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General Chat II.

Posted by Cripple XFor group 0
Cripple X
GM, 63 posts
Fri 13 Mar 2015
at 21:22
  • msg #1

General Chat II

The last one reached capacity, so here's part two...
locojedi
player, 3 posts
Fri 13 Mar 2015
at 21:30
  • msg #2

Re: General Chat II

In reply to Cripple X (msg # 1):

Wow. That was quick!

Continuing the discussion from the other OOC thread, I found when I recently ran my first FtF SW game with players totally new to the art of RP'ing, that they didn't expect to be able to do everything. They learned teamwork right off the get-go and it was cool to see them work through their challenges that way. I didn't really need to shine the spotlight on an individual, because they were doing that for each other. With the concepts of Bennies and Adventure Cards and the Playing Card initiative, they struggled just a bit on how to best use those concepts, but as far as characters were concerned, they caught on quickly and did great!

The other cool thing about SW is that each setting has its own Edges, etc. which allows for really cool setting-oriented character customization and uniqueness, but often an Edge from one setting will work equally well in any of the others.

I'm new to SW, but I'm already a fanboy!
Nintaku
player, 31 posts
Fri 13 Mar 2015
at 21:31
  • msg #3

Re: General Chat II

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.
xenongames
player, 18 posts
Fri 13 Mar 2015
at 23:48
  • msg #4

Re: General Chat II

Savage Worlds does not have the "killer build," the way of making a character that is completely OP (overpowered) that may be fun as a geeky, intellectual exercise, but should be rejected by any GM with two neurons to rub together. This is also true of any relatively simple and transparent system.
derfinsterling
player, 78 posts
Sat 14 Mar 2015
at 11:15
  • msg #5

Re: General Chat II

Nintaku:
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.)


Amen to that! However...

Nintaku:
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.


That's not min-maxing. That's building a specialist, a character that is very good at one thing to the point where it might be the only thing he's really useful at.

Min-Maxing, to me, only occurs on the meta-level, when a player specifically builds a character by searching for loopholes in the roles to exploit them and/or to counter the most common NPCs/monsters he knows he's going to encounter.

That's not a barbarian armed with a stone battle axe, rolling d12 for fighting, and an insane amount of damage due to his high strength, heavy weapon and the No mercy edge.

It's more the barbarian who comes down the mountain with not one but *two* nicely engraved rapiers and a plate armor helmet as well as an arcane resistance background hindrance. You know, clearly created with a different mindset than the axe-wielder.
This message was last edited by the player at 12:28, Sat 14 Mar 2015.
xenongames
player, 19 posts
Sat 14 Mar 2015
at 17:58
  • msg #6

Re: General Chat II

derfinsterling:
Min-Maxing, to me, only occurs on the meta-level, when a player specifically builds a character by searching for loopholes in the roles to exploit them and/or to counter the most common NPCs/monsters he knows he's going to encounter.


I just think it is a matter of degrees. Min-maxing is minimizing something to maximize another. The easiest example is taking a dump stat what you don't expect to matter so that you can max out a stat that is important. On of the things I really like about Savage Worlds is there is not really a dump stat (though I'd say Strength is less important in some genres than others). The line between what is a loophole and what is a synergy can get a bit fuzzy, especially if the latter is obscure and convoluted. Min-maxing run amok creates feedback loops where now the minimized bits truly no longer matter or have a work around. For some people, it's a fun mini-game to play, which I respect, but I wouldn't want to play with those characters.
Strickland5
GM, 215 posts
I'm in a few games
Wed 22 Apr 2015
at 18:22
  • msg #7

Re: General Chat II

So Lankhmar: City of Thieves is out and now Rifts is coming out ... exciting times for Savage Worlds
locojedi
player, 4 posts
Wed 22 Apr 2015
at 18:41
  • msg #8

Re: General Chat II

So now the question... who will run a Lahnkmar game? ;-)
Strickland5
GM, 216 posts
I'm in a few games
Wed 22 Apr 2015
at 18:43
  • msg #9

Re: General Chat II

locojedi:
So now the question... who will run a Lahnkmar game? ;-)
I don't have the book/pdf myself but won't mind tagging along for the fun.
locojedi
player, 5 posts
Wed 22 Apr 2015
at 19:42
  • msg #10

Re: General Chat II

I bought it on day one, but I don't have time to set up a new game just now... maybe in six mos. or so when work slows down... I'd be eager to play though if anyone else gets off the ground with it...
IrishMarshal
player, 28 posts
Wed 22 Apr 2015
at 20:01
  • msg #11

Re: General Chat II

Have Lankhmar on my list, just trying to decide on the maps.  Thought I'd wait a bit and see if they do a bundle.

If anyone is planning on running a game. I'm in.
StJason
player, 30 posts
Fri 24 Apr 2015
at 06:43
  • msg #12

Re: General Chat II

...looks like we got lots of players, no DMs...

:/
IrishMarshal
player, 29 posts
Fri 24 Apr 2015
at 14:44
  • msg #13

Re: General Chat II

Same ol' story. I'm not as familiar with the world as I'd like and the time required to run even a play-by-post, oh the time....
Olympia
player, 15 posts
Irony...
Sun 26 Apr 2015
at 22:27
  • msg #14

Re: General Chat II

There's also a Lahnkmar coming out for Dungeon crawl Classics; which i am looking forward to.

But Rifts...now that is another thing entirely. I think of all systems Savage Worlds could definately give rules to realize the setting better than the original!

Now I know what I want for Christmas!
Strickland5
GM, 217 posts
I'm in a few games
Sun 3 May 2015
at 21:55
  • msg #15

Re: General Chat II

Everyone see the update to shaken?

http://www.peginc.com/forum/vi...rder=asc&start=0
xenongames
player, 20 posts
Sun 3 May 2015
at 23:06
  • msg #16

Re: General Chat II

Strickland5:
Everyone see the update to shaken?

http://www.peginc.com/forum/vi...rder=asc&start=0


I hadn't, so thanks!
It has been a long while since I've been on the PEG boards.
GreenTongue
player, 68 posts
Mon 4 May 2015
at 00:24
  • msg #17

Re: General Chat II

Interesting change to Shaken. I guess character Shaken Lock is the number one thing people complain about. (Real or Perceived)
Now they have lessened it a bit.
xenongames
player, 21 posts
Mon 4 May 2015
at 03:07
  • msg #18

Re: General Chat II

GreenTongue:
Interesting change to Shaken. I guess character Shaken Lock is the number one thing people complain about. (Real or Perceived)


Right after the "statistical anomaly."
Strickland5
GM, 218 posts
I'm in a few games
Mon 4 May 2015
at 14:48
  • msg #19

Re: General Chat II

GreenTongue:
Interesting change to Shaken. I guess character Shaken Lock is the number one thing people complain about. (Real or Perceived)
Now they have lessened it a bit.
It really is not "perceived" it's a real issue ... if you're dice luck is on a down turn with a couple of wounds ... its HARD to get a raise on a roll ... I've had players at my table spend several rounds trying to unshake - usually after burning their bennies on avoiding the wound(s) in the first place.

I'm good with the change - though I was already using The Stray's house rule of characters who pass the Spirit roll to unshake get 1 action at -2 for multi-action.
StJason
player, 31 posts
Mon 4 May 2015
at 22:33
  • msg #20

Re: General Chat II

...and I've always been confused at the people who are "shaken locked". You aren't helpless and without actions. You just need to walk/crawl/roll back for a round to get it together. You still get actions and most of your abilities. You just don't get to punch back.

Ah well. So Spirit is now officially the dump stat. So be it.
xenongames
player, 22 posts
Mon 4 May 2015
at 23:03
  • msg #21

Re: General Chat II

I get the idea that some players really didn't like not having the opportunity to act, but you could use always use a bennie to simply not be shaken. Sure, you may be low on bennies, but if you are, maybe you should run away. :)  Getting beat up so bad that you can't do anything about it is one of the possible outcomes of getting into a fight and maybe you should have realized that before you started. You actually see this in MMA a lot: fighters get rocked, but while they still have enough of their wits about them to defend (no penalty to Parry while Shaken), they can't do much of anything else until they clear their head and/or get an opening.

I don't think the change makes Spirit a dump stat, since you still need to make your roll to get your full action, but it is less important than it used to be. Also, Combat Reflexes isn't as useful.

Rather than make it a global change, I'd rather see it as a Setting Rule.
StJason
player, 32 posts
Tue 5 May 2015
at 08:52
  • msg #22

Re: General Chat II

You see it a LOT in like boxing. Where one guy is just getting pummelled, and all he can do is keep his guard up. Or like in the old cowboy westerns, when the good guy gets behind the bar, only the whole enemy gang opens fire, and all he can do is hug the ground while bottles explode all around him.

I've gotten stuck shaken a handful of times. Most of the time, the roll is easy to make, even if you don't get to act.

Spirit has always been only marginally useful. Almost no skills, and unless you are a wizard or face man, no reason to build it up. Now with only a 4 needed to unshake, you are rarely going to see more then a d6 in Spirit... and a LOT more d4s. Personally, I think it's a bad move on PEGs part. Ah, well.
luke_poa
GM, 11 posts
Tue 5 May 2015
at 17:46
  • msg #23

Re: General Chat II

StJason:
You see it a LOT in like boxing. Where one guy is just getting pummelled, and all he can do is keep his guard up. Or like in the old cowboy westerns, when the good guy gets behind the bar, only the whole enemy gang opens fire, and all he can do is hug the ground while bottles explode all around him.

I've gotten stuck shaken a handful of times. Most of the time, the roll is easy to make, even if you don't get to act.

Spirit has always been only marginally useful. Almost no skills, and unless you are a wizard or face man, no reason to build it up. Now with only a 4 needed to unshake, you are rarely going to see more then a d6 in Spirit... and a LOT more d4s. Personally, I think it's a bad move on PEGs part. Ah, well.


I agree that Spirit is somewhat limited in use when rolling dice, but it is an important requirement for some Edges. Many of my characters have Elan, which is really useful. Spirit d8 is required.
atminn
player, 2 posts
Mon 18 May 2015
at 12:39
  • msg #24

Re: General Chat II

Does anybody here have experience with Broken Earth?
I'm especially intrigued by the community generation/management system with narratively earned traits and edges for the community. That reminds me of the idea of treating everything as a character, from communities to vehicles, similar to the Fate Fractal.
DarkLightHitomi
player, 1 post
Tue 30 Jun 2015
at 15:44
  • msg #25

Re: General Chat II

Hello all, I have arrived! All shall bow or perish before my might!
Muhahahaha!

Ahem, or we could just chat amicably. Whichever.

So, I have discovered The Savage World of My Little Pony, and I'm curious if any if you have had the chance to play it, and if so, what are your thoughts?
xenongames
player, 23 posts
Tue 30 Jun 2015
at 16:04
  • msg #26

Re: General Chat II

Link?
DarkLightHitomi
player, 2 posts
Wed 1 Jul 2015
at 13:23
  • msg #27

Re: General Chat II

xenongames
player, 24 posts
Wed 1 Jul 2015
at 16:26
  • msg #28

Re: General Chat II

Thanks. I don't know how I feel about the Feats of Strength and Feats of Daring, since they seem completely out of place for 2 of the lead canon characters.
Strickland5
GM, 219 posts
I'm in a few games
Sun 12 Jul 2015
at 15:54
  • msg #29

Re: General Chat II

So any new setting that's out or coming along that folks are excited about?

I've been pondering getting Lankhmar but as 100% of my Savage Worlds gaming is here, I'm not sure if I want to spend the $$$.
Jeffrywith1e
player, 5 posts
geek dad
Sun 12 Jul 2015
at 17:32
  • msg #30

Last Parsec

So far for physical printed books there are only the three:
  • Eris Beta-V
  • Scientorium
  • Leviathan

Correct?



They just shipped from pre-order status so they must be on store shelves by now.

So, I wonder what this is about:
http://www.frpgames.com/cart.p...=112999#.VaKcq1QVhBc

Last Parsec Core Rulebook coming out October.
Jeffrywith1e
player, 6 posts
geek dad
Sun 2 Aug 2015
at 05:45
  • msg #31

Re: Last Parsec

Excited to hear an official Flash Gordon RPG coming out for Savage Worlds!
Elfy
player, 7 posts
Sun 2 Aug 2015
at 16:51
  • msg #32

Re: Last Parsec

Neat! Do you have a link to the company making Flash Gordon for SW? Is there an estimated date for when it is expected to be released?
Jeffrywith1e
player, 7 posts
geek dad
Mon 3 Aug 2015
at 04:23
  • msg #33

Re: Last Parsec

shady joker
player, 175 posts
Tue 4 Aug 2015
at 06:51
  • msg #34

Flash Gordon!

That is going to be awesome. I think Savage Worlds is the right system for Flash Gordon.
Elfy
player, 8 posts
Tue 4 Aug 2015
at 17:46
  • msg #35

Re: Flash Gordon!

Yeah, I agree. It should be good.
Silver
player, 1 post
Mon 10 Aug 2015
at 21:14
  • msg #36

Re: Flash Gordon!

Howdy folks, new to the board, and loving Savage Worlds.
GreenTongue
player, 69 posts
Mon 10 Aug 2015
at 23:57
  • msg #37

Re: Flash Gordon!

In reply to Silver (msg # 36):

Howdy!
You are in good company.
Nintaku
player, 32 posts
Mon 10 Aug 2015
at 23:59
  • msg #38

Re: Flash Gordon!

Welcome! Whacha been doing with Savage Worlds that's got you so excited? We love hearing good gaming stories. :D

(That's three sentences I've started with the letter 'w' in a row. ... Weird.)
Silver
player, 2 posts
Tue 11 Aug 2015
at 00:06
  • msg #39

Re: Flash Gordon!

My room mate and I have been doing small adventures, together tabletop, using horror working with Urban Legends, and its been very fun, we use a mixture of some of the stuff from Ripper, Horror, and East Texas U stuff.
DarkLightHitomi
player, 3 posts
Tue 11 Aug 2015
at 02:24
  • msg #40

Re: Flash Gordon!

Awesome thing I still remember about Savage Worlds. About six years ago I was in a savage worlds game and my friend rolled 35 n a d4. It was epic yet sad because the extra successes didn't help at all.


Quick question, what are your favorite things about savage worlds as a system?
Silver
player, 3 posts
Tue 11 Aug 2015
at 03:09
  • msg #41

Re: Flash Gordon!

I would have to say they versatility of it, we can make just about anything, it is like Gurps, but with less need to be a mathematician.
shady joker
player, 177 posts
Tue 11 Aug 2015
at 15:21
  • msg #42

Re: Flash Gordon!

I just went and bought All for One: Regime Diabolique. It is about Musketeers battling evil monsters in 1630's France. It looks AWESOME and I am eagerly getting a game together. This post is just bragging mostly.
Strickland5
GM, 220 posts
I'm in a few games
Tue 11 Aug 2015
at 15:38
  • msg #43

Re: Flash Gordon!

shady joker:
I just went and bought All for One: Regime Diabolique. It is about Musketeers battling evil monsters in 1630's France. It looks AWESOME and I am eagerly getting a game together. This post is just bragging mostly.
I keep seeing these great settings pop up. I've got Deadlands Noir, Weird War Rome, ETU and others just collecting dust so I stopped buy stuff as I'm not playing the settings I've already got.
xenongames
player, 26 posts
Tue 11 Aug 2015
at 16:13
  • msg #44

Re: Flash Gordon!

DarkLightHitomi:
Quick question, what are your favorite things about savage worlds as a system?


Savage Worlds hits a sweet spot of generality/versatility, intuitiveness (for me, at least), and ease of play that I also enjoyed from Cinematic Unisystem, BESM, and similar medium-weight games.

My single favorite sub-system from Savage Worlds is initiative, which just faster and smoother than most games.
shady joker
player, 178 posts
Tue 11 Aug 2015
at 16:34
  • msg #45

Re: Flash Gordon!

In reply to Strickland5 (msg # 43):

I will gladly play Deadlands Noir any day with you Strickland5.
shady joker
player, 179 posts
Tue 11 Aug 2015
at 16:45
  • msg #46

Re: Flash Gordon!

In reply to xenongames (msg # 44):

 My favorite thing about Savage Worlds is the Pulp Movie feel it has and no tracking HP. I have GMed many systems and tracking HP gets to be a pain when you must track it on every minion, mook, and flunky. In SW a mook is either Up, Shaken, or Down. It keeps the focus on the Major characters.
Strickland5
GM, 221 posts
I'm in a few games
Tue 11 Aug 2015
at 17:22
  • msg #47

Re: Flash Gordon!

In reply to shady joker (msg # 45):

Sadly the game of Noir I did get running puttered out rather quickly.
Silver
player, 4 posts
Tue 11 Aug 2015
at 20:38
  • msg #48

Re: Flash Gordon!

In reply to Strickland5 (msg # 47):

Aww I have only recently looked into games here for Savage Worlds, since how well does it play in pbp ?
Strickland5
GM, 222 posts
I'm in a few games
Tue 11 Aug 2015
at 20:42
  • msg #49

Re: Flash Gordon!

Silver:
Aww I have only recently looked into games here for Savage Worlds, since how well does it play in pbp ?
Play by posts are wars of attrition where you need more players than perhaps you think wise and a post rate as high as you can manage.

I'm in one of The Stray's games which started in 2009, has 11 PC, and is at 15K posts ... it MIGHT be wrapping up soon. BUT I have run and played in games which finished in much less time.
This message was last edited by the GM at 20:44, Tue 11 Aug 2015.
Silver
player, 5 posts
Tue 11 Aug 2015
at 20:55
  • msg #50

Re: Flash Gordon!

Oh I run play by posts here, and I have a game that I have been in for several years. I was just wondering how the combat works in pbp, if its like pathfinder/dnd/gurps..etc.
Strickland5
GM, 223 posts
I'm in a few games
Tue 11 Aug 2015
at 21:01
  • msg #51

Re: Flash Gordon!

Oh ... the combat is fine. Only thing different is that you should roll attack and damage separately as there are more and different types of dice involved than in D20/PF/5E
Silver
player, 6 posts
Tue 11 Aug 2015
at 21:15
  • msg #52

Re: Flash Gordon!

-nods- I played it in tabletop, So when we get the game set up here, I will be able to see better. Thanks so much <3
shady joker
player, 180 posts
Wed 12 Aug 2015
at 00:38
  • msg #53

Re: Flash Gordon!

 You just got to get used to typing in the rolls by hand since it is a d8 and a d6 wild die, or what ever and d6 wild die. rpol has a card deck to draw your initiative, which is a plus. There is a format you can put in your rpol games char id thing to make life easier.The Link Savage Worlds standards explains this and makes game run more smoothly.

link to a message in this game
locojedi
player, 6 posts
Wed 12 Aug 2015
at 07:27
  • msg #54

Savage Worlds

Thanks for that linky Shady Joker, that was helpful!
Nintaku
player, 33 posts
Sat 15 Aug 2015
at 02:04
  • msg #55

Re: Savage Worlds

Hey, I have a quick question about Savage Worlds and that glorious weapon of weapons, the chainsaw. Normally, if you roll a 1 on the Fighting die when using it as a weapon, you take the damage yourself. I've kind of never liked any game system where "PC hurts self" was a thing, especially when that can be relatively common. How unbalancing would it be to drop that bit of the weapon? Would I need to do something else to further balance it? Is the fact that it requires ammo anyway enough of a drawback? How many more questions can I turn this "quick question" into before it stops being quick?
Silver
player, 7 posts
Sat 15 Aug 2015
at 02:19
  • msg #56

Re: Savage Worlds

You can always have them immediately make a dex check to prevent it which can make it rarer. But that really doesn't circumvent the taking damage by fumbling.

Since I have never had an issue with it being a part of a game since it occasionally happens irl , as I have hurt myself handling marital arts weapons learning how to use them (whacked myself up the side of the head with nun-chucks gave myself a nasty bruise. ) So that is the best I got.
Nintaku
player, 34 posts
Sat 15 Aug 2015
at 02:36
  • msg #57

Re: Savage Worlds

Heh. I remember those days, too, though I was always rather paranoid about hitting myself with a weapon and so was super careful and took everything slowly. Nooooot a very exciting story, though. Still, realistic as that is, I don't really want realism. I like my genre-emulating games to emulate the genre I wanna play, though, and not once have I seen a hero type character whack themselves with a weapon in the middle of a fight. :P

I'm thinking of doing the old Army of Darkness RPG, but using Savage Worlds. Figured since Ash has never accidentally cut off his own bits with a chainsaw, it would make the PCs feel like crap to do it themselves. (Well, most of them. One of them puts fumble charts into games that don't already have them. *shudder* May as well put a spider in my coffee while you're at it, because nope.)
Silver
player, 8 posts
Sat 15 Aug 2015
at 02:39
  • msg #58

Re: Savage Worlds

Nintaku:
Heh. I remember those days, too, though I was always rather paranoid about hitting myself with a weapon and so was super careful and took everything slowly. Nooooot a very exciting story, though. Still, realistic as that is, I don't really want realism. I like my genre-emulating games to emulate the genre I wanna play, though, and not once have I seen a hero type character whack themselves with a weapon in the middle of a fight. :P

I'm thinking of doing the old Army of Darkness RPG, but using Savage Worlds. Figured since Ash has never accidentally cut off his own bits with a chainsaw, it would make the PCs feel like crap to do it themselves. (Well, most of them. One of them puts fumble charts into games that don't already have them. *shudder* May as well put a spider in my coffee while you're at it, because nope.)

Completely understandable, hmmm...can you have it simple--loose power--- and need to be restarted rather than hurt someone ?
Nintaku
player, 35 posts
Sat 15 Aug 2015
at 02:59
  • msg #59

Re: Savage Worlds

That's genius! Basically treat it as either a "reload" or "draw weapon" action, so it gives a -2 to attacks if you rush. Many thanks! :D
Silver
player, 9 posts
Sat 15 Aug 2015
at 03:11
  • msg #60

Re: Savage Worlds

<3 glad to help ^_^
shady joker
player, 181 posts
Sat 15 Aug 2015
at 09:31
  • msg #61

Re: Savage Worlds

In reply to Nintaku (msg # 57):

 Make a setting rule that simply ignores the part about Chainsaws hurting you on a 1 roll. There done. Back in the day Shark Bytes did a setting called 'Splatter Punk' that was made to capture the Evil Dead/army of darkness movie feel. It had various rules for using power tools as viable weapons. It said straight up, "Look, we are emulating action movies here. Forget realism."
Silver
player, 10 posts
Mon 31 Aug 2015
at 02:04
  • msg #62

Re: Savage Worlds

I recently got Savage Cthulhu has anyone played this ?
This message was last edited by the player at 02:04, Mon 31 Aug 2015.
shady joker
player, 182 posts
Mon 31 Aug 2015
at 06:31
  • msg #63

Re: Savage Worlds

I haven't. Is it any good?
Silver
player, 11 posts
Mon 31 Aug 2015
at 16:01
  • msg #64

Re: Savage Worlds

I am still reading it I tend to read a whole book to get a feel for it, it seems very good from what I have read.
atminn
player, 3 posts
Thu 10 Sep 2015
at 16:56
  • msg #65

Re: Savage Worlds

Hey folks, has anybody seen an attempt to run Savage Worlds in a trimmed down accellerated version where characters look a lot like they do in either Risus or Fate Accellerated, but the system still uses SW mechanics?

I found the following blog post today, and it's part of what I'm looking for, but I'm looking to make it more viable for long-term play: http://violentmediarpg.blogspo...er-lite-edition.html
cooneydad
player, 46 posts
Thu 10 Sep 2015
at 19:26
  • msg #66

Re: Savage Worlds

I play Savage Worlds when I want to play an accelerated rules-set. Honestly, FATE slows things down for me, as I have to keep track of Aspects (which is hard for me as a GM). Risus is too simplistic for my liking.
atminn
player, 4 posts
Thu 10 Sep 2015
at 20:26
  • msg #67

Re: Savage Worlds

In reply to cooneydad (msg # 66):

Right, I feel the same way about Fate aspects and Risus's thinness in themselves. On the other hand, full SW as written is sometimes too much for my players to jump into (especially with new characters to understand and play right away). I as GM have trouble remembering all the nuances of various edges and powers, etc.

So I'm curious about running a version of SW accelerated even further than standard, where attributes, skills, and even parry/toughness and some edges are rolled into just a 4-6 defining traits evocatively named like Risus cliches or Fate Aspects.

Then in any kind of challenge, hits (vs TN 4) are hits and raises are double hits, but as in the link in my previous post, wild card characters' hit tracks are extended a bit to abstract out the need for toughness, armor, wound soaking, etc. as separate mechanics. So you don't get shaken or a -1 wound penalty until your 3rd hit, for instance, while the 5th hit makes you shaken until you're healed/recovered.

That's the kind of accelerated I'm looking for, where there's no such thing as a specific Lockpicking skill, Smarts attribute, First Strike Edge, or Parry rating. They might all be accounted for simply by the trait Outlaw Gunslinger d8.
cooneydad
player, 47 posts
Thu 10 Sep 2015
at 20:28
  • msg #68

Re: Savage Worlds

Sounds like 13th Age's approach to Backgrounds. Worth checking that out:

http://www.13thagesrd.com/char...grounds-Skill-Checks
atminn
player, 5 posts
Thu 10 Sep 2015
at 20:38
  • msg #69

Re: Savage Worlds

In reply to cooneydad (msg # 68):

Right. That's another source of my thinking this way. That and PDQ# are more to my liking than FAE or Risus, but they're all pretty similar for what I'm scavenging from them.
3rdObrengo
player, 1 post
Sat 19 Sep 2015
at 17:33
  • msg #70

Re: Savage Worlds

Another player here, Jacob_VVV, brought this online character creator to my attention. Maybe we can get it added to the "Resources" thread?

http://jdgwf.github.io/savage-...aracter-creator.html
Cripple X
GM, 65 posts
Sat 19 Sep 2015
at 18:39
  • msg #71

Re: Savage Worlds

Added it to the useful links thread.
3rdObrengo
player, 2 posts
Sat 19 Sep 2015
at 20:07
  • msg #72

Re: Savage Worlds

thank you!
bashful_batrean
player, 1 post
Tue 6 Oct 2015
at 23:43
  • msg #73

Re: Savage Worlds

I know there may be a link in the thread somewhere that I'm missing, but is there a video out on YouTube that shows a game being run in Savage Worlds, or SW as the rules system in a virtual tabletop demo?   I'm interested in seeing it in play from an IRL perspective as well as via posts like here in RPOL.   Thanks!
This message was last edited by the player at 09:42, Wed 11 Sept 2019.
The Stray
player, 40 posts
Tue 6 Oct 2015
at 23:56
  • msg #74

Re: Savage Worlds

bashful_batrean
player, 2 posts
Wed 7 Oct 2015
at 00:07
  • msg #75

Re: Savage Worlds

The Stray:


Perfect!  Thanks!  :)
atminn
player, 6 posts
Wed 7 Oct 2015
at 03:23
  • msg #76

Re: Savage Worlds

In reply to The Stray (msg # 74):

Hey The Stray. Just want to say your Brave New World game seems great. I'd be all over that if I weren't already at cap for pbp games at the moment.
Hope you have some fun.
The Stray
player, 41 posts
Wed 7 Oct 2015
at 05:19
  • msg #77

Re: Savage Worlds

Well, thank you! It was a fun setting to develop.
jamat
player, 15 posts
Mon 9 Nov 2015
at 14:21
  • msg #78

Re: Savage Worlds

so whats new / coming out for Savage worlds now or in the near future ... I have to admit I lost interest in the game over the last 6 months so not being keeping up with the gossip :)
jamat
player, 16 posts
Sun 24 Jan 2016
at 17:49
  • msg #79

Re: Savage Worlds

Anyone got the sixth gun yet. Picked it up a few weeks ago and read it looks really good ....I want to play a necromancer :)
Elfy
player, 9 posts
Tue 26 Jan 2016
at 05:57
  • msg #80

Re: Savage Worlds

I've not picked it up, but it sounds interesting.
jamat
player, 17 posts
Tue 26 Jan 2016
at 07:36
  • msg #81

Re: Savage Worlds

its a bit grittier than Deadlands its really quite nice
jamat
player, 18 posts
Tue 26 Jan 2016
at 10:58
  • msg #82

Re: Savage Worlds

anyone run accursed ? I've got and read the book and really like the concept, just wondered what it played like
Boomcoach
player, 26 posts
Tue 26 Jan 2016
at 11:52
  • msg #83

Re: Savage Worlds

jamat:
anyone run accursed ? I've got and read the book and really like the concept, just wondered what it played like


I ran it for a little while, because one of the members of our group really liked the premise.  The material is excellent, but I wasn't able to get into the concepts.  It is obviously channeling various historical societies, but I was not able to get a feel for it.
cooneydad
player, 48 posts
Tue 26 Jan 2016
at 15:13
  • msg #84

Re: Savage Worlds

Love the material and I know the owner of the publishing company from college, but never played it or ran it.
jamat
player, 19 posts
Tue 26 Jan 2016
at 15:24
  • msg #85

Re: Savage Worlds

I'd love to give it a go if someone were to ever set up a games
Elfy
player, 10 posts
Tue 26 Jan 2016
at 18:07
  • msg #86

Re: Savage Worlds

I've not played Accursed, but it sounds interesting too. It's latest Kickstarter just completed - region guides for the major areas of the setting.
bashful_batrean
player, 5 posts
Tue 16 Feb 2016
at 15:37
  • msg #87

Re: Savage Worlds

Has anybody tried Ravaged Earth?  The concept looks really interesting, but curious if anyone's seen it in play.
bashful_batrean
player, 6 posts
Sat 5 Mar 2016
at 12:11
  • msg #88

Re: Savage Worlds

Anyone running/playing in the Shaintar setting?  I really like the way the races are handled (although I would've liked to see the 'smaller races' left in, if only to see how they would've been handled).

It looks like a great sandbox for fantasy if you wanted to spin your own tales beyond the plot - points available.

I've been looking for something along the lines of the original Greyhawk and/or Forgotten Realms boxed sets, something to give me a framework and some potential plot storylines, but a way to start off smaller and build big.

I'm all for world-shaping heroes, but not a big fan of the truncated "the world's about to end, what do you do about it?" approach.  (Granted, this is probably a result of my limited interpretation of the 'elevator approach' of the 1-sheets, but I'm a bit lazy as a GM and I like reading the stories and not just the summaries.)

I like the idea of something small being in peril first and as the players investigate, go to handle it, they uncover clues to a bigger, more sinister plot or threat.  Especially when trying to introduce SW to 5e and PF die-hards like I have locally.  (I'm a recent convert to SW, but always liked trying new games/systems despite years of AD&D and 3e/3.5e).
GreenTongue
player, 71 posts
Sat 5 Mar 2016
at 20:36
  • msg #89

Re: Savage Worlds

The Shaintar setting sounds interesting but takes some studying to absorb.
bashful_batrean
player, 7 posts
Sat 5 Mar 2016
at 21:01
  • msg #90

Re: Savage Worlds

That's what I'm finding - so I'm still reading through the materials.  There also appears to be references to rules/conditions that were omitted from the newest editions of the book(s) as well as the original print.  There's a comment regarding Minimum Strength and Weapons as well as the impact not having the minimum strength has when using the weapon, but no Minimum Strength is provided in the table or the notes....  (unless it needs to be derived from the weight of the weapon?)

Minor oversight, but sticks out as a inconsistency to the newcomer reading it.  :)
Samus Aran
player, 6 posts
Sat 5 Mar 2016
at 21:10
  • msg #91

Re: Savage Worlds

I'm looking for a World of the Dead game if anyone is interested. I'd really like to try out the kingdom-building rules as well as the scavenging rules, on top of enjoying that great apocalyptic survival horror feeling.
bashful_batrean
player, 8 posts
Sat 5 Mar 2016
at 21:49
  • msg #92

Re: Savage Worlds

bashful_batrean:
That's what I'm finding - so I'm still reading through the materials.  There also appears to be references to rules/conditions that were omitted from the newest editions of the book(s) as well as the original print.  There's a comment regarding Minimum Strength and Weapons as well as the impact not having the minimum strength has when using the weapon, but no Minimum Strength is provided in the table or the notes....  (unless it needs to be derived from the weight of the weapon?)


Minor oversight, but sticks out as a inconsistency to the newcomer reading it.  :)


*sigh*  I'm blind... forgot min Strength in SW only applies to hand-held ranged weapons....

Saw that in SWDE so went back to appropriate table in Shaintar & voila!

(Too many game systems getting conditions/rules mixed up in my head!)
illina
player, 1 post
a Nymph from North Cali
Amiable but Oversensitive
Thu 10 Mar 2016
at 05:15
  • msg #93

Re: Savage Worlds

Minimum Strength for melee weapons is the primary damage dice of the weapon. for example, a longsword, which deals strength+1d8, requires a strength of 1d8 or more. this is also the reason there isn't a melee weapon that deals strength+1d12. because a character with d12 strength is likely to be neck deep into legendary unless they intentionally neglect other important attributes.
bashful_batrean
player, 9 posts
Thu 10 Mar 2016
at 09:33
  • msg #94

Re: Savage Worlds

illina:
Minimum Strength for melee weapons is the primary damage dice of the weapon. for example, a longsword, which deals strength+1d8, requires a strength of 1d8 or more.

Can you tell me where this is specified in SWDE?  I've seen several instances where the character has weapon damage die capped at the lower strength type, but not where they weren't allowed to use the weapon.  I just haven't been able to locate the specific wording in the book... (probably reading over it and just not registering....)

Nevermind.... I found it under the Gear SWDX p 48 (pdf copy)  Thanks!

But RAW allows characters to use ANY MELEE weapon, they just lose special properties and cap out damage die as their strength die... so a kid with a d4 STR and a longsword does 1d4 + 1d4...


So Shaintar eliminates this option? O.o

I think this should still be used with epic-style play...  Thoughts?
This message was last edited by the player at 09:51, Thu 10 Mar 2016.
Nintaku
player, 36 posts
Thu 10 Mar 2016
at 10:15
  • msg #95

Re: Savage Worlds

No, you're right. That is what is meant by Minimum Strength when melee weapons are involved. ...Unless the melee weapons in Shaintar are saying something funny. I don't have the book, so can't compare it. Illina just left out the bit about having less than optimum Str nerfs the weapon. Also, you can still use ranged weapons at less than minimum Str, you just get penalties so isn't often worth it.

What again is the wording on Minimum Str in Shaintar? Is it being applied funny to melee weapons?
bashful_batrean
player, 10 posts
Thu 10 Mar 2016
at 10:52
  • msg #96

Re: Savage Worlds

Not under Minimum Strength, now that I go back to read it, I think that is pretty clear:
Shaintar:Legends Arise p89:
Minimum Strength:  Fighting with a weapon that has a high Strength requirement invokes penalties. For every level of difference between the Hero’s Strength and the Minimum Strength, apply a -1 penalty to the attack roll.

But I thought I saw reference to 'giant-sized' weapons somewhere which didn't allow usage... I'll have to go back later and look.

I think the biggest thing was I wasn't finding the definition of 'minimum strength' for melee weapons due to looking in the wrong place.  (Which is funny, given that I was thinking it was the weapon's damage die, but wanted confirmation...)
DarkLightHitomi
player, 4 posts
Thu 10 Mar 2016
at 14:57
  • msg #97

Re: Savage Worlds

Anyone here familiar with The Savage World of My Little Pony that would like to help with a project of mine? I have a system that is like a cross between SW and D20, and I'm building a Fallout Equestria variant and I figure the SWMLP has some great base material to build from. I'm hoping someone more familiar with balancing SW would be a great help given the similarities.
illina
player, 2 posts
a Nymph from North Cali
Amiable but Oversensitive
Thu 10 Mar 2016
at 20:27
  • msg #98

Re: Savage Worlds

the GM also has the right at their option, to restrict weapon availability and use based on drastic differences in size with the intent of applying the rule of common sense. so as to prevent an excessively small character from wielding an excessively large weapon or prevent an excessively large creature from wearing an excessively small set of armor. for example, preventing the halfling from wielding the ogre's maul, or preventing the ogre from wearing the halfling's chainmail.
bashful_batrean
player, 11 posts
Thu 10 Mar 2016
at 20:48
  • msg #99

Re: Savage Worlds

In reply to illina (msg # 98):

I get that part, but if as part of a general [published/public] setting it's a restriction, then the definition of 'giant-sized' and 'halfling-sized' needs to be set as a common point of reference.  As a homebrew/house rule - it still needs to have a point of reference.  Is 'Giant-sized' defined as +4/+5 ranks larger than Human (0), or is it any creature with 4 or 5 ranks difference in sizes?  (so to a Pixie (-2 Size), an Ogre would be considered 'giant' (+3 Size) )

Or is a single difference in size ratings sufficient to prevent the exchange?  What about if the individual in question has 'Small' or 'Brawny'/'Obese'?  Will that individual be treated as the same 'size' as his base species, or a size smaller/larger as appropriate?

That's the sort of thing I want examples of or defined in published settings.  Then as a GM, I'm free to make a house rule if I want to treat it differently or make an exception, but at least there's an 'understood' consistency for the setting.  (Objective reference as opposed to subjective.)
illina
player, 3 posts
a Nymph from North Cali
Amiable but Oversensitive
Thu 10 Mar 2016
at 21:02
  • msg #100

Re: Savage Worlds

i would personally treat it as a difference of 2 or more sizes.
Nintaku
player, 37 posts
Fri 11 Mar 2016
at 00:35
  • msg #101

Re: Savage Worlds

Hm. I'm not sure I'd go with a difference of 2 across the board, considering how vast each step /is/. I'd start with a difference of 1 making weapons change definition (a human dagger becomes a halfling shortsword, or a human longsword becomes an orc shortsword, for instance), and then beyond that the weapons would be unusable. Different hilt sizes to get a proper grip, things like that.

Then for armor, any size difference at all would make it completely useless. A human is not effectively wearing orc armor ever at all, though it might temporarily work as a terrible disguise. Meanwhile, attempting to even put on halfling armor is turning a dungeon dive into a sitcom (which is a fantastic discussion for another time).

Since Savage Worlds isn't too heavily predicated on killing things and taking their stuff, this doesn't seem to come up terribly often unless you have players in a D&D mindset where they want to strip every kill of everything valuable and equip it all. Just applying the common sense idea should cut back on that behavior and keep them focused more on the fighting evil than the collecting loot they can't use. Though now I'm jumping into assumptions about why this discussion came up. :P
xenongames
player, 28 posts
Fri 11 Mar 2016
at 00:46
  • msg #102

Re: Savage Worlds

Savage Worlds is in part based on the assumption that common sense will prevail. You can call a dagger a short sword in the hands a hobbit, but it still does d4+STR damage. If held by a pixie, it's a two-handed weapon that does... d4+STR damage. If a player with a halfling PC tries to put on armor looted from an ogre, just give them one of those "Are you kidding me?" looks like say, "Uh, no."
bashful_batrean
player, 12 posts
Fri 11 Mar 2016
at 01:21
  • msg #103

Re: Savage Worlds

*Grins*  But the application possibilities brought up an interesting image:

Premise : Magic Items are designed to adjust to size based on the race they were designed for.   (So a ring made for humans will adjust in size as much as needed to fit the parameters of a human finger.)

Premise : The enchantment itself works for anyone.

Application :  Party enters a Halfling village while travelling and end up the target of taunts by a braggart known as Guilliam Ironsheathe.  This chubby little fellow looks moderately muscular and wears an iron girdle about his chest and midsection that almost looks like he's in an ill-fitted cuirass.  He challenges one of the party to arm-wrestling then surprises his opponent with his massive (d12) Strength.

Turns out his 'girdle' gives him +2 die types to STR, but the solid iron band is actually a Giant-sized Ring of Enhanced Strength which he managed to squeeze into and it adjusted for his girth as if he were a fat-fingered giant.
This message was last edited by the player at 01:29, Fri 11 Mar 2016.
Nintaku
player, 38 posts
Fri 11 Mar 2016
at 01:25
  • msg #104

Re: Savage Worlds

Wouldn't a pixie trying to wield a human shortsword / hobbit dagger end up with an improvised weapon instead of a two-handed sword? The hilt would be bigger than the little guy's torso, simply unreasonable to wield. Why I wouldn't allow that to work with more than a size difference of 1, and even that's only on the low end. If you have a Size 4 Ogre trying to pick up a Size 3 greatsword, it just won't work, except maybe as a terribly balanced throwing dagger.

Though I would rather be interested to see these types of situations come up in the first place. Sounds weird and awesome. :D

Also, wearing a giant ring as a girdle. I need this in my life. That's brilliant.
bashful_batrean
player, 13 posts
Fri 11 Mar 2016
at 01:28
  • msg #105

Re: Savage Worlds

*bows*  danke!

The idea just popped into my head so I had to share.. seemed like a fun way to handle magic items in a world that allows them to re-size for the wearer.
illina
player, 4 posts
a Nymph from North Cali
Amiable but Oversensitive
Fri 11 Mar 2016
at 02:56
  • msg #106

Re: Savage Worlds

i think common sense would be a better idea, but i remember somebody asking for an exact size difference for mechanics, but common sense is plenty. i play at a SW table where the group has a very D&D playstyle where they loot everything not nailed to the ground, and have a character trained in repair for looting the stuff that actually is nailed to the ground. they don't care how many weapons they flood the market with, as long as they get the money to procure themselves better stuff. i made the mistake of letting myself be bullied into playing the healer for a little over a decade. maybe longer.

i'm not the healer in the current campaign at least. 7th Cheap Homebrew Fallout Knockoff since 2010. instead, i went with a Spy who poses as an Actress, who just happens to be trained in the knowledge (Technology) and Repair Skills. and the guy who normally bullies me into playing healer through guilt trips, because he showed up late, he rolled up a healer. but we literally have so many roguish characters it makes things excessive.

while we didn't all duplicate on edges or weapons, we did duplicate quite a lot on skills. with very minor differences.
This message was last edited by the player at 03:10, Fri 11 Mar 2016.
DarkLightHitomi
player, 5 posts
Fri 11 Mar 2016
at 04:46
  • msg #107

Re: Savage Worlds

I like to have fun with size differences. The Giant's ring girdle is hilarious.

Fallout seems to be a rather big thing recently. Funny that. :)
Converting video game to paper though is a pain in the girdle, but fun. :D
Samus Aran
player, 7 posts
Fri 11 Mar 2016
at 05:05
  • msg #108

Re: Savage Worlds

The trick is to convert things in the spirit they're intended, rather than trying to emulate specific gameplay mechanics. Savage Worlds seems like it'd very easily handle Fallout.
illina
player, 5 posts
a Nymph from North Cali
Amiable but Oversensitive
Fri 11 Mar 2016
at 05:57
  • msg #109

Re: Savage Worlds

the GM doesn't really seem to have a Grasp of Savage Worlds, he has no real sense of the Tactics in the game, he simply piles on NPCs with higher toughness, better shooting scores, more combat edges, and bigger guns. he also seems to be not rewarding bennies for actually following hindrances either, leading to extremely dangerous fights where GM Ex Machina becomes neccessary.
Samus Aran
player, 8 posts
Fri 11 Mar 2016
at 06:09
  • msg #110

Re: Savage Worlds

Is it an inexperienced GM? Those sorts of things are mistakes anyone can make. I certainly made my fair share! Sounds like the GM needs to get a better grasp of the rules and start planning things out a little bit better, is all.
illina
player, 6 posts
a Nymph from North Cali
Amiable but Oversensitive
Fri 11 Mar 2016
at 06:17
  • msg #111

Re: Savage Worlds

In reply to Samus Aran (msg # 110):

he started in 2010. but tries to play Savage Worlds with a D&D mindset, and due to being a control freak, hasn't bothered to learn how different Savage Worlds is from D&D.
Samus Aran
player, 9 posts
Fri 11 Mar 2016
at 06:23
  • msg #112

Re: Savage Worlds

That could be rather troublesome, then. If he's the type of GM who will at least listen to constructive criticism and attempts to improve his skill, then he probably needs to be told by his players that it's not working. You have to approach things with a different mindset, and plan things a little better (that doesn't mean a death of spontaneity), to make it work.
illina
player, 7 posts
a Nymph from North Cali
Amiable but Oversensitive
Fri 11 Mar 2016
at 06:45
  • msg #113

Re: Savage Worlds

he is all about attrition of resources, and doesn't feel like he did his job unless he wastes ammunition and forces healing roles.
bashful_batrean
player, 14 posts
Fri 11 Mar 2016
at 10:01
  • msg #114

Re: Savage Worlds

I'm just learning SW (I've had it since it first came out, but the couple of games we played were lacking and the published material at the time while not bad reads, didn't fit what I wanted in a game), so in addition to getting into a couple of games here, I watched the YouTube "Let's Play/Live Play" samples.  Granted, the majority were entertaining, they didn't leave me with the impression that SW would work well for the type of game I wanted to see for a long-term campaign.

After seeing the Savaged Pathfinder hack and finding the Shaintar setting, I'm seeing options I hadn't fully considered before (well, that and somebody gave racial variants I liked without me having to try to edit those presented in the core book and create back histories for the race in question... :)  )

I'm more into telling individual stories and fleshing the setting out as I go than I am with creating a full-fledged campaign world.  Usually my worlds change to fit the story I have in mind for this season and the players I have.  Which is also how I made characters: vague concept, a couple of specific impressions, then flesh it out through play and world interaction.

This isn't a style that's well-geared to SW, and I think contributes to "every character's the same" impression because mechanically that tends to be the case, especially for starting novices.  Given that I don’t usually like keeping a d4 in any attribute, most of my characters have identical stat blocks.

But, having played various d20 games before they were d20, (the entire d20 system is extra "fluff" around the core system Bard Games used for Talislanta and The Atlantis Trilogy  (although The Arcanum added a lot of the same "fluff") - the lead designers also created the re-release of Talislanta when WoTC first published an RPG, so they owned the framework license). The stat itself wasn't important, the modifier was and on average the majority of chaeacters had the same modifier spread.  Those modifiers enhanced related skill checks.

That realization makes SW not seem so 'restrictive'/'restricted', but didn't help much with the new character conceptualization issue.  That's why I liked class-/archetype- based games as they triggered the 'what if' part of my character creation process.  Once I've seen multiple examples (in the genre/setting) of how to mechanically pull of the concepts, then I get better at knowing what I need to have as a minimun to achieve what I envision for the character.
Nintaku
player, 39 posts
Fri 18 Mar 2016
at 20:38
  • msg #115

Re: Savage Worlds

So I'm not sure which thread to drop this question into, so I'll just set it here for the moment.

I've been asked if two of my players can play werewolves, and Savage Worlds is hitting the style of high action I'm going for this time. It seemed highly unreasonable to have werewolf PCs using the usual rules, but then I cracked open my copy of Accursed that I picked up back when I had a Castlevania itch. How ridiculous would it be to use the Vargr-type werewolf PCs from Accursed in a different setting? What would I have to do to make sure other PCs didn't get totally overshadowed if they were playing more traditional fantasy races like...I dunno, humans?

I don't want to pull the whole Witchbreed concept, just that one element.
derfinsterling
player, 79 posts
Fri 18 Mar 2016
at 21:58
  • msg #116

Re: Savage Worlds

You could build Werewolves just like any other race, which would probably make them less super-powered than monsters.
Or, use a background edge:
How about:
Lykanthrophy: When taking a wound or during the full moon, the character must make an immediate Spirit roll. On a failure, they transform into their werewolve form.
The werewolve can change back into human form only if they can focus and calm down for one minute and make a successful spirit roll.
During a full moon night, a transformed werewolve can't transform back.

In werewolve form, they retain their Spirit, but Smarts is lowered two die types, Strength, Vigor and Agility improve by two types.
Their claws and teeth act as natural weapons, causing strength +d4 damage.
Werewolves gain the all-thumbs hindrance and the fleet footed edge.

Hm. Looking at this, it feels off. But it might give you some idea on where to go with this. :-)
Strickland5
GM, 224 posts
I'm in a few games
Fri 18 Mar 2016
at 22:24
  • msg #117

Re: Savage Worlds

I think derfinsterling is on the right track if you don't wanna build it with supper powers and let non-infected folk have skills+edges to compensate
DarkLightHitomi
player, 6 posts
Sat 19 Mar 2016
at 02:11
  • msg #118

Re: Savage Worlds

Is that the kind of werewolves they want to play though? There are werewolf stories where the lycans retain their mind and control of their form (some it needs to be learned over time), this type is what I usually play.

This latter form would also be far more interesting as a PC. Making a werewolf that is borderline out of control seems like a greater liability not just to the character but also the player despite certain other strengths.
GreenTongue
player, 72 posts
Sat 19 Mar 2016
at 17:07
  • msg #119

Re: Savage Worlds

In reply to DarkLightHitomi (msg # 118):

A type of madness. So, use the madness rules you prefer.
xenongames
player, 29 posts
Sat 19 Mar 2016
at 18:21
  • msg #120

Re: Savage Worlds

Page 11 of the Horror Companion describes (one possible) racial rules for Werewolves.
bashful_batrean
player, 15 posts
Sat 19 Mar 2016
at 19:06
  • msg #121

Re: Savage Worlds

Strickland5:
I think derfinsterling is on the right track if you don't wanna build it with supper powers and let non-infected folk have skills+edges to compensate

*grins mischievously* I know this was a typo rather than a spelling error... but the visual of vegan or anorexic werewolves who refuse to eat meat (or possibly pacifistic/code of honor not to kill sentient beings) just amuses me.  ^_^

(Clan: Toothless perhaps?   Although a disciplined group of werewolf monks who refuse to take a life if at all avoidable could be really awesome....)
Nintaku
player, 40 posts
Sat 19 Mar 2016
at 20:44
  • msg #122

Re: Savage Worlds

Hm. These players have a particular idea of what they wanna play. Think Dresden Files Alphas or World of Darkness Werewolves, if that helps. More or less in control of when they transform and able to retain their human minds in wolfy form. Losing control sounds more suitable to NPCs to me, which I can already draw from the core book or Horror Companion for. Leaning towards what DarkLightHitomi was getting at.

I'm pretty well set on using the basics of the Vargr from Accursed. It's simple, easy to use, and hopefully easy to explain. My only issue is... well the easier way to phrase it would be this: how would you balance Witchbreeds with normal people in an Accursed game?

Or another solution to my problem might be if Shaintar has playable werewolves, since I'm going for that kind of a setting in the first place.
DarkLightHitomi
player, 7 posts
Sat 19 Mar 2016
at 20:54
  • msg #123

Re: Savage Worlds

The solution I came up with for my system to balance races of different power levels is to have race and starting XP affect each other. So a powerful race starts as a novice while a weak race might start expert.
bashful_batrean
player, 16 posts
Sat 19 Mar 2016
at 21:37
  • msg #124

Re: Savage Worlds

In reply to Nintaku (msg # 122):

Not seeing PC werewolves in Shaintar (given their nature in that setting), but 'balance' with other PCs can be attained by racial weaknesses and/or vulnerabilities (silver, wolfsbane/monkshood).  This is how the templates in Shaintar were (somewhat) balanced out.  The other possibility is add in potential for uncontrolled change/blind attacks if injured and fail Spirit check to control it.

I haven't looked at Accursed in detail yet, but the Witchmark and related abilities defined under Witchmark and Acceptance chapters appear to be more setting trappings.  The actual Vargr (and other Witchbrreds) are balanced (I would think) as they don't get the extra Edge Humans get at creation.  (You could always give humans an extra skill or edge if you thought the alternate races too powerful - but perhaps restrict the second one to some sort of cultural tie-in)

Alternatively, you could require Hunted/Enemy/Outsider Hindrances as Racial Hindrance for the Vargr in non-Accursed settings to reflect the general fear/mistrust of the population.  (This is how Shaintar handles many of the non-human races).
Nintaku
player, 41 posts
Sat 19 Mar 2016
at 22:16
  • msg #125

Re: Savage Worlds

While that might be good for Savage Worlds veterans, these players are first timers to the system. I prefer to start everyone at 0 XP so they can get a handle on how things work before getting the opportunity to add more mechanical complexity. Should I have the werewolf shapeshifting take an Edge slot, essentially as an Arcane Background that only provides one thing?
bashful_batrean
player, 17 posts
Sat 19 Mar 2016
at 22:28
  • msg #126

Re: Savage Worlds

In reply to Nintaku (msg # 125):

I would say just leave them as-is racially.  The racial packages appear to already be balanced against Humans by the standard SW Creation rules.  Just substitute any references to the Accursed setting specifically (Blood Witch enemy for Dhampir for example) with a similar level of Hindrance (Enemy ????) from your setting.

They call them 'Witchbreed Packages' because everyone was presumed human on start, but none get the extra edge Humans get, so essentially these are Racial packages.

It's the same as Elves or Dwarves (per Creating Races in SWDE). Why charge them an extra Edge for an Arcane Background just because they pick an alternate race?

As far as the Witchmark goes, look up 'historical' records for 'marks of the werewolf' and require the players put something similar in their descriptions.. (Unibrow, etc)
This message was last edited by the player at 22:31, Sat 19 Mar 2016.
drewalt
player, 7 posts
Fri 8 Apr 2016
at 14:47
  • msg #127

Re: Savage Worlds

I am not going to lie that Glitter Boy concept art actually makes me really want that book. I may never play it but I want it haha.
bashful_batrean
player, 18 posts
Fri 8 Apr 2016
at 15:26
  • msg #128

Re: Savage Worlds

In reply to drewalt (msg # 127):

Which concept art?
drewalt
player, 8 posts
Fri 8 Apr 2016
at 18:11
  • msg #129

Re: Savage Worlds

The teaser image for Savage Rifts they posted recently.

http://i.imgur.com/6pHH3su.jpg

My guesses left to right, having not actually played Rifts in 15 years:

  • Ley Line Walker
  • Glitter Boy
  • Probably a Burster, maybe a Mind Melter but I think Burster
  • and a Cyber Knight

Nintaku
player, 42 posts
Fri 8 Apr 2016
at 22:21
  • msg #130

Re: Savage Worlds

In reply to bashful_batrean (msg # 126):

Hi! I'd just like to say right now thank you all for the insight and help. I meant to come in earlier to thank you, but forgot. What I really needed was the awareness that the Witchbreed Packages are the same as Race Templates, not an add-on. With that, I was ready to handle anything. Thanks. :D
Silver
player, 12 posts
Fri 3 Jun 2016
at 12:49
  • msg #131

Re: Savage Worlds

drewalt:
The teaser image for Savage Rifts they posted recently.

http://i.imgur.com/6pHH3su.jpg

My guesses left to right, having not actually played Rifts in 15 years:

  • Ley Line Walker
  • Glitter Boy
  • Probably a Burster, maybe a Mind Melter but I think Burster
  • and a Cyber Knight

I think your pretty spot on with that.
bashful_batrean
player, 19 posts
Sun 5 Jun 2016
at 11:48
  • msg #132

Re: Savage Worlds

In reply to Nintaku (msg # 130):

:D
DarkLightHitomi
player, 9 posts
Wed 10 Aug 2016
at 02:05
  • msg #133

Re: Savage Worlds

As a small side project (I'll try wrangling a few into a game, but don't know yet if it'll happen), I want to make a Fallout: Equestria setting for SW. I've got SWMLP and the deluxe core rules, so I figure those'll make a great start.

Is anyone here interested in this, have suggestions, or maybe would like to help?
rabideldar
GM, 67 posts
Savage World Master
Fri 14 Oct 2016
at 22:40
  • msg #134

Re: Savage Worlds

This forum was bumping back in the day and now no one talks about savage worlds. Is it dead on here or has rpg gaming changed to more of a Roll20 scene?
cooneydad
player, 51 posts
Fri 14 Oct 2016
at 23:01
  • msg #135

Re: Savage Worlds

There are a lot of people still playing Savage Worlds, just not sure about here.
xenongames
player, 30 posts
Fri 14 Oct 2016
at 23:04
  • msg #136

Re: Savage Worlds

I have my monthly face-to-face group and am in one SW game on here. But it is a mature system where we don't have to discuss rules interpretations or the best builds from the latest supplements. There is plenty of discussions on the PEG Inc. forums.
luke_poa
GM, 14 posts
Sat 15 Oct 2016
at 00:41
  • msg #137

Re: Savage Worlds

rabideldar:
This forum was bumping back in the day and now no one talks about savage worlds. Is it dead on here or has rpg gaming changed to more of a Roll20 scene?


My group still plays once a month in RL and has three SW adventures going on here.
The Stray
player, 43 posts
Sat 15 Oct 2016
at 00:54
  • msg #138

Re: Savage Worlds

I think it's mostly that the people who were aware of this forum have drifted away, rather than any demise of Savage Worlds itself.
cooneydad
player, 52 posts
Sat 15 Oct 2016
at 01:55
  • msg #139

Re: Savage Worlds

Someone should advertise this thread, then.
locojedi
player, 7 posts
Sat 15 Oct 2016
at 06:28
  • msg #140

Re: Savage Worlds

Aye to that. I keep removing it from my list 'cause there's nothing new... Savage Worlds has a fan base, but it doesn't seem to be growing. If it's going to stay on the radar of most folks, it's gotta seem like something's going on...

I'm not playing any Savage Worlds games at the moment nor running any, so I don't really have a dog in the fight, but I know some of you are doing both. I agree that this Forum ought to be bumped from time to time where it can be seen and joined by new blood.
GreenTongue
player, 74 posts
Sat 15 Oct 2016
at 16:24
  • msg #141

Re: Savage Worlds

If I wasn't using the "classic" rules for my game, I'd do more on the conversion to Savage Worlds for it.
cooneydad
player, 56 posts
Tue 1 Nov 2016
at 01:51
  • msg #142

Re: Savage Worlds

Happy halloween!
JurneeJakes
player, 2 posts
Tue 1 Nov 2016
at 02:23
  • msg #143

Re: Savage Worlds

So far I'm enjoying the two Savage RIFTS games I'm in, one here and one on Roll20, but trying to learn the various facets of the system in order to run my own game is pretty slow going. Anyone got spots open?
illina
player, 8 posts
a Nymph from North Cali
Amiable but Oversensitive
Sat 12 Nov 2016
at 05:37
  • msg #144

Re: Savage Worlds

Rifts is a fun setting in theory. thing is, the character creation system in the original Rifts was a nightmare. more so than d20 could ever achieve. Savage Rifts takes a lot of that class based feel of the original rifts which i feel serves little more purpose than to inflate the math to pander to the Rifts lovers. Savage Rifts character creation is needlessly complicated and does nothing to enhance the Rifts feel. it is merely a word for word attempt at copying the mechanics. i would have rather taken the feel of the setting and ignored the applied mechanics. what good does honestly adding 7 or 8 rolls per character to a series of charts that give randomly generated freebies honestly do for a setting's lore?
This message was last edited by the player at 05:39, Sat 12 Nov 2016.
JurneeJakes
player, 3 posts
Sat 12 Nov 2016
at 07:32
  • msg #145

Re: Savage Worlds

Sooo... that's a no, then?
drewalt
player, 11 posts
Sat 12 Nov 2016
at 13:40
  • msg #146

Re: Savage Worlds

In reply to illina (msg # 144):

I respectfully submit a dissenting opinion.  Or in other words:

https://www.youtube.com/watch?v=pWdd6_ZxX8c

(Sorry I just have to sneak a Big Lebowski reference in when I can.)

Standard SW has a very flat power curve.  That's not a criticism, it's actually a feature of the system I like.  Characters eventually get very, very good at their core competencies, have a few other bells and whistles that are viable (not great but viable) when their core competencies are useless, but they never ascend to the kind of personal power most d20 system characters will.  The d6 fighting and shooting bandit never stops being a credible threat.  For a lot of games like a grittier feeling fantasy game or Deadlands, that's perfect.

That is however wholly inadequate for Rifts.  Rifts is all about power and discrepancies in power and differences in different kinds of power, it is both the mechanical feel of the original rules and a strong theme in the setting.  This is a world where it sucks to be a squishy meatbag of a pitiful human, which is why the powers that be have arisen and it creates the politics of the setting.

Any setting, be it Shaintar or Necessary Evil or just generic supers or Rifts, that wants to capture that feeling of the player characters are somehow just physically superior to most of the other characters in the world is going to have to bolt on a lot of rules to make that happen.  And imho that's what's cool about SW is you can hack it and bolt stuff onto it and the core system still works.  Indeed I would suggest you could almost have taken the Super Powers Companion, come up with a variety of 30 or 40 point "packages" and said "This one's the cyborg, this one's the crazy..." and turned them into the templates and it'd be no less complex.

Savage Rifts takes on not only that challenge of expanding the system to create a power differential in the mechanics that also exists in the lore, but also tries to integrate the more modern design notion that there ought to be some kind of parity between the different character options.  That is extremely challenging; how to make the Vagabond feel like he or she narratively and mechanically matters just as much as the Hatchling is not easy.

It's not perfect by any means but imho Sean Patrick Fannon did an amazing job parsing out just enough of the essence of the original while still keeping it Savage.  Rifts is just a beast of a game (imho to the point it's mechanically incoherent) and it can only be distilled so much until you completely lose the feel of it, so the end product was always going to be a bit dense.

YMMV, not every game has to please everybody and there's plenty of choices if you don't like a particular game and I still <3 you if you don't like the same games I do etc., hardcore fans of the classic system will still hate this version, batteries not included etc.

Also the charts themselves are a bit odd, I understand why they included them because classic Rifts has a lot of charts too, but there's already people house ruling or fudging the chart rolls and I think I remember SPF himself commented somewhere GMs should run the game and the setting as they see it (paraphrasing what he said based on imperfect memories, can't even remember where I saw it).
Samus Aran
player, 10 posts
Mon 9 Jan 2017
at 08:41
  • msg #147

Re: Savage Worlds

Anyone here play Destiny? I have been thinking about running or trying to play in a game with that setting using the SW rules. Anyone do any conversion work?
Samus Aran
player, 12 posts
Mon 9 Jan 2017
at 22:03
  • msg #148

Re: Savage Worlds

Continuing on that idea (I'd start a thread for it but I can't), I have been looking at ways of recreating the Destiny experience with Savage Worlds.

In Destiny, you play as Guardians, warriors of human or robotic descent who were chosen by the Traveler, a mysterious, godlike entity from space. You wield Light in many forms, basically space magic, imbued unto you by the Traveler. There are several different classes that each wield it differently, but the basic concept is the same. Futuristic space wizards and warriors.

So, I was looking at creating a new Arcane Background specifically for Guardians, with each class/sub-class taking a slightly different variation or having different groups of powers to choose from. But, after looking at the Savage Rifts stuff, I am considering doing up a full Iconic Framework to cover the unique traits of Guardians. That way, they can purchase various abilities like variations on movement powers and attack powers as special abilities with Advances, like Edges.

That, or Arcane Backgrounds come with a little more oomph than usual, enough to complement the various races (which aren't wildly different from humans). Then powers could be relegated to Edges, although it's not that different. I might actually use some stuff from the Super Powers Companion. I do like the idea of powers requiring energy, because Supers in Destiny require charging up and then you use them and have to build up energy again. So that fits the general mechanic fairly well.

I'm also considering swiping the Hero's Journey rules. Each class of Guardian (Titan, Warlock, Hunter) could easily have different choices on the Hero's Journey table.

So, yeah, those are the choices I'm facing, mostly. Everything else is typically statting up or flavoring various weapons from the Science Fiction Companion, not too much to worry about. The big thing is decide whether to go full Iconic Framework, or make a somewhat altered Arcane Background for Guardians. Then I can do up powers and sub-classes as Edges and special abilities.

What do you more experienced SW folks think? Any Destiny fans?
DarkLightHitomi
player, 10 posts
Fri 20 Jan 2017
at 04:04
  • msg #149

Re: Savage Worlds

I played destiny when it came out, but no more internet (save my phone, which isn't usable by an xbox, afaik).

I have no idea what an iconic framework is. Personally, I'd avoid anything that limits players into classes. Being a classless system is a major advantage of sw.

I don't have much in the way of sw supplements (swmlp and deadlands testplay only), so I don't have a lot of reference, but I'd modify the superpowers arcane background. PCs can learn a variety of powers each usable independantly. Then, you can stack the mad science and wizardry types. Use the mad science rules for the various equipment and weapons found (changing it so such items exist, pcs use them rather than make them). Then use the wizardry type (I forget the specific name), and use that for the big powers, but change it so that pp need to be gained rather than automatically recharging over time.

That is what I'd start with anyway.

If you want to keep some remark about the classes, simply make starting packs for the powers based on class (representing their intial training/knowledge), then improve in the normal classless way.
bashful_batrean
player, 24 posts
Fri 3 Feb 2017
at 00:52
  • msg #150

Re: Savage Worlds

Anybody doing anything with The Last Parsec?  Skimming the SW list of games, I didn't see anything.
drewalt
player, 14 posts
Fri 3 Feb 2017
at 00:55
  • msg #151

Re: Savage Worlds

bashful_batrean:
Anybody doing anything with The Last Parsec?  Skimming the SW list of games, I didn't see anything.


The greatest game everyone owns but nobody plays, haha
bashful_batrean
player, 25 posts
Fri 3 Feb 2017
at 13:17
  • msg #152

Re: Savage Worlds

drewalt:
The greatest game everyone owns but nobody plays, haha

I think then that I have a new project!  Just about finished reading Savage Rifts Tomorrow Legion Player's Guide, so may jump to The Last Parsec Core to read next.  A friend of mine tossed out an idea which I liked the sound of, might try putting something together off-line.  Who knows?  It might make an online appearance later on, once I get time budgeted better!

My understanding is TLP is more of a 'sandbox' style setting - a few published scenarios, but otherwise it's a skeletal framework for a Sci-Fi game?
bashful_batrean
player, 28 posts
Mon 6 Feb 2017
at 15:08
  • msg #153

Re: Savage Worlds

Hmmm - still reading TLP, but given the data on background, JumpCorp, and types of races (only through first 3 chapters as jumping back & forth with Sci-Fi Companion), I get the impression that TLP is more akin to Star Frontiers than Traveller conceptually?


I have to giggle a bit at the Florans though... I just keep thinking of Triffids or Audrey from Little Shop of Horrors....
bashful_batrean
player, 29 posts
Thu 16 Feb 2017
at 20:31
  • msg #154

Re: Savage Worlds

Has anyone played/run in the Kerberos Club setting?  It looked like it might be interesting.

(Helps if I spell it right.....)
This message was last edited by the player at 20:57, Thu 16 Feb 2017.
bashful_batrean
player, 35 posts
Sat 8 Jul 2017
at 18:54
  • msg #155

Re: Savage Worlds

Been doing a lot of reading in Reality Blurs settings recently...

"Karthador:Swashbuckling Science-Fiction" looks really interesting and "Ravaged Earth - Revised 2nd Ed" is intriguing thus far.

Anyone run or played in either of these settings?
Samus Aran
player, 13 posts
Mon 10 Jul 2017
at 06:18
  • msg #156

Re: Savage Worlds

Figured I'd repost this here:

Here are a couple game concepts I wouldn't mind trying out through Savage Worlds, since I still don't have much experience with the game.

Aliens
I really like this setting and would like to explore both the survival aspects of it and the mythology. Let us explore Pilot ruins and deal with perhaps a global or intergalactic break out of the xenomorphs. Lots of variants born of different species, mysteries locked behind the enigmatic Pilot technology, and tense crawls through ships, space stations, infested colonies. What starts as perhaps an isolated incident soon blossoms into a fight for galactic survival.

Destiny
We are Guardians, the last line of defense for the last city on Earth. Adventuring through the solar system, facing down hostile aliens, uncovering relics of the past, establishing outposts, all of that sounds pretty cool to me. A nice mix of action, intrigue, and exploration. Seems like SW would work pretty well for it, though I'm not married to it.

World of the Dead
I'd like to play a great zombie apocalypse game focused on survival, including building up communities, scavenging, the nightly struggles. It's not so much killing zombies as it is the aspects of surviving, exploring a post-apocalyptic cityscape, and so on that interest me.
GreenTongue
player, 77 posts
Mon 10 Jul 2017
at 17:17
  • msg #157

Re: Savage Worlds

Samus Aran:
Figured I'd repost this here:

Here are a couple game concepts I wouldn't mind trying out through Savage Worlds, since I still don't have much experience with the game.


An INFESTED space station could be a nice combination of some of those ideas.
=
Samus Aran
player, 14 posts
Mon 10 Jul 2017
at 17:35
  • msg #158

Re: Savage Worlds

How do you mean? Is it something you'd be interested in doing?
GreenTongue
player, 78 posts
Mon 10 Jul 2017
at 22:01
  • msg #159

Re: Savage Worlds

Time, that most precious of resources.
If only I had more of it.
=
GreenTongue
player, 79 posts
Wed 12 Jul 2017
at 17:43
  • msg #160

Re: Savage Worlds

Imagine something like Red Crabs were accidentally brought aboard a space station.
https://www.youtube.com/watch?v=SLoXDFDeD9E

At first they are small but yes, they are omnivores, why do you ask? ;)
=
Samus Aran
player, 15 posts
Wed 12 Jul 2017
at 18:01
  • msg #161

Re: Savage Worlds

I would be interested. I have some ideas for a cool Aliens game (and one for a crossover Aliens vs Mass Effect), but not sure I could do another game at the moment. And it'd be fun to play, too! Not sure Mythic would be enough.

Would also be interested in something like a Dead Space-inspired game (or something directly in that setting).
This message was last edited by the player at 18:08, Wed 12 July 2017.
GreenTongue
player, 80 posts
Wed 12 Jul 2017
at 21:09
  • msg #162

Re: Savage Worlds

I think what would make it interesting is the NPC trapped throughout the station.
Things like exposing areas to vacuum to purge the Krabs would be deadly to the survivors too.

Dealing with the horde of evacuated colonists that had fled to the station to escape the things on the surface and blaming each other for bringing the Krabs with them.

People starving or thirsty in their hiding spots trying to reach food and water, opening places best left closed.

Reduced resources and access as Krabs ate insulation and circuitry.

Great use of the swarm template and 3D thinking. ;)
Samus Aran
player, 16 posts
Wed 12 Jul 2017
at 21:28
  • msg #163

Re: Savage Worlds

Where's the swarm template stuff located, anyway?
xenongames
player, 31 posts
Wed 12 Jul 2017
at 23:43
GreenTongue
player, 81 posts
Thu 13 Jul 2017
at 10:49
  • msg #165

Re: Savage Worlds

While not labeled as "Swarm" they represent the size.
=
Samus Aran
player, 17 posts
Sat 15 Jul 2017
at 08:50
  • msg #166

Re: Savage Worlds

How would you construct an acid blood power for a xenomorph enemy?
bashful_batrean
player, 36 posts
Sat 15 Jul 2017
at 11:22
  • msg #167

Re: Savage Worlds

Depends on how deadly you want it and how you want it to look.  Does it spray out over a large area, or only effect the person drawing blood?

Treat it like poison, but in reverse.  If the creature is Shaken, then the attacker needs to make an Agility check (possibly at -2 if the acidic quality of the blood is unknown at the time) or suffer 2d6 Acid damage.  Success may deal 1d6 or affect the weapon instead, with a Raise avoiding the acid altogether.

A wound being inflicted could cause a spray of Acid doing 2d6 to a small area like SBT, reduced length Cone or a Jet (or possibly all adjacent like a Sweep).  Agility at -2 for all in the area to avoid 2d6 (or 3d6?) Acid damage.
This message was last edited by the player at 11:24, Sat 15 July 2017.
Samus Aran
player, 18 posts
Sat 15 Jul 2017
at 20:30
  • msg #168

Re: Savage Worlds

That works pretty well. I don't need anything too complex, just wanted to capture the general power: when wounded, the Alien sprays acid blood in a small area (1-2 meters at most) that douses usually their melee attacker or anyone in melee with them. The acid is super-concentrated and eats through almost anything.
The Stray
player, 52 posts
Tue 8 Aug 2017
at 20:41
  • msg #169

Re: Savage Worlds

So the Pinnacle Forums are back up, after being down all summer: https://www.pegforum.com/

It's a brand-new set-up (the old posts are now in an archive) so you'll have to re-register if you were there previously.
locojedi
player, 8 posts
Tue 8 Aug 2017
at 21:06
  • msg #170

Re: Savage Worlds

Ahhh, thanks for the notice Stray, I was afraid it was just gone...
GreenTongue
player, 82 posts
Tue 8 Aug 2017
at 21:24
  • msg #171

Re: Savage Worlds

In reply to Samus Aran (msg # 168):

That could be effective against them as well with careful targeting.
=
StalkThis
player, 12 posts
Fri 11 Aug 2017
at 18:19
  • msg #172

Re: Savage Worlds

Was reviewing  some old rules threads and saw discussion about the Incapacitation table that referenced a Spirit roll. Neither my book nor my pdf nor the Screen inserts note a Spirit check during Incapacitation. Am I outdated or was the conversation?
The Stray
player, 53 posts
Fri 11 Aug 2017
at 18:27
  • msg #173

Re: Savage Worlds

I think Spirit rolls during Incapacitation was a thing from the Explorer's Edition of Savage Worlds.
Strickland5
GM, 228 posts
I'm in a few games
Fri 11 Aug 2017
at 18:29
  • msg #174

Re: Savage Worlds

StalkThis:
Was reviewing  some old rules threads and saw discussion about the Incapacitation table that referenced a Spirit roll. Neither my book nor my pdf nor the Screen inserts note a Spirit check during Incapacitation. Am I outdated or was the conversation?

My SW Deluxe says

SWD pg 68 Incapacitation:
Incapacitated characters aren’t necessarily dead, but are generally too beaten, battered, or bruised to do anything useful. They may not perform actions and are not dealt Action Cards in combat. Incapacitated Extras are removed from play.

Wild Cards are Incapacitated if they suffer more than three wounds (cumulatively or all at once). When a Wild Card becomes Incapacitated, make an immediate Vigor roll:

  • Total of 1 or Less: The character dies.
  • Failure: Roll on the Injury Table. The Injury is permanent and the victim is Bleeding Out (see below).
  • Success: Roll on the Injury Table. The Injury goes away when all wounds are healed.
  • Raise: Roll on the Injury Table. The Injury goes away in 24 hours, or when all wounds are healed.


So sounds out dates.




The Stray:
I think Spirit rolls during Incapacitation was a thing from the Explorer's Edition of Savage Worlds.

SWEX pg 75:
Incapacitation
An Incapacitated hero must make an immediate Vigor roll, applying wound modifiers as applicable. This does not count as an action.

This message was last edited by the GM at 18:31, Fri 11 Aug 2017.
GreenTongue
player, 83 posts
Fri 1 Dec 2017
at 18:41
  • msg #175

Re: Savage Worlds

Have most discussions moved to Facebook?
=
bashful_batrean
player, 42 posts
Fri 1 Dec 2017
at 18:52
  • msg #176

Re: Savage Worlds

no idea *shrugs*  no Facebook account *likes peace n quiet*  ;)
Strickland5
GM, 230 posts
I'm in a few games
Fri 1 Dec 2017
at 19:40
  • msg #177

Re: Savage Worlds

What would you like to talk about?
GreenTongue
player, 84 posts
Sat 2 Dec 2017
at 21:11
  • msg #178

Re: Savage Worlds

In reply to Strickland5 (msg # 177):

Just noticed no talking lately.
no big deal
=
jamat
player, 26 posts
Sun 3 Dec 2017
at 04:53
  • msg #179

Re: Savage Worlds

I've lost track of sw lately just wondering what's coming soon for the game
The Stray
player, 55 posts
Mon 4 Dec 2017
at 02:14
  • msg #180

Re: Savage Worlds

Well, they finished up Kickstarters for The Goon (mutant pulp) and Fear Agent (sci-fi special agent) settings a while back, and just finished a Kickstarter for Flash Gordon. RIFTS is also out now.

You can get Rifts in physical copies, while Fear Agent and The Goon are available on PDF. I think only backers currently have access to Flash Gordon.
bashful_batrean
player, 43 posts
Mon 4 Dec 2017
at 09:28
  • msg #181

Re: Savage Worlds

Flash Gordon just has a 1-sheet out, nothing more aside from what's been previewed in Savage Insider.

Seven Worlds sci-fi setting is out now after completing it's Kickstarter as is Sector Asgard Kappa.

I think Beasts & Barbarians Steel Edition will hit soon along with Shaintar anthology collections and Thundering Skies campaign.

Monster Hunter's Club and Monster Hunter International Kickstarters both wrapped up so books should hit next year I would think.

PEGINC mentioned another Rifts Kickstarter for next year.

Triple Ace Games has a revised All for One: Regime Diabolique 2e in Kickstarter that's targeted for release to general public late next year.

I probably missed something somewhere...
GreenTongue
player, 85 posts
Tue 5 Dec 2017
at 11:37
  • msg #182

Re: Savage Worlds

Anyone still use the Explorer Edition since Deluxe was released?
If so, what advantage does it provide?
=
luke_poa
GM, 17 posts
Tue 5 Dec 2017
at 15:14
  • msg #183

Re: Savage Worlds

GreenTongue:
Anyone still use the Explorer Edition since Deluxe was released?
If so, what advantage does it provide?
=


They are quite similar, and I believe the changes are for the better. My group never looked back.

I don't even think of them as different “editions”. I see Deluxe as a newer printing with some small rules changes. And even Deluxe is out-of-date now after the change to Shaken works (https://www.peginc.com/shocking-shaken-shake-up/).
The Stray
player, 56 posts
Tue 5 Dec 2017
at 20:33
  • msg #184

Re: Savage Worlds

Same here. Unlike, say, D&D, the core rules haven't really had a ton of changes over the years, and most of them are for the better. I'm currently running a game with the older version of the Shaken rules, but that's in place specifically as a Setting Rule to make that particular game harsher.

There's talk of a new version of the core rules coming out fairly soon (probably in the next two years), which I'll certainly look into, but the Deluxe is mostly an expansion, rather than a rewrite, and I can use older stuff perfectly well.
bashful_batrean
player, 44 posts
Tue 5 Dec 2017
at 21:12
  • msg #185

Re: Savage Worlds

New rules are being introduced/incorporated in Flash Gordon according to Shane, and the 2017/2018 releases teaser poster from PEGINC referenced new black-bordered Core & Companion books, so it'll be interesting to see.  (Does sort of make me regret picking up multiple copies of SWDE for the table though....  :(  )
luke_poa
GM, 18 posts
Tue 5 Dec 2017
at 21:17
  • msg #186

Re: Savage Worlds

The Stray:
Same here. Unlike, say, D&D, the core rules haven't really had a ton of changes over the years, and most of them are for the better. I'm currently running a game with the older version of the Shaken rules, but that's in place specifically as a Setting Rule to make that particular game harsher.

There's talk of a new version of the core rules coming out fairly soon (probably in the next two years), which I'll certainly look into, but the Deluxe is mostly an expansion, rather than a rewrite, and I can use older stuff perfectly well.


I think the last big “break” in the system was when they moved weapons damage from Strength + number (like in Evernight) to Strenght + die type (like in Deadlands Reloaded). Everything after that was minor and easily made compatible (with only a few exceptions, like the Martial Arts Edge).
GreenTongue
player, 86 posts
Tue 5 Dec 2017
at 23:10
  • msg #187

Re: Savage Worlds

What about Wounds?
That seemed to make a pretty big change.
=
bashful_batrean
player, 45 posts
Tue 5 Dec 2017
at 23:21
  • msg #188

Re: Savage Worlds

I don't think they actually changed Wounds?  Just the way melee/thrown weapon damage & Armor values (and Raises on Damage now did +1d6 period instead of flat +2 per Raise).  (Per the 2003 printing from Great White Games...)
luke_poa
GM, 19 posts
Wed 6 Dec 2017
at 02:35
  • msg #189

Re: Savage Worlds

GreenTongue:
What about Wounds?
That seemed to make a pretty big change.
=


What did they choose when moving from Explorer's to Deluxe? If I remember correctly, the Incapacitation rules were changed, becoming simpler. But that is also what I consider a minor change. I know it impacts the game, but, when explaining to player's, you just have to say "the table changed".
bashful_batrean
player, 46 posts
Wed 6 Dec 2017
at 09:49
  • msg #190

Re: Savage Worlds

I only looked at the wound levels and damage calculations which were unchanged (4+ "wound" = incapacitated).

I've never understood why Fatigue was on a separate scale... (3+ levels Fatigue = incapacitated).  Suzerain setting home-brewed 3 levels of Fatigue & then incapacitated just to stay consistent with Wound levels).
GreenTongue
player, 87 posts
Wed 6 Dec 2017
at 12:05
  • msg #191

Re: Savage Worlds

I meant the Incapacitation table.
Seemed to be something that should be more setting rule that core rule to me.
While Savage Worlds has a default "Pulp" feel, it doesn't have to.
=
Samus Aran
player, 19 posts
Thu 14 Dec 2017
at 20:15
  • msg #192

Re: Savage Worlds

Anyone have Primeval Thule? Is it any good? And most importantly, are you doing a game with it?
bashful_batrean
player, 47 posts
Thu 14 Dec 2017
at 20:23
  • msg #193

Re: Savage Worlds

In reply to Samus Aran (msg # 192):

I've only briefly skimmed it, so obviously haven't used it in a game yet.  It's been a few months since I've looked at it.   Was there something specific you were wondering about, or just a general feel?
Samus Aran
player, 20 posts
Thu 14 Dec 2017
at 20:56
  • msg #194

Re: Savage Worlds

Yes to both, really. I'm curious what it's like (since I never played it in the other games). Especially the Elves, the settings, everything. I'd love to make a character. Can you have sorcery?
bashful_batrean
player, 48 posts
Thu 14 Dec 2017
at 21:17
  • msg #195

Re: Savage Worlds

Elves are a subset of High Elves but their kingdoms have mostly fallen to decadent ruins long past - mechanically they work as Elves from Savage Worlds Deluxe.

Yes, you can be a Sorcerer, but it is defined as a dark path since the practitioner must change themselves in order to access the innate powers.  The book uses the SWDX variant instead of the Fantasy Companion Sorcerer, although the definition/description is the same as the D&D/Pathfinder versions and would work well with the Fantasy Companion interpretation.  Sorcerers may select Soul Drain Edge, but not Wizard Edge.

(There are also Warlocks & Wizards which work a bit differently flavor-wise and all have specific Power lists.)

That's just from skimming the SW Primeval Thule Campaign Setting.

Overall, the setting looks interesting - you can get a brief overview in the free PDF:
http://drivethrurpg.com/produc...ule&test_epoch=0
GreenTongue
player, 88 posts
Fri 15 Dec 2017
at 11:57
  • msg #196

Re: Savage Worlds

Would the new Resource Management supplement make a good game by itself?
How fun is playing in a domain level game?
=
Samus Aran
player, 21 posts
Fri 15 Dec 2017
at 12:24
  • msg #197

Re: Savage Worlds

I've been wanting to try out different domain-management style games. Which supplement are you referring to? I'd like to check that out and Thule if anyone is interested.
GreenTongue
player, 89 posts
Fri 15 Dec 2017
at 18:15
  • msg #198

Re: Savage Worlds

In reply to Samus Aran (msg # 197):

I'm talking about the new Hellfrost Resource Management 2 supplement that was just released.

I ran a domain level game on this site for about a year using An Echo Resounding.
It worked ok for resources and growth but the rules are actually for player characters and not  domain verses domain. I make a bunch of house rules and everything but mass battles worked.

If you are interested ...
link to another game

Haven't had time to really dig into the HRM2 yet.
=
Samus Aran
player, 22 posts
Fri 15 Dec 2017
at 21:23
  • msg #199

Re: Savage Worlds

I'll check that out!

So how does the Resource Management ruleset compare to, say, the survivor settlement stuff in Broken Earth?
GreenTongue
player, 90 posts
Fri 15 Dec 2017
at 23:32
  • msg #200

Re: Savage Worlds

In reply to Samus Aran (msg # 199):

Never looked at Broken Earth so someone else will have to compare.
=
GreenTongue
player, 91 posts
Thu 21 Dec 2017
at 17:22
  • msg #201

Re: Savage Worlds

HRM2 has quite a dependency on Hellfrost.
Not so as it wouldn't work in another setting just that all the details are specific.
You would need to rework all the details for a different setting.

Looks like it will be nice for grounding a party at a location.
Should provide more than just random missions for players to do.
=
Samus Aran
player, 23 posts
Thu 21 Dec 2017
at 20:50
  • msg #202

Re: Savage Worlds

What all does it do?
GreenTongue
player, 92 posts
Wed 3 Jan 2018
at 18:40
  • msg #203

Re: Savage Worlds

I posted a summary here.
link to another game

Is there a Hellfrost topic header here? If so, I missed it.

Could one be added?
Thruxus
player, 1 post
Sat 3 Feb 2018
at 16:52
  • msg #204

Re: Savage Worlds

I've tried searching and I am most likely just missing it, but has someone found a easy or quick way to roll dice using RPOL for Savage Worlds, that explode?
Nintaku
player, 43 posts
Sat 3 Feb 2018
at 16:58
  • msg #205

Re: Savage Worlds

Yep! In the "Optionally" section, click "Reroll Max" and "Record Each Die". It likes to add 'em all up rather than finding the highest rolling exploding die, so you'll have to do the math yourself after you roll something like 1d8,1d6. Unfortunately there doesn't seem to be a Savage Worlds option in the die roller's system list. Pretty weird, but maybe because you look at the dice separately.
Strickland5
GM, 232 posts
I'm in a few games
Sat 3 Feb 2018
at 17:01
  • msg #206

Re: Savage Worlds

Reroll max works fine

08:59, Today: Strickland5 rolled 17,2 using d12,d6, rerolling max with rolls of (12+5)17,2.  Test .
Jeffrywith1e
player, 8 posts
geek dad
Mon 28 May 2018
at 21:07
  • msg #207

Re: Savage Worlds

Sounds like there will be a new kickstarter for a new edition of the Savage Worlds core rules. Lately known as Savage Worlds Black.

https://www.youtube.com/watch?v=BUI3BQuCMfE
bashful_batrean
player, 49 posts
Tue 29 May 2018
at 00:44
  • msg #208

Re: Savage Worlds

Yep - as well as updated versions of Fantasy Companion & Horror Companion.  The original projection was mid-late summer/early fall but would depend on other releases and general Kickstarter traffic for the time (per interview with Shane that might've been prior to the Dec 2017 GM's Table/Let's Run Savage Worlds episode you linked, or sometime afterwards in Jan/Feb.

I want to say it was on the Fantasy Grounds interview, but I might be mistaken.
swimdoll
player, 1 post
Mon 9 Jul 2018
at 16:51
  • msg #209

Re: Savage Worlds

so few Savage Worlds games wanting players!
GreenTongue
player, 97 posts
Mon 9 Jul 2018
at 21:48
  • msg #210

Re: Savage Worlds

Is that a good problem or a bad problem?
swimdoll
player, 2 posts
Mon 9 Jul 2018
at 21:59
  • msg #211

Re: Savage Worlds

It's a terrible one! :P
bashful_batrean
player, 50 posts
Mon 9 Jul 2018
at 22:02
  • msg #212

Re: Savage Worlds

Then start up a game & look for players!  ^_^    sadly, mine's on hold at the moment due to some IRL issues...
swimdoll
player, 3 posts
Mon 9 Jul 2018
at 22:46
  • msg #213

Re: Savage Worlds

I put A LOT of time into campaigns I run, the research and the narrative. I just don't have the time to give it that I feel would keep the players interested and having fun.
shady joker
player, 185 posts
Tue 10 Jul 2018
at 12:19
  • msg #214

Re: Savage Worlds

I played and ran  Savage Flash Gordon which uses Savage Worlds Black rules. I loved it. It is so much easier. I'd urge people to buy SW Black if they have no interest in FG.
bashful_batrean
player, 51 posts
Tue 10 Jul 2018
at 13:34
  • msg #215

Re: Savage Worlds

The updates in FG might not be Black Core, especially since the changes are specifically listed in "Setting Rules" chapter of FG and are called out as 'changes to Core to fit the feel of the setting'.

That said, I haven't heard/seen anything specifically on the forums or from Clint or Shane that confirms/denies it being a global change.  Best thing to do is wait for it to come out and give it a shot.
shady joker
player, 186 posts
Sat 14 Jul 2018
at 18:51
  • msg #216

Re: Savage Worlds

Well the one core rules change that is coming is they replaced throwing, swimming, and climbing with one skill called Athletics. This one skill is also used for grapple checks instead of fighting. They also expanded Lock picking to Thievery so it also covers traps and other thief type things instead of just locks. These two simple adjustments make the game run smoother.
The Stray
player, 57 posts
Sat 14 Jul 2018
at 20:05
  • msg #217

Re: Savage Worlds

Again, this is a Setting Rule for Flash Gordon. It hasn't yet been confirmed that Athletics is going to replace Climbing, Swimming, and Throwing, (though I'd like it to). Same for Thievery.

These are things that I hope carry into SW: Black, but have yet to be confirmed. Don't put the cart before the horse.
Samus Aran
player, 24 posts
Thu 2 Aug 2018
at 03:58
  • msg #218

Re: Savage Worlds

When does Black come out? And more importantly, does anyone want to intro me to the system via Black and some good old-fashioned post-zombie apocalyptic gaming?
The Stray
player, 58 posts
Thu 2 Aug 2018
at 04:23
  • msg #219

Re: Savage Worlds

We don't know. There has been no release date announced as yet, it's still just "in the works." We may get more information during/after Gen Con, which is going on this weekend.
Samus Aran
player, 25 posts
Thu 2 Aug 2018
at 04:42
  • msg #220

Re: Savage Worlds

I see. Well, I picked up Flash Gordon to have access to the rules, but what I'd really love is some post-apocalyptic gaming with zombies, monsters, and whatever else to test out Savage Worlds.
bashful_batrean
player, 52 posts
Thu 2 Aug 2018
at 08:03
  • msg #221

Re: Savage Worlds

I suspect there will be a Kickstarter to cover the release of the updated core rules (Savage Worlds "Black") since it was also discussed/mentioned in interviews and pending projects that Fantasy Companion and Horror Companion would be getting overhauls to bring them up to date with Deluxe/"Black".

This also allows PEGINC to avoid massive overstocks.

They've said for a few years now that the updated Core book wouldn't happen while the current printings were still in warehouse.

Hopefully 3rd & 4th Quarter 2018 will have lots of Shinies!
Danger Man
player, 1 post
Thu 2 Aug 2018
at 18:07
  • msg #222

Re: Savage Worlds

I learned some good stuff about SW Black by reading this here forum. I just have one question. Is this file on DTRPG the one that has the new rules in it? I can't be sure just from the description.

http://www.drivethrurpg.com/pr...src=hottest_filtered
Samus Aran
player, 26 posts
Sat 4 Aug 2018
at 10:04
  • msg #223

Re: Savage Worlds

I believe it is, yes.
bashful_batrean
player, 53 posts
Sat 4 Aug 2018
at 10:31
  • msg #224

Re: Savage Worlds

In reply to Danger Man (msg # 222):

Yes, "new" rules are in Flash Gordon, but they are prefaced with a statement that the changes to core are specific to the FG setting to capture the feel.  It's highly possible that none of them make it to the new printing of Core, or that they are treated as Setting Rule  variations in Core.

I don’t think even licensees have been advised of the definite updates yet.  The only thing that's pretty much a given is that the revised Shaken rules from 3 years ago will be included.  They're available from PEGINC I believe, as well as the forums.

Best thing to do regarding "Black" is wait & see...
This message was last edited by the player at 20:25, Sat 04 Aug 2018.
Danger Man
player, 2 posts
Sat 4 Aug 2018
at 19:21
  • msg #225

Re: Savage Worlds

Thank you for that answer! I will take your advice and wait and see. In the meantime I am focusing on learning the rules from the Deluxe Explorer's Edition.
bashful_batrean
player, 54 posts
Sat 4 Aug 2018
at 20:35
  • msg #226

Re: Savage Worlds

In reply to Danger Man (msg # 225):

You're welcome!  Although Flash Gordon is an excellent setting & the books are well done, so definitely a plus if you like Retro Sci-Fi/Future-Vision of the 30s-50s.
Samus Aran
player, 27 posts
Sat 4 Aug 2018
at 21:35
  • msg #227

Re: Savage Worlds

Hm. Anyone interested in a possible game trade? I sure would like to try out those "Black" rules changes and just really get my feet wet in Savage Worlds in general. I'd be willin' to trade.
The Stray
player, 59 posts
Sat 4 Aug 2018
at 22:34
  • msg #228

Re: Savage Worlds

What do you mean by "Game Trade?"

I'm currently running a street-level Superheroes game incorporating some of the Flash Gordon rules, if that interests.
Samus Aran
player, 28 posts
Sun 5 Aug 2018
at 01:50
  • msg #229

Re: Savage Worlds

I mean, I'll run one if someone is willing to run one for me. Preferably a gritty post-apocalypse (zombies and such) one would be great.
Samus Aran
player, 29 posts
Thu 9 Aug 2018
at 02:49
  • msg #230

Re: Savage Worlds

So I posted an interest check thread here: link to a message in another game. Not much interest yet, but we'll see!
Danger Man
player, 3 posts
Thu 9 Aug 2018
at 03:09
  • msg #231

Re: Savage Worlds

So you are running a post apocalyptic zombie game and you also want someone to run a similar game for you? Because I am trying to learn the system and I might be willing to do that.
Samus Aran
player, 30 posts
Thu 9 Aug 2018
at 03:20
  • msg #232

Re: Savage Worlds

No, more I was thinking that I would trade something else for having such a game run. I was considering Mass Effect or Aliens vs Predator or something like that. But no one seemed interested, so I thought I might run one myself. I have a few different ideas for it, as that thread attest. Feel free to jump in over there if you like anything!
This message was last edited by the player at 05:55, Thu 09 Aug 2018.
bashful_batrean
player, 55 posts
Thu 9 Aug 2018
at 09:22
  • msg #233

Re: Savage Worlds

Here's a twist:

PCs are all victims of a mutating virus (or stuck in an temporal shift that affects a large percentage of population and causes relative time distortion to appear slower and clumsy/slowed speech for those outside, but those inside don't perceptually experience the differences).

Mass panic and extremism and entertainment culture has those not affected convinced this is the Zombie Apocalypse.

Characters have to survive in a world gone mad where almost everyone wants to kill them while they look for a way to reverse the effect while not killing those who attack them.  (Essentially, those infected/trapped in distortion realize what's going on and don't want genocide while they try to right it....)
Danger Man
player, 4 posts
Sat 18 Aug 2018
at 17:15
  • msg #234

Re: Savage Worlds

Inspired by the discussion here, I just posted this in GPIA:

So after some discussions in the Savage Worlds forum here on RPOL, I want to run a post apocalyptic game, particularly one with the scavenging, crafting, and community building rules from the various PA sourcebooks. I am doing an interest check to see which of these three settings people would prefer:

1. A traditional PA setting, possibly with zombies, either straight Broken Earth as written (Wisconsin/Minnesota USA), or Broken Earth adapted to a region I am familiar with-- post apocalyptic Washington State USA and British Columbia, Canada. https://www.peginc.com/crack-open-the-broken-earth/

2. XCOM 2, but as a Resistance member assisting the Avenger, but not actually on it. More like covert support missions, building Havens, contacting Factions, that sort of thing. Of course if players want, they could eventually qualify to be recruited by Central Officer Bradford and the XCOM Commander. I think there is a lot of PA potential in the setting, especially if you look around the environments of the video game, you can see that outside the alien controlled cities, it is very Mad Max, especially when you factor in the new material from War of the Chosen.
https://xcom.wikia.com/wiki/XCOM_2

3. This is a bit out there, but I think it has potential. As with XCOM, beneath the outwardly simple gameplay of "A Dark Room" there is actually a pretty interesting science fiction/post apocalyptic story about interstellar pirates, amnesia, and a devastated planet. A cool thing would be to adapt each stage of this clicker game to Savage Worlds, taking each weapon, building, resource, map, dungeon and town and translating them to fit with the rules and to fit here on RPOL.
http://adarkroom.doublespeakgames.com/

So, would there be any interest in a Savage Worlds game in any of these settings? Which would you want to play?

Thank you for any response,

Danger Man

Samus Aran
player, 31 posts
Sat 18 Aug 2018
at 23:38
  • msg #235

Re: Savage Worlds

I'll post this there, but I'd definitely prefer scenario 1. With zombies, preferably. I'm also from Washington, and definitely like the idea of doing rebuilding and using community rules and stuff, too.
atminn
player, 7 posts
Sun 19 Aug 2018
at 04:03
  • msg #236

Re: Savage Worlds

Samus Aran:
I'll post this there, but I'd definitely prefer scenario 1. With zombies, preferably. I'm also from Washington, and definitely like the idea of doing rebuilding and using community rules and stuff, too.


Does Savage Worlds have good community rules, like for building and leading a community? Or do you just mean immunity houserules?
Danger Man
player, 5 posts
Sun 19 Aug 2018
at 04:55
  • msg #237

Re: Savage Worlds

Post apocalyptic source-books like Broken Earth and Apocalypse Campaign Guide have rules tailored to building communities. To a lesser extent, so does Victorian horror source-book Rippers. The two PA books also have extra rules for crafting and scavenging, which is something a lot of PA players want as well. I don't think the core (Deluxe Explorer's) edition of the rules have anything on community building.
Samus Aran
player, 32 posts
Sun 19 Aug 2018
at 06:50
  • msg #238

Re: Savage Worlds

Are you interested in a trade, perhaps, Danger Man? I've been working on setting something up, so it's something we could exchange. You play in mine, I'll be in yours. If so, here are my ideas: link to a message in another game
Trollsmith
player, 25 posts
Mon 20 Aug 2018
at 05:20
  • msg #239

Re: Savage Worlds


I would like to add another vote for interest in Broken Earth, Danger Man (Zombie addition would be fine by me too)!

XCOM sounds fine too, but I just don't know the lore and would feel all out of sorts...
Samus Aran
player, 34 posts
Mon 12 Nov 2018
at 10:43
  • msg #240

Re: Savage Worlds

Irritatingly, I will miss out on the KS because of a payday scheduling snafu. Anyone get in on it? What do you guys think? It all looks very promising. I'd love to get in on a fantasy Western or maybe a modern zombie apocalypse game making use of it to really learn the system.
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.
Do0m
player, 10 posts
In the heart of Hellfrost
There is only Doom.
Sat 26 Oct 2019
at 00:48
  • msg #266

Re: Savage Worlds

I still have to see. My favorite Savage Worlds setting is launching a Kickstarter for their second edition, which will be based on the new rules. Not sure how eager I am to go all in.
jamat
player, 34 posts
Sat 26 Oct 2019
at 01:18
  • msg #267

Re: Savage Worlds

Which setting is that?
rabideldar
GM, 78 posts
Savage World Master
Sat 26 Oct 2019
at 16:30
  • msg #268

Re: Savage Worlds

Assuming it's Rippers. I believe they are doing a part "two" to Rippers with updates to the setting and what not.

I am really sad they have done nothing with 50 Fathoms. I really enjoy that setting and I would love to see it expanded with the new rules.
GreenTongue
player, 99 posts
Sat 26 Oct 2019
at 17:49
  • msg #269

Re: Savage Worlds

In reply to rabideldar (msg # 268):

It was a great setting but maybe didn't sell well enough?
When it came out there were fewer choices to pick from.
I think Evernight was about it?
shady joker
player, 187 posts
Sat 26 Oct 2019
at 18:04
  • msg #270

Re: Savage Worlds

In reply to rabideldar (msg # 268):

Well the explorer's edition was the last big update 50 Fathoms received. With the handy SWADE conversion rules it is really simple to just use the 50 Fathoms explorer edition with SWADE.
Do0m
player, 12 posts
In the heart of Hellfrost
There is only Doom.
Sun 17 Nov 2019
at 00:59
  • msg #272

Re: Savage Worlds

In reply to jamat (msg # 267):

I did not notice responses. It would be Hellfrost. Though apparently the designer, Wiggy, suffered a stroke, so I'm unsure what the status on that is. :-(
jamat
player, 35 posts
Sun 17 Nov 2019
at 07:54
  • msg #273

Re: Savage Worlds

In reply to Do0m (msg # 272):

Oh hellfrost my favourite savage setting I have all the stuff for it ...didn't know they were thinking of a 2ed hopefully that will happen
GreenTongue
player, 100 posts
Thu 21 Nov 2019
at 15:15
  • msg #274

Re: Savage Worlds

In reply to Do0m (msg # 272):

Sad but not unexpected as he was struggling with heath issues.
Certainly hope he has a full recovery, not just to get more material from him but, I wouldn't wish the current condition on anyone (at least that I didn't hate).
Do0m
player, 13 posts
In the heart of Hellfrost
There is only Doom.
Thu 21 Nov 2019
at 21:38
  • msg #275

Re: Savage Worlds

In reply to jamat (msg # 273):

There are a few supplements I've yet to acquire, but it's probably my favorite non-D&D fantasy setting. There's a fundraiser promo on Bundle of Holding for Necropolis, which is another setting I enjoy, haven't been able to play in it though.

https://bundleofholding.com/presents/Necropolis
Do0m
player, 14 posts
In the heart of Hellfrost
There is only Doom.
Thu 21 Nov 2019
at 21:39
  • msg #276

Re: Savage Worlds

In reply to GreenTongue (msg # 274):

Me too, check out the bundle of holding link if you want to help and get some cool PDF's while you're at it. Hope that's not untowards for me to promote such here.
Trollsmith
player, 30 posts
Fri 22 Nov 2019
at 19:57
  • msg #277

Re: Savage Worlds


I was going to promote it if you hadn't, Doom!

I can't imagine what he's going through...  Hoping the best for him though.
bashful_batrean
player, 64 posts
Sun 24 Nov 2019
at 12:27
  • msg #278

Re: Savage Worlds

Quick question - wasn't The Last Parsec the setting Clint or Shane mentioned was PEGINC's nod to classic Star Frontiers?  Slipstream was the 'retro-future' / Flash Gordon and 40's-50's sci-fi tribute?
GreenTongue
player, 101 posts
Mon 25 Nov 2019
at 22:37
  • msg #279

Re: Savage Worlds

In reply to bashful_batrean (msg # 278):

I believe you are correct.
bashful_batrean
player, 65 posts
Tue 26 Nov 2019
at 00:01
  • msg #280

Re: Savage Worlds

It's hard to tell because cover art for Slipstream is indisputably reminiscent of the Star Frontiers: Alpha Dawn cover art.
bashful_batrean
player, 66 posts
Fri 13 Dec 2019
at 18:08
  • msg #281

Re: Savage Worlds

Anyone played/run Reality Blurs' Ravaged Earth?  I have 1st & 2nd editions and really like the setting idea, but was wondering how it plays.

I know tweaks would be needed for SWAdE, or could just stick with SWDX rules.  Also looking for inspirational movies/books.

Thanks!!
GreenTongue
player, 102 posts
Fri 10 Jan 2020
at 16:42
  • msg #282

Re: Savage Worlds

Anyone playing or played Tyrnador: Fate of Ventar?

Any feedback on it?
Do0m
player, 15 posts
In the heart of Hellfrost
There is only Doom.
Fri 10 Jan 2020
at 18:24
  • msg #283

Re: Savage Worlds

Sadly, no, might look it up though. Newest Savage Worlds setting I acquired was East Texas University, then all my players flaked on me. >.<
Do0m
player, 16 posts
In the heart of Hellfrost
There is only Doom.
Fri 10 Jan 2020
at 18:26
  • msg #284

Re: Savage Worlds

Looks interesting though, Mystara was my first D&D setting back in the day, and supposedly it's looking recapture that.
Strickland5
GM, 233 posts
I'm in a few games
Fri 10 Jan 2020
at 18:51
  • msg #285

Re: Savage Worlds

Do0m:
Sadly, no, might look it up though. Newest Savage Worlds setting I acquired was East Texas University, then all my players flaked on me. >.<

This is pretty much why I stopped running Savage Worlds - my ETU group died and everyone I talked to after wanted to play 5E instead.... and that was YEARS ago sadly.
GreenTongue
player, 103 posts
Fri 10 Jan 2020
at 20:06
  • msg #286

Re: Savage Worlds

In reply to Strickland5 (msg # 285):

All the Kool Kids are playing 5E... :/

I'm not so sure the issue is the rule system so much as how it is used.
If your first encounter with the rules is to play like it was D&D and just blunder into a fight toe to toe, it will likely not be fun.
Why keep playing something that's not fun?
Samus Aran
player, 37 posts
Fri 10 Jan 2020
at 20:26
  • msg #287

Re: Savage Worlds

Considering a couple pitches. What do you guys think?


Lost Worlds
Survivors of a plane crash, a shipwreck, a wrong turn in the uncivilized depths, you awaken on a strange beach amid flotsam and jetsam. Others are there with you. The beach swiftly climbs to meet a dense jungle from which eerie cries echo. Strange creatures wheel high in the sky above. A volcano in the distance sleeps uneasily. The weather is hot, the insects are buzzing—including a dragonfly the size of your arm.

Impossible creatures surround you. Long-necked giants whose kind perished from the world eons ago. Giant sharks that could swallow any shark you ever saw whole. Titans of horn and bone, teeth and fury, and scurrying shelled things that predate even the mighty reptiles.

Where are you? What are the strange ruins half-overgrown that dot this lost world? Creatures and things from across time have collected here for some mysterious reason, but why? And more importantly, how are you going to survive long enough to find out?

Yet other things exist here: titans that defy explanation. Dragons. Gods of rock and thunder. Dark spirits of an ancient world that sank into the deeps of time. If you are to prosper in this Lost World, you must learn its ways...red in tooth and claw.

• PCs: All survivors from the modern world who have ended up in this Lost World. Your various skills can all find some use here. Gather together into a tribe of sorts to try to build up shelter, community, a sense of civilization. Or live like wild people as part of the land, taming the prehistoric beasts and adapting to your new world with pure instinct. There are mysteries to be solved here, clues to others who have come before, and what they might have found at the heart of this savage paradise.

• Example Scenes: Hunting (with and against) prehistoric beasts. Exploring overgrown ruins in search of mysterious artifacts. Negotiating with distant tribes down the river for supplies...or scouting for a potential raid (from either side).

• Variations: The Cypher System game Predation also touches on a similar prospect, with more in the way of tech and stuff being brought back. People time-traveled back to the Cretaceous to set up a new world, then the contact with the future got cut off. No need to use Cypher System necessarily; SW would work just as well, I feel.


Mass Effect
Five years ago, Commander Shepard managed the impossible: she united the people of the galaxy to end the threat of the Reapers once and for all. Now the galaxy is recovering in the aftermath of war. Piracy has increased on the edges of civilized space. Worlds laid to ruin by the Reapers devolve into chaos, while on others ruins long since buried have been uncovered on others. The unity fostered by Shepard is threatening to dissolve into open war once more.

A group hand-picked by Shepard of each race must come together and solve problems the galaxy over. You are that group. The galaxy needs heroes who can embody the unity that once saved civilization as we know it. Can you answer the call?

• PCs: All the PCs are part of a special team dedicated to solving problems across civilized space. This team doesn’t operate above the law, like Spectres, but instead maintains a deliberately high-profile mission, a symbol of unity in a troubling time. The team comes from all species and careers, from scientists to soldiers and spiritualists. They are authorized to use every method within the law to solve problems, empowered by the Council to be their face to galactic civilization. Succeed and show everyone that unity wasn't just a one-time solution in the face of extinction. Fail...and you might just plunge the galaxy into civil war!

• Example Scenes: Investigating a derelict supply ship. Battling deadly alien creatures while investigating a mysterious signal on a distant planet. Visiting a refugee camp to help with supply raiders. Participating in a tense debate about galactic policy.

• Special Note: I take my playthrough as "canon" for gaming purposes: full Paragon (except for headbutting a Krogan), female Shepard, romanced Liara and/or Tali. Cured Genophage, freed the Geth, united everyone, activated the Crucible, wiped out the Reapers but not all artificial life. Happily ever after!
Do0m
player, 17 posts
In the heart of Hellfrost
There is only Doom.
Fri 10 Jan 2020
at 23:55
  • msg #288

Re: Savage Worlds

In reply to Strickland5 (msg # 285):

Well, for us it was going to be a holiday one shot, so thankfully an entire campaign didn't die. I'm hoping to get the group keen on Savage Worlds after our current D&D game, though I suspect it's going to run for quite some time. We started back in August and have been gaming regularly on a weekly basis, the PC's are only just about to hit 4th level, largely because they love to role play, so no complaints here.
This message was last edited by the player at 23:56, Fri 10 Jan 2020.
Do0m
player, 18 posts
In the heart of Hellfrost
There is only Doom.
Sat 11 Jan 2020
at 00:00
  • msg #289

Re: Savage Worlds

In reply to GreenTongue (msg # 286):

That is something I'm concerned about whenever introducing people to the system. While there are certainly settings that can play very similarly to D&D (I'm a fan of Hellfrost for any Savage Worlds fantasy games myself), it still requires a very different mindset. Probably something a lot closer to old school D&D, given the expectation of having Extras and the risk combat poses, rather than 3rd-5th editions.
GreenTongue
player, 104 posts
Sat 11 Jan 2020
at 00:44
  • msg #290

Re: Savage Worlds

In reply to Do0m (msg # 289):

You ever try Hellfrost using Savage Worlds Showdown rules?
rabideldar
GM, 79 posts
Savage World Master
Sat 11 Jan 2020
at 18:24
  • msg #291

Re: Savage Worlds

GreenTongue:
In reply to Strickland5 (msg # 285):

All the Kool Kids are playing 5E... :/

I'm not so sure the issue is the rule system so much as how it is used.
If your first encounter with the rules is to play like it was D&D and just blunder into a fight toe to toe, it will likely not be fun.
Why keep playing something that's not fun?


Problem is D&D 5E is a massive upgrade from the dumpster fire that was 4th E. So people are flocking to it in droves. I recently started a game and within days had about 12-15 players. You just don't find that with Savage Worlds unless hype is for a new setting that just came out or something like RIFTS which already had a HUGE Following.

To be quite honest I am shocked they never converted Shadowrun/Earthdawn to Savage Worlds, I think it would do amazingly well.
GreenTongue
player, 105 posts
Sat 11 Jan 2020
at 19:44
  • msg #292

Re: Savage Worlds

In reply to rabideldar (msg # 291):

SW is considered a niche game. No way around it.
Still, it seems to me that it does most of what players of 5E are looking for.
Just got to get them to give it a try.
With the right setting and GM.
Do0m
player, 19 posts
In the heart of Hellfrost
There is only Doom.
Sat 11 Jan 2020
at 20:23
  • msg #293

Re: Savage Worlds

In reply to GreenTongue (msg # 290):

Sadly, no. Haven't tried Showdown rules at all really, though Hellfrost in particular has been a bit of a curse for me. It's usually my most successful SW sales pitch, but I've never been able to keep a game going for long. Or, when I get people keen on trying Savage Worlds, they end up picking a different setting because they want to try something a bit further away from D&D than Norse and Old Germanic fantasy.

Of the Triple Ace Games settings I have (Hellfrost, Sundered Skies, and Necropolis), Sundered Skies has been the most popular, probably because it has the recognizable fantasy elements of D&D, but it's alien enough that it grabs the eye. Makes me think old D&D settings like Planescape, Dark Sun, and Spelljammer could see some interesting Savage Worlds conversions if someone had the gumption.

I think PEGInc can ride this wave of RPG popularity and come out far ahead of where they might otherwise if they just push their strengths. Release an Explorer's Edition of the new rules set, for one. If they haven't already, release a new Test Drive packet, or even multiple. D&D 5E's big seller is it's accessibility, be it streaming games like Critical Role or Acquisitions Inc, the free rules PDF or $20 starter sets, organized play (love or hate it). Savage Worlds has the potential to be much more accessible, being rules light, and typically far more affordable than D&D.

Sorry, rambling at this point. :-P
GreenTongue
player, 106 posts
Sat 11 Jan 2020
at 21:44
  • msg #294

Re: Savage Worlds

I understand. Ramble on.

I'm guilt of running a "Beyond the Wall" game because it is enough like D&D to get interest even though I have most all of the "Hellfrost" basic stuff.

To me, the problem with "store bought" settings is putting your own spin on it.
People that know of the setting have set expectations which constrains things enough to stifle imagination.

I think that "Hellfrost" has good bones to support your own ideas on but then it is not RAW and there is push back.

I'd like to use the Resource Management to run a game around a settlement but that seems not to be Heroic enough to gather players.
Do0m
player, 20 posts
In the heart of Hellfrost
There is only Doom.
Sat 11 Jan 2020
at 22:46
  • msg #295

Re: Savage Worlds

Popularity is definitely a factor. Wiggy released a ton of information about the setting, but in small chunks, so it can be used to taste. That said, the setting isn't very well known, it's a niche fantasy setting in a niche RPG, I know most people I introduce to Savage Worlds will probably know only what I expose them to, or maybe some of PEGinc's settings like Rippers or Deadlands. Compare that with, say, the Forgotten Realms, and on a Tuesday in a random game store I might run into five people who will tell me that I'm playing a particular town or NPC the wrong way according to supplement 25B The Toilets of Triboar.
Do0m
player, 21 posts
In the heart of Hellfrost
There is only Doom.
Sat 11 Jan 2020
at 22:48
  • msg #296

Re: Savage Worlds

Thankfully, my current group consists of people who are almost all new to D&D, at least new to 5th Edition, and I think only one has more than a passing knowledge of the Realms. That said, I just sucked those poor bastards into Ravenloft, where they'll be for some time, possibly even through level 20.
GreenTongue
player, 107 posts
Sun 12 Jan 2020
at 13:18
  • msg #297

Re: Savage Worlds

I think "Hellfrost" is the 800# gorilla. If you play  SW, chances are you have heard of it.
As you say, if you play D&D, not likely.

While even it is huge, the Freelands is the generic place for starting, far as I can tell, so odds are a SW player will have expectations.
Still, KEEP HOPE ALIVE!! ;)
bashful_batrean
player, 67 posts
Sun 12 Jan 2020
at 18:30
  • msg #298

Re: Savage Worlds

Most of the problem I have with Hellfrost is format: I have almost all the pdfs, but I prefer hard copy for learning a system and running at the table and the only print versions I can find are more than I can afford.

I was wanting to try it, but the opportunity never really came up

I didn't really care for Sundered Skies.
GreenTongue
player, 108 posts
Mon 13 Jan 2020
at 16:33
  • msg #299

Re: Savage Worlds

In reply to bashful_batrean (msg # 298):

I need to get dual monitors to make using PDFs easier as I have a lot of stuff in PDF format.
It's a lot easier to get to as the boxes with the game books get put away in out of the way places that are hard to reach.

Has it been your experience that because rolling is easy to do in SW that there is more of it than maybe there should be? I mean, instead of assuming the character is successful most of the time, there are calls to "Roll for it"?
For normal things with no "Life or Death" pressure involved.
bashful_batrean
player, 68 posts
Tue 14 Jan 2020
at 10:56
  • msg #300

Re: Savage Worlds

I think the rolling too often is an issue with most games on the market.

Personally I think systems like D20 that give skills for everything is part of the issue because where skills on the character sheet work to help prompt possible responses, many GMs/players are now treating those as the only options.  That trap is what's leading to perception/notice rolls for everything, but since most games/GMs treat this as Pass/Fail rather than degrees of success, it can cripple a game and character options/player enjoyment as they completely miss something that should be obvious.

I've heard stories of people having to roll to notice the bodies hanging on gallows in the town square as they walked past.  Not rolls to recognize them, but to realize they are there.  This should only happen if there is something major to distract the characters' attention elsewhere and there should be a good description for why someone fails to notice the obvious.

In modern/future games with VR/AR, cell phones, and constant sensory input it makes a little more sense, but not so much in fantasy non-industrial or PA settings.

I'm guilty of it in my games as well - it's a crutch and an easy out for GMs, but I've seen a party of 8 all fail simple perception/notice checks to miss something the size of a 6-story building less than 20 feet away without anything to obscure their vision...  This is where things should be obvious or no need to roll and the success should allow degrees of information/details/opportunity for reacting to situations.

I like the 'failure as success with complications' idea of keeping things moving in a story.  (An example from SWGM Hangouts/Podcast was party fails a lock picking roll, they get the lock open but take to long and patrolling guards round the corner at the last second.)

This same logic can apply for all skills, but Notice/Perception tend to be overused in my experience.

Another good cue is to roll only when there is a disagreement as to what the outcome is.  I've seen some great games where players did really descriptive cinematic style attacks where the only roll was to see if they hit. not to perform all the cool stuff in the process.
This message was last edited by the player at 11:00, Tue 14 Jan 2020.
GreenTongue
player, 109 posts
Tue 14 Jan 2020
at 11:51
  • msg #301

Re: Savage Worlds

In reply to bashful_batrean (msg # 300):

"Another good cue is to roll only when there is a disagreement as to what the outcome is."
This 100%

I've always felt that if you have the skill on your sheet it means you can do it.
Rolling is, as you said, when there is doubt that anyone could do it, you can roll for it.

While some would say that makes characters too strong, I rarely see players not getting their characters in danger and that's without the GM trying to put them there.

There's always at least one player in a group that "pushes the Red Button".
Do0m
player, 22 posts
In the heart of Hellfrost
There is only Doom.
Wed 15 Jan 2020
at 07:36
  • msg #302

Re: Savage Worlds

In reply to GreenTongue (msg # 297):

Personally, I love the setting, it feels a bit more real than most modern fantasy settings for RPG's. It's clear Wiggy put a lot of care and attention to the culture of the world. That and I love some of the small touches: Undead didn't exist until the Goddess of Death went mad and threw open the gates of the underworld. Now a god that'd typically be your standard Paladin god has effectively taken her place. Sure, it has the standard great war of good and evil, but not many settings turn around and smack their world with a second great war between good and evil a mere handful of years after people barely survived the first.

I just wish there was a player's guide to the world. A small little handout I could give to players that didn't have setting secrets in it, just a quick rundown on the different lands and organizations so someone might know the difference between being from Angmark or the Crystalflow Confederacy.

Sundered Skies, especially with it's plot point campaign, is an excellent setting for a dark fantasy epic. Definitely not for everybody, of course, but I hope to one day run it through to its completion. Necropolis is interesting, but it's the Triple Ace Savage Setting I'm least eager to run, as far as the ones I own go. I have the books, I like the setting, but its never been one I've been eager to get a campaign going for.
jamat
player, 36 posts
Wed 15 Jan 2020
at 10:00
  • msg #303

Re: Savage Worlds

In reply to Do0m (msg # 302):

I was in a game of dark heresy some years ago and some of the players just got bored with the rule mechanics so the GM ported our characters over to savage worlds using  the Necropolis setting / system it worked really well ...though a lot of people you ask about Necropolis say it's the poor man's version of Warhammer 40k I think it's a bit more than that
bashful_batrean
player, 69 posts
Wed 15 Jan 2020
at 11:42
  • msg #304

Re: Savage Worlds

In reply to Do0m (msg # 302):

I presume your experience is with the original HellFrost.  Is the 2nd ed out/still in process?  I would love the chance to get the setting in print.
GreenTongue
player, 110 posts
Wed 15 Jan 2020
at 13:22
  • msg #305

Re: Savage Worlds

In reply to bashful_batrean (msg # 304):

I think that since Wiggy had a stroke that project is on hold.
bashful_batrean
player, 70 posts
Thu 16 Jan 2020
at 00:08
  • msg #306

Re: Savage Worlds

In reply to GreenTongue (msg # 305):

That makes sense.  The search response I had gotten was from PEGINC forum and instead of picking up the posting date as 10-09-19, on my phone I saw 01-06-20  or 12-24-19 which made me think maybe the book was further along.  I knew about Wiggy's stroke, so that's why a more recent date (2020) surprised me.
GreenTongue
player, 111 posts
Thu 16 Jan 2020
at 12:01
  • msg #307

Re: Savage Worlds

How well can Mystery games be run with SW?

What would be the best setting for them? Rippers?
bashful_batrean
player, 71 posts
Thu 16 Jan 2020
at 14:32
  • msg #308

Re: Savage Worlds

I would say use core books.  Rippers isn't really mystery- Deadlands Noir or ETU(maybe?) had guides for running detective types.  Third party Imago Mortis and Suzerain's Noir Knights (think that's the title) also had some suggestions.   Thin Blue Line is a police drama setting that might have some guides as well.
GreenTongue
player, 112 posts
Thu 16 Jan 2020
at 16:20
  • msg #309

Re: Savage Worlds

In reply to bashful_batrean (msg # 308):

I was thinking classic Sherlock Holmes style where supernatural is possible/likely.
bashful_batrean
player, 72 posts
Thu 16 Jan 2020
at 17:20
  • msg #310

Re: Savage Worlds

Same applies for detective/mystery styles.  If you're just interested in period/setting info (as opposed to suggestions for detective/mystery stylings) then Red Sands (Space 1889 for SW), Rippers/Rippers Resurrected, All for One Regime Diabolique (French Revolution period) and Kerebos Club are all good for Victorian England setting info.
bashful_batrean
player, 73 posts
Thu 16 Jan 2020
at 17:22
  • msg #311

Re: Savage Worlds

Kerebos Club (Victorian Supers), All for One, and Rippers (although Rippers without players getting grafts/implants) is probably more what you want.
bashful_batrean
player, 74 posts
Thu 16 Jan 2020
at 17:24
  • msg #312

Re: Savage Worlds

Gaslight was SW Victorian England as well if I recall...
GreenTongue
player, 113 posts
Thu 16 Jan 2020
at 19:17
  • msg #313

Re: Savage Worlds

Well, I have Rippers and some misc references. Now if there is interest...

Always can do some testing solo I guess, as I have a method for figuring out clues that way.
bashful_batrean
player, 75 posts
Thu 16 Jan 2020
at 20:01
  • msg #314

Re: Savage Worlds

In reply to GreenTongue (msg # 313):

Well the biggest thing to remember is have 2-4 ways of discovering "plot essential" clues, preferably without having to roll - or rolls against different skills.  The minute you have to have a success to move the game forward, everyone will fail and they shouldn't have to spend a benny to discover something essential to moving the plot/game forward.
GreenTongue
player, 114 posts
Thu 16 Jan 2020
at 22:37
  • msg #315

Re: Savage Worlds

Which method do you like better?
Using a logic matrix and adding clues till you solve it or having all the "facts" and disproving each until only the solution remains?
The Stray
player, 65 posts
Fri 17 Jan 2020
at 00:54
  • msg #316

Re: Savage Worlds

I've always been a fan of the 3 Clue Rule, myself. thealexandrian.net/wordpress/1118/roleplaying-games/three-clue-rule

The basic idea is that for each conclusion you want your character to reach, you make up three clues. And then you make clues pointing to other places to look, and sprinkle those about. The more clues you provide, the better, because now you have failsafes if they miss something.
bashful_batrean
player, 76 posts
Fri 17 Jan 2020
at 01:22
  • msg #317

Re: Savage Worlds

All three methods sound neat to me.  Preference would depend on the mood I'm in at the time or how I read the data including the clues as I can be dimwitted at times.  (Stray's seen me totally misread a clue I think...)
Do0m
player, 23 posts
In the heart of Hellfrost
There is only Doom.
Fri 17 Jan 2020
at 19:53
  • msg #318

Re: Savage Worlds

In reply to jamat (msg # 303):

I can see the parallels, grim-dark future featuring humanity under the harsh rule of oppressive governments, protecting them from horrors seeking to wipe them out. Add religious zealotry to the mix and hey, you have a clone as far as people who refuse to look past the surface are concerned. That said, while there are similarities, Games Workshop hardly has a monopoly on grim-dark science fiction settings. There are significant differences though.
Do0m
player, 24 posts
In the heart of Hellfrost
There is only Doom.
Fri 17 Jan 2020
at 19:54
  • msg #319

Re: Savage Worlds

In reply to bashful_batrean (msg # 304):

Yes, there were plans to kickstart 2nd Edition, which might very well fix that little hangup, but I believe Wiggy had a stroke so I'm not sure if those plans are on track any more.
Do0m
player, 25 posts
In the heart of Hellfrost
There is only Doom.
Fri 17 Jan 2020
at 20:00
  • msg #320

Re: Savage Worlds

In reply to The Stray (msg # 316):

I recall you doing that quite well in The Storm, though John Smith didn't need to investigate all that much. :-P
The Stray
player, 66 posts
Fri 17 Jan 2020
at 20:45
  • msg #321

Re: Savage Worlds

In reply to Do0m (msg # 320):

Thanks! I try.
jamat
player, 37 posts
Fri 17 Jan 2020
at 21:21
  • msg #322

Re: Savage Worlds

In reply to Do0m (msg # 318):

Although I've played lots of dark heresy, rogue trader and only war I find the savage world setting as it has less over the top big armoured guys with huge guns. And to me it feels even more grim dark because it has more of a human scale to it which actually makes it more frightening.
Do0m
player, 26 posts
In the heart of Hellfrost
There is only Doom.
Fri 17 Jan 2020
at 22:46
  • msg #323

Re: Savage Worlds

In reply to jamat (msg # 322):

I agree, rather than being one of the teeming trillions of humanity, you're literally the last known survivors of the human race. The tech levels and cultures of the two primary human civilizations seem to be a bit more in line with the extremes one might expect. Unchecked capitalism, or religious zealotry. Though I always thought the mercenary angle would have been more appropriate from a role playing standpoint.
Do0m
player, 27 posts
In the heart of Hellfrost
There is only Doom.
Fri 17 Jan 2020
at 22:47
  • msg #324

Re: Savage Worlds

Hmmm, I wonder if Necropolis' Fantasy Grounds conversion does alright...
The Stray
player, 67 posts
Tue 21 Jan 2020
at 19:03
  • msg #325

Re: Savage Worlds

So Pinnacle just announced that in about a month, they will be doing a Kickstarter for the new SWADE edition of Deadlands. Discuss.
Strickland5
GM, 234 posts
I'm in a few games
Tue 21 Jan 2020
at 21:08
  • msg #326

Re: Savage Worlds

The Stray:
So Pinnacle just announced that in about a month, they will be doing a Kickstarter for the new SWADE edition of Deadlands. Discuss.

Hope its good ... honestly I stopped backing RPG kickstarters as I can't get anyone to play the games I back, and I'd rather not spend the money for PDFs I never use.
This message was last edited by the GM at 21:09, Tue 21 Jan 2020.
drewalt
player, 25 posts
Tue 21 Jan 2020
at 22:07
  • msg #327

Re: Savage Worlds

I do have a fondness for Deadlands, so if I had some disposable income at the time I'd likely bite.  However last week someone broke out the window of my car and stole my bag, so that's $450 for the glass alone to fix that problem.  Thanks, whoever did that, I really needed that kind of unplanned expense.  Unless the KS deal is amazing I'm probably going to have to be an adult and say no and get my car fixed instead.

I will get it however.  It's a question of when not if.
bashful_batrean
player, 77 posts
Tue 21 Jan 2020
at 23:25
  • msg #328

Re: Savage Worlds

Worst.  Timing.  EVER!!!   PEGINC apparently has a Corporate Hindrance of "Bad Timing"  >_<

I really want to get this, but just had to replace Hot Water heater as well as found out my new house shouldn't have passed inspection before being sold due to water pressure.  (Legal range is 35-65, with 70 psi on extreme upper edge, I had 105 psi and this was discovered following a pipe rupture across the street).  Corresponding flushing of system resulted in leaks showing that hadn't been there before.

Coincidentally, I also had to have water pressure valve installed and 3 fixtures replaced.  They went ahead and replace toilets in bathrooms while at it (something I was going to do eventually, just not right now...)

So that, tied with hospital bills for trip to ER on Christmas, I'll see you your $450 and raise you $8500....  *eep*  Ramen noodle will be my friend for a year...

On the bright side, all work has a 2 year warranty on it and new Hot Water heater means 6-10 year warranty.  Old one was 14-15 years old.

Although  I agree.. I will end up with it eventually.
This message was last edited by the player at 23:37, Tue 21 Jan 2020.
Do0m
player, 28 posts
In the heart of Hellfrost
There is only Doom.
Wed 22 Jan 2020
at 00:00
  • msg #329

Re: Savage Worlds

In reply to The Stray (msg # 325):

Like others have said, I might bite if I have the money, my finances are being directed to a lot of other things, including a horror convention where I'm going to be boothing for my podcast. I've only ever had the old core rules, before they divided it up between Storytellers book and Players book, and the only use I've gotten from it was your Play By Post campaign, granted that was probably some of the most fun I've had playing in a PBP game but there it is.

Now I have a solid online group, but as I'll be downsizing some in the future, my concerns might lean towards digital and Fantasy Grounds releases, with maybe the core rules as having a physical copy is always nice to supplement the digital.

bashful_batrean:
Worst.  Timing.  EVER!!!   PEGINC apparently has a Corporate Hindrance of "Bad Timing"  >_<


I have missed so many of their kickstarters, only finding out when they're near the end or after they've finished, and almost always at some point when money is super tight. I think the only one I've been able to snag was their Last Parsec one. Oh, and the OTHER horror Western.


What I'm more interested in, however, is when they'll release a paperback version of the SWADE rules. The most success I've had in getting people to play, has been how affordable an entry fee SW has. While $30 smackers is certainly more affordable than $50 for a PH, it loses the oomph of going "Hey, core rules for this cool as hell system are only $10! That's like, a six pack of beer!"
shady joker
player, 188 posts
Wed 22 Jan 2020
at 08:40
  • msg #330

Re: Savage Worlds

In reply to Do0m (msg # 329):

I also relied on the mighty "it is only $10 guys" price tag tactic. My current group has all bought SWADE. But snagging people new to savage worlds is even trickier.
bashful_batrean
player, 78 posts
Wed 22 Jan 2020
at 15:57
  • msg #331

Re: Savage Worlds

I'm really interested in seeing the Companion updates.  I'm really hoping Fantasy Companion gives options for non-combat spell usage.  The ranges/durations as presented in SWADE are clearly close-range combat only.   Even Rituals don't allow for decent extended durations and having to overhaul the magic system with house rules is keeping half my group from wanting to touch the system.  :/

(Providing fundage is available at the time....)
Do0m
player, 29 posts
In the heart of Hellfrost
There is only Doom.
Wed 22 Jan 2020
at 18:57
  • msg #332

Re: Savage Worlds

In reply to shady joker (msg # 330):

I got tired of digging for the info on it and just e-mailed Pinnacle, got a reply from Shane almost right away. Apparently there are no plans to release an Explorer's Edition as it's just no longer economically viable for them. There will be a Test Drive set of rules, eventually, but nothing in the works at the moment. This kind of bums me out as accessibility (and streaming) are the two things that have resulted in the burst of popularity for D&D and Pathfinder. Not that $30 for core rules isn't a damn good deal, just unfortunate that the two things that would help put a new edition of Savage Worlds out there for new blood aren't really being focused on.
Do0m
player, 30 posts
In the heart of Hellfrost
There is only Doom.
Wed 22 Jan 2020
at 19:18
  • msg #333

Re: Savage Worlds

In reply to bashful_batrean (msg # 331):

Sadly, the only mention of Companions I can find is from the SWADE Kickstarter.

quote:
Are the Companions being updated?

Yes! They won't be part of this Kickstarter...they'll be their own separate projects next year. They're well in development though and getting all new art, graphic design, and of course updating to the Adventure Edition. Fantasy is getting a fairly significant overhaul, Horror a little less so. SciFi and Supers Companions just need some tweaks and cleanup rules-wise. The Martial Arts Companion will come last--perhaps as late as 2020 given everything on the schedule. As usual, we'll post changes for free for those who have the existing books. Thanks!

-Shane Hensley Last updated: Wed, November 14 2018 5:49 PM PST


Not a single Companion update that we know of. Not even a little PDF rules update for the Sci Fi and Supers Companion. If anyone here was part of the Kickstarter, do you recall any status updates on the matter?

I know PEGInc is a small company, so falling behind on such things is to be expected, I just hope things don't turn out like the last time they discussed doing Companions, and with them working on a Deadlands Kickstarter, a part of me is afraid they'll just keep pushing it off. That said, I'm more than happy with the Deluxe Edition and, feel free to correct me if I'm wrong, but I've not heard of anything so amazing about Adventures Edition that I'm champing at the bit to update everything I have for a system I have a hard time getting groups together for.
This message was last edited by the player at 19:20, Wed 22 Jan 2020.
bashful_batrean
player, 79 posts
Wed 22 Jan 2020
at 19:24
  • msg #334

Re: Savage Worlds

In reply to Do0m (msg # 332):

But they were trying to keep the PDF at $10 if someone wanted to get it (and like all their publications, PDFs are free with purchase of print copies).  Besides,$30 for a universal game that can handle all settings/genres isn't shabby.
Do0m
player, 31 posts
In the heart of Hellfrost
There is only Doom.
Wed 22 Jan 2020
at 22:29
  • msg #335

Re: Savage Worlds

In reply to bashful_batrean (msg # 334):

Oh, I understand, and a $10 PDF is certainly good, as is a free PDF with a physical copy (though I think that should be standard practice in the digital age), and while it's certainly not bad by itself, it's still a downgrade from where they once were, where one could get the core rules and PDF for $10, as well as a Test Drive PDF + 1-Sheets, as well as the little "Wild Hunt" bundle.

Now, one small thing I think they could do to improve accessibility, is a fairly simple change: On their website, in the top bar menu, on the far left, they should include a "New to Savage Worlds?" option. This could take an interested party away from the news page that means nothing to someone who is trying to find out more information about the game itself, to a page that provides a run down of Savage Worlds and it's design philosophy, perhaps with a link to Test Drive v7 (or wherever it'd be now), a link to some novice 1-shots and pregen characters, the core rule store page, then below that follow it up with a blurb on each of the mainline settings. This would be a simpler version of what a larger game like D&D does, or what Monte Cook Games does, and probably wouldn't rely on much web design to include. They'd still have their $40 core book + PDF combo ($30 for just the book if you go to Amazon or the like) and make the game that much more accessible to people.
Do0m
player, 32 posts
In the heart of Hellfrost
There is only Doom.
Wed 22 Jan 2020
at 22:30
  • msg #336

Re: Savage Worlds

bashful_batrean:
In reply to Do0m (msg # 332):
Besides,$30 for a universal game that can handle all settings/genres isn't shabby.


I suppose technically it's $40, I had $30 on the brain because I was thinking Amazon, rather than retail.
Do0m
player, 33 posts
In the heart of Hellfrost
There is only Doom.
Wed 22 Jan 2020
at 22:49
  • msg #337

Re: Savage Worlds

I hope I'm not coming off negative. As I mentioned before, I certainly understand the lack of an Explorer's Edition, I simply think that more could be done to help the game grow, especially now when there's such a boom of RPG's. That they had a new edition out and no fast-play rules to speak of when Critical Role ran their UnDeadwood miniseries, that just feels like a missed opportunity to help the game grow.
GreenTongue
player, 115 posts
Wed 22 Jan 2020
at 23:00
  • msg #338

Re: Savage Worlds

I think one of the biggest things that hurts is that it isn't very "D&D".
Most of the settings are not medieval fantasy as expected by people that are interested in "D&D Style" games.

D&D is the 800# gorilla and to siphon off players you need to offer "something like it only better".

We can do all kinds of games with SW is great and all but it seems most people want to play "D&D" or what they imagine that is.
bashful_batrean
player, 80 posts
Wed 22 Jan 2020
at 23:08
  • msg #339

Re: Savage Worlds

As PEGINC has said from the beginning of SWADE, the publishing community won't allow for the $10 pricing on the revised book.  I wouldn't be too surprised if they ended up taking losses on SWDX Core; although the quality of SWAdE is beyond Explorer's and Deluxe.  Given 15% larger page size and 12% more pages (206 vs 181) than SWDX, it's also likely by word count and interior art they surpassed bargain pricing for printing the had early on.

Just like D&D books are no longer $12-$18, Savage Worlds can't be at $10 a Core book without taking serious losses.  Consider for a lot of folks, the Core rules and free 1-shots is all they ever bought, so counting on someone dropping $20-$25 on the support material didn't always pan out.
Do0m
player, 34 posts
In the heart of Hellfrost
There is only Doom.
Wed 22 Jan 2020
at 23:17
  • msg #340

Re: Savage Worlds

In reply to GreenTongue (msg # 338):

I'm not so sure. Granted my experience is anecdotal at best, but most people I pitch the system to, love the weirder settings, they want something other than D&D. Cyberpunk, World of Darkness Vampires and Werewolves, Investigative Lovecraftian Horror. Most people I find who are interested in a new system want something that very much *isn't* D&D or terribly derivative of D&D.

So with Savage Worlds, emphasizing the flexibility of the system and the interesting settings has done me the best. Post apocalyptic fantasy with sky ships? Cool! Wild west with weird supernatural horror? Certainly! Victorian adventure wherein heroes graft monster parts on themselves? Cool! Beasts and Barbarians? Hellfrost? Or any other Savage D&D-like setting? I typically get a 'Meh, might as well play D&D' or 'But I already have Pathfinder'. Not saying one can't sell it as an alternative, but most I run into want another system for something else, there's already a slew of systems that effectively do D&D.

At least that's my admittedly limited experience.
Do0m
player, 35 posts
In the heart of Hellfrost
There is only Doom.
Wed 22 Jan 2020
at 23:21
  • msg #341

Re: Savage Worlds

In reply to bashful_batrean (msg # 339):

Yep, as mentioned before, I understand completely. Though a part of me hopes they release an Explorer's Edition, maybe not $10, but $20? A man can dream! That said, there are low cost ways to increase accessibility, such as a simple web portal for n00bs to check out, and Test Drive rules.
bashful_batrean
player, 81 posts
Wed 22 Jan 2020
at 23:26
  • msg #342

Re: Savage Worlds

In reply to GreenTongue (msg # 338):

I can agree with this to a point.  I've played various "D&D-esque European Fantasy" games that mish-mashed lots of things and where the mechanics weren't D&D, certain conceits like non-combat spells or durations longer than "for combat purposes" were common among all of them.  Savage Worlds only failing (aside from the ever-mutating Chase Rules) has always been the magic system.  I want to see PEG present a viable "Fantasy Spellbook" that looks at functionality beyond combat applications inside a dungeon (or on a tabletop grid).  SW has got to be the most "miniatures oriented" RPG I have ever seen.

Granted, my pet peeve is nerfed magic in RPGs, so it tends to be the first thing I evaluate overall.

This system works pretty good for Deadlands (albeit at close ranges), but it falls short of what I envision in my "typical" Fantasy setting.
Do0m
player, 36 posts
In the heart of Hellfrost
There is only Doom.
Thu 23 Jan 2020
at 04:25
  • msg #343

Re: Savage Worlds

bashful_batrean:
In reply to GreenTongue (msg # 338):

SW has got to be the most "miniatures oriented" RPG I have ever seen.


Huh, different strokes I suppose. I'd rank 4th Edition D&D at the top of the list, with 3rd Edition and most of its iterations a close second. I have an easy time doing theater of the mind with 5th edition, about as easy as I have with Savage Worlds DE when you tweak the running mechanic, which is easy enough to do. That said, I've heard some people claim they have an easier time running theater of the mind with 4E than 3rd, guess it depends on how you handle it.
bashful_batrean
player, 82 posts
Thu 23 Jan 2020
at 11:57
  • msg #344

Re: Savage Worlds

I only played 4E once, and 3E came out as a miniatures game, so some of the mechanics were highly reliant on grids I agree.  But I ran 3e for years and we managed TotM with it.  What I meant by the SW comment is mostly focused on the magic system.  Everything is ranged to fit on a standard battle mat, whereas projectile weaponry could easily extend to and beyond the edges.  At least the early editions of SW made some efforts at balancing ranges, SWAdE just restricts to close combat.

Case in point, I was adapting parts of an old D&D adventure to SW and an opening scene had players on a boat near the middle of a river.  An ambush occurs with archers 80' away on shore.  (Call it 27 yards for ease of reference. 13-14" in game terms.  The spellcaster was a "buffer" type, with teleport and shape change.  The thief with a sling was the only one who could engage (at long range. she aimed every other round so only -2) as the archers pegged the craft.  Bolt might've been able to hit has the mage been there, but he only had a d6 Smarts originally, so Range of 12".

This was a 3rd level encounter for D&D, the SW characters are 1-2 Advances into Seasoned, I didn't think it would be too hard, until I realized the range limits.  Even Teleport required a Raise to get to the shore.

For 3e, 3.5e, and 4e and several other FRPGs this wouldn't have been a game stopper.  In SW if it hadn't been for the fact archers were covering swimmers who were acting as a boarding party so melee was forthcoming, the game would've ended due to player frustration.  The gunwales offered total cover, and the other PCs couldn't see any options other than hide given everything was out of their range.

Both of these players are new to SW.  One loves her martial-arts style character, but at ranged she's only got a sling so she didn't want to have to stand and risk being a target (the Thief burned through 2 or 3 Bennies having to soak hits) without a good chance of the risk paying off.  The other (buffer mage with some thieving abilities) is a calculating player but couldn't figure anything he could do to engage so he put Armor with Increased Toughness on the others.

This helped them survive, but no way to engage.  I seriously thought it would be the end of the game (and essentially it was except for a Halloween session).

Granted, as a GM I should've altered some distances, but this emphasized  my key issue with SW, the magic is geared to short-term, melee-ranged (close quarters) encounters.

I was using a hybrid no-PP system where PP could be spent to offset the casting penalties (otherwise the mage failed his spells half the time) in order to try to get what I was looking for with spell-slingers.  It still didn't work all that great and at this point we're looking at ripping spell ranges/durations from other systems and using the SW variant to determine Rank/Point Cost.

SPC works well, but it intentionally steers away from the effects that are "Magic" in Fantasy.  (I thought about just having Mages use SPC to make characters, but the powers are geared towards the "flavor" of other Genres.


EEP!  Too long!
This message was last edited by the player at 12:39, Thu 23 Jan 2020.
GreenTongue
player, 116 posts
Thu 23 Jan 2020
at 12:01
  • msg #345

Re: Savage Worlds

Do0m:
So with Savage Worlds, emphasizing the flexibility of the system and the interesting settings has done me the best.

So you have had good luck running non-D&D games here?

Which setting(s) did you use? How many people applied to play?
Do0m
player, 37 posts
In the heart of Hellfrost
There is only Doom.
Thu 23 Jan 2020
at 19:01
  • msg #346

Re: Savage Worlds

In reply to bashful_batrean (msg # 344):

Ah, I see what you mean in terms of range, that does sound like a frustrating scenario. I admit, I've never quite thought of it in those terms.
GreenTongue
player, 117 posts
Thu 23 Jan 2020
at 19:08
  • msg #347

Re: Savage Worlds

Which setting do you think would work for
MISS FISHER & THE CRYPT OF TEARS
https://www.youtube.com/watch?...WACuw2uM8FdVSqsxl4qY

Clearly the 20's but which does SW have that covers that time well enough?
bashful_batrean
player, 83 posts
Thu 23 Jan 2020
at 19:14
  • msg #348

Re: Savage Worlds

The 20s?  Deadlands Noir and Weird War I would have information on either side of the era.  Wiseguys covers more 70s-80s I think.  Off the top of my head, not remembering other Roaring 20s settings.  Possibly something from Savage Mojo (Noir Knights)?

I don't think Realms of Cthulhu covered the 20s much...
This message was last edited by the player at 19:21, Thu 23 Jan 2020.
bashful_batrean
player, 84 posts
Thu 23 Jan 2020
at 19:17
  • msg #349

Re: Savage Worlds

Do0m:
In reply to bashful_batrean (msg # 344):

Ah, I see what you mean in terms of range, that does sound like a frustrating scenario. I admit, I've never quite thought of it in those terms.


Sadly, this is a major issue for my players and me given our playstyle.  I'm hopeful I can find something that addresses the issue, but so far haven't had much luck.
Do0m
player, 38 posts
In the heart of Hellfrost
There is only Doom.
Thu 23 Jan 2020
at 19:38
  • msg #350

Re: Savage Worlds

GreenTongue:
Do0m:
So with Savage Worlds, emphasizing the flexibility of the system and the interesting settings has done me the best.

So you have had good luck running non-D&D games here?

Which setting(s) did you use? How many people applied to play?


It's been a long time. I think I started on here around 20076 or 2008 or so? I was pretty active up through about 2012, during that time I ran some 3rd edition and Pathfinder games, I ran a short lived Cthulhu D20 game and a Serenity RPG game, but both died horrible deaths thanks to drama between the players. Ran a Hellfrost game for a bit, and a Sundered skies game, played in one of The Stray's Deadlands games.

After that, I kind of disappeared from RPOL for some years, guess life got in the way. Made a failed attempt at returning back in 2017, then tried against around Sept/Oct last year. This place seems a lot less active than it was, and there seem to be a lot more free form games than there were back then. That said, whether it was Serenity, Cthulhu D20, or Savage Worlds, back then I never wanted for player applications when I put up a game.

Currently, I'm only playing PBP games on Gamers Plane, it's a good community, small though, haven't tried running a game on there yet.
GreenTongue
player, 118 posts
Thu 23 Jan 2020
at 19:48
  • msg #351

Re: Savage Worlds

Do0m:
Currently, I'm only playing PBP games on Gamers Plane, it's a good community, small though, haven't tried running a game on there yet.


What does Gamers Plane have that here doesn't?
Do0m
player, 39 posts
In the heart of Hellfrost
There is only Doom.
Thu 23 Jan 2020
at 20:20
  • msg #352

Re: Savage Worlds

GreenTongue:
What does Gamers Plane have that here doesn't?


Well, at the time, games I wanted to play in that were recruiting. The few here that interested me, well, my RTJ didn't pass muster, or they were full by the time I submitted one. So I went looking elsewhere.

Mechanically, it's basically a forum-based Play by Post Site with a few additions. They have integrated a character sheet system, which I prefer to the text based character sheets typically used here, though that means a lack of customization. They have Dice and Card additions to forum posts that aren't code based. There's music integration, of a sort, though it doesn't seem to get much use. Finding/starting games based on System is integrated into it. It's a bit newer and has an active community.

I can't say it's better or worse. I like that the community is pretty active, dislike the forum based setup, like that they have clean and simple character sheets for most systems, dislike the lack of a thorough dice integration such as what RPOL has, though I'm glad it's not handled like most forum based dice rollers. RPOL is old, and sometimes that shows in a variety of ways, but it was also clearly developed with Play by Post integration in mind, and I've yet to find another site that has done so quite as thoroughly. GamersPlane was about as close as I could dig up.
GreenTongue
player, 119 posts
Mon 27 Jan 2020
at 23:04
  • msg #353

Re: Savage Worlds

Does nobody like Beasts & Barbarians?
I don't see a thread for it.

I ask because of the Bundle of Holding that is available currently.
bashful_batrean
player, 85 posts
Mon 27 Jan 2020
at 23:15
  • msg #354

Re: Savage Worlds

I've heard a lot of good things about B&B.  From what I've seen, it looks like Conan with the serial numbers filed off.  That being said, I'm not sure it got updated to SWAdE, but that shouldn't be a big deal.
Do0m
player, 40 posts
In the heart of Hellfrost
There is only Doom.
Tue 28 Jan 2020
at 04:16
  • msg #355

Re: Savage Worlds

I don't think there's anything wrong with Beasts and Barbarians, I think it's more that some people feel other systems do it better. Like, I saw a number of Sci-Fi D20 titles and couldn't help but think that other systems handled what they were going for far better. So it ends up being a square peg, round hole, sure if might fit, and if that works for you then great, but there are better systems out there. I.E. While I love my Cthulhu D20 supplement (and the Nocturnum Campaign I bought with it), I'd probably only ever run that in order to run said campaign. If I wanted to run anything else Cthulhu related, I'd likely use the CoC system or the Gumshoe system.
GreenTongue
player, 120 posts
Tue 28 Jan 2020
at 12:02
  • msg #356

Re: Savage Worlds

In reply to Do0m (msg # 355):

So what do you think does Conan better and why??
I would have thought SW would be perfect for it except maybe from the magic side.
On the other hand, magic is not something PCs do, usually, in Conan style settings.
Do0m
player, 41 posts
In the heart of Hellfrost
There is only Doom.
Tue 28 Jan 2020
at 21:51
  • msg #357

Re: Savage Worlds

In reply to GreenTongue (msg # 356):

My apologies, I was deep into my cups last night and could have worded that better. I was speculating as to why some people might look down on it. I, personally, am indifferent on the matter. These days I use Fantasy Grounds as my metric, so were I to run a Conan-esque game, I'd likely use either Beasts and Barbarians, or Primeval Thule. Both because they're available on FG, reasonably priced, and use systems I'm familiar with.

Were I keen on learning a new system, I might try my hand at "Atlantis: The Second Age" which is billed as blending Howard and Moorcock, and is based on a much older system. Or if I wanted to avoid the mashup "Barbarians of Lemuria" is supposed to be a solid Conan inspired game. That said, I've never played either, so I can't say whether they'd be better or worse for the task than B&B.
GreenTongue
player, 121 posts
Tue 28 Jan 2020
at 22:50
  • msg #358

Re: Savage Worlds

I've always had a soft spot for "Sword & Sandal" style stories and games.
They don't seem to get the love I would hope but, that how things are I suppose.

I picked up the Bundle so if the opportunity to play presents itself, I ready.
jamat
player, 38 posts
Wed 29 Jan 2020
at 21:36
  • msg #359

Re: Savage Worlds

Atlantis: The Second Age is fantastic :) and I also like Hellas though I'm credited in it so I have to love it lol

But I agree sword and sandal / sorcery is an under promoted fantasy sun genre
Do0m
player, 42 posts
In the heart of Hellfrost
There is only Doom.
Thu 30 Jan 2020
at 01:32
  • msg #360

Re: Savage Worlds

In reply to jamat (msg # 359):

I really want to check it out after looking over the website, not sure when I'll throw down for that, but if anything, I might get the PDF. Probably going to get this Beasts and Barbarians bundle as well since I'll probably throw money at the FG supplements eventually.
GreenTongue
player, 122 posts
Fri 31 Jan 2020
at 14:49
  • msg #361

Re: Savage Worlds

Does anyone make use of the "PathCrawl" for exploring / movement in game?

What about "Dramatic Resolution"? Is it a reasonable idea to combine them?
GreenTongue
player, 123 posts
Fri 31 Jan 2020
at 23:09
  • msg #362

Re: Savage Worlds

I ask as a way to reduce the need for maps.
Same as the chase method doesn't need a map to work.

Pathcrawl for those that never heard of it ...
http://detectmagic.blogspot.com/2014/04/pathcrawl.html
DBCowboy
player, 1 post
Tue 21 Apr 2020
at 16:15
  • msg #363

Re: Savage Worlds

Kickstarter for SWADE version of Deadlands the Weird West is open.  Can't say I'm terribly impressed with their stretch goals so far but maybe they'll add more.

https://www.kickstarter.com/pr...lands-the-weird-west
Willis
player, 28 posts
Sat 2 May 2020
at 12:27
  • msg #364

Re: Savage Worlds

Would anyone be interested in running a solo/small group game set in Deadlands or Hell on Earth?  Would love to play a game centered around a Texas Ranger or Templar.
bashful_batrean
player, 90 posts
Sat 2 May 2020
at 13:55
  • msg #365

Re: Savage Worlds

What is it specifically about the Texas Ranger and Templar that you're interested in?  Is it something with the class, or the authority as it's tied to the specific settings lore?

Reason I'm asking is I'm prepping a SWADE conversion of Slipstream and was curious as to if it was some feature of the archetype's aesthetics, or combination of the setting the archetype is in.
Willis
player, 29 posts
Sun 3 May 2020
at 13:51
  • msg #366

Re: Savage Worlds

I like the idea of the roaming do-gooder in these settings.  Both, specifically, don't have to have a big supporting cast of characters to make the story work either so there isn't a need to have to find as many players.
Willis
player, 30 posts
Sat 13 Jun 2020
at 21:40
  • msg #367

Re: Savage Worlds

Got my kickstarter backer pdf for the new deadlands and I’m itching to try it out.  Anyone fancy running a game?
DBCowboy
player, 2 posts
Mon 15 Jun 2020
at 00:03
  • msg #368

Re: Savage Worlds

Same. Any marshal willin lead a posse through a scrap or two?
Willis
player, 31 posts
Fri 26 Jun 2020
at 17:11
  • msg #369

Re: Savage Worlds

Nobody?  That's sad.
Samus Aran
player, 38 posts
Fri 26 Jun 2020
at 17:18
  • msg #370

Re: Savage Worlds

I would be down to play! Though I don't have the latest book. Is that a dealbreaker?
This message was last edited by the player at 17:22, Fri 26 June 2020.
Samus Aran
player, 39 posts
Fri 26 Jun 2020
at 17:32
  • msg #371

Re: Savage Worlds

Also, anyone doing East Texas University?
bashful_batrean
player, 93 posts
Fri 26 Jun 2020
at 17:51
  • msg #372

Re: Savage Worlds

I'm starting up a SWADE Slipstream game (link to another game), but haven't done a whole lot of reading in the new Deadlands yet.  (I really should, but prefer hardcopy to PDF.  :(  )  (Not to mention the new Deadlands has me really wanting to re-read everything from DLC through DL:R so I have all the lore on tap.. even if a lot changes, it's always flavor text...)
GreenTongue
player, 125 posts
Mon 6 Jul 2020
at 17:55
  • msg #373

Re: Savage Worlds

In reply to bashful_batrean (msg # 372):

It does look interesting if "more free time" was an actual thing.
DBCowboy
player, 3 posts
Sat 1 May 2021
at 23:10
  • msg #374

Re: Savage Worlds

Well, decided to bite the bullet and pick up the badge.  Best way to learn the system right?

Deadlands: The Weird West (SWADE) is open for applicants.

link to another game
bashful_batrean
player, 96 posts
Sat 10 Jul 2021
at 11:05
  • msg #375

Re: Savage Worlds

Has anybody run a Sci-Fi game with The Last Parsec?

I'm looking to run a series of short games IRL and a Starfinder fan asked about doing a magic/sci-fi crossover.  I figured SFC with TLP and just mix in races from Fantasy Companion or PF4SW would allow it to be done in SWADE without a lot of changes.
GreenTongue
player, 126 posts
Sun 11 Jul 2021
at 19:37
  • msg #376

Re: Savage Worlds

Haven't done it but sounds like it could be fun.
Trollsmith
player, 31 posts
Sun 11 Jul 2021
at 20:31
  • msg #377

Re: Savage Worlds

I would also recommend Triple Ace Games - Daring Tales of the Space Lanes.

Some very good ideas for a more pulp, Star Wars sort of sci-fi. Older Savage Worlds rules base, but ideas are adaptable.
bashful_batrean
player, 97 posts
Sun 11 Jul 2021
at 23:52
  • msg #378

Re: Savage Worlds

Well I still like Pulp, but this group was mentioning StarFinder or more of a hardcore Sci-Fi (while the one hyping the loudest makes a bounty hunter [which screams pulp to me... >_< ]).

Right now their Seasoned Fantasy characters have wandered into something akin to Expedition to the Barrier Peak.
bashful_batrean
player, 98 posts
Mon 12 Jul 2021
at 01:30
  • msg #379

Re: Savage Worlds

Daring Tales of the Space Lanes is pretty neat, but I prefer hard copy books when running because easier for me to find stuffs than using my little Surface Pro.
GreenTongue
player, 127 posts
Mon 12 Jul 2021
at 17:09
  • msg #380

Re: Savage Worlds

There is always Print On Demand (POD) but sometimes it's cheaper to just buy a bigger screen.
CDragon
player, 1 post
Sun 10 Oct 2021
at 09:32
  • msg #381

Re: Savage Worlds

Just a hello to everyone, my RTJ was accepted and I am now a member here.

It is nice to meet everyone.
My entry to Savage Worlds was when I discovered a setting I loved was getting converted to SW rules. (Rifts) to be more specific. I was happy to hear someone taking that setting and giving it I hoped a cleaned up, clearer, less copy n paste rule set and I was not disapointed.

Although I did like the shotgun (Medium blast template) of the Glitterboy's Boom Gun in the pre-Swade edition. Felt it always should have been something like that even in Palladium's Rifts from the description of the weapon. I could see why they brought it more in line with the single target version of Palldium's Boom Gun.

At any rate, glad to be here !
derfinsterling
player, 90 posts
Sun 10 Oct 2021
at 10:10
  • msg #382

Re: Savage Worlds

Welcome! :-)
bashful_batrean
player, 99 posts
Sun 10 Oct 2021
at 11:08
  • msg #383

Re: Savage Worlds

Welcome to family of happy Savages! ^_^
CDragon
player, 2 posts
Sun 10 Oct 2021
at 12:09
  • msg #384

Re: Savage Worlds

Thank you !
GreenTongue
player, 128 posts
Tue 12 Oct 2021
at 17:51
  • msg #385

Re: Savage Worlds

"One of Us!"
CDragon
player, 5 posts
Tue 12 Oct 2021
at 18:19
  • msg #386

Re: Savage Worlds

Smiles, Yup and I recently got my Dead Lands Swade boxed set. ^_^
LimeyDragon
player, 1 post
Fri 22 Oct 2021
at 09:42
  • msg #387

Re: Savage Worlds

Surprised there is not a thread for SWAdE Supers yet.?
CDragon
player, 8 posts
Fri 22 Oct 2021
at 14:06
  • msg #388

Re: Savage Worlds

Probably will be after you mentioned it !

World Eater Treeeeeeeeeeees
bashful_batrean
player, 107 posts
Fri 22 Oct 2021
at 14:20
  • msg #389

Re: Savage Worlds

The Revenge of Broccoli

or... Caravan of Carnivorous Cabbage Creates Chaos in Cambridge!  Congress Calls Contengency of Cutlery Carrying Cooks to Contain in Coleslaw Carnage!
This message was last edited by the player at 14:30, Fri 22 Oct 2021.
bashful_batrean
player, 108 posts
Fri 22 Oct 2021
at 17:42
  • msg #390

Re: Savage Worlds

I think folks are still digesting the changes in SPC3 and submitting feedback.  In general, I don't think the Companions have dedicated threads here... Savage Science Fiction being perhaps the lone exception?
LimeyDragon
player, 2 posts
Tue 26 Oct 2021
at 00:51
  • msg #391

Re: Savage Worlds

Well i'm loving the SPC book.

Also noticed no Robotech thread.
drewalt
player, 27 posts
Tue 26 Oct 2021
at 01:19
  • msg #392

Re: Savage Worlds

In reply to LimeyDragon (msg # 391):

I'm loving certain parts of it, but there's a lot of stuff that doesn't make a lick of sense either.

I'd have to make my own SPC 2.5 edition if they keep it like this.  But it's early days.
bashful_batrean
player, 109 posts
Tue 26 Oct 2021
at 04:32
  • msg #393

Re: Savage Worlds

I said too much on my opinion of SPC3 in other threads, but in the bit I've read so far it's a major disappointment that has me dreading what might happen to the SWADE Fantasy Companion when it eventually sees release.
LimeyDragon
player, 3 posts
Tue 26 Oct 2021
at 05:37
  • msg #394

Re: Savage Worlds

I would like to know what you all found disappointing...
bashful_batrean
player, 110 posts
Tue 26 Oct 2021
at 07:38
  • msg #395

Re: Savage Worlds

Too much dependence on Bennies to play creatively rather than a straight up attack power.  (Even SPC2 promoted power stunts, but you could do a lot without them.)

Removal of versatile powers like Super Sorcery.  (This is my biggest gripe as SW seems Intent on all characters in all genres being 'one trick ponies'.  I get bored with a character that doesn't have more options.)

The -2 penalty for free-casting along with the fact that any improvised power would automatically be weaker than the setting power cap seemed detrimental enough to offset the versatility in the originals.

Tying Super Karma to bases presumes groups of 3+ PCs and my local group is usually smaller.  Savage Worlds design concepts seem to be driven more by convention gaming now than it used to be.

To counter the longer battles due to high defensive penalties, they cap defensive capabilities, but also increase damage output - overcompensating in the correction by hitting it from both ends.

I'm still reading through, but these are from discussions with people who have read it completely.

General advice from designers and GMs has always been 'keep the bennies flowing', but usually in other settings the presumption is Bennies would be low by encounter with final boss.  In SPC3, players will be more likely to hoard in order to have power stunts available to them for the final boss.

As I said, I'm still reading, but with the changes mentioned before I can no longer create a character I've been playing for 3+ years in a campaign that we just recently resumed in anticipation of SPC3.

I know this is only the Alpha draft, so presumably there will be lots of tweaks with feedback, but at this point I regret backing it.  *shrugs*
bashful_batrean
player, 111 posts
Tue 26 Oct 2021
at 09:48
  • msg #396

Re: Savage Worlds

Consider this - in every other SW setting, Bennies are something that can be used in order to retry a failed Test, avoid damage, or creatively influence the story in an unforeseen way.

In SPC3, they tell you Power Stunts are an integral part of the genre and encourage their usage, but only if you spend a metagame resource (Bennies).

That's akin to saying combat is the role of a Fantasy Fighter, but he can only draw the attack off someone else or defend another if he spends a Bennie.

Or Spellcasters can only cast spells if they spend a Bennie.  (With power points, this is actually baked into the rules.  Notice a melee combatant can keep swinging sword all day without tiring?  But that's a gripe I have with almost every RPG...)

My point being, in order to do something the writers declare is commonplace and expected in the genre, you have to spend a Bennie.  And just to make sure you play their way, they remove any potential work arounds from the rules then dress the replacement up as if they had done you a favor.
Jobe00
player, 5 posts
Tue 26 Oct 2021
at 11:18
  • msg #397

Re: Savage Worlds

Sounds like you or your GM don't give out enough Bennies.

Most supers RPGs have a similar mechanic. In Mutants & Masterminds, you have to spend a Hero Point to do a Power Stunt. In the OG Marvel RPG, you had to make a FEAT roll which usually required Karma to succeed at. In Champions and DC Heroes, Power Stunts weren't a thing though the MEGS system sort of added power stunts but not very well, and you had to spend Hero Points to do them.

Power Stunts are not in the hero's normal power set, so they require extra effort. Hence, why a Benny is required.

Would you like to complain about Hucksters needing to spend a Benny to Deal with the Devil in Deadlands while you're at it?
drewalt
player, 28 posts
Tue 26 Oct 2021
at 11:45
  • msg #398

Re: Savage Worlds

On a phone so highlights:

Agree with the max penalty to parry/ranged but think I should scale to power level

The cap on Armor and Toughness needs to be relaxed or alternatively damage pools also need to be capped

Some of the individual powers have great reworks like the new Flight I like a lot, but others like the new Super Sorcery aren't worth the ink it would take to print them

Super Karma being tied to bases is weird

NPC section still not as useful as a collection of power templates would be

A few other janky things like a full set of extra powers for 2 points, I mean it's cool but everyone is going to do that

That's pretty good for a phone post, basically there's some really good improvements but there's also "wut" things.

Hoping they will revise a lot of it, can always adopt older rules, but hope it would be more of a personal preference tweak than having to completely redo it.

Do like the content on different  setting rules and styles.
bashful_batrean
player, 112 posts
Tue 26 Oct 2021
at 11:59
  • msg #399

Re: Savage Worlds

You did see the part where I referenced playing in a game for 3 years without this ever being an issue, right?

The re-write relies too heavily on it and yes, there are a lot of GMs who are slack in giving out Bennies.

Karma in MSH was also Experience, so you got it much more consistently. Hero an GURPS systems didn't require the mechanic because their Generic structure and more complicated teamwork rules already allowed for it.

This is a poor design choice for SPC3.  It makes presumptions of certain playstyles.

Case in point, my existing character has a low level of Super Sorcery in a prequel encounter (3 levels, so max 3 points in a mimicked power) and used that to assist our Brick in a test of strength lasting multiple rounds.  Under the new rule, I would spend more points AND have to spend 3 Bennies (one per round supporting to maintain Stunt) in addition to the die roll.

Thus gets to be diminishing returns on resources invested.  It impacts playstyle.


Dealing With The Devil is a way to reduce cost of spells, yes I have a slight issue with it but the Huckster can be played and still cast spells without it.  Given Magic is 'present but secretive' in Weird West, it fits the trope.  SPC3 goes against trope as designers present it is all I'm saying.

(meh- all these are phone posts so may be slightly incongruent.)
This message was last edited by the player at 19:22, Tue 26 Oct 2021.
bashful_batrean
player, 113 posts
Tue 26 Oct 2021
at 12:11
  • msg #400

Re: Savage Worlds

Jobe00:
Sounds like you or your GM don't give out enough Bennies.

Essentially GMs are the arbiters of the Players' ability to creatively utilize their powers in power stunts.
bashful_batrean
player, 114 posts
Tue 26 Oct 2021
at 13:47
  • msg #401

Re: Savage Worlds

With the caveat that PEGINC doesn't like the idea of tying abilities to Ranks of Advancement, I could see one free Power Stunt per Rank per Session (or per Setting Level per Session) and then use Bennies afterwards. Maybe it's referenced in some obscure spot, I'm still reading when I have time), but I get the impression this is going to be one of their most home-brewed house-ruled release.
GreenTongue
player, 131 posts
Tue 26 Oct 2021
at 14:58
  • msg #402

Re: Savage Worlds

To increase "Market Share" you have to cater to what has been defined as "The Market".

You see it a lot where a great but unique game is released and picks up a following, then becomes more generic over time.

A lot of the mechanics are welded on to meet the expectations of players from other games.
bashful_batrean
player, 115 posts
Tue 26 Oct 2021
at 15:02
  • msg #403

Re: Savage Worlds

Jobe00:
Most supers RPGs have a similar mechanic. In Mutants & Masterminds, you have to spend a Hero Point to do a Power Stunt. In the OG Marvel RPG, you had to make a FEAT roll which usually required Karma to succeed at.

In the original Marvel Super Heroes, the first time you attempted a Power Stunt, the requirements worked as you described.   If successful,  each subsequent attempt to perform the stunt got easier, until after a certain number of successful implementations, it became part of the Hero's repertoire.

This isn't being treated the same way.  You aren't investing in a long-term development, rather you're presumably doing a "one-off" implementation that you'll never try again, or keep pumping Bennies into to duplicate.

These are design/development views that vary immensely.  But as a rule, Savage Worlds is mostly punitive.   Edges and Advances buy off/counter penalties as opposed to giving bonuses.
bashful_batrean
player, 116 posts
Tue 26 Oct 2021
at 15:07
  • msg #404

Re: Savage Worlds

GreenTongue:
To increase "Market Share" you have to cater to what has been defined as "The Market".

You see it a lot where a great but unique game is released and picks up a following, then becomes more generic over time.

A lot of the mechanics are welded on to meet the expectations of players from other games.

100% agree.  And like most companies that end up falling by the wayside, they end up doing so by isolating/disregarding those who got them where they were in the first place.

You play Savage Worlds (or any game) because it's different than the other game and you prefer it's approach, or you want a change of pace.

The Savage variations of well known IPs serves to revitalize both.
Jobe00
player, 6 posts
Tue 26 Oct 2021
at 15:14
  • msg #405

Re: Savage Worlds

Have you brought up all this on the PEG Forum for SPC? That would be the place to do so.
bashful_batrean
player, 117 posts
Tue 26 Oct 2021
at 15:49
  • msg #406

Re: Savage Worlds

Jobe00:
Have you brought up all this on the PEG Forum for SPC? That would be the place to do so.

Once I've had a chance to read through everything I might if it hasn't already been brought up by people who read faster than I and have more time to update the forums.
Strickland5
GM, 236 posts
I'm in a few games
Tue 26 Oct 2021
at 18:18
  • msg #407

Re: Savage Worlds

Wow - lots of new blood in here, definitely glad to see it

Please remember to be kind, and that arm chair designing isn't the same as what happens at the game table


I do agree that SW definitely relies on the GM giving out bennies as lot more than 5e does with GM inspiration
LimeyDragon
player, 4 posts
Thu 4 Nov 2021
at 20:36
  • msg #408

Re: Savage Worlds

I have a question. How would you go about balancing the Arcane Backgrounds in SWAdE with the Super Powers Companion.?

One SWAdE uses Number of Powers along with power points. SPC uses points as well but they are a lot higher. What would be away to balance them.
Strickland5
GM, 237 posts
I'm in a few games
Thu 4 Nov 2021
at 20:40
  • msg #409

Re: Savage Worlds

In reply to LimeyDragon (msg # 408):

put simply you don't -- those two systems aren't meant to go together
LimeyDragon
player, 5 posts
Thu 4 Nov 2021
at 20:45
  • msg #410

Re: Savage Worlds

In reply to Strickland5 (msg # 409):

So what you are saying is Heroes Unlimited is better than SWAdE for the setting i'm trying to figure out.
Strickland5
GM, 238 posts
I'm in a few games
Thu 4 Nov 2021
at 20:51
  • msg #411

Re: Savage Worlds

Not really - as Heroes Unlimited is a 80s game and definitely shows its age, perhaps Mutants and Masterminds would be more in line with your thinking?

But if you want street level heroes with Savage Words then the Arcane backgrounds in SWADE fit the bill and are "balanced"

if you want 4-star supers then go with the Supers Companion
drewalt
player, 29 posts
Thu 4 Nov 2021
at 20:55
  • msg #412

Re: Savage Worlds

I think the point is, the Supers Companion, as written, is meant to obliterate the Arcane Background rules in the core book completely.  As in they weren't meant to be used simultaneously or reconciled to one another.

You could probably do it but it'd be pure homebrew, tricky to balance.  It might work to use both simultaneously if you did a very low powered Pulp level game
LimeyDragon
player, 6 posts
Thu 4 Nov 2021
at 20:56
  • msg #413

Re: Savage Worlds

In reply to Strickland5 (msg # 411):

I'm trying to create a Cyberpunk setting with super heroes (think Batman Beyond).
DarkLightHitomi
player, 11 posts
Mon 8 Nov 2021
at 20:38
  • msg #414

Re: Savage Worlds

A bit late to the party, but what is SPC3? Is it a core update, or just one of the settings/supplements?

Either way, I prefer bennies as rare and special rather than as a common currency. I tend to think of them as plot armor and/or fate.
LimeyDragon
player, 7 posts
Mon 8 Nov 2021
at 20:47
  • msg #415

Re: Savage Worlds

In reply to DarkLightHitomi (msg # 414):

SPC3 = Super Powers Companion ver 3 (SWAdE)
bashful_batrean
player, 118 posts
Mon 8 Nov 2021
at 20:56
  • msg #416

Re: Savage Worlds

LimeyDragon:
I have a question. How would you go about balancing the Arcane Backgrounds in SWAdE with the Super Powers Companion.?

One SWAdE uses Number of Powers along with power points. SPC uses points as well but they are a lot higher. What would be away to balance them.

If you have Savage Rifts, the MetaMagic ranks (master levels) or the Master Level casters from Pathfinder for Savage Worlds might help.  The biggest difference will be you'll need to provide extra power points as Supers don't use Power Points and traditional AB using Meta/Master versions of spells will burn through points at an insane rate.
DarkLightHitomi
player, 12 posts
Tue 9 Nov 2021
at 10:50
  • msg #417

Re: Savage Worlds

In reply to LimeyDragon (msg # 415):

Thanks. I only pop in occasionally so I miss the acronyms sometimes. :)
bashful_batrean
player, 119 posts
Tue 9 Nov 2021
at 11:40
  • msg #418

Re: Savage Worlds

DarkLightHitomi:
A bit late to the party, but what is SPC3? Is it a core update, or just one of the settings/supplements?

Either way, I prefer bennies as rare and special rather than as a common currency. I tend to think of them as plot armor and/or fate.

Definitely not how the SPC3 writers view them... they should flow like water.  It seems to me they want to charge Bennie for creativity.
DarkLightHitomi
player, 13 posts
Tue 9 Nov 2021
at 16:07
  • msg #419

Re: Savage Worlds

I personally feel that if you want a point system to pay for powers, then it should be an explicit mechanic designed specifically for that purpose. Bennies don't make a good fit in my opinion.
bashful_batrean
player, 120 posts
Tue 9 Nov 2021
at 16:34
  • msg #420

Re: Savage Worlds

Well, technically they're only used for Power Stunts - an application of the power outside of a preconceived purview laid out in the power's description.
DarkLightHitomi
player, 14 posts
Tue 9 Nov 2021
at 22:18
  • msg #421

Re: Savage Worlds

If it's an expectation, then it's not outside the purview, regardless of the wording.

There's no need for that anyway. DnD for example, has many spells that are very broad and vague without needing an equal to bennies.

There's no need to use bennies for expected uses of powers.
rabideldar
GM, 83 posts
Savage World Master
Mon 15 Nov 2021
at 18:43
  • msg #422

Re: Savage Worlds

Has anyone run one of these super power games? Either old or new edition? I am curious how well it works. Back in the day I played both Adventure, Aberrant and Brave New World. I really liked the brave new world system which was similar to Deadlands old stuff.

Abberrant was just a mess. The game was fun but heroes were super OP. To the point where you were dealing with just all sorts of game breaking rules. It was a completion of who could come up with a better combo.
Jobe00
player, 7 posts
Mon 15 Nov 2021
at 18:54
  • msg #423

Re: Savage Worlds

I ran an Aberrant campaign that wasn't too bad, but I had to patch how Super Stamina works. You might be able to still find it floating around as Lord Jobe's Mega-Stamina Patch.

At the end of it, I was going to have the group end up in my own supers setting where I use the MEGS (Mayfair Exponential Game System) rules from the DC Heroes and Blood of Heroes RPGs just with my own setting, but I never ran anything else with that particular group.

I found the Deluxe Edition SPC to be sorely lacking. As is, MEGS is still my preferred base, but I've added some serious House Rules to it, and I'm looking at ways to house rule Mutants & Masterminds 3 to make it more to my liking as I realized I hate the d20 as it's too much randomness for me.
This message was last edited by the player at 14:47, Thu 25 Nov 2021.
GreenTongue
player, 132 posts
Thu 25 Nov 2021
at 14:14
  • msg #424

Re: Savage Worlds

TMP looks interesting but need wait for Mod approval for "Adult Content".
derfinsterling
player, 94 posts
Wed 1 Dec 2021
at 13:40
  • msg #425

Re: Savage Worlds

General question for the round: When playing, how do you handle threads that you're not a part of?

Do you read them, just to stay up to speed with what the rest of the gang does?
Do you avoid reading them to keep player and character knowledge separate?

Something else?

I generally glance at them to see what people are up to, but usually don't follow them closely.
bashful_batrean
player, 121 posts
Wed 1 Dec 2021
at 14:07
  • msg #426

Re: Savage Worlds

I read them and try to keep the knowledge separated.  It gives insight into characters for small behavioral hints that might come to light later.  Mostly for entertainment though.
Strickland5
GM, 239 posts
I'm in a few games
Wed 1 Dec 2021
at 16:38
  • msg #427

Re: Savage Worlds

derfinsterling:
General question for the round: When playing, how do you handle threads that you're not a part of?

I typically don't read them -- helps maintain my lack of in-character knowledge of what's going on.
Jobe00
player, 8 posts
Wed 1 Dec 2021
at 16:57
  • msg #428

Re: Savage Worlds

Most GMs give players private threads that only they are subscribed to.
GreenTongue
player, 133 posts
Wed 1 Dec 2021
at 17:04
  • msg #429

Re: Savage Worlds

It's nice to see updates and confirm progress but reading someone else's updates is not needed. Private threads are better unless it happens at the same location where everyone would know about it.
bashful_batrean
player, 122 posts
Wed 1 Dec 2021
at 17:48
  • msg #430

Re: Savage Worlds

I guess I'm too used to gaming with a group at the Tabletop.  Seeing what everyone is doing gives me a way to be involved and cheer on the other characters.   I mean yes, there are some instances where secrecy is desired and you take someone aside, but for the most part I'd think you'd want folks to get a feel for the whole game.

I guess it depends on the atmosphere you're looking to foster in game both for the character and the players.
LimeyDragon
player, 8 posts
Mon 24 Jan 2022
at 06:56
  • msg #431

Re: Savage Worlds


So I'm making Arrows into Molecular one's. The Sci-Fi companion states the below..

Molecular Blade: Edged weapons such as daggers or swords can be given a monofilament, “molecular,” or extremely thin edge, making them far sharper than usual. This gives the weapon +2 damage and adds half its damage die type in AP (+2 AP for a d4, +4 AP for a d8, and so on). Molecular blades require no power.

A bow does 2d6. so is it AP3 taking just 1 d6 into account or is it AP6 taking both d6's into account.?
GreenTongue
player, 134 posts
Mon 24 Jan 2022
at 11:34
  • msg #432

Re: Savage Worlds

In reply to LimeyDragon (msg # 431):

What do you want an arrow to be equivalent to, an AP bullet?
In that case, look at AP bullets for an example.
LefferDP
player, 2 posts
Mon 24 Jan 2022
at 17:33
  • msg #433

Re: Savage Worlds

The rule is for melee weapons, not ranged, so I don’t know that they’re compatible here. Typically melee weapons are Str + 1dX and in this case that X is what you do X/2 AP for. Ranged weapons don’t really follow this convention.

Gun to my head, it’s AP3 though, since taking just one of the dice takes thing closest to how melee weapons work.
Jobe00
player, 9 posts
Mon 24 Jan 2022
at 17:45
  • msg #434

Re: Savage Worlds

The argument could be made that the AP for a ranged weapon would be equal to all the dice as ranged weapons tend to have higher AP than melee weapons.
bashful_batrean
player, 123 posts
Mon 24 Jan 2022
at 17:49
  • msg #435

Re: Savage Worlds

I don't think Savage Worlds consider arrows as "edged"?
Jobe00
player, 10 posts
Mon 24 Jan 2022
at 18:06
  • msg #436

Re: Savage Worlds

Broadhead arrows most certainly are edged. Four of them on a standard broadhead arrow.
bashful_batrean
player, 124 posts
Mon 24 Jan 2022
at 18:36
  • msg #437

Re: Savage Worlds

But they still puncture the target, not slash it in general usage correct?
bashful_batrean
player, 125 posts
Mon 24 Jan 2022
at 18:50
  • msg #438

Re: Savage Worlds

Here's the point (no pun intended) of the question.  Monomolecular blades (edges) are assumed to be used slashing (epees and similar rapiers that were thrusting only didn't benefit from monomolecular blades despite having 4 edges) and gain benefit because they are not slowed by resistance of moving parallel across the fiber of armor which would allow for greater lateral cuts in the body behind the armor.

Arrows only impact the armor once and after the head passes, the armor serves no additional resistance/protection for the monomolecular blade to have to overcome.  I would suggest looking at data on AP arrowheads already included in sourcebooks rather than trying to work monomolecular filaments into it.
Jobe00
player, 11 posts
Mon 24 Jan 2022
at 18:56
  • msg #439

Re: Savage Worlds

Any sort of broadhead arrow would still benefit from monomolecular edges for the same reason knives would when stabbing with them.
bashful_batrean
player, 126 posts
Mon 24 Jan 2022
at 19:29
  • msg #440

Re: Savage Worlds

Then give them AP 3 +2 damage and call it a day.
LefferDP
player, 3 posts
Thu 17 Feb 2022
at 21:38
  • msg #441

Re: Savage Worlds

Do you like Probability? Do your like using weapons with a Rate of Fire > 1? Have I have written the AnyDice for you!

https://anydice.com/program/26f54

However, AnyDice basically doesn't handle dice about d10 with exploding and such well. The less good looking, but still useable solution is to go to the Troll Dice Roller and use the following code. http://topps.diku.dk/torbenm/troll.msp

\ Savage World (d10) RoF 3 w/ -4 penalty

largest 3 { ((sum (accumulate x:=d6 while x=6)) - 4 ) >= 4,
      ((sum (accumulate y:=d10 while y=10)) - 4 ) >= 4,
      ((sum (accumulate y:=d10 while y=10)) - 4 ) >= 4,
      ((sum (accumulate y:=d10 while y=10)) - 4 ) >= 4 }

Hope this helps someone else.
derfinsterling
player, 100 posts
Thu 25 Apr 2024
at 09:07
  • msg #442

Re: Savage Worlds

Is this still the right "game" to search for players/games?
Jobe00
player, 15 posts
Thu 25 Apr 2024
at 16:20
  • msg #443

Re: Savage Worlds

Yep. It's a good place to hunt for players for Savage Worlds games.
CDragon
player, 9 posts
Thu 25 Apr 2024
at 16:23
  • msg #444

Re: Savage Worlds

In reply to bashful_batrean (msg # 440):

AP 3 is a good call.  In Savage Rifts they have advanced polymer arrows that have AP 3 and does Str+D10 which is pretty good for an arrrow.
derfinsterling
player, 101 posts
Thu 25 Apr 2024
at 20:50
  • msg #445

Re: Savage Worlds

Jobe00:
Yep. It's a good place to hunt for players for Savage Worlds games.

Well, in that case...

Looking for three-four players in a Deadlands game - just created, pretty bare bones as of now, so bear with me here - but I'm gauging interest.
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