Search found 311 matches

by galu
Sat Feb 25, 2017 3:47 am
Forum: SW General Chat & Game Stories
Topic: Multiple Actions Per Round
Replies: 9
Views: 155

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: 4
Views: 119

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: 4
Views: 90

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: 9
Views: 155

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: 8
Views: 170

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: 175

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: 166

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: 245

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...
by galu
Sat Feb 04, 2017 1:58 pm
Forum: SW General Chat & Game Stories
Topic: Is there any savage worlds book that is similar to spycraft 2.0?
Replies: 5
Views: 199

Re: Is there any savage worlds book that is similar to spycraft 2.0?

>A good idea is to allow spending bennies on retconning events. - the team is in a car chase. X is spending a benny: "It's a good thing that yesterday I hacked the traffic light system" - the team wants to enter a building. Y is spending a benny: "yesterday I bribed PAco to turn off ...
by galu
Wed Feb 01, 2017 1:19 pm
Forum: SW General Chat & Game Stories
Topic: Good Edges for a non-fighting "cleric"?
Replies: 13
Views: 268

Re: Good Edges for a non-fighting "cleric"?

OK, so New Power, Power Points, likely high spirit. Healer edge! spirit linked, and you can choose some other power then heal :) FACE intimidate and persuasion is linked to spirit, which you will have high anyway. - add taunt for 2 skill points - add iron will. That's a pretty good support for front...
by galu
Wed Feb 01, 2017 2:36 am
Forum: SW General Chat & Game Stories
Topic: Is there any savage worlds book that is similar to spycraft 2.0?
Replies: 5
Views: 199

Re: Is there any savage worlds book that is similar to spycraft 2.0?

I heard Noah Walker, the Spoony One talk about it and It seemed like a really cool game to play. I want to try it out, but stick with the savage worlds system I love to use right now. Is there any good way to do this? Anybody have experience running a game similar to that in savage worlds? I think ...
by galu
Wed Feb 01, 2017 2:26 am
Forum: SW General Chat & Game Stories
Topic: What's a good adventure/one-sheet/module for new players?
Replies: 8
Views: 265

Re: What's a good adventure/one-sheet/module for new players?

How you ya'all prep for sessions? It seems handy to review relevant edges, etc but aside from that pretty straight forward. In our group there is a kind of agreement, that they can do whatever they want, but since I don't have unlimited free time, we agree after a game night what they will be doing...
by galu
Wed Jan 25, 2017 2:21 pm
Forum: SW Home-brew Settings & Conversions
Topic: House Rules for Fire-Arms; "No Power Points" Ammo
Replies: 4
Views: 155

Re: House Rules for Fire-Arms; "No Power Points" Ammo

Sounds good. Also very similar to what I use. Weapons come with ammo represented by a die. Rare rounds (sniper, plasma, silver), or ammo for auto weapons is d4 or d6, not rare ammo is d6 or d8 (depends on scarcity) Single-Shot: fine, see below Double-Tap/Three-Round burst/full-auto: spend an action ...
by galu
Tue Jan 24, 2017 3:34 pm
Forum: SW General Chat & Game Stories
Topic: What's a good adventure/one-sheet/module for new players?
Replies: 8
Views: 265

Re: What's a good adventure/one-sheet/module for new players?

If the players don't hate Indiana Jones (unlikely, but you never know), start with "The Eye of Kilquato".

Works like a charm!
by galu
Tue Jan 24, 2017 12:38 pm
Forum: SW General Chat & Game Stories
Topic: Stressing out the "less useful" Skills
Replies: 49
Views: 875

Re: Stressing out the "less useful" Skills

Now, onto useless skills. Tracking. As all us veterans know, you do not need this skill. If its important, the GM will been over backwards to save their plot ("suddenly it snows, give me a simple Notice to follow the trail"). If the NPC is vital to the plot, you were never going to track ...
by galu
Tue Jan 24, 2017 2:33 am
Forum: SW General Chat & Game Stories
Topic: Stressing out the "less useful" Skills
Replies: 49
Views: 875

Re: Stressing out the "less useful" Skills

There are must have skils, generally a low-ish notice and fighting is always a good idea, with a backup attack (shooting, throwing, intimidate, etc.). The rest can be spread around the party generally. Before starting a campaign, we generally agree which skills are not useful, and we always houserul...
by galu
Fri Jan 20, 2017 1:32 pm
Forum: SW General Chat & Game Stories
Topic: GM and PC in one person
Replies: 5
Views: 201

Re: GM and PC in one person

I have just startet a Slipstream campagne last saturday. And before that we played one session from the german test drive rules. Before each sessions i thought i know everything needed, but after each session i realize i did many things wrong or missed them completele. Thats why i want some boot ca...
by galu
Fri Jan 20, 2017 12:36 pm
Forum: SW Home-brew Settings & Conversions
Topic: Modified firearm ranges
Replies: 27
Views: 661

Re: Modified firearm ranges

Systems that use "zones" usually allow characters to change one zone per turn in addition to their action. Changing two zones uses up a whole action (running). I didn't want to go into detail, but it's exactly like that. You have one action in a round. - in addition, you can dive for cove...
by galu
Wed Jan 18, 2017 12:56 am
Forum: SW General Chat & Game Stories
Topic: Born a Hero and Powers
Replies: 11
Views: 258

Re: Born a Hero and Powers

The core Born a Hero setting rule (at creation, a character can ignore rank qualification for edges) doesn't allow characters to take powers above novice at creation. Is there a good reason for this? Are Seasoned/Veteran powers too powerful for a novice level character? I never noticed that one isn...
by galu
Sun Jan 15, 2017 6:25 am
Forum: SW Home-brew Settings & Conversions
Topic: Modified firearm ranges
Replies: 27
Views: 661

Re: Modified firearm ranges

I was reading Owl Hoot Trail, and it has an interesting mechanic for gun ranges. (it's western+fantasy mashup) There are abstracted "zones". At a party, zones can be: dancefloor, stage with the band, the bar, the porch. Guns have ranges like: Derringer, range 0 (same zone) Normal sixgun, r...

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