|
Post by Stu Venable on Aug 10, 2013 22:52:21 GMT -8
So, for the most part, powers are same-y.
And to be clear, for a generic system that's going to have a reasonable page count, they HAVE to be same-y.
It's a limitation of a relatively rules-light generic game, and in the context we were discussing, wanting to really differentiate characters, it can be troublesome.
|
|
|
Post by rickno7 on Aug 10, 2013 22:59:43 GMT -8
Yea, for the most part a trapping shouldn't be upping damage across the board, but directly after the paragraph you quote there it gives nearly 2 pages of how trappings can change things.
Some examples right out of the book:
Make a Damage Field power that has the trapping of electricity and it can shock the player its cast on out of Shaken.
Make a Armor power with the Sonic trapping and it can absorb the sounds made by the player to increase their stealth skill by one dice.
That's some pretty cool changes to the regular old power through the use of trappings, and certainly aren't just powers with a different narrative.
I give ya the point that Savage Worlds can be samey(especially compared to HERO), but the cast was saying trappings do nothing to the actual game. They were talking about one character's "blast" is the same as anothers, except one is described on fire instead of ice. But by the trappings rules on those pages, the ice one and fire one have drastically different effects on the enviroment and the characters it hits.
|
|
|
Post by rickno7 on Aug 10, 2013 23:14:37 GMT -8
Not meaning to come across argumentative(its 3am, i'm baking all night because of a B-day party I'm semi-catering tomorrow). But if people are not using trappings to add these abilities to powers, then it really does portray a SW super hero or spell caster as very very boring.
I just thought if I helped make people aware of things trappings can do in a game, they would probably have much more fun with the system.
|
|
mrcj
Journeyman Douchebag
Posts: 173
|
Post by mrcj on Aug 12, 2013 5:16:17 GMT -8
I think it is a mistake to feel you have to plan cities down into the minutia.
I would expect the amount of detail to depend on the amount of time the party was expected to stay in any particular location. There is no point in detailing the entire hamlet's 100 population if they are only picking up a plot hook in the tavern. But if the party is planning to stay a week or if it is the setting for he adventure- the tavern and important personalities, relationships all need to be brought out. And, if the party will be there on an extended period then Stork's minutia is needed to really bring out the local flavor.
I treat large cities like the pod cast has mentioned other sand box creation. Have a general overall idea of what the city is about then only plan for a small area and work out from there.
|
|