'm skeptical though; especially since I've been waiting for Lost Colony/Banshee and now we'll either get one that fits the original storyline but not so much the retcon, or we'll get the variant that fits the retcon and never have the original ending.  :(

But Companion updates!!  YAYYY!  Really curious about Fantasy Companion.
bashful_batrean
player, 60 posts
Wed 18 Sep 2019
at 13:14
  • msg #256

Re: Savage Worlds

In reply to The Stray (msg # 254):

My guess is the overall results will still be there, with Morgana working with The Reckoners (or replacing them) as the one fueling the discontent. Either way, the war was extended another 5 years.
Reconstruction was worse than the war in a lot of instances and paved the way for many of the injustices to follow.  Davis' doppelganger would still be a driving factor.

Mostly I see it being told that in '71 they discover the ruse or the entire country gets a revamping.  We could see a British (or Spanish/Mexican invasion as prior to WWI and used as a plot device in Kaiser's Gate) causing the conflict the Confederacy had previously provided.

I don't see why the Great Rail Wars still couldn't be present, you just don't have two governments competing or backing it.  Industry leaders or egotistical philanthropists could cause same results.
This message was last edited by the player at 13:42, Wed 18 Sept 2019.
drewalt
player, 23 posts
Wed 18 Sep 2019
at 14:10
  • msg #257

Re: Savage Worlds

I am going to wait and see.  If it's stupid and ruins everything, I can just ignore it like I ignore stupid things in other settings and just use the original setting.  I mean I ignore Stone as much as possible already.

I get why people would be suspect of this move but I can also see possibilities here that keep the chaos and make the situation more interesting and introduce even more competing factions.

For example just imagine the former CSA is a massive supernatural desolation full of haunted places with pockets of isolated survivors, many of whom have the mistaken impression the war was the apocalypse, sort of a mini Hell on Earth.  For example the Union wins but rather than being conquerors they score a Pyrric (sp) victory.  They utterly crush the rebellion but at the cost of basically jump starting the apocalypse.

With some retcons and alternative history you have possibilities of massive Deadlands in the Shenandoah valley and in Georgia, like maybe in this version Atlanta is like a portal to hell.  Say for argument's sake in this version overt supernatural things manifest differently such that this is more plausible in contrast to the way it is now.  You could even have the last regiments of the Confederate army (and even some Union regiments that got lost behind enemy lines), now driven insane and supernaturally enhanced patrolling around still fighting their war.  Sort of like the Black Legion only far worse.

There's a historical record of correspondence between Forrest and Sherman that the two wished they could have fought on the same side together, imagine if that actually happened with Forrest defecting to the Union and their combined prowess was supernaturally magnified, and the historical damage to the southern territory greatly expanded.

The results leave the north American continent incredibly unstable as the US can't establish rule of law effectively outside of the Union in the Northeast and most of the southern coastline isn't safe to harbor in, leading to a massive possibility for pirate armies.

The physical separation of Texas from the controllable parts of the US sees the return of the Republic of Texas, and without a solid lock on westward expansion California is also its own power.  So on so forth.

My particular ideas may not appeal to you but that's not the point, the point is not having the CSA could also be interesting.  I would think of it as like an alternative universe and head canon both settings exist in parallel dimensions whether that was true or not haha.

I suppose I will be miffed if they don't actually do anything with the retcon.  Like if there's no CSA but nothing else changes, that would be dumb.
bashful_batrean
player, 61 posts
Wed 18 Sep 2019
at 14:36
  • msg #258

Re: Savage Worlds

In reply to drewalt (msg # 257):

Okay, this ^ is a lot scarier (especially if HoE pops up nearly a century earlier), but also has the potential of being an alien enough setting as to not be easy to adapt to for a lot of plsyers/GMs.

I had similar reservations with how Kerebos Club (I think it was, might've been Rippers) portrayed the US, sometimes over generalizations make the suspense of disbelief too hard to maintain or follow for a game.  (Thus we "ignore the dumber stuff"...)
The Stray
player, 64 posts
Wed 18 Sep 2019
at 15:35
  • msg #259

Re: Savage Worlds

I suppose most of my initial misgivings come from the fact that most of my Deadlands games have taken place in the Confederacy, and I have a number of characters (PC and NPC) with CSA ties as backstory, but after reading Shane's post on Facebook ( https://www.facebook.com/group...nk/3055581037817230/ ), I can't say I fault the reasoning behind the change. And I can accept a Multiple Timelines thing, with the Morgana Effect being something like the Path Of Stone in a world-altering sense. All the creative stuff I did still "exists" in the older timeline, we just have a new timeline to play in now. So after getting over the "but I don't wanna change!" hump, I think I'm more cool with it.
bashful_batrean
player, 62 posts
Wed 18 Sep 2019
at 15:58
  • msg #260

Re: Savage Worlds

Thanks for sharing the link!  I don't Facebook, but Shane's answer makes perfect sense and clears up some trepidation.
drewalt
player, 24 posts
Wed 18 Sep 2019
at 16:56
  • msg #261

Re: Savage Worlds

In reply to The Stray (msg # 259):

Well and even if the new setting is good, it still won't be the old setting.  People will still use it.

Heck you could even premise a campaign on alternate Deadlands realities and things crossing between them via the Hunting Grounds.
Do0m
player, 9 posts
In the heart of Hellfrost
There is only Doom.
Thu 17 Oct 2019
at 21:03
  • msg #262

Re: Savage Worlds

Waves at The Stray from the grave of one of their old Deadlands games!
jamat
player, 33 posts
Tue 22 Oct 2019
at 15:32
  • msg #263

Re: Savage Worlds

Just picked up the new rules need to read through it

What do people think of any of the changes made
rabideldar
GM, 77 posts
Savage World Master
Tue 22 Oct 2019
at 16:48
  • msg #264

Re: Savage Worlds

To me the rule changes are good but they seem minor in scope. They improved somethings and left other things alone. Overall, they are okay. I wouldn’t call them a giant improvement.
bashful_batrean
player, 63 posts
Tue 22 Oct 2019
at 23:29
  • msg #265

Re: Savage Worlds

There are several generalizations (especially with Powers/Magic) that I think need tweaking (for instance, basing all Ranges/variables off Smarts when Spirit might be the Attribute the caster uses...)  But that's a minor issue.
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