Deleted
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Post by Deleted on Sept 18, 2012 10:01:42 GMT -8
So I just agreed to run a Savage Worlds game for several ppl at work who either haven't played RPGs before or it's been a while.
Thing is, only system I know know is D&D 2/3/4e.
What parts of Savage Worlds are crucial to understand?
Worst-case scenario, I'm handing out pre-gens and I'll just set a series of target numbers to roll over as I see fit.
So, what parts of the book do I need to understand most? I'll elaborate on the scenario if need-be.
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Post by shadrack on Sept 18, 2012 11:55:22 GMT -8
Dice mechanic
Combat (initiative, wounds, soaking)
Target numbers (when in doubt = 4)
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Post by Houndin on Sept 18, 2012 17:35:27 GMT -8
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kevinr
Journeyman Douchebag
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Post by kevinr on Sept 18, 2012 19:47:45 GMT -8
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Post by jazzisblues on Sept 19, 2012 11:29:20 GMT -8
The "special rules" section of the book. Where it is depends on which version of the book you have.
GRAPPLING RULES !!!
JiB
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Deleted
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Post by Deleted on Sept 19, 2012 13:20:30 GMT -8
I failed the learn the grappling rules check and my first session a player tried to grapple a Gatling gun toting automaton. It ended poorly for everyone involved.
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Post by savagedaddy on Oct 15, 2012 23:08:13 GMT -8
The first game I ran in Savage Worlds was a Zombie Apocalypse one-shot. I hadn't thought beyond player's shooting zombies in the head. It was embarrassing, but my players were very understanding. Here's what I wish someone would have told me before my first GM outing in Savage Worlds.
1. Parry doesn't apply to ranged attacks 2. Running is Pace + running die 3. Damage rolls are come in two flavors Success (equal to Toughness) or Raise (4 over Toughness) / Success = Shaken Raise= Wound. 4. No Wild Die when rolling damage. 5. A Raise on Attack roll adds a d6 to the damage roll, Only This Die can Ace.
Other than that , you should read the rules carefully. Don't make my mistake and skim. Every word of every sentence is carefully crafted. Unlike other rulebooks, Pinnacle doesn't reiterate rules multiple times throughout the book; they can't afford to a $9.99 a copy.
With that said, I'd focus most of my attention on the 'Situational Combat Rules' (Savage Worlds Deluxe p 70 -76) and have a copy of the Attack Option Summary on page 77 at the table.
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Post by gandalftheplaid on Oct 16, 2012 3:32:57 GMT -8
A minor thing, but one I think helps make combat more fun: Deal the cards out in secret and do a count down. Makes hold actions feel more risky and makes meta gaming initiative harder.
I've been lazy before and just thrown the cards out on the table face up which was fine, but it's one of my minor regrets.
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Post by ericfromnj on Oct 16, 2012 4:27:47 GMT -8
A minor thing, but one I think helps make combat more fun: Deal the cards out in secret and do a count down. Makes hold actions feel more risky and makes meta gaming initiative harder. I've been lazy before and just thrown the cards out on the table face up which was fine, but it's one of my minor regrets. I don't know why the hell I have never thought of that, but I am so stealing it from now on.
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Post by jazzisblues on Oct 16, 2012 10:56:49 GMT -8
A minor thing, but one I think helps make combat more fun: Deal the cards out in secret and do a count down. Makes hold actions feel more risky and makes meta gaming initiative harder. I've been lazy before and just thrown the cards out on the table face up which was fine, but it's one of my minor regrets. I've done this, but I have sort of gravitated away from it perhaps because it does slow down combat a little bit. JiB
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Post by gandalftheplaid on Oct 16, 2012 18:01:12 GMT -8
A minor thing, but one I think helps make combat more fun: Deal the cards out in secret and do a count down. Makes hold actions feel more risky and makes meta gaming initiative harder. I've been lazy before and just thrown the cards out on the table face up which was fine, but it's one of my minor regrets. I've done this, but I have sort of gravitated away from it perhaps because it does slow down combat a little bit. JiB Fair point. It will slow things down a bit. I could totally see only using it for "important combats" or something like that.
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Post by rickno7 on Oct 16, 2012 19:51:15 GMT -8
The most forgotten common thing I have found among new players(both to the system and to role playing in general) is they forget that wild dice. Player mats have made this a non-issue almost, and are invaluable. I use this one with a few edits. www.savageheroes.com/conversions/SW_player_mat.pdfThe "raise" mechanic is done very simply on the mat too, and it reminds players what they can use bennies for. My changes is instead of having the action card there in that big space, I have a summary of combat rounds. Also I added a reminder that you do not use wild dice when calculating damage(unless you have an edge).
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Post by gandalftheplaid on Oct 16, 2012 20:34:57 GMT -8
If you're looking for a wild game with tons of bennies getting used, I recommend something I think I heard JIB say a few seasons ago. Have a few bennies in your hand whenever possible to help remind you to throw out that positive reinforcement. Otherwise you may forget to reward them.
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Post by gandalftheplaid on Oct 16, 2012 20:47:56 GMT -8
deltran if you PM me your email I can send you the pages I made for my custom GM screen when playing savage worlds. It'll have a bunch of modifiers & rules that I thought would be helpful to have in front of me when playing. They might remind you of some things you'd like to review. I typically had 3 pages of base stuff and a page dedicated to the setting I was running. Rippers, Deadlands.. I've also got a sheet I put on the front side of the screen to remind players of things they could consider trying. (Was trying to get my players out of a DnD4e mindset.) It was inspired by a player helper sheet that PEG provides. Aside form reminders of how Shaken, Wound and Soaking works, I put on the top of it a Things To Remember section: Declare all intentions, then resolve. Natural Healing is a bitch. Multiple actions in combat are allowed (typically with -2 penalties). But not repeated ones. Try not to let yourself feel limited to game terms and mechanics. If you want to try something, speak up. The lack of a skill on your sheet does not mean you can't try it. Just that odds of success are low. In combat there are lots of things you can try. Fight, Shoot, "Pulling a Punch", Tests of Will, Tricks, Throwing, Grappling, Aim, Wild Attack, Withdraw, Called Shot, Powers... Talking
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Post by jazzisblues on Oct 17, 2012 6:24:35 GMT -8
deltran if you PM me your email I can send you the pages I made for my custom GM screen when playing savage worlds. It'll have a bunch of modifiers & rules that I thought would be helpful to have in front of me when playing. They might remind you of some things you'd like to review. I typically had 3 pages of base stuff and a page dedicated to the setting I was running. Rippers, Deadlands.. I've also got a sheet I put on the front side of the screen to remind players of things they could consider trying. (Was trying to get my players out of a DnD4e mindset.) It was inspired by a player helper sheet that PEG provides. Aside form reminders of how Shaken, Wound and Soaking works, I put on the top of it a Things To Remember section: Declare all intentions, then resolve. Natural Healing is a bitch. Multiple actions in combat are allowed (typically with -2 penalties). But not repeated ones. Try not to let yourself feel limited to game terms and mechanics. If you want to try something, speak up. The lack of a skill on your sheet does not mean you can't try it. Just that odds of success are low. In combat there are lots of things you can try. Fight, Shoot, "Pulling a Punch", Tests of Will, Tricks, Throwing, Grappling, Aim, Wild Attack, Withdraw, Called Shot, Powers... Talking The players in my SW games are all pretty familiar with the game and so it's not as much an issue, but in my Hero games I have a sheet that I made that explains in half a dozen bullet points the things you really need to keep in mind about Hero. Having the reference charts right in front of me is really the only reason I would want a screen these days. I've pretty much moved away from using a screen for most things. Cheers, JiB
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