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Post by sovereigncitizenkane on Apr 12, 2017 12:17:19 GMT -8
So I'm going to be running some East Texas University soon and I'm doing some minor prep work for Freshman year. I was going to start with my own take on the Sweat Lodge scenario then move into Redneckromancer. Redneckromancer will move into a larger plot about an Alumni that went broke and is now selling magical goods and services to keep up appearances.
This will be my second time running (and second session) anything for Savage Worlds. Looking for any advice, tips, etc. for Savage Worlds or ETU, and I wouldn't turn away any stories that I might borrow from or recycle.
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Post by OFTHEHILLPEOPLE on Apr 13, 2017 5:43:58 GMT -8
General Savage Worlds advice: - If you have to think about whether to give a benny to someone, just give them a benny and move on.
- Don't stat out your Extras. Give them a d8 in something they're good at and d6 in everything else. Maybe add an Edge to them as a kind of schtick they're good at.
- Balance is an illusion in Savage Worlds so don't worry about the balance of the encounters against your players. If there's supposed to be fifteen chupacabras in the gym's sauna when the player walks in don't change it to make it easier.
- Reward failure as well as success. If someone does something despite poor skill dice or they think it's a bad idea but want to try anyway then you absolutely should give them a benny whether they pass or fail.
- Use Interludes when traveling to allow your players to add to the world. Use it for down time, travel, or just to inject some personal buy in when a player isn't sure why they should be involved.
- Notice is not the same as the D&D trope of making a Perception roll to find something in a room. If the players are supposed to find a clue in a room and nothing is acting against them then just give it to them.
- TRAPPINGS TRAPPING TRAPPINGS! Constantly ask your players "what does that look like". Paraphrasing jazzisblues "The rules don't care what it looks like, that's your job." If a monster is casting Bolt you should slap yourself every time you say "He casts Bolt" instead of "He throws a flash of winding lightning from his finger tips."
- ALWAYS describe why a Soak result resulted in no damage. If a shotgun does four Wounds to a player and they Soak all of it work with them to figure out why this deadly shot ended up not killing them with narrative.
- Taking another Shaken result from an action that wouldn't normally deal damage does not cause a wound.
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Post by savagedaddy on Apr 13, 2017 11:45:46 GMT -8
I'd only add one more bullet point to the list above.....
Use your GM Bennies to make things more challenging for you players. For example, I rarely use Bennies to Soak Wounds for my WC NPCs. Instead I'll throw two Bennies on an Intimidation or Trick to get the highest result because I'm setting the target number on the Opposed roll the player character has to make. Let's say my WC Big Bad has a d10 Intimidation and I roll a 12! That's pretty high, but if I've got three Bennies I will reroll in hopes of getting a 20+ because is makes it more challenging for the target not to be Shaken on the opposed roll!
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