Search found 323 matches

by galu
Wed Apr 19, 2017 12:36 pm
Forum: SW General Chat & Game Stories
Topic: Pitfalls of GMing Savage Worlds
Replies: 38
Views: 9119

Re: Pitfalls of GMing Savage Worlds

- I've only run 2 SW games (reloaded), second time was better but still little wobbly on the whole parry / toughness / shaken / spirit chain of events. 3rd game coming up this weekend, feel more comfortable with it now. Keep thinking of toughness as armor class (D&D grognard!) - I guess it kind...
by galu
Wed Apr 19, 2017 12:17 pm
Forum: SW General Chat & Game Stories
Topic: Help Pick Our Next Campaign
Replies: 26
Views: 3880

Re: Help Pick Our Next Campaign

Three year update: War of the Dead: After nearly three years of playing on & off, the final battle in Helltown is about to occur. It's been a great campaign, lots of fun. Really well done. Good job! :drinking: Considering adapting Masks or Nylarhotep That campaign is a classic. Really, one of t...
by galu
Tue Apr 11, 2017 2:49 pm
Forum: SW General Chat & Game Stories
Topic: How to turn around a combat
Replies: 9
Views: 223

Re: How to turn around a combat

Of all the advice posted that is the one thing I was really against. Sending innocents into battle just because the PCs messed up? I can see that leading to far more guilt (and/or reason loss) than just running away and failing to get the badguy at this scene. But fortunately for the players of thi...
by galu
Tue Apr 11, 2017 12:48 am
Forum: SW General Chat & Game Stories
Topic: How to turn around a combat
Replies: 9
Views: 223

Re: How to turn around a combat

(I don't know that specific campaign setting/savage tale, so generic stuff follows) Whenever dice are rolled, the players must accept that they gamble. Savage Worlds is a very forgiving system: you have a wild die, bennies, the opposition is geneally extras with 1 wound and no bennies. A "Mr. d...
by galu
Tue Apr 04, 2017 3:08 pm
Forum: SW General Chat & Game Stories
Topic: Any ideas for a Heist in the Monastery adventure
Replies: 10
Views: 193

Re: Any ideas for a Heist in the Monastery adventure

There are a lot of great ideas here, but some (I fear) might be too dark or "over the heads" of the target age group. My suggestion is to blend the horror with a good amount of humor. Kids that age are more engaged when they're laughing. The ones I like and second: Yup, most likely. In my...
by galu
Mon Apr 03, 2017 11:50 am
Forum: SW General Chat & Game Stories
Topic: Any ideas for a Heist in the Monastery adventure
Replies: 10
Views: 193

Re: Any ideas for a Heist in the Monastery adventure

What comes to mind from The Name of the Rose - visiting inquisitor (as a sideshow he trials and burns a hunchback and a "witch") - a charismatic "liberal" monk in exile (undecided if heretic or not) - an ancient library which is a dungeon (mostly with distorting mirrors and a cre...
by galu
Thu Mar 16, 2017 1:35 pm
Forum: SW General Chat & Game Stories
Topic: What's in a (skill) name?
Replies: 55
Views: 3087

Re: What's in a (skill) name?

a knowledge (Geekdom) skill would also be extremely versatile dependent on a setting where Geeks are Expected to be knowledgeable in lots of stuff. like Ghostbusters or most pre 1950's science fiction. like Fallout for example. I am not sure geeks in general are knowledgeable about stuff in general...
by galu
Tue Mar 14, 2017 9:23 am
Forum: SW General Chat & Game Stories
Topic: What's in a (skill) name?
Replies: 55
Views: 3087

Re: What's in a (skill) name?

There's no change to Common Knowledge. The new Skill represents formal knowledge or specific training relevant to the setting, but need not to be represented by various Skills (having to buy two or three Skills that are rarely used in game can be crushing). This house rule means to emulate action d...
by galu
Sun Mar 12, 2017 4:36 am
Forum: SW General Chat & Game Stories
Topic: What's in a (skill) name?
Replies: 55
Views: 3087

Re: What's in a (skill) name?

I generally don't use changes all the time on the skill list. Nowadays - while preparing a vanilla fantasy campaign - we play a historical game. (kind of three musketeers, but centered in Vienna, also a bit more grim, as lots of slavery and taking heads take place on the ottoman frontier) What we us...
by galu
Fri Mar 03, 2017 12:58 am
Forum: SW General Chat & Game Stories
Topic: Non-combat Edges/roles in SW
Replies: 33
Views: 773

Re: Non-combat Edges/roles in SW

you don't need new options for magic. there are already a lot of power and trapping options. even if you start with bolt, boost trait and healing like 90% of the power gamed arcane spellcasters out there. trappings can make your spells very different. even if you took blast, succor, and quickness. ...
by galu
Thu Mar 02, 2017 12:57 am
Forum: SW General Chat & Game Stories
Topic: Non-combat Edges/roles in SW
Replies: 33
Views: 773

Re: Non-combat Edges/roles in SW

Another aspect to this is that combat remains potentially deadly, even in the latest stages of character development. While you can become quite potent, it's usually still quite possible for a goblin Extra with a dagger to get a lucky dice run, you to get a lousy one, and suddenly you're at char-ge...
by galu
Wed Mar 01, 2017 12:44 pm
Forum: SW General Chat & Game Stories
Topic: Non-combat Edges/roles in SW
Replies: 33
Views: 773

Re: Non-combat Edges/roles in SW

and when I heard about how Savage Worlds has a focus on combat and miniatures I was a bit worried. I think I would re-phrase this. Savage Worlds is a generic system, which - without modification - does pulpy stories really well. That means that PCs are much more durable then what you are used to, t...
by galu
Sat Feb 25, 2017 3:47 am
Forum: SW General Chat & Game Stories
Topic: Multiple Actions Per Round
Replies: 11
Views: 412

Re: Multiple Actions Per Round

... ("I try a kung-fu leg sweep" "cool, roll an agility trick, if it suceeds, he is prone") Technically, that would be a Push attempt. Tricks don't normally result in anything other than a -2 Parry (and Shaken with a raise). True of course. The thing is that the player tells wha...
by galu
Sat Feb 25, 2017 3:42 am
Forum: SW General Chat & Game Stories
Topic: How can I help my players be more decisive?
Replies: 6
Views: 297

Re: How can I help my players be more decisive?

It would be good to ask then why they did this. Some teams actually like this planning phase (I played a lot of Shadowrun/Cyberpunk, and there it is quite common). While I don't like this as either a GM or a player, if they enjoy it, why not? They cannot agree. This is more problematic, and quite co...
by galu
Sat Feb 25, 2017 3:21 am
Forum: SW General Chat & Game Stories
Topic: When can you repeat failed skill checks?
Replies: 6
Views: 262

Re: When can you repeat failed skill checks?

I notice SW has no guidelines for when you can repeat failed skill checks. That is a pet peeve of mine when RPG rules leave out that very important piece of info. So, how do you handle it? try to set the stakes before the roll : "you can swing from one ship to the other, but if you miss the ro...
by galu
Sat Feb 25, 2017 3:03 am
Forum: SW General Chat & Game Stories
Topic: Multiple Actions Per Round
Replies: 11
Views: 412

Re: Multiple Actions Per Round

I'm wondering whether anyone else is experiencing this? I'm new to Savage Worlds and I'm noticing that due to the fact that players essentially have infinite actions in their turn, there's a fair amount of analysis paralysis. Do you mean that it takes too long for each player to decide what she doe...
by galu
Fri Feb 24, 2017 12:38 pm
Forum: SW General Chat & Game Stories
Topic: Non-combat Edges/roles in SW
Replies: 33
Views: 773

Re: Non-combat Edges/roles in SW

I'll be running a sci-fi game set in the Fragged Empire setting. I want to try to make viable character options that aren't combat oriented or require you to have an Arcane Background to be useful, like a mundane scientist (i.e. not a mad scientist) or what have you. Since I don't have a lot of exp...
by galu
Thu Feb 16, 2017 12:36 pm
Forum: SW General Chat & Game Stories
Topic: What's in the Slipstream manual?
Replies: 8
Views: 291

Re: What's in the Slipstream manual?

So, I'm thinking of using the Slipstream setting for a GURPS sci-fi game I'm running. I'm wondering if I can get away with just the Player's Guide, because I'm a little hesitant to buy the Slipstream Guide at $20 (PEG has spoiled me with their $10 manuals, and I'm on a budget). So I figure I can us...
by galu
Mon Feb 13, 2017 1:00 pm
Forum: SW General Chat & Game Stories
Topic: First session actual play notes and comments (reloaded)
Replies: 5
Views: 279

Re: First session actual play notes and comments (reloaded)

- Extras are weak! I guess that’s on purpose, why they are called extras in the first place. None of the bad guys in this adventure were Wild Cards, and the posse absolutely destroyed them. Depends. Ogre extras can be quite tough, especially when they soak damage with their high vigor. (GM bennies)...
by galu
Thu Feb 09, 2017 2:23 am
Forum: SW General Chat & Game Stories
Topic: Just two players
Replies: 5
Views: 384

Re: Just two players

@DHub: If you write your own adventures, it will not be a problem. Just keep in mind, that they will lack skills in some areas, even if they start seasoned. - you might want to set them up as part of a team (followers of an inquisitor, members of a thieves guild, a knight and his mentor/squire), so...

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