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Post by suboptimal on Nov 17, 2013 5:02:51 GMT -8
Thanks for the help, i really appreciate it. Though we didn´t get a chance to play this weekend, i finally had a reason to sit down & create characters. It helped to understand the system a bit better, which didn´t come as any kind of surprise. I used to do that with new systems, but i got so much other stuff i´d rather do these days than create characters "just for fun".
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maxinstuff
Supporter
Posts: 1,939
Preferred Game Systems: DCC RPG, Shadowrun 5e, Savage Worlds, GURPS 4e, HERO 6e, Mongoose Traveller
Favorite Species of Monkey: Proboscis
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Post by maxinstuff on Nov 17, 2013 12:20:54 GMT -8
Thanks for the help, i really appreciate it. Though we didn´t get a chance to play this weekend, i finally had a reason to sit down & create characters. It helped to understand the system a bit better, which didn´t come as any kind of surprise. I used to do that with new systems, but i got so much other stuff i´d rather do these days than create characters "just for fun". If you can make time for it I highly recommend doing some practice combats. Even if it is against yourself Mainly ti get a feel for damage, shaken, bennies and especially as a gm, the gangup rules.
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Post by suboptimal on Nov 19, 2013 5:51:42 GMT -8
@ maxinstuff: Practice combats are not really "against me", i just lack motivation at the moment. And i want to read (or listen to) some detailed combat examples from people who know what they´re doing first. I think that will help a lot.
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Post by jazzisblues on Nov 19, 2013 8:01:10 GMT -8
@ maxinstuff: Practice combats are not really "against me", i just lack motivation at the moment. And i want to read (or listen to) some detailed combat examples from people who know what they´re doing first. I think that will help a lot. Lots of useful information on gm'ing Savage Worlds www.youtube.com/results?search_query=Savage+Worlds+gm+&sm=3. Ignore that JiB guy though he's an idiot. JiB
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Post by Luckstrider on Nov 20, 2013 4:30:05 GMT -8
Print this up, and set it at each players seat Player MatI actually have a bunch of these Ive had laminated and reuse. It is very handy, and reminds the players what to do. This is epically awesome...Thanks Stork!
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Post by suboptimal on Apr 5, 2014 2:05:08 GMT -8
So yeah, i still wasn't able to run a Savage Worlds game. It must be a curse or something right, right? But i got plans for 3 one-shots now. The first one is the "Ravenloft-like" thing from up above. The second would be the "Tomb of Terror" one-shot (though i'm thinking about tweaking the dungeon a bit). The third would be a SW-Pulp/Cthulhu crossover i stole from a RPG-AP i listend to recently. Something about a secret airbase which got invaded by mythos creatures. Though i'm planing on expanding & tweaking this one as well.
@jib: The "SW GM Hangout on Air" is a really good System Specific podcast.
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Post by suboptimal on May 6, 2014 6:53:28 GMT -8
Yay, ran my first SW game last sunday over skype. I kept the premise of the initial game, but made new characters. They were starting level +5 xp. It worked out pretty good though i can´t shake the feeling that i made a lot of mistakes regarding the rules. It felt like the PCs never were in any real danger, but we had a lot of fun. Thanks once more for all the help posted. Cheers.
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tomes
Supporter
Hello madness
Posts: 1,438
Currently Running: Dungeon World, hippie games, Fallout Shelter RPG hack
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Post by tomes on May 6, 2014 8:45:48 GMT -8
It felt like the PCs never were in any real danger, but we had a lot of fun. I'll respond to that part above... my first 2 sessions were very much a "PCs never in danger" type sessions. And like you, they had fun. I like to think of these sessions as the "getting to know the game" sessions, just like those video games where the first few levels are trivial, but show you how to move around and get about. It's easy to make it deadlier, and one well rolled enemy roll, even if it's a silly little minion = deadly, so don't worry, it'll happen. Prioritize the fun, which is sounds like you are doing, and don't worry about balance or deadly. And of course you can slowly tweak the difficulty level as you figure the system out more and what you want out of it.
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Post by suboptimal on May 7, 2014 3:54:40 GMT -8
Yep, the first few session will almost always be a bit rough, but it went quite well.
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tacoslaad
Initiate Douchebag
Posts: 23
Preferred Game Systems: D&D 2 thru 3.5, WhiteWolf titles, Shadowrun, Rollmaster, Star Wars, and yes, Amber diceless
Currently Running: D&D 5th ed. Just finished a Savage World Game.
Favorite Species of Monkey: Howler Monkey!
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Post by tacoslaad on May 9, 2014 18:49:15 GMT -8
I, also, am getting ready to run my first SW game in a few weeks. I just bought the book last weekend and I'm pretty impressed at how simple the mechanics seem to be. Where there any particular things in the first game that you had more trouble with than others?
Also, thanks for all the stuff that everyone posted. I'm definitely going to use those!
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Post by suboptimal on May 9, 2014 20:13:47 GMT -8
Go grab the two "shaken/damage formulas" from the shaken thread in the Savage Worlds section on this forum. I created a little cheat sheet & put them in there. That helped, but like i wrote earlier, i still think i made mistakes in that regard. Maybe use more than one wildcard enemy & let the bad guys use combat tricks & stuff, so that your players may learn from them.
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Post by jazzisblues on May 11, 2014 6:30:35 GMT -8
Go grab the two "shaken/damage formulas" from the shaken thread in the Savage Worlds section on this forum. I created a little cheat sheet & put them in there. That helped, but like i wrote earlier, i still think i made mistakes in that regard. Maybe use more than one wildcard enemy & let the bad guys use combat tricks & stuff, so that your players may learn from them. After all the years I've been doing this I still make mistakes with the rules all the time. Don't sweat it. Don't stress it. If something is particularly troublesome, make note of it and learn from it, but just play the game and have fun with it. I highly recommend using combat tricks and stunts and cover and all the tricks in the book. They make combat more fun all the way around. Combat tricks are great for keeping people off balance and effectively out of the fight. One of the things I still have to remind myself is to translate a descriptive attack from a player into a combat trick, because they don't always realize that what they're actually trying to do is a trick. Cheers, JiB
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