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Post by gandalftheplaid on Feb 3, 2012 15:11:51 GMT -8
I seem to recall Bill mentioning once many months ago that he was looking to come up with a character generation system for Savage Worlds based on on the Traveller style. Anyone ever hear if he gave this thought a go?
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kevinr
Journeyman Douchebag
Posts: 158
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Post by kevinr on Feb 4, 2012 19:34:25 GMT -8
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Post by jazzisblues on Feb 8, 2012 6:32:42 GMT -8
Intriguing I had not seen this before ... Thank you.
JiB
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Post by gandalftheplaid on May 8, 2012 14:46:56 GMT -8
I'm still quite intrigued about the possibility of combining Mongoose Traveller with Savage Worlds. Basically I love the fluff and character creation process of Traveller, and I love the combat in Savage Worlds.
At this point I'm quite new with MGT and I don't have plans to implement a conversion until after a few more sessions, if and only if my players would like it. But I still enjoy the academic exercise. Basically what I'm considering is probably overly simplistic but simple seems like a good place to start. I'm thinking you build the character via the rules from MGT and then convert them to a SW character.
Conversion step 1: Skills become dice. No skill in MGT = d4-2. 0 = d4, 1 = d6 and so on as per the standard SW dice pattern.
I love the fact that skills are easily paired with different characteristics in MGT and I'd hate to loose it. So... Conversion step 2: Characteristics replace the attributes, and the wild die. So instead of the d6, it depends on the attribute you are using. The modifier replacement: -2 = d4-2, -1 = d4, 0 = d6, and so on.
Example 1: A slug gun combat of 2 and dex of +1 would give you a +3 in MGT to get you the target 8. In SW it would be skill die of d8 and attribute die of d6 trying to get a target of 4.
Example 2: A slug gun combat of nothing and a dex of -2 in MGT would have a -5 modifier to get 8. In SW it would be d4-2, and d4-2 for a total of -4 between a couple d4s. Both are quite tough and require you to take measures to make things easier for the shot to work.
Regarding Parry: SW has the parry score tied to your fighting score. MGT has similar in that you can React to apply your skill modifier as a negative DM to the attack. I figure that might work well enough here as well.
Regarding Spirit: I'm thinking let Endurance take this role.
Edges/Hindrances: I figure they could be bought and trained as per basic SW rules.
There are still many details to work out, but I thought I'd at least post this much and fish for some feedback.
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Post by gandalftheplaid on May 8, 2012 14:52:05 GMT -8
BTW, I won't claim to be the first to think of this method. I just haven't bumped into a similar previous implementation if there is one.
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Post by Stu Venable on May 8, 2012 14:57:22 GMT -8
I'd be intrigued to see a SW traveller-style char gen system that's built from the ground up and specific to SW.
Eg: you miss your survival roll, and you roll on a table and may gain either a minor or major hindrance.
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Post by gandalftheplaid on May 8, 2012 16:14:12 GMT -8
I'd be intrigued to see a SW traveller-style char gen system that's built from the ground up and specific to SW. Eg: you miss your survival roll, and you roll on a table and may gain either a minor or major hindrance. I too would like to see something like that. I didn't pay for the fantasy pdf kevinr linked so I don't know how close that is. (I'm not interested in the moment with playing fantasy.) So I guess this is more of a stopgap exercise. I have considered hindrances and edges but at moment I'm not bothered with the idea of "buying" them after conversion. It seems to me that MGT produces a history, but not really much in the way of flavor like what hindrances can bring. Compared to history, the personality is left unguided and open for the player. Big Mouth, Bloodthirsty, Cautious, Clueless, Code of Honor, Curious.... These are descriptions that a player could choose to apply to their character at the end of a MGT generation. I would like to see an attempt at generating hindrances and edges. I have an idea around in my head for it, but it would probably come off as a variation on the MGT planet generation rules.
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kevinr
Journeyman Douchebag
Posts: 158
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Post by kevinr on May 8, 2012 17:51:11 GMT -8
Honestly the fantasy one could probably be easily converted to sci fi. SW is pretty generic shooting is shooting fighting is fighting etc. Maybe change any riding skills to piloting or driving change all the arcane edges to psionics(though that may make psions a bit more common then MGT has them) change region your born from to type of planet your from, courtier backgrounds to diplomats etc....
You would want to throw together a group package of skills to split between the players like MGT has to make sure the stuff you need is available However you would likely need to do this no matter what you used. If I get a chance soon ill try and roll one up converting it to a Traveller toon
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kevinr
Journeyman Douchebag
Posts: 158
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Post by kevinr on May 8, 2012 18:10:05 GMT -8
Oh and I almost forgot to mention you can die during character creation with the SW fantasy generator.
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Post by savagedaddy on Nov 5, 2012 17:01:24 GMT -8
Has anyone gotten any further on this?
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Post by jazzisblues on Nov 5, 2012 17:08:07 GMT -8
No, but I am very intrigued.
JiB
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Post by gandalftheplaid on Nov 5, 2012 21:01:31 GMT -8
Sorry. Real Life got in the way of my TTRPG fun. I'm hoping we'll be able to start something up again sometime after the holidays. (Work schedule changes.) I've gotten my local crew introduced to Traveller & SW with positive results. At that time I'd be polling the group to see what sort of game & system they'd like to play. I figured I might resurrect the experiment if it's something that would fit the group.
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Post by savagedaddy on Nov 6, 2012 7:28:02 GMT -8
Has anyone considered incorporating the Sci-Fi toolkit?
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Post by savagedaddy on Nov 6, 2012 11:41:45 GMT -8
I'd like to throw my hat in the ring on this one. I'm creating a goggle doc for my conversion version and will post a link once I've fine-tuned, revised, and finished with it.
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Post by savagedaddy on Nov 6, 2012 11:42:05 GMT -8
TRAVELER CONVERSION I’ll assume that you are familiar with both Traveler and Savage Worlds – otherwise, why would you be reading a conversion guide? Seriously… By the way, yes, you can die during character generation.
Traveller: uses a series of 2d6 dice rolls and tables to generate a pre-game life path for each character. Per Traveler, “Obviously, it is possible for a player to generate a character with seemingly unsatisfactory values; nevertheless, each player should use the character as it is created. “
Savage Traveller: holds to the Traveler concept without abandoning the core mechanics of Savage Worlds; Attributes, Skills, and Combat are left intact in this conversion. In other worlds, the conversion openly favors Savage Worlds core rules over Traveller’s rule set.
Attributes: Agility (Dex), Smarts (Int), Spirit (N/A), Strength (Str) and Vigor (End).
There is no Spirit attribute in Traveller, therefore there is no conversion. Spirit is used per standard Savage Worlds rules.
There is no Spirit attribute in Traveller, therefore there is no conversion. Spirit is used per standard Savage Worlds rules.
Education is not an attribute available in Savage Worlds. This is addressed via a New Derived Statistic (Smarts/2 +6). Character’s with a high Education Stat receive additional Skill Points and have access to various Knowledge skills.
Social Standing is handled differently in Savage Worlds. A character may have social influence by advancing the Spirit attribute in conjunction with linked skills, such as Persuasion, Intimidation, and Taunt. You can also increase your Charisma stat by selecting certain Edges, such as Charismatic, Connections, Rich, and or Filthy Rich.
If you so desire, your character can be of high enough Social Standing to be a noble with a title. In order to do so, you must:
Take the Code of Honor (Major) Hindrance and use the points to buy the Noble Edge (adds +2 to Charisma and grants the Rich Edge). You automatically receive the title of Knight, Knightess, or Dame.
If you wish to risk it, you may achieve higher status by making a Spirit roll with any Charisma modifiers you have against the standard 4 TN. No Wild Die is rolled, but your trait die can explode.
Success means you advance to the next level (C - Baron, Baroness). Each Raise advances you character another level (up to E - Count, or Countess).
Failure means your family has fallen from power. You lose the Noble Edge and acquire the Wanted (Major) hindrance instead. Your family's enemies will kill you on sight.
If a ‘true conversion’ is needed for NPC's, consider the following:
ATTRIBUTES: Traveller Savage Worlds 1-4 d4 5-8 d6 9-11 d8 12-13 d10 14-15 d12
SKILLS: Traveller Savage Worlds 0 d4 1 d6 2 d8 3 d10 4 d12 5 d12+1 6 d12+2
Skills:
Combat and Weapon Skills are addressed by Shooting, Fighting and the Trademark Weapon/Improved Trademark Weapon Edges.
Leadership Edges replace Leader and Tactics skills.
Traveller skills are accommodated with additional Savage Worlds Knowledge skills: Computer, Starship Operations, Prospecting, Law, Naval Architecture, Gravatics, Communications, Forgery, Combat Engineering, Interstellar Commerce/Customs, etc.
Psionics are addressed via Edges, the Arcane Backgrounds Skill, and Powers.
Driving accommodates All Ground Vehicles.
Pilot accommodates Air, ATV, Anti-Grav, and Starship Operation * provided the character has the Starship Operations Edge..
Just a quick post while I work out the steps to simulate Traveller's ground up character creation system specifically for Savage Worlds.
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