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Post by ilina on Nov 30, 2016 22:25:26 GMT -8
anybody know some good printable guides for homebrewing and GMing a session with the Savage Worlds System? i could use a list of dos and don'ts because i plan to hopefully run some one shots later in 2017.
the last system i GMed was a modified D&D 5e and by using common sense, i got accused of dickery.
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Post by lowkeyoh on Nov 30, 2016 23:43:14 GMT -8
Why exactly were you accused of dickery? Because there's not much in D&D5e that can be dickish. The problem is either with the way you're running games or, more likely in my opinion, having whiny babyplayers
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Post by Deleted on Dec 1, 2016 0:24:26 GMT -8
anybody know some good printable guides for homebrewing and GMing a session with the Savage Worlds System? i could use a list of dos and don'ts because i plan to hopefully run some one shots later in 2017. the last system i GMed was a modified D&D 5e and by using common sense, i got accused of dickery. The savage worlds book? There is also the weekly savage worlds GM meetup thing the show has talked about before (I think jazzisblues is involved, so he might be able to tell you more). Maybe try not to homebrew your first game. Just try savage worlds as it is. You don't need to dive into the 'design deep end' right from the get go.
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maxinstuff
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Post by maxinstuff on Dec 1, 2016 1:26:28 GMT -8
You don't need to dive into the 'design deep end' right from the get go. With Savage World in particular. It's one of THOSE systems, that if you muck with the rules, it can cause some problems.
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Post by Kainguru on Dec 1, 2016 7:56:35 GMT -8
anybody know some good printable guides for homebrewing and GMing a session with the Savage Worlds System? i could use a list of dos and don'ts because i plan to hopefully run some one shots later in 2017. the last system i GMed was a modified D&D 5e and by using common sense, i got accused of dickery. Are you referring to your recent conversation with sbloyd ? Because that was less about the specifics of a system and more a constructive critique of GM style where sbloyd offeried an alternative perspective in attributing fault. Changing systems won't change that particular criticism. Aaron
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Post by OFTHEHILLPEOPLE on Dec 1, 2016 10:19:01 GMT -8
I don't feel like it's the system that has caused dickery, just lack of experience and maybe a few bad calls. Have you read "Focal Point" or perhaps the GMing section of Dungeon World? Both offer some really helpful advice for GMing no matter what system you're running. As for homebrewing, follow the advice from Hangout as a starting point with Savage Worlds and find out what your key focus of the setting is and what setting rules would apply to make that happen. Are you playing a Mad Max clone where water is important and fighting could be really bad? Blood and Guts setting rules and stress water usage during play. Cyborg Ninjas in the cyber future looking for the guy who killed their creator? Setting rule where everyone has the Construct edge and slap cyber themes to all your gear.
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Post by ilina on Dec 1, 2016 21:44:28 GMT -8
lack of experience is definite.
but i noticed, that i tend to flipflop between a Monty Haul GM and a Dick GM several times through a campaign. and i noticed how Gear Dependent D&D is, and i would like to try running something where Gear isn't part of the core math.
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HyveMynd
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Post by HyveMynd on Dec 1, 2016 22:17:12 GMT -8
I'm aware this is the Savage Worlds subforum, but you know what game system I'd suggest.
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Post by ilina on Dec 1, 2016 22:34:57 GMT -8
I'm aware this is the Savage Worlds subforum, but you know what game system I'd suggest. obviously powered by the Apocalypse. i would try to GM it, but i don't have a means to procure the books for it. but i have paperbacks of a handful of Savage Worlds books. i'm also a fan of having the illusion of freedom in character creation. the fact that i am not bound by specific archetypes, even if the archetypes are pretty much designed to meet edge requirements. because yeppies, i like having the free permission to go slightly out of class in a characters build. not too out of class, but something like having a wizard who learns and prepares a cheap healing spell or few to save the downed cleric or a warrior who has some training in bargaining and stealth.
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HyveMynd
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Post by HyveMynd on Dec 1, 2016 22:39:43 GMT -8
Ahh, right. Having the books on hand is definitely a good reason to run a specific game.
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Post by ilina on Dec 1, 2016 22:54:16 GMT -8
Ahh, right. Having the books on hand is definitely a good reason to run a specific game. i actually like being able to do certain things in Savage Worlds that are harder to do in a class based system like a Special Forces Warrior who knows how to Haggle Payments and how to Scout, or giving a Wizard a healing spell as one of their known spells so they can bring back the downed cleric in emergencies. i know, it is a bit of overlap. but one thing i hated with D&D and its variants, was the lack of skills for warriors and other martial classes besides the slayer and ranger as well as the lack of healing spells for arcane casters when a cleric could literally pick up any arcane spell they pleased with the correct domain choices. not only did clerics just know their entire spell list, but through domains, they could poach key game changing wizard spells. but the wizard had no way to poach healing spells short of houserules. and no, wizard spells weren't stronger than cleric spells because most of a cleric's commonly used spells were poached wizard spells. but yes. having the books on hand is definitely my primary reason. i would Run Dungeon World if i had the actual book for it and had time to learn the system. but my issue with it being class based is something i would have to swallow.
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HyveMynd
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Post by HyveMynd on Dec 1, 2016 23:11:43 GMT -8
I'm not a fan of class and level-based systems either, for many of the reasons you mention. But that's one of the reasons I like Dungeon World; it's not a class and level system. The playbooks simply describe your general role.
I'm not a fan of Savage Worlds either, as everyone knows, but it's a skill based system. Which is more to my liking for more traditional games.
As for homebrewing? My advice is don't. If this is your first time running a system, run it as is right out of the box. Don't monkey with the mechanics at all.
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Post by ilina on Dec 1, 2016 23:24:24 GMT -8
I'm not a fan of class and level-based systems either, for many of the reasons you mention. But that's one of the reasons I like Dungeon World; it's not a class and level system. The playbooks simply describe your general role. I'm not a fan of Savage Worlds either, as everyone knows, but it's a skill based system. Which is more to my liking for more traditional games. As for homebrewing? My advice is don't. If this is your first time running a system, run it as is right out of the box. Don't monkey with the mechanics at all. the playbooks looked like classes to me at first glance. i should have known they were roles and not classes.
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HyveMynd
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Post by HyveMynd on Dec 1, 2016 23:39:16 GMT -8
Dungeon World is intentionally meant to evoke older versions of D&D. That's why the playbooks are classes, why the Fighter has a move called Bend Bars, Lift Gates, why there's hit points and the six ability stats, and why some races can only be certain classes.
As for a DO? Sit down with your players and discuss setting expectations. Build characters with them all there together in a group so everyone is on the same page.
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Post by ilina on Dec 1, 2016 23:44:38 GMT -8
Dungeon World is intentionally meant to evoke older versions of D&D. That's why the playbooks are classes, why the Fighter has a move called Bend Bars, Lift Gates, why there's hit points and the six ability stats, and why some races can only be certain classes. As for a DO? Sit down with your players and discuss setting expectations. Build characters with them all there together in a group so everyone is on the same page. sorriesies i forgot that,
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