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My first Savage Worlds experience...
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<blockquote data-quote="Flynn" data-source="post: 3900355" data-attributes="member: 1836"><p><strong>Third time into the breech, second as a GM...</strong></p><p></p><p>Good Morning, All:</p><p></p><p>I ran a second One Shot of Savage Worlds last night, and it had its high points and its low points. The low points first: Based on the ease with which the larger group wiped out the Extras in my last One Shot, I sent too many Extras against the party last night. I wanted to capture the big combat feel that many people talk about with Savage Worlds, and see how well the rules hold up to that. Needless to say, it was ugly. Some lucky rolls on my part, a poor tactical decision early on, the party split up and they went down. Yeah, it was ugly. The result was that now I know to start small and build up in encounter size as the main campaign moves forward, to help me get a feel for the combat. The randomness factor was still an issue (small but present), and that might be an obstacle in the future, but aside from that and the ugly end of the scenario, all three players reported that they really enjoyed the system for various reasons (no classes, versatile character concepts, fast resolution, etc.) and were willing to try a campaign in it.</p><p></p><p>The high points: the system proved once again easy to teach and easy to implement. After the scenario, we talked about the system for almost another hour, exploring different elements of it and discussing character and combat possibilities. We recognized that the character concepts that had been discussed thus far for the fantasy campaign I'm going to start were not combat monsters, and I am taking note of that in my plans for adventure creation.</p><p></p><p>The system is starting to come second nature to me now, which is a good thing. There were a few elements that I have to look up (because I hadn't used them yet), and it is likely that there always will be, but I feel about as comfortable with it as I do with D20, which surprises me. The hardest part to get used to is setting my own expectations for encounters (obviously), because I need to develop a sense for a character's capacity within the system.</p><p></p><p>Still, even with the unbalanced encounter, the mood in regards to the system itself was positive, and so I am definitely moving forward with my plans to run the next campaign as a Savage Worlds campaign. So, it looks like the gang will need to build some characters over my group's mailing list this week, and hopefully next Wednesday, we can start our new campaign!</p><p></p><p>Looking Forward To It,</p><p>Flynn</p></blockquote><p></p>
[QUOTE="Flynn, post: 3900355, member: 1836"] [b]Third time into the breech, second as a GM...[/b] Good Morning, All: I ran a second One Shot of Savage Worlds last night, and it had its high points and its low points. The low points first: Based on the ease with which the larger group wiped out the Extras in my last One Shot, I sent too many Extras against the party last night. I wanted to capture the big combat feel that many people talk about with Savage Worlds, and see how well the rules hold up to that. Needless to say, it was ugly. Some lucky rolls on my part, a poor tactical decision early on, the party split up and they went down. Yeah, it was ugly. The result was that now I know to start small and build up in encounter size as the main campaign moves forward, to help me get a feel for the combat. The randomness factor was still an issue (small but present), and that might be an obstacle in the future, but aside from that and the ugly end of the scenario, all three players reported that they really enjoyed the system for various reasons (no classes, versatile character concepts, fast resolution, etc.) and were willing to try a campaign in it. The high points: the system proved once again easy to teach and easy to implement. After the scenario, we talked about the system for almost another hour, exploring different elements of it and discussing character and combat possibilities. We recognized that the character concepts that had been discussed thus far for the fantasy campaign I'm going to start were not combat monsters, and I am taking note of that in my plans for adventure creation. The system is starting to come second nature to me now, which is a good thing. There were a few elements that I have to look up (because I hadn't used them yet), and it is likely that there always will be, but I feel about as comfortable with it as I do with D20, which surprises me. The hardest part to get used to is setting my own expectations for encounters (obviously), because I need to develop a sense for a character's capacity within the system. Still, even with the unbalanced encounter, the mood in regards to the system itself was positive, and so I am definitely moving forward with my plans to run the next campaign as a Savage Worlds campaign. So, it looks like the gang will need to build some characters over my group's mailing list this week, and hopefully next Wednesday, we can start our new campaign! Looking Forward To It, Flynn [/QUOTE]
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