Over the past 5 or so years, this has became my go to system. I don't see much on here about it or it's many settings. So when suggested I bring it up, why not.Anyone else running or playing it? How's your game going? Whatcha playing?
To speak for myself, I am currently running a Deadlands blood drive game, A homebrew sci-fi game using the Science fiction companion and tomorrow will be the session zero of a new Deadlands campaign with an original plot
I like it.Pinnacle’s habit of putting errata in the next book for the previously published parts of the same line is annoying.Used to be someone would start screaming about either shotguns or 1d4 exploding dice being mathematically superior and so the whole game was broken. That’s what stopped people posting about it.
>>98424979Ran a Deadlands game last year, planning on running a supers game and maybe a sci-fi game at some point in the near future. I really like the game.It doesn't get talked about on here much because it isn't a super contentious system, so there isn't a lot to talk about, and when threads do last, it's because of one or two dedicated autists shit posting. I fully expect the current sperg to come in and claim that he hates the game even though he's ran an ever growing number of sessions in the system (his claim was up to 200 last time), all while showing he doesn't understand basic rules.
>>98424979It's not talked about cause it just works. It does what it says on the tin and is stupidly easy to run. It's my go to generic system and I've run everything from cyberpunk to mystery to high fantasy to historical court intrigue with it.
>>98429445Oh yeah, one retard shat the threads up hard. The same guy "ran hundreds of SW games" and was an "expert" on it and why it sucked. Think someone finally called his bullshit and asked him to post his rulebook and he reverted to "nobody buys books" or some shit. >>98424979Been meaning to snag the Sci-fi and Horror companions to finish out the CRB lineup. Want to check out Ghost Mountain because Wuxia and SW seems like a good fit.Played a fair amount of Savage Pathfinder and it's probably the best way to play PF in my opinion. The biggest difference between PF and Fantasy Companion is PCs are noticeably stronger, Class edges are very powerful on top of stronger PCs, and enemies are noticeably weaker in PF compared to FC rules. So PF is big dick fantasy hero roleplay vs fantasy roleplay.
>>98424979I don't like it as much as a generic system as I do GURPSSW genuinely feels like the genre is just set dressing, numbers get bigger on the guns and that's about it
>>98429653Yeah, once you understand enemy attribute scaling and such, which is pretty easy to grasp, you can easily make appropriately scaled enemies on the fly. Same with gear, items, etc. SW isn't my favorite generic system, that would be Genesys, but it is far and away the easiest to whole cloth make stuff for and definitely gets the most play out of every other RPG I have considering how easy it is to run and play, especially if you lean into action.
>>98429684ROF, AP, Spread, Blast size, Heavy Weapons, etc.I didn't really understand what you are complaining about in all honesty. Do numbers not go up in GURPS?
>>98429711There just isn't enough detail IMO going from modern to scifi or such, it kind of feels the sameIt's a fine system for Deadlands though, as long as you don't think about the maths too hard
>>98429725The way I see it anything more complicated can be built out as natural extrapolations of existing weapons or constructed using power rules.
>>98429725To be fair, while accuracy and feed mechanisms have improved, fundamental rifle, handgun, and other firearm design has been relatively unchanged for almost 100 years with the only big jumps being relegated to larger platform targeting systems and personal scopes. Changes have happened, but expecting something drastically different than a tube you point a fucker that shoves a fast moving projectile at said fucker is kind of silly.
>>98429816In the grand scheme of things maybe but the individual firearm used by heroic characters matters
>>98429880Not usually, unless it's a "signature weapon" kind of thing.I appreciate that SWADE isn't a gun porn game, I find that shit tedious.
>>98429445I agree that just add extra to the newest book is kinda annoying. Can't say I am shocked about a dude here screaming about math.>>98429499The sci-fi book is pretty good. I do wonder how well it runs Supers.>>98429653It's been mine for a few years now. I feel like I can actually burn anything with it.>>98429675I think the sci-fi and horror books are well worth it, I have used both. The PF stuff has interested me, but I haven't looked that deep. Thanks for explaining the difference >>98429699That's how it is for me, making stuff is so damned easy. Modifying rules is also damned easy
Also, had a session zero for a new Deadlands game. It's gonna start in Kansas, 1883. It's a revenge based game, the players were all wronged by an Empire Rail Gang called "the Iron Jackles". Years later the Jackles have spread across the west and a supernatural force is going to pull them together and on a path of vengeance.So far we have a harrowed 14 year old killed by the Jackles when her farm was burned.A former Confederate war criminal, who has became a pacifist and vowed to never again touch guns.A cowardly huckster that talks a big game but is yellow as pissAnd a minor outlaw gunslinger. This one is a brand new player to TTRPG and a WIP
>>98430820>I do wonder how well it runs Supers.I haven't had a chance to run it yet but I imagine it works pretty well because, for the most part, it seems like the powers are just things that would be covered by arcane backgrounds and spells in a base game, but you don't have to spend points on them.What scifi have you run already? My default idea is something cowboy bebop/Firefly-ish, but the games sort of lack of economy seems like it would preclude that kind of game.
>>98430889I haven't looked at dupers yet, but It does intrigue me.On the Sci-fi, I am currently doing a far future game with mind uploading. I made my own FTL, and a few more ship modifications, but mostly run out of the science fiction companion. Made a few aliens, a bunch of trans humans.They are hoping around a sector, I mapped with sectors without number. Trying to uncover the secrets of what killed off the precursor civilizations, while dealing with aliens willing to glass planets to make sure that shit stays buried.Players are a memory addled captain, a cyber warrior nun based off the 40k battle nuns, a 4 armed illegal mind copy in a synthetic body and a ship AI mangled into a human body, merging with the old mind.. they are tooling around in a 2 century old explorer ship called the puddlejumper
>>98430820>>98430889Been getting into the system lately and used Nessisary Evil's as my first test and I think it does a good job for supers considering how well power reflavoring works. There are some specific concepts that might require mixing arcane background and super powers but at least you can with relative ease if you want to. The only caveat I have is that the super power rules lead to WAY higher stats even in street level power scales(power level 2) so its a slightly different experience to the normal balance and I imagine playing at tier 4 or 5 is just nonsense(which probably isn't a bad thing if you want super powered bullshit).
>>98429960I like gun porn on the other hand but it's not like most games do it well
>>98431889No game will ever do fun porn well enough to satisfy those who want gun porn. So SW rightly doesn't even attempt to do so because it benefits nobody when you try to.
>>98431278Yeah, super powers make you incredibly powerful compared to similar "levelled" character in a different genre. However, that's because you are super powered, you are SUPPOSED be stronger than regular folks. The more you pump up innate stuff like attributes to super power levels, the less power points you have to do auxillary super powered shit. In comic terms, you can make a Luke Cage type with super strength and naturally impervious skin easily enough, but he can't do shit beyond be strong and functionally bulletproof because his power pool is always resting on empty, then you got a Gambit tard with enhanced but not super human agility being able to charge and explode all kinds of shit in different ways but that eats power points, if he burns through them, Gambit is in a tight spot. Luke Cage, however, while much more limited will ALWAYS be indestructible and Super Strong with no way to remove that.Mooks should always be a cake walk in a straight up fight. Super stuff only gets interesting in conflicts with other supers or a group that is doing something that makes the power set your guys are bringing to the table only slightly better than completely useless I really don't care for Super stuff as a result if you are going for anything serious. You really got to lean into silver age, Gorilla City, or Crisis Event level stuff to make them shine.
Jodi Black is hiding with the American community, her hair is dyed white now. And apparently her original name was indeed LEAH, AND FBI is after her because she kidnapped a fucking kid in a event.Near Alameda dos Arapanés, 1142 - Indianópolis, São Paulo - SP, 04524-001This game is a FSB SCAM ITS ALL NERVE GAS BASED. YOULL KNOW HOW TO PLAY AS SOON AS YOU FINISH READING THE BOOK AND SMELL THE FSB TERRORIST CELL'S AMONIA.
Anyone got the Deadlands Reloaded PDF? can't find it in the normal places.>>98434614what the fuck
>>98434505Yeh I wasn't saying it was a problem, I do think its a good supers experience, just that it is worth noting it feels a bit different to playing the game normally because things get silly. and if you peek into the cosmic crisis book the statblocks for most of those enemies ARE nuts(of course players, the omegans, will be just as nuts and that's normal for high tier comic book bullshit)
>>98435056Agreed. If the group wants to do more serious stuff, you don't want the super powers to hit the table. Of course there is nothing stopping you from using the SC to make a villain for your non-supers campaign.
I want to like this game. I bought it twice in physical print copies (the old GenCon book that was 8.5x11 and one of the explorer edition versions), and twice in electronic (Deluxe and SWADE). What sucks is I can't find people were I live that want to try it.My several readings of it have made me a bit leery of the way damage works, especially around supers, but I have yet to actually play it so it might be fine.
>>98434614Take your schizo meds.
>>98431278I know from the Horror companion that supers uses a different power scale. That book builds supernatural races using it. But for a supers game, being more powerful makes sense
>>984358170 I told the folks I played with I was done with 5e and I was willing to run something else. I didn't hook them with the rules, I hooked them by pitching Deadlands. More folks than you think are down for the weird West.There are a ton of settings, Find one you like and pitch it.
>>98434745I know the archive of ann has it.Ass does /savagesass
>>98436062>/savagesassthank you that workedlove u anon <3 <3
>>98436735You're welcome.
>>98424979Can you expand on how it feels like to play it? I have savage rifts to see if there might be a better system for that world. But the mechanics seem like they want to be a wargame partially. With things like the M2 brownings stats going up to 200 inches on the table top, it seems like it could be awkward to utilize the wargamey portion during the role play.
I've played in a SW game for three years and run a few sessions. It's weird, I don't really love it, but it does kinda work. And purely because of the experience it's become my default game to think about things in.
>>98434442I don't know man, I own guns IRL and I find GURPS adequate in that respectYou can absolutely take it too far in a way that it starts to feel inaccurate again, like Phoenix Command
>>98430848Jackals.
>>98437080Outside of combat, if characters are doing something, they are very likely to succeed, unless you're throwing negatives at them. It is, to a certain degree, a system about fun action set pieces, so the stuff in between those things is more connective tissue to bridge action scenes. In my Deadlands game, there was a lot of roleplay where we didn't touch the dice, a lot of more skill challenge stuff, and then large set peice combats. I also had a couple of dungeons in there (a wreck Mi-go craft and a haunted mine full of cultists, specifically).The thing to remember is that, in most rpgs, being good in a skill makes it more likely for you to succeed. In SWADE, you're already pretty likely to hit the four, being better in a skill means being able to get more raises. So, if you want to challenge your players with skill challenge type stuff, there need to be negatives. This lends itself to the type of game it is: they shouldn't just be in a foot chase through the city, they should be in a foot chase on top of a speeding train in a thunder storm.Personally, I like the style of play because that's how I run my games, my belief is that you only roll dice when you really need to, and a lot of the time you can just move forward logically based on the players stats and the situation.
>>98437780I'll also add, it's relatively easy to build a character who is really, really good at a single thing. That's fine! Let them be good at that thing and give them opportunities to shine, but there overwhelming competence in one area will leave them lacking in others, so you just have to put them in varied situations occasionally.
>>98437080SW is a spinoff of Deadlands skirmish game, which is why it rightly feels wargame focused.>RiftsPalladium Rifts can get into ICBM level stuff with ridiculous blast radius and shit.Savage Rifts, by comparison, is much more localized overall. You still got power armor, war bots, and stuff walking around. The biggest difference is that Savage Rifts acknowledges it is smaller in scope but STILL has retardedly high damage potential. There are two setting specific rules that makes it work, Blaze of Glory and Death and Defeat. In Blaze of Glory you straight up tell the GM your character is going to die in a session (with some kind of threat you have been building up to), you and the GM sidebar what will happen, you get double bennies for the session to ensure you got the resources to go out like a badass, and you accomplish an impossible task but die in the process. That character can NEVER come back in any way shape or form afterward. Death and Defeat is when your character gets hit with something causing death in a completely unavoidable way (like 20 raises over toughness). They can either die outright or roll on a table where death is still possible, but a permanent disabling injury of some sort happens instead where you survived something you shouldn't have and now are forever gimped as a result. Getting attached to character is possible but the stupid high lethality levels of Rifts makes it kind of dumb to do so.
>>98437099I think the thing is, it does work. And from a GM side it's so easy to figure out how to make something, or modify something or figure out rules, power, edges or parts that just slot in .
>>98438810The fact that the math is so transparent is a massive plus to me. It's very easy to build enemies on the fly, or even powers, because it boils down to damage, several effects, or (in the case of trappings) common sense. Also, the fact that I can basically stat up mooks as a die type, a toughness/parry, and a damage die makes running big combats really easy.
>>98424979I ran a successful Deadlands game using Horror at Headstone Hill, the players want to take their characters back up for Night Train.The exploding dice can be a bit of a pain but that's also a charm. Literally the first roll of a pre-HaHH oneshot was the blind hexslinger rolling a 37 to smell the air of a burnt down house and immediately realizing it was some kind of ghost rock bomb that did it.I will still hold that Savage Pathfinder is superior to Pathfinder 1e in pretty much every way besides levels of charop buildfaggotry.The only issue I find first time players have is due to the fact many of the characteristics have uses they tend to dump something like Spirit in chargen and then get really annoyed when they struggle to remove Shaken. I think for GMs the problem I was having early in running was being way too stingy giving out bennies.
>>98438855That is a big plus, you can churn stuff out so easy. Is it the best system I ever played? No, but it's solid and pretty easy to grasp and just works for what it's supposed to be.
>>98438896Oh , I have headstone hill and plan to run it at some point. Started to , two years back but one of the players was in a bad accident and RL stuff around that kinda spired and the game of course took a back seat.And yeah, giving out bennies is the thing you just have to learn by fill. I some sessions still forget to pass em out do much, but still they rarely run out and will burn though them on minior stuff lol. They can have 0 Bennies left for a fight because they burned though 4 because they refused to accept a low role flirting with an NPC damn it!
>>98438896>I think for GMs the problem I was having early in running was being way too stingy giving out bennies.If the system does have a major problem, it is that the benny economy just isn't well explained. They do the best they can, but you really have to run a few games for it to click. I kind of wish the rules around it were harder and faster (something like the Fate fp economy) but it's also kind of nice that is isn't quite so gamey.
>>98439500The CRB and Pathfinder rulebook explicitly state that the game works better when bennies are being tossed back and forth a lot. They both clearly state that GMs should be very liberal with handing out bennies in the beginning and only start tapering off when everyone understands them well and you just find the level of swapping that works for the group. Players shouldn't fear using bennies outside of soak rolls, but also shouldn't be comfortable spamming them.
>>98439949It does, but there aren't really guidelines for when or how except that they need to stay flowing, and "you'll figure it out." It's kind of an important mechanic (or suite of mechanics) that you just need to intuit. I don't think there is a better way to explain it, you *do* need to just figure it out, but that's kind of weak from a game design standpoint.
>>98440092Players roleplayed well.Players did something impressive, outside the box, or neat.Those are the examples put forth in the books.Players followed a plot hook (that's my rule. Use it to move shit along and prevent side tracking).My rule of thumb, personally is roleplay, staying on point, and pretty much anything that advances the game while being character appropriate earns a benny. If there is a fat stack of cash on a table and a guy is playing a thief that can't resist a score so he tries to take it despite it CLEARLY being a trap? He is getting a benny. Shit like that.
>>98440140I don't think you understand what I'm saying. I understand that. I have learned to do these things when I run the game. I'm not asking for advice. I'm saying that, from a game design perspective, it is a very loosey-goosey system, and it might be nice if it were more gamist. It's strange that the system has relatively hard and fast rules for everything else, and then this fairly important sub-system is just "vibes+you'll figure it out." It seems like a lot of people who have had negative experiences with the game have played under GMs who do a bad job with it.
>>98440330Ah. Gotcha Yeah, I can see that.
>>98439370For me, Savage Worlds would be so much better if it had a baked-in way for players to move through the Benny cycle (and renamed them because bennies is a fucking stupid name, but I digress) and if it streamlined Attacks, Damage, and Soak a little. Attack Roll>Roll attack dice>Dice may explode (Ace), potentially multiple times.>Add or subtract mods>Calculate RaisesDamage Roll>Roll damage dice>Add or subtract mods>Calculate Raises>Apply result- Things that add multiple damage rolls make this take much more time.Soak Roll>Decide whether or not to Soak>Roll Soak dice>Add or subtract mods>Calculate Raises>Decide whether or not to reroll- One occasional issue is players using bennies over and over to rerollUnshake Roll>Roll Spirit dice at start of turn if Shaken>Add or subtract mods>Decide on spending Benny- This can add more decision time than it seems, because some players will not think through their turns until after they see whether they un-Shake or not.- There’s a little “benny tax loop” where you can spend a benny at any time to Unshake, but you make a Spirit roll at the start of your turn to see if you can get away with it for free, and if you fail spend a benny (sometimes people even spend a Benny to reroll). This just takes up time for no real productive outcome. -While thinking about Shaken, I remembered that many people get a slight glitch in their thinking from Shaken. To wit, if you are Shaken and get Shaken again, that second Shaken becomes a Wound. However, if the attack had been with a Raise, then you only take one Wound, and the second Shaken does nothing. Even experienced players seem to regularly need to think about it for a moment.For all of the above, Rerolls (from Edges, Bennies, etc) can really slow the game down, because you’re going through all the steps again, potentially multiple times.
>>98440330>>98440480I too got the general vibe that more bennies is better but yeh its still really hard to gauge how much you actually have to give them out so people feel like that have a lot without making it so they basically never run out, I wonder if something like 3 per encounter like how the wargame works would help but then using bennies between encounters would be weird.>>98440598Funnily enough I havent though about how long that process actually takes because I play mainly on foundry, where >Roll dice>ace>add or subtract modsand>Calculate raises>apply resultsare each merged into one step but you definitely have a point, the math kind of does need rerolls to feel satisfying though. I see what you mean about shaken too, how the first raise on damage works is probably a number crunch thing but it is weird and desu players should just be told that spending a benny to reroll spirit for shaken is pointless, or that that instead of any time reserve benny unshaking for when its not a characters turn. Still letting them spring back into action for an opportunity attack, regaining composure to defend themselves or not leaving thier turn to chance but making you commit to rolling once you've decided to for that turn.
>>98434614Jesus fuck, this is both genuinely unhinged and goddamn insulting. Jodi Black was one of the nicest and kindest people in the industry, and this sort of bullshit to try and tarnish her name after her death is fucking disgusting. Go take your meds and piss up a rope.
>>98440598Well at least one person here has actually played the game
>>98440598Maybe it's just because I'm playing with a bunch of people who have been playing ttrpgs for a long time, but all that comes fairly intuitively for us. When you type it out like that it seems daunting, but it's never been a problem. I could see how it *could* be though, for sure, r especially if you're coming from something like 5e that requires a lot less in general.
>>98440799I would advise flagging that POS as off topic too
>>98441295Say each step takes 10 seconds. That's 40+ seconds to Attack, 40+ seconds to Damage, etc. And in practice, it's sometimes shorter but often longer, sometimes significantly longer. Adding and subtracting mods, in particular. And it adds up. Even in Foundry to help with automating and players who were reasonably on the ball, I found combat could be quite tedious at times.
>>98442420In my experience, it never really took that long. Thats all I'm saying. And we when did have long combats and turns ran a little longer, it was usually a situation of high drama and people were invested.I'm not saying you're wrong, I'm just saying that, anecdotally, it wasn't an issue for a fairly seasoned group.
>>98442420>Guys it takes over a minute to resolve a player's turn from start to finish.>Jesus Christ that's forever.I'm not defending nor attacking any system when I say that if you expect a player's turn, full turn, involving movement, planning an action, assembling necessary dice, rolling them, and resolving them to take under 60 seconds even in a digital tabletop, then you are batshit insane.
>>98442420>takes a whole minute to run a single player's turn*laughs in GURPS*
>>98443726NTA, but I find combat slower online than in person. It just seems to take more time
>>98424979Savage Worlds is my go-to system. I've run East Texas University and Deadlands, some third party Cyberpunk and Shadowrun clones, and bashed together an L5R conversion when I couldn't be bothered forcing my players to learn 4E L5R.The only specific games which I will always run using their system over a Savage Worlds homebrew are Call of Cthulhu and Traveller.
>>98443726A single Savage Worlds turn can involve three or more actions, and some of those can be a multi-attack (Frenzy etc.) and some of those can involve multiple instances of damage, soaks, rerolls, etc. It gets slow fast.
>>98445183>and bashed together an L5R conversion when I couldn't be bothered forcing my players to learn 4E L5R.Got a pdf you'd be willing to share? I've been dabbling in my own conversion.
>>98445295https://mega.nz/file/gjggyKBJ#y5KRpn0Thi2e2pUd2SqVWy-gg4LFq1QMdrELmO-DrNMI only ended up putting together the additional setting rules and converting some major clans (I ran this during the first Kolat conspriacy so I never bothered writing up Unicorn or Mantis clans).It's of incredibly dubious quality as it was a sleep deprived writers block project while writing my PhD thesis. There are many errors and things that I would change now if I had the time.I typeset it in Latex. I'm sharing the tex project in case you want to not start from scratch and tweak to your heart's content. You can upload it to overleaf in case you don't want to mess around with Latex on your computer. https://mega.nz/file/8upXTKia#-iUJM6ReeAupmf9Vs4DIeqYINBrJiXGh6lcTPSru380
I have been pondering converting battletech to SWADE. Pretty sure I can do the mechs as walkers from the SC-Fi companion.
>>98445500Hell yeah>>98445576If you are already into BT, why not just use SW for the out-of-mech stuff and BT for the mech stuff?
>>98445500Making Rings derive from an attribute and a skill is fascinating. I've seen a few other attempts that all just swap the names of the traits for rings.
>>98445902Because not everyone I play with is into battletech. They might enjoy the setting but no interest in war gaming
>>98424979It's one of the worst systems I've ever seen if I'm gonna be real, and if I wanted a generic universal role playing system, I'd just... Play that.
>>98442824>In my experience, it never really took that long.Every other person who reps cumbersome systems says this because they just ignore half of the rules.
>>98445925No real thought went into the decision, I just translated the 4e book as literally as I could into Savage Worlds and Rings in the book are derived from the lesser of an attribute and a skill rank.It's one decision that I questioned the most. Making Rings equal to Attributes is simpler and more "Savage Worlds." Thinking back, I believe my philosophy was: the Rings are the spellcasting skills for Shugenja and I don't want someone just pumping their attributes and become a stronger spellcaster for free.
>>98445292You CAN take multiple actions at a negative modifier and cannot take the same action twice unless you got an edge like frenzy letting you attack more than once. You are kind of arguing edge cases being the norm, anon.
>>98446470>Every other person who reps cumbersome systems says this because they just ignore half of the rules.Can confirm, I'm busy ignoring most of the rules in Pendragon
>>98447186Came up often enough in the years I've played.
>>98446470That might be true, but sw just isn't that cumbersome. Most turns aren't any more complicated than>Roll to hit>Roll damage
>>98447240Did a character without frenzy make more than one attack per turn total? If so, you played it wrong.
>>98447186>>98447475I don't know if you're referring to an older edition or misremembering, but SWADE says nothing about not being able to take the same action twice. It says that you can take up to three actions, but each extra action incurs a negative 2 penalty.
>>98447475>Characters can perform up to three actions on their turn. Each additional action beyond the first inflicts a −2 penalty to all actions. Taking two actions, for example, incurs a −2 penalty to both, and three actions is a −4 penalty. Wild Cards get their Wild Die on each action as usual. All actions must be declared at the start of the turn and before any dice are rolled. Penalties remain even if a later action doesn’t happen (usually because it was dependent on an earlier success).Movement and Multiple Actions: A chara-cter may perform multiple actions at different points in his movement.Free Actions: Multi-Action penalties do not apply to free actions, and free actions never inflict a penalty on other actions.
>>98447475No, you're wrong. No limit on Attacking up to three times a turn, and Frenzy lets you roll another Fighting die with each Attack and resolves it separately (and Improved Frenzy three). So you could have nine separate instances to resolve with an Improved Frenzy Multi-action. And Frenzy/Improved Frenzy are two of the most common Edges for players to take, and there are plenty of NPCs with them too.
>>98447475Frenzy allows you to make a second attack with a single action:>FrenzyREQUIREMENTS: Seasoned, Fighting d8+As a limited action, a character with Frenzy may roll a second Fighting die with any one of his Fighting attacks for the turn. The extra die may be allocated to the same or different targets as he sees fit. Resolve each separately.
>>98447573Frenzy is a limited action, so you can only roll 2 attack die once per turn. So, at most, you can make 4 attacks per turn.
>>98447579Limited Actions aren't in the 5.7 Core Rules
>>98447599>>98447579>>98447575>>98447573>>98447568>>98447555>>98447475This just proves to me as a spectator that Savage Worlds is a dysfunctional system
>>98447599Can you throw up the 5.7 version of frenzy, then? I have a hard time believing they'll let you attack potentially 12 times a round.
>>98447611>The fact the people are misremembering edge case rules means the system is bad!By that metric every single system is bad, then.
>>98447599The fifth printing, the printing i have right in front of me, is the most current edition. There is no errata that I can I find that is more current than this. And my book has Frenzy as a limited action.
>>98447625>>98447614>>98447599>Frenzy>REQUIREMENTS: Seasoned, Fighting d8+A character with Frenzy rolls a secondFighting die with any one of his Fightingattacks for the turn. The extra die may beallocated to the same or different targets ashe sees fit. Resolve each separately.>Improved Frenzy>REQUIREMENTS: Veteran, FrenzyThe fighter rolls an extra Fighting die withup to two Fighting attacks in the same turn.>Example: Red desperately attacks a giantcrab-like creature on an alien planet. She hasImproved Frenzy and decides to attack threetimes (a Multi-Action at the usual penalty).She rolls her Fighting skill with an extra die forher first attack and second attack. She doesn’tget the extra die on her third Fighting roll.Red gets to make 5 Fighting skill rolls across three Actions.
>>98447645This goes against what >>98447573 said. Frenzy gives you a second die for one attack. Improved gives you a third die. You don't get to add a second or third die to *each* action you take. At most, you're getting a possible 5 hits off in a single turn.
>>98447645>>98447599Version 5.7 is an older printing of the game before Frenzy and Improved Frenzy were made limited in the 5th printing. You're using outdated rules, as Frenzy and Improved Frenzy were made limited in the fifth printing
Are there any sources for good optional rules for Savage Worlds?
>>98448841Zadmar is a well regarded third party creator who makes his stuff available for free. It's also worth looking into third party settings you like (e.g. I recommend Interface Zero and Sprawlrunners for cyberpunk) and what rules they introduce. The best optional rules are your own optional rules guided by the those in the books. Checking out third party publishers is good for gaining perspective on how far you can adapt Savage Worlds.
>>98447438>That might be true, but sw just isn't that cumbersomeThe weasel word here is "that". Implying there is some vague arbitrary standard that you haven't defined for the threshold of cumbersome.>Most turns aren't any more complicated thanAnd you've proven my original point, thank you.I'm not knocking it btw. It's how most groups who value vibes over rules end up. Not being self aware of it just makes you annoying to everyone else though
>>98447618Me when I'm wrong and have to lie to protect muh systems honor
>>98449185NTA, but this is a standard case of someone just calling a rule or using it wrong. That's it, no defending anything. This happens with every system.
>>98449486>NTASure lol.>This happens with every system.What you described does, sure. What actually happened doesn't. How desperate are you to defend this?
>>98449165I'm sorry you find having to roll over 4 cumbersome, dude. Life must be hard for you.
>>98450217I'm not at all sorry that you're incapable of addressing arguments and accepting reality. In fact, I hope it makes you even more miserable than you already are.
>>98450233The arguments were addressed, you just didn't like the answer. It's obvious you're just another SW troll who has to either nitpick edge cases or purposefully misinterpret rules (or, in this case, both!) because you have a hard on for the system for some weird reason.
>>98450264>The arguments were addressedThe arguments weren't addressed, you just didn't like that you couldn't fight them. It's obvious you're just another SW shill who has to either nitpick edge cases or purposefully lie (or in this case, both!) because you have a hard on for the system for some weird reason.Wow, see how completely worthless your statements are when they're even more valid if I just repeat them back at you? I like how your last line was a very revealing freudian slip about your true intentions lol.
>>98450285Wow, you're real mad about a game you don't play. I can't imagine spending my free time hateposting about something I don't like.
>>98449506Dude, Don't bring that one guy conspiracy nonsense into this thread.And yes, what happened here happens in every system
>>98450318>Wow, you're real madt. Guy who lost his mind when he was objectively wrong about the rules.
>>98450331>one guy conspiracy nonsenset. Shamus Fagot.>what happened here happens in every systemFind me an example in /osrg/ where someone brought up a mechanic in ACKS and got screeched at because he was using a slightly different version of the rules. You have 10 minutes.
>>98450347Actually I'm the guy who shared his homebrew. My posts are >>98445500 and >>98447109. I just legitimately think it's sad how you're spending free time hateposting about a game you don't play. You wouldn't catch me doing that, it's unemployed behaviour. My free time is spent playing and discussing games I enjoy. You're actually furious and it's sad. In the time it took me to reply you're seething at someone else.
>>98450379>Actually I'mMad that you were objectively wrong about the rules.>Btw I tried to hack a bunch of other settings with their dedicated systems into this!You aren't really beating the allegation that you have incredible emotional investment in a system that you don't *really* play, but instead just proved it.>I just legitimately thinkAny time you see this line on the internet, you can tell the other person is incredibly mad and, for some reason, wants others to think they aren't.>You wouldn't catch me doing thatI would catch you sperging out and screaming when someone says they didn't like your pet system, though. Which is infinitely more pathetic than saying, "Oh, I had an issue with the system.">You're actually furioust. Guy explaining how so definitely not mad he is three times, because repeating it makes it truer.
>>98450401I've discussed no rules with you. I have a PhD, a career, and a mortgage. I don't have 12 hours on a workday to argue with the terminally unemployed. I'm here to talk about a game I enjoy playing so much that I homebrewed other games I enjoy into the system.You're not beating the mad allegations. The t. thing is cringe.
>>98450446Just ignore him, I'm guessing it's the same troll that always shits up these threads. Thanks for posting the l5r stuff, you're a gentleman and a scholar.
>>98450446 (You)>>98450464 (You)>I've discussed no rules with you.I didn't say you did.>I have a PhD, a career, and a mortgageStrangely you're also illiterate. You know by needing to tell an anonymous stranger random things about your life (That given your total lack of self control, are probably just more desperate lies) only makes you look angrier, right?>I don't have 12 hours on a workday to argue with the terminally unemployedHe said, arguing with someone he's desperate to pretend is "terminally unemployed".>I'm here to talk about a game I enjoy playing,>And get really fucking mad if anyone doesn't enjoy it exactly as I do or talk about it the way I want them to.>You're not beating the mad allegations.Ok.>The t. thing is cringe.t. Seething samefag.
>>98450464He's not going to take your advice and will continue to play his part in shitting up the thread because he's even more retarded than the troll riling him up. Seems to be a consistent thing with many niche systems, really, to the point where I've wondered if some of them are bots replying to themselves.
>>98450464I may work on it some more now that my Season of Ghosts game is coming to an end within the next month Digging it up and reading the document got me in the mood for running it again.>>98450480There's no need to be that way. I've already contributed to the thread. I've got the thread open in case someone wants to discuss or critique the L5R document.
>>98447475Here.Yeah, I'm misremembering shit. You can absolutely make the same three attacks on the no same turn if able. I think it's because I was used to most shit being ranged and ammo constraints and such made it a non-viable option. Melee Mary can absolute attempt to punch the same guy in the dick five times in a row.
>>98450528Melee builds can be deadly. In my Deadlands game the Harrowed player just shredded everything I threw at him with multi-attack claws. No fancy bells and whistles, just d10s in fighting and and strength.
>>98450517>There's no need to be that wayYou kind of did make that need, though. If you actually think someone is just trolling then demonstrate a modicum of self control and don't reply at all.
>>98450571Point taken. In my defence, I open the thread at the end of the evening and just saw a comment chain ending with an evidently mad poster who's spent several hours arguing about the system. If someone told me I was evidently affected by something I don't actually like, I'd reflect on that.Anyway, enough space has been wasted on off topic discussion and the troll appears to continue shitting up the thread only when quoted. Do you have any Deadlands stories? I'm mulling over storyfagging my favourite campaign.
>>98450624You're still doing that thing where you engage with a troll and are trying to psychoanalyze them and construct an argument for why they're mad instead of just... Not engaging because that's exactly what they don't want you to do. You haven't learned anything from this.
>>98450640I think I understand the disconnect. I'm autistic (diagnosed autistic, not internet autistic) and tend to interpret online communications in assumed good faith. I'm not trying to psychoanalyse as that's not my forte. I'm a mathematician, not a psychologist. My error in responding was pointed out to me and I discontinued.I'm here to discuss Savage Worlds.
>>98450693Anon, I think you're still not getting the point. Nobody should have to point it out to you. If you think someone is trolling (or just mad if that soothes your wounds), don't engage at all and stop engaging immediately. You should be able to recognize what's worth engaging with before hitting post, not after a fifth of the thread is shitflinging.
>>98450554Yeah, I ran a harrowed NPC helper in my DL game and it fucked some stuff up. If I ever got to actually play, I'd probably run that npc, he was a fun character.
Does anyone have any good advice for how to handle the power points economy as a spellcaster or with homebrew?I played with the super powers book first, trying more normal scifi fantasy based on spelljammer/starfinder and I love how the powers system works but when I'm reading it it always feels like its so easy to blow through your points in a single encounter and be left without a way to attack. Of course you get them back relatively quick since default is 5 per hour but I suspect its going to lead to this weird middle ground where wizards can cast freely most of the day but you will absolutely find yourself in a situation where you ran out of PP near the beginning of a string of events involving back to back combat or problem solving.I want to know how other people feel about it to see if I'm just being dumb or if it becomes fine later with more edges and magic items, or if bennies are generally enough.
>>98450774Have you looked into the No Power Points setting rule? I've run that as default for a few years now.
>>98450774I mean, resource management is a part of the game. One of my players is a minmaxer, and he'd gotten it to the point where it was trivially easy to cast shit for essentially free very early on in the game. It's also possible to be good at magic and also pretty good at other shit, so you don't *need* to use powers all the time and when you run out in a fight you won't be completely useless.If you try it and it is a bummer for your game, though, there's nothing stopping you from just giving them [x] amount of power points to build some powers with the super power companion.
>>98450848I haven't but I'll consider it, though I expect that might turn out worse because it feels like it will just make casting very hard given how substantial bonuses and negatives are in this game.>>98450852>I mean, resource management is a part of the game.I get that, and its why I worry homebrew which makes magic attacks relatively free might also remove the main thing that drains them in the first place... which I don't want either. The main reason its a problem for me is I absolutely hate the feeling of running out of gas and not being able to do even your basic attack during an encounter as a wizard. Personally I want blasting to(almost)always be on the table and if I or one of my players ever have to reach for a sling or a side pistol I die a little inside. The almost there is because I do think the resource management for ranged characters is fine and I want to track ammo too but it feels like its way easier to run out of power points and have to take a 2-3 hour nap just from blasting alone than it is to run out of ammo and have to go grab more.
>>98450852>>98450927also I forgot to ask in my reply but what did your player do to cast stuff for "free"? I haven't seen anything that reduced pp cost that I remember off the top of my head, or was it just things like having a familiar essentially doubles your first hour of recovery.(I do quite like how familiars work in SW)
>>98450927The concern for bonuses is valid. It's mitigated by players advancing their spellcasting skill instead of the Edge tax on more power points, and meditating for a turn to lower the penalty on their more intense powers. In practice, my players enjoy the narrative of defending the spellcaster while they concentrate on their most powerful spell.
>>98450517>Season of GhostsDid you run it with Savage Pathfinder?
>>98450956I ran it with remastered PF2e and I'm ambivalent with he results. While I'm fine with running the game, my more casual players who are fine with the edge system tend to be overwhelmed by Pathfinder's feats. In the future I may use Savage Pathfinder, though I've got a bit of a sunk cost thing going. I've bought up to Battlecry and this is my second PF2e campaign since 2019. I'd like a couple more campaigns in the system before I shelve it.
>>98450774>>98450927Working as designed tbqhwy. Sounds like you just want two mutually opposed things. Just have your caster use Shorting with Blast and Bolt. If that's still not good enough for you faggots then add Drain Power Points, Channeling, or Soul Drain. Of course, you could just take the More Power Points or Rapid Recharge Edges, but that would require you to have actually read the rules you fucking mong.>>98450848NPP is a pain because you still have to add it all up and then add extra steps.
>>98450359Ah you are one of the trolls. You can be ignored
>>98450379These are likely trolls from the OSR threads, ignore them
>>98450994The extra steps are handled by players simply writing the modifiers for roll modifiers for their favourite powers and modifiers. Picking new powers is more admin as players look for power modifiers to top up a 5PP power to a 6 or 7 PP to 8, though that's how my players get their fun.It's not a setting rule suited for every group but it's worth testing.
>>98450953I forgot about meditating, I might end up trying no power points if I truly end up feeling like running out is too easy.>>98450994I'm not sure why you have to be such a nigger about it. I know about all those options(although I actually missed channeling thank you that's a nice one) that's part of why I wanted to ask, to see if things would just work_tm when I started playing or if people felt similarly. When it comes to shorting and increasing total pp/recovery rate though my issue stems more from the timeframe of recovery, because a few hours isn't a long time to refill your pool but there are plenty of situations where you wouldn't be able to expect a few hours of rest between encounters and it seems incredibly easy to blow through your pool in a single combat encounter. Then on top of that sure shorting is a nice feature, but since backlash is on any failure not just criticals it seems like a last resort not something you want to be doing every or every other encounter.Now if I'm wrong about how easy it is to blow through your pool then fine, I'll be glad my assumptions were wrong and I was just being silly.
>>98451111Just play RAW at least once before you fuck everything up. I could go into far more depth but you're just gonna ignore it anyways if you won't even try that first.
>>98450936He made it so his casting stat was a d12 at character creation, so he could short his main attack spell (it's a 1 point spell) for free. He didn't do it all the time, but he could if he needed too.Mind, he was good at science, and slinging bolts, and that was it. You can do busted stuff in the game if your really double down on a single thing.
>>98451665Maybe I'm just being too scared of shorting desu, and for the record I do plan to play raw before trying homebrew if that wasn't clear its just still nice to see what people think.
>>98451665Just to throw it out there, with a d12 you have a 77 percent chance of rolling a 5 or higher on at least one of the dice. So you're odds are pretty good on shorting when you've got a d12.
Is SWADE a good system to run Fallout? Is there a way to make it a little grittier (I am a fan of older DnD games and always insisted on tracking food and ammo), but not necessarily 3rd edition autism weighing every item ever?I've wanted to run a Fallout campaign for friends forever, but they won't play the JESawyer one and I don't really care for the Fallout RPG 2d20 nonsense they shat out.
>>98451822There's a supplement called Darwin's World that is very much !Fallout that might have some stuff to mine, and the horror companion has several optional rules to make violence more unforgiving (shit like bleed and lowering wounds, and also making *everyone* a wildcard.) I don't know about inventory shit for SWADE but I'm running a mausritter game right now and if I was going to run a game where inventory was important, I'd model my system on that.
>>98451822Tracking ammo is pretty standard stuff for SW. Just keep a spin down counter for tracking ammo and only find it where it makes sense to find it. The ROF rules can be a little weird to some players though because you burn more ammo than what you actively make rolls for, so it is more of an "oh shit" thing than tactical. You can always fire less than ROF rating unless stated otherwise. ROF conversion is as follows with the left being the number of times you actually try to shoot something and the right being the number of bullets expended 1 - 12 - 53 - 104 - 205 - 406 - 50You take a -2 to your shooting rolls when going ROF 2 or higher and you need to declare how many shots you are taking beforehand.It should handle it fine though.
>>98451822There are a number of pure out fan made fallout conversations out there.
>>98429445Any weapon such as a shotgun, semiauto, or anything that can fire in a three round burst does have a hefty advantage in the system but exploding d4’s are not better that higher dice. The expected value of an exploding d4 is roughly 3.3 while a d6 has an expected value of 4.2.
>>98454305People don't really get the way the math in SW works. The odds are always with the players to succeed, the game is trying to get as many raises as you can. Even though d4s have a high chance of acing, you're incredibly unlikely to get a raise, especially if there are any negatives in play.
Kinda funny how it works sometimes. I had a player roll 32 on 1d4-2 last week. I love shit like that, the entire group was stunned and now their is in game lore this character really has in-depth knowledge of this one subject that is out of left field for her character
>>98454620Oh I know, many of the sessions I’ve played the GM built the enemies such that the most viable thing to do was only attack every other turn taking your time to aim ect.
>>98455017Early on in my Deadlands campaign an enemy was a zombie bear being controlled by a witch. The bear wasn't a wildcard, but it had super high toughness and a d12, so the fight ended up being kind of a hard puzzle (while one group distracted the bear, the other tracked down the witch and destroyed her cauldron).Pretty simple, but I like that you can easily make a challenging encounter without having to spend a bunch of time starting up enemies.
>>98451845>>98451869Thanks, anons!
>>98455017>Oh I know, many of the sessions I’ve played the GM built the enemies such that the most viable thing to do was only attack every other turn taking your time to aim ect.This is something a lot of people don't really grok. SW has a lot of actions and powers and whatnot to help the players stack odds in particular ways. Of course, the enemies can use them too.
>>98424979playing it, I don't like it but I respect what's going for. pic unrelated
>>98454305But aren't exploding d6s kinda better than d8s
>>98462916>>98439343>>98437099IDK if this is just for all generic games but ti does seem to happen with SW a lot where people say they don't really like it but they get it.
>>98440598>and renamed them because bennies is a fucking stupid name, but I digressI use "gibs"Even slopcoded a foundry addon to rename them in the VTT
>>98448841My disorganized houserule PDF.The most important ones are:>remove unlimited attacks, 1 attack per arm>shotguns double enemy armor>skin the unshake roll to get +4 on your next roll>the "incapacitated" state is a 4th wound>generally using Deluxe (last ed) instead of SWADE as a baseline but using every better rule from SWADE
>>98463559For me, where SWADE succeeds and where others have failed, is that even though it is a generic system, it still has an identity beyond being generic. It's a pulp action rpg. It means that it's bad for anything that isn't pulp action, but if that's what you're going for it works really well.
>>98463732>skin the unshake roll to get +4 on your next rollHuh?>the "incapacitated" state is a 4th woundAgain, huh?>Deluxe but then including SWADE stuff anywaysJust use SWADE? I'm not into all the different editions but this post is confusing the heck outta me
>>98464399>It's a pulp action rpg. It means that it's bad for anything that isn't pulp action, but if that's what you're going for it works really well.What does that actually mean though
>>98468072Skip a chance to roll for unshake to get a good chance to unshake next turn. Fixes becoming shaken forever if you hit 3 wounds.Makes it so healing 1 wound when incapacitated puts you at 3 wounds.Because it takes less effort to add SWADE stuff I like to Deluxe than to add all the Deluxe stuff I like to SWADE.>>98468263It's wargamey and you fight a lot of mooks because it's easier to handle mook combat in SW than in more detailed systems.
>>98468280>Skip a chance to roll for unshake to get a good chance to unshake next turn. Fixes becoming shaken forever if you hit 3 wounds.Just spend a benny to unshake, 5head
>>98468303can't, used them all to roll performance to dabDab on you, #owned
>>98463201Kind of, if you are trying to merely hit the base TN of 4 then you will 50% of the time rolling a d6 and 62.5% with a d8. However; a raise which typically needs an 8 would be 13.9% chance for a d6 or 12.5% for a d8. Beyond a TN of 8 the odds favor the d8 again making it more favorable for multiple raises or when their are negative modifiers to the roll.
>>98468263Even the equivalent of "level 1" characters are competent and fairly sturdy, the focus is on action, chases, and combat, as I said up thread, the math assumes that the players are usually going to pass rolls that they are even slightly skilled in, which means they need to be put in extreme situations to challenge them. The game has rules for chases, relatively in depth combat.You *could* run a mystery in SWADE, but it aught to be less "we're going to go to the library to study the time" and more "we're going to kick down the door of these gangsters who are in some way related to the cult." It's more Star Wars than Dune, more Supernatural than The Call of Cthulhu.
>>98469992Yeah, to extend the Call of Cthulhu example, in standard CoC picking a fight with a competent cultist ambushing you in a dark alley is generally a harrowing and difficult task; SWADE more assumes a comic-book/pulp calculus in which you'll lay out four or five guys making your escape.Put differently, it's the difference between "loading only 5 bullets because the 6th bullet isn't going to be any better than the other five" and "two guns squigga"
>>98469992>You *could* run a mystery in SWADE, but it aught to be less "we're going to go to the library to study the time"Yeah this has always been my personal issue with SW, I'm more a slow RP heavy investigation type GM, and SW is a game style I never really mesh with. I respect it for what it does though.
Oh fuck a SW threadI'm working on getting a Deadlands campaign going with SWADE and I'm very excited for it. Thinking of some loose free-form stuff until my group (me included) are more familiar with the system to get into something out of a book. We had fun with the little demo you can get on their website. Watching someone explode 5 crits in a row and hit a Bloodwire Bull for like 40 damage was a hoot.Are there any real pitfalls I need to keep an eye out for? Some of the lads are already D12 in stuff like shooting, but that just means I throw Spirit checks at them I reckon.
>>98472984Me thinks ppl Liked the huckstar in the of deadlands more. But I think swade ist accepted as the Overall better system to run it. I Only played swade tho.
>>98473008None of players picked a Huckster mostly because they like what they had already. We have>Blessed (me)>Mad Scientist>Gunslinger (with the funny "crit a teammate on a crit fail" hindrance)>bounty hunter>one unmade characterI'm pushing for a Huckster because the class looks mechanically fun, but I went Blessed because I enjoy the Powers and we're definitely going to need a healer with this dysfunctional band of idiots. Half of us are fucking mutes and the other half are sociopaths with enemies in their past.
>>98472984Generally speaking: hard to Balance longer campaigns in swade. Peeps get strong fast, esp. Fighter types. Make Sure to involve plenty of Shit they cannot Just blast away too easily. Social encounters, enemies immune to normal bullets and settings where they cant bring the sich Shooter (fancy dinner party of a paranoid railway Baron).
>>98473024Do you plan in running the Plot Point Campaign or ur own Shit? If you dont mind anon share your outline
>>98473030I plan to throw a lot of "puzzle" fights at them like Hanged Judges once they get on a point they won't die of fright or immediately due to being green. And some intrigue/non-combat dice rolls. >>98473074Mostly my own stuff for awhile, even if it's not super original. Once they really learn how bad things are, we're going to lean more on some Monster of the Week due to schedules being a bit hard.>Hunt Showdown grabbed my 'tism by the short hairs so we ALL have to deal with that,.
>>98473090I would be glad to Play in your group anon. Please come Back and so Tell how IT went. Sounds neat. I thought about making the cataclysm part of the Campaign. With My own Twist on it. Kinda dont Like parts of the official deadlands Timeline.
>>98473108If there's more Deadlands threads, I'd be happy to shit them up with my gaggle of amateurs learning to suffer together. The DL timeline is probably more of the more contentious points of the entire setting, desu.
>>98473137I will BE looking Out for your Posts anon.I will Name you hunt-anon for that Sake. Godspeed.
I think swade is a fun and enjoyable system with a lot of good customization. There is a lot of things I like in the system. My biggest gripe with it is that it's so spread out, and it can be a pain to remember where everything was. I tried a few years ago to make a fantasy-musketeer era short campaign. And I needed the core rulebook, the fantasy supplement, and a previous edition of All for One. The same went for a Greco-Roman thing I wanted to make, three books. And when I did a solo test-run of it, I kept needing to browse through three different pdfs to find check out some ability or ruleThe supplement books are great for inspiration though, f.ex. the fencing styles in All For One were great and unique
>>98473090Puzzle fights are good. This might be a more personal style thing as opposed to a system thing, but if there isn't pressure, I don't usually bring the dice into it. My Deadlands campaign usually involved very roleplay heavy session starts (unless we ended on a cliffhanger). This is a good opportunity to set stakes and hand out bennies for roleplay shit.The other thing I learned is that players are very survivable, so if you want to challenge them, you really need to work at it. There should be a chase or a skill challenge before the fight, or immediately after the fight, or a situation of several fights in a row. Going up against a big group of wildcards also really changes the nature of combat. It's more of a pain to prep but it can be really rewarding. Our last session was a big, 2 hour combat setpeice, and normally shit like that bores the fuck out of me, but this was really engaging from start to finish.And, this is the boilerplate advice, don't be stingy with bennies. It'll take time to dial it in, but too many is probably better than too few.
>>98473230Print Out your own PDF. AS a Cheat Sheet for Players aswell. Acumulating all the Essential stuff needed for your setting.
>>98473872I downloaded Obsidian and tried compiling the important parts there. But even with only core and fantasy, for my test run of a melee, spellcaster and ranged character, when doublechecking some abilities and such, having to look through two books got too tedious for me. I think it's a great system, I think the supplement/setting books are great resources, and pulpy in the best way. I know Pathfinder have it's own standalone book, but I don't care for PF
It's the system that brought me out of a 10 year gaming hiatus. Enough combat options to keep things interesting but not loaded down with bloat to drag things out. I've run just about every setting but deadlands and have enjoyed them all. Currently grooving on lvl 2 Supers and cyberpunk. Wrapped up a 2 year long Cthulhu campaign earlier this year. Ran a long savage pathfinder before that.
>>98473914I agree. After running this Shit for years you memorize Most of it and Just Look Up fringe cases. Maybe try an even simpler system? Dragonbane felt Like swade but seems alot simpler (excludeing Magic). Also some OSR Shit Like into the odd games.
>>98474407I've played it since, but it's been shorter campaigns, and then only using the core rules book. I still think it's a fun and good system. So much character customization, skill-centric, no HP bloat, bennies, exploding dice. If ttrpgs were movie genres, swade would be '80s action movies.Dragonbane is good, I like that system too, for much of the same reasons I like swade. I grew up on B/X, but the only of those I've been interested in is Tales of Argosa (with more class options and slower hp gain), and OSE which is just b/xI think swade have the perfect amount of crunch except some parts. And while there are a lot of supplements I aren't interested in, I do like how wild and varied they are
>>98473670The first session I'm thinking to pull might be a Bill Thaxton situation.>everyone is in a major town and hears Sundown shout his challenge to an ex-Ranger>they can get involved on either side (this gives my Gunslinger a chance to learn some Duel mechanics without being in the hot seat) >if they help ol' Thaxton, they'll get a lead on some bad hombres planning to rustle cattle (either a note on Sundown's corpse or through Bill)>Sundown offers them a chance to partake in the rustlin'. I, the Blessed, would likely object and possibly rally some ranchers and townsfolk and become an encounter laterEither way:>cattle start disappearing>strange needle-like bite wounds, gives out Explorer a chance to ID it as one of those "Chupa-somethings" he's heard about on the trail during his years.>small encounter>Survival/Notice rolls to pursue if they feel so inclined, or they can ignore it and deal with the beef>reward>Welcome to Deadlands, you're going to be one of the privileged few to know how bad that earthquake was and possibly have some well-armed, well-spoke American Hunter Association members hunt you down soonThen we just go to some light Monster of the Week and if they fuck around/up too much, they might have to fight some fellow Hunters for the bounty attached to the target.I plan on giving away Bennies like they ain't worth a dime because I want them to have fun, do cool shit, and only die if they really deserve it. Harrows sound fun, but I'd rather avoid it as long as possible.
>>98475204Are you running the game, or playing a character?
>>98475251Both...?I'm getting the impression that the Marshal SHOULD have a character.
>>98475289No. You're running the game. You shouldn't have a character.
>>98475331Damn that's crazy. Anyway, I made a Blessed mute to help the party. As soon as they see something incorporeal, they're going to learn that running away is a good thing now and then.
>>98475204From your player/gamemaster confusion, I'm going to assume that you're really new to this. So I'm going to give you newbie advice:Start simple. Single session scenarios that can be wrapped up pretty completely. Find the killer, guard the cattle, weather the assault, rob the train/bank, bring in the bandits, rescue the girl. Start late; don't fuck around a lot with the players in the tavern, meeting each other, getting the job, etc, etc. Savage Worlds is a good system for starting in a fight; have the first action they make drawing their cards for initiative. Then, after the fight you can do a quick flashback to how they got the job and what they are currently doing. Structure your starting scenarios around 3 encounters. Encounter doesn't mean fight, necessarily; a fight, a fight and a chase, a fight, a chase, a skill challenge, a chase into a fight into a skill challenge. This shit is gonna take longer than you think it will.You'll gain the skills that will allow you to open your scenarios up a little more, but what you're describing is basically starting your game with a cut scene, and this is bad. Don't do that. Get them to the scenario and doing shit as fast as possible.
>>98475289I do not understand how one would come to this conclusion.
>>98440598i just say "Benefits" compulsively
>>98475375Then just cut the fun duel. Fair 'nuff. I got plenty of (Dnd) seasoned players so I figured fuck it. >>98475331>>98475390Oh well. Lijah stays. Healbot.
>>98475479Just remember, if you're going to go that way, that healbot is an NPC that exists to heal the players. You're really setting yourself up to step right into gmnpc territory.
>>98475489>Blessed with Mute hindrance>starting powers are Holy Symbol, Smite, and Heal.I plan to exist only to fill the space nobody was interested in taking. If I gotta have Lijah fuck off or die at some point, so be it.
>>98472984>Are there any real pitfalls I need to keep an eye out for?Biggest one as a GM is a string of explosions on a roll completely derailing you, whether it be a goblin with a rusty fork murdering your party or your party blowing the bad guy away with one massive burst of lucky damage.
>>98473024>>98475289>GMPCDon't
>>98475528>>98475479Just have her die immediately, both to set some stakes and to get yourself out of the GMPC trap. It's bad enough you've already named her and feel attached.The party doesn't require a healbot. You require a waifu. Don't make the party deal with her.
>>98475972Lijah is a dude, anon. An ugly one at that.
>>98476022You're not helping yourself.
>>98447109>>98445500This is awesome, great work anon.
I am gonna run a "beach episode" for my group this next game coming up. Any suggestions for activities?
>>98445500As someone who has been working on his own L5R to SW conversion, this is pretty slick.
>>98475957Fucking use a GM screen and keep that shit secret for a reason, dumbass.
>>98476550Need some details to go on there, bud.
>>98476784If your game state cannot survive an extreme dice roll, then you shouldn't be rolling the dice.
>>98476524Not my fault y'all are just trying to rain on my parade and make assumptions.>wow I should fill this GIANT FUCKING HOLE in my party>wow anon you just wanna put your waifu in you fucking retard, nobody will offer any sort of input beyond "wow dont" because that's real helpfulShout-out to the few that offered some actual advice. Everyone else should stop being so fucking bitter on /tg/ of all places.
>>98476886One of your players has yet to make a character, by your description. And Swade isn't d&d, you don't need a fighter thied cleric and magic user. You can grouse about being bitter, but somehow coming to the conclusion that the marshall is supposed to run their own character, and wanting to run your own character in a 4 person party, in a game you've yet to play a single session of, is the one of the most bright crimson flags I've seen in awhile. People's immediate aggression to the idea is because 999 times out 1000 its horrible.
>>98476956Almost like someone could have said that instead of being unhelpfully vague with "just don't". Crazy shit, right? I can even, holy shit, drop out as a character after we get the party going. Someone even suggested I kill myself off in the first go around, which isn't a terrible idea.I'm open to being wrong about shit, and did concede I should chop some of my opening plot-line off.. Shame nobody here can communicate civilly - myself included.
Planning on running a Savage Worlds game in the future. I like the idea of Extras, but I'm unsure on how they should be used, especially considering things like action economy.If I'm running a F.E.A.R. type game, with the PC's having extra squaddies with them. So should a platoon of spec ops (PCs and NPCs) vs Psychic Clone Soldiers work? In combat should I just be grouping up enemies in squads for initiative? Should I be using group rolls for shooting? I've seen no resources online talking about it.
>>98477004There are rules in the core book for having multiple extras act at once, although I think the assumption is that it'd be for skill rolls as opposed to combat. I have all my extras of the same type go on the same initiative, and if you've got a big giant group, you could also just have them go last every time, if they greatly outnumber the PCs it isn't going to matter. Just roll for all of them, the likelihood is that most of them will miss, in a big enough group a few will hit and one or two might ace, depending on how big your group is. You want to be careful about how you spread your damage out, too.
>>98476988That dude just seems to be a dick based on previous posts desu, GMPC's aren't an inherent negative and savage worlds certainly lends itself to having party NPCS, although one thing I might encourage you to do instead is allow the party to control this healer character collectively(or just whoever likes doing it the most) as a wild card ally because allies are a fun part of SW and its good to introduce players to the idea if they haven't done much with hirelings before.>>98477004I had the same initial thoughts about action economy for large groups of minions/thugs/etc but as the other anon said it surprisingly works out because a lot of them whiff. What I like to do is group up similar extras into a max of like 4 or 5 if its a large group of say gangers or clone soldiers so that way you still get to resolve multiple at once but its not just 20 mooks going at the same time before or after the pcs, and absolutely giving your players extra squaddies helps alleviate any action economy difference.
>>98477135Also a good idea. Maybe for a bit later in, as nobody has toyed with the system beyond shooting and stabbing at the moment. I know the Blessed has a whole system for a bunch of rag-tag followers, so I may end up delegating that among the party should that come up. Give everyone an extra set of hands to open up their options - even if it's just using them meatshields, simple and effective as that is - and the repercussions of it.
>>98477164What I might try in this case is essentially ween your players into assuming control of the character. So to start have him be there and introduce your players to the idea of roleplaying him where its relevant, maybe just funny side stuff cus hes mute and for combat you can initially determine his actions so the players dont have to worry about learning his options but do it more as "This is what I think would be the best course of action for them" and if any players chime in otherwise they should be able to take control. Over time slowly leaning towards asking the players what they think he should do instead of suggesting it yourself as they get more familiar with their own options.
>>98477022Basically my idea is that PCs will have 4 NPCs with each of them for 20 "good guys" total. The PCs can control each of their squaddies. But if I'm doing a similar fight of NPC numbers, that's 20 enemy extras.>>98477135So you're saying I should have basically 8 cards being drawn per round, with the 4 PCs and their controllable extras, and 5 for the enemy group of 20 (4 groups of 5)?
>>98477135>That dude just seems to be a dick based on previous posts desu, GMPC's aren't an inherent negativeI guarantee you don't know which are my previous posts, and "good gmpcs" don't exist, a gmpc is *always* a negative thing.
>>98477571>Basically my idea is that PCs will have 4 NPCs with each of them for 20 "good guys" total. The PCs can control each of their squaddies. But if I'm doing a similar fight of NPC numbers, that's 20 enemy extras.That's a shitload of dudes, sort of no matter what it's going to get unweildy. Are the squaddies also going to be extras?Also, how granular do you need this to be? Are you going to have a big map with a shitload of minis, or is this going to be TotM?
The problem with a GMPC is that it's just a bad NPC ally with higher billing than it should have. Realistically GM granted cohorts shouldn't fully plug holes in party composition, shouldn't be permanent or fully reliable.SWADE has options for taking companions and underlings already; if party members want such a thing they can already put progression towards that; otherwise weaknesses in a group are opportunities for scenarios and play.Every once in a while I get the urge to rewrite some of my PCs as NPCs for games and I need to remind myself that for different purposes, different characteristics are required. Even if they're my favoritest character in the whole wide world, I need to budget their presence, limit their impact and focus their purpose so to neither monopolize game time nor trivialize challenge.It is in many ways, for example, more interesting to have to take your characters to a healer/doctor for care than have the healer or doctor follow them around arbitrarily.
>>98477571>I should have basically 8 cards being drawn per round, with the 4 PCs and their controllable extras, and 5 for the enemy group of 20Yes thats about what I would do, ultimately you'll have to feel out exactly how you want to manage things as you play but grouping things like that should help a bit. As >>98478070says it is a shitload of dudes and at first it will be unwieldy BUT savage worlds is actually rather well suited to throwing two groups of 20 dudes at each other. It's still a big combat and you probably don't want every mission to be that big but overall if you had to pick any system to do something like that in this is probably the one.
>>98479375>says it is a shitload of dudes and at first it will be unwieldy BUT savage worlds is actually rather well suited to throwing two groups of 20 dudes at each other.I agree 100 percent, they just need to be ready for turns to take a little time, and being alright with that.Whether or not it's actual grid square combat really determines how granular you want to get. I think you could model enemies as swarms pretty easily if you were running TotM, but that probably wouldn't be as rewarding in actual physical tabletop combat.
>>98478805This is a very good, well thought out post, thank you for writing it.
>>98478070>>98479375>>98479393Battlemap, it's going to be over FoundryVTT so there's going to be *some* automation to speed things up. And yes, the ally squaddies are going to be extras as well.
>>98479511So, I would have your squaddies all go on the initiative of the main pc controlling them. I'd have your mooks go off in chunks of 5-10, and would keep them very simple (probably a d6, 8 or lower toughness, d8 or d10 weapons). If you're going to use special mooks (big guy, armor guy, flamethrower guy) I'd run them as singles on their own card. There are probably places where you could get a bunch of random d6 or d8 rolls that explode printed out. Id print out a big sheet, and wouldn't even bother rolling for mooks; when it gets to their turn just go down your sheet, crossing off numbers and describing misses and the occasional hit. It'll speed up your turns a little bit.You're also gonna want to make sure that your players have a good quick start card for their squaddies. They should also understand what shit they can do; squaddies pulling fire, making a distraction, or placing status on enemies could possibly be more useful than just endless weapon spam.
>>98477004>Psychic Clone SoldiersAre they mooks or wild cards? Do they have powers or not?
>>98477004This is a wargameWild Cards are the spess mehreen lieutenants and ork warbosses with their 3(4) wounds and the extras are the normal muhreens and boyz with 1w each.SW doesn't resolve that quickly for you to want to start with 5 units per player unless you REALLY want to. That should be something saved for later in your campaign, though it's doable if ALL players can learn da rules instead of flouriding.Usually when I do big battles with 10-20+ dudes I group everything by Statline (d6 in skill Grunt guys go in group 1,d8 in skill elite guys go in group 2, Boss Wildcard in his own group, etc.). Since jokers are a thing you don't want everyone in one group to get that +2 to everything but also you don't want the players to think they can fish for jokers while waiting in cover.Also don't give anyone shotguns or autoshotguns(aiee) without having buckshot double the target's armor.
>>98480538Yeah, I had some concerns about this. But I saw games like Weird Wars seemed to want you to have a whole squad of people, and I was hearing at how the devs were playing a wargame version of...I think it was RIFTS. So I thought it might be a better fit than most RPGs.>>98480416Mooks. In F.E.A.R. they're "psychic" clone soldiers because they're being controlled by a psychic.
>>98472826>I'm more a slow RP heavy investigation type GMyou could still do that, you don't need any mechanics for this. But SW mechanics would still lean more towards pulp noir with gunfights and back alley brawls than pure investigation
I ran a year long PotSM game in savage worlds that was fairly well recieved. While it is not the only system I run and it is lacking depth in some respects it is one of the easiest games to get people started in. Right now I am looking at east texas university. It seems like a fun setting to play in. We ran a test one shot but it ended disappointingly
>>98424979>Anyone else running or playing it?No... It was my introduction to GMing but after the first game was over (and the group fell apart) no one else seemed interested in playing, or playing anything outside of DnD for that matterBut I have a bunch of different ideas for campaigns in case I ever find people
>>98486968>But I have a bunch of different ideas for campaigns in case I ever find peopleMight as well share with the class
>>98472826>>98481977As the Anon stated, this is more of an RP thing than a system thing. I've run very atmospheric slow burn call of cthulu scenarios in SWADE and it's been excellent. If you're GMing this kind of thing don't be afraid to use negative modifies. I feel like most people forget about these and then wonder why wild cards succeed at everything. I've also found that using opposed rolls instead of a static tn for when npcs are opposing player actions to work wonders as well. At the end of the day SWADE has such a solid core system its stupidly easy to house rule stuff without breaking things, and is perhaps the easiest rpg I've ever gm'd when it comes to making stuff up on the fly.
Savage Worlds will always be special to me because the cheap price of the Deluxe Edition rulebook ($10) caused my to start a rule that all players at my table must have a physical rulebook to play and it weeded out 99% of problem players. I still use this rule for any system unless it's some obscure shit or hard to find material.
Questions?>What genres does Savage Worlds do the best? >What genres does it have trouble with?>Does it do traditional dungeon fantasy well?>Do I need the fantasy companion to do traditional dungeon fantasy well?>What do the genre companions (like the Fantasy one) actually give you?
>>98493673>What do the genre companions (like the Fantasy one) actually give you?I can't speak to the fantasy one (it's the one I haven't read) but the companions give you templates, genre specific edges and hindrances, genre specific items, genre rules, rules for a genre specific kind of base with some subsystems concerning them, and a bestiary for the genre. For instance, Super Powers has a lot of Super Powers, enemy supes, items of power, and rules for hideouts. Scifi has a lot more gear, stuff about starships and mechs, rules for bases.It's all shit you could come up with using the base rules (the math is incredibly transparent in SW) but it basically gives you a bunch of templates for shit you could do with the rules.
>>98487664okI have a setting for fallout, that was heavily inspired by van buren and would be more of a sandbox game. I already have a bunch of homebrew edges, items and new rulesA post apocalyptic dark fantasy one that would take place in a dying world and the players would be various kinds if intelligent monsters (or undead, I'm still not sure) that were revived in a final quest to save (or not) the world and redeem themselvesThis one was partially inspired by last armageddon and i'd honestly expect the players to be real muderhobbos and evil pos in itA modern day fantasy that is kind of a mix of stalker and darkest dungeon where a bunch of interdimensional rifts opened around the world and created these lovecraftian dungeons. I'd use the no pp rules and the players would be the expendable people that are sent there to recover artifacts, be it for money or science or whateverIt would be a really deadly game. In one moment you are easily cutting trough a horde of undead and in the other a lizard man rips your head off. This one can easily be a bunch of oneshots so i would probably go for it first if I ever find a groupI also have less developed stuff like a sci fi setting that is basically a hodgepodge of 40k and warframe stuff with the serial number filled off and a "pure fantasy" world (basically those absurd ghibli worlds), where i'd do a civil war story with the players eventually commanding armies for whichever faction they choose to support
>>98493673>What genres does Savage Worlds do the best?Anything that you'd call pulp or action adventure>What genres does it have trouble with?it doesn't have a well developed rule set for social intrigue, i guess. Also it can do horror but there are better systems for it>Does it do traditional dungeon fantasy well?Yeah>Do I need the fantasy companion to do traditional dungeon fantasy well?No, but it would help a lot. The companions are easy to find tho, if you don't wanna buy them
>>98493673>What genre does it do best?Action forward games. Chase down people, kill things in combat, fire off guns, spells, mooks in giant slingshots, etc.>What genres does it not do well?Anything that isn't action forward. It's a generic system in that it can handle most settings and tones really well. It is not be a generic setting in that it can handle different overall playing styles well. >Does it handle traditional fantasy well?Yes. Provided you are playing as dungeon clearing, monster killing, types. If you want the political/intrique side of fantasy stuff, I'd pass on it. >Do I NEED the Fantasy Companion?No, but it helps a lot by giving you traps, a bestiary, items, setting rules, different flavors of magic edges, etc. >What do the companions give you?Same deal as the Fantasy Companion. Setting rules, edges, hinderances, bestiaries, etc. None of them are absolutely necessary but all of them do take pressure off you making stuff whole cloth and offer a lot of inspiration for how to make stuff work for the setting you are building. I don't consider them essential to own but do put them above setting specific stuff like Deadlands if you are going to be making your own settings at any point.