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Savage Worlds/Pathfinder - A SavageRobby One Shot...
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<blockquote data-quote="SavageRobby" data-source="post: 4129055" data-attributes="member: 51573"><p>Flynn does a great job on his reports. I suspect he could make a trip to the dentist sound enthralling - but that is one thing that makes him a fun player to have. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> </p><p></p><p>I don't have the SW Bestiary - between all the other resources available and the ease of monster creation in the stock system, I never found the need for it. I do have the Fantasy Gear toolkit (which is okay) and the Fantasy Worldbuilder (which is <em>awesome</em>), along with the Horror GM Toolkit, which is also very good. I've also pulled powers, edges and hindrances from Evernight, 50 Fathoms, Deadlands, Tour of Darkness, Rippers, Necropolis, Lowlife, Runepunk, Shaintar and now Solomon Kane, and probably one or two other official Savage Worlds books as well, plus things from other Savage coversions (Advanced Dungeons and Savages was a great inspiration, as was the Savage Lejendary conversion) and other game systems. If its a cool power, edge or hindrance, I nab it and add it to my master list. (My list is mostly tailored to fantasy, but could be quickly repurposed to other genres.)</p><p></p><p>If you're interested in Fantasy, I would definitely get the Fantasy World Builder toolkit, the Horror GM Toolkit and the Shaintar Player's Guide. For some great summoning rules (akin to the old 1st edition Stormbringer summoning rules), as well as a nice system of racial edges and a few other cool touches, I really like Runepunk (I'm not sure if there is a player's guide or not). Solomon Kane has an interesting alternate magic system that makes magic less tactical and more strategic, and I'll be using elements of that in my Pathfinder game (mostly for NPCs). </p><p></p><p></p><p></p><p>As for converting itself the adventures themselves ... well, I mainly focus on the flavor and fluff bits, especially for the game world. I also did some "class packages" for Savage Worlds - basically a correlation between the d20 classes that are mentioned in the Pathfinder Player's Guide (which I bought and gave to my players, since its 90% fluff - and good fluff at that) and the Savage Worlds equivalents, to give them a baseline and idea. I also did "stock" d20 Arcane Backgrounds (Wizard, Sorcerer, Druid, Cleric and Monk - Bards don't cast spells) so they paralleled, and each Arcane Background has its own twist to differentiate it, and they are Savage ABs, so the deviate from a lot of the d20 norms. </p><p></p><p>One thing I'm a big believer in, especially after running our Evernight game is to let the players help shape the game world during character creation. Evernight has a very, very basic game world that is 95% open (and I mean "open"). So when my group made their characters, I asked them to each pick a different region, and help define the region a bit as they made their characters. We learned that one city (on the far east coast) was called the "End of the World" Endin and was a pit, and that one was the City of Gladiators, and that there was an elven prophecy about Nightfall (the big plot hook) and so forth. It was fantastic.</p><p></p><p>So I'm doing the same in Pathfinder. I love to get characters into the game and the world itself, to be part of the fabric of everything instead of just bystanders. In our early character discussions, we have one character who is the daughter of Risa but works at the Rusty Dragon with Ameiko, and by happenstance, another character (the resident Monk) - whose family has served Ameiko's family since they sailed here (hence, his Monkish powers, learned from the family) - also works at the Rusty Dragon as a bouncer. </p><p></p><p>For the rest of converting, I mostly play by ear. The nice thing about SW is that its easy to ratchet encounters up or down, so I'm going to mainly convert as I go (typically the adventure prior), throw in side treks and random encounters as appropriate and desired, and let the players go off on wild tangents if they want to. One thing I like doing things this way is that players don't have drastically more information than their characters - so they don't off the top of their head what the Fighting and Toughness of a Goblin or Skeleton or Zombie or whatnot is. That makes the sense of fear and wonder a bit more real as well. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="SavageRobby, post: 4129055, member: 51573"] Flynn does a great job on his reports. I suspect he could make a trip to the dentist sound enthralling - but that is one thing that makes him a fun player to have. :) I don't have the SW Bestiary - between all the other resources available and the ease of monster creation in the stock system, I never found the need for it. I do have the Fantasy Gear toolkit (which is okay) and the Fantasy Worldbuilder (which is [i]awesome[/i]), along with the Horror GM Toolkit, which is also very good. I've also pulled powers, edges and hindrances from Evernight, 50 Fathoms, Deadlands, Tour of Darkness, Rippers, Necropolis, Lowlife, Runepunk, Shaintar and now Solomon Kane, and probably one or two other official Savage Worlds books as well, plus things from other Savage coversions (Advanced Dungeons and Savages was a great inspiration, as was the Savage Lejendary conversion) and other game systems. If its a cool power, edge or hindrance, I nab it and add it to my master list. (My list is mostly tailored to fantasy, but could be quickly repurposed to other genres.) If you're interested in Fantasy, I would definitely get the Fantasy World Builder toolkit, the Horror GM Toolkit and the Shaintar Player's Guide. For some great summoning rules (akin to the old 1st edition Stormbringer summoning rules), as well as a nice system of racial edges and a few other cool touches, I really like Runepunk (I'm not sure if there is a player's guide or not). Solomon Kane has an interesting alternate magic system that makes magic less tactical and more strategic, and I'll be using elements of that in my Pathfinder game (mostly for NPCs). As for converting itself the adventures themselves ... well, I mainly focus on the flavor and fluff bits, especially for the game world. I also did some "class packages" for Savage Worlds - basically a correlation between the d20 classes that are mentioned in the Pathfinder Player's Guide (which I bought and gave to my players, since its 90% fluff - and good fluff at that) and the Savage Worlds equivalents, to give them a baseline and idea. I also did "stock" d20 Arcane Backgrounds (Wizard, Sorcerer, Druid, Cleric and Monk - Bards don't cast spells) so they paralleled, and each Arcane Background has its own twist to differentiate it, and they are Savage ABs, so the deviate from a lot of the d20 norms. One thing I'm a big believer in, especially after running our Evernight game is to let the players help shape the game world during character creation. Evernight has a very, very basic game world that is 95% open (and I mean "open"). So when my group made their characters, I asked them to each pick a different region, and help define the region a bit as they made their characters. We learned that one city (on the far east coast) was called the "End of the World" Endin and was a pit, and that one was the City of Gladiators, and that there was an elven prophecy about Nightfall (the big plot hook) and so forth. It was fantastic. So I'm doing the same in Pathfinder. I love to get characters into the game and the world itself, to be part of the fabric of everything instead of just bystanders. In our early character discussions, we have one character who is the daughter of Risa but works at the Rusty Dragon with Ameiko, and by happenstance, another character (the resident Monk) - whose family has served Ameiko's family since they sailed here (hence, his Monkish powers, learned from the family) - also works at the Rusty Dragon as a bouncer. For the rest of converting, I mostly play by ear. The nice thing about SW is that its easy to ratchet encounters up or down, so I'm going to mainly convert as I go (typically the adventure prior), throw in side treks and random encounters as appropriate and desired, and let the players go off on wild tangents if they want to. One thing I like doing things this way is that players don't have drastically more information than their characters - so they don't off the top of their head what the Fighting and Toughness of a Goblin or Skeleton or Zombie or whatnot is. That makes the sense of fear and wonder a bit more real as well. :) [/QUOTE]
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