Savage Worlds - Our First Game

As GM - I found running the game awesome. As players hadn't invested so much of the character sheets in combat, they were more willing to use other means to deal with encounters...that and the fact I have told them getting shot could be very bad (as you have no certainty like with hps).

Great! I find that my eyes are on the players and the table much more, and not on my GM materials - no tracking HP (I use poker chips for Shaken/Wounds or Maptools equivalent on the token) and the enemies are easy on the attack side (especially extras - just grab up a handful of d6s or d8s and go to town).
 

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Fun, and having read Shane's Diary of the Creation of Savage Worlds - I am in a very similar boat and finding that it does all the things he set out to do.

That diary is an incredible piece of gaming future history. There are so many developments you see in SW that are being mirrored in other games, even 4e has a fair bit of Savage to it.

I'm glad you enjoyed the game.
 

Great! I find that my eyes are on the players and the table much more, and not on my GM materials - no tracking HP (I use poker chips for Shaken/Wounds or Maptools equivalent on the token) and the enemies are easy on the attack side (especially extras - just grab up a handful of d6s or d8s and go to town).

Take this as your XP. I like systems that make managing npcs easy. As a GM your mind is full enough.
 


Other Adventures

I have downloaded all the 'one sheets' and am awaiting some full adventures for Deadlands in post.

I have heard of a Shark Bytes magazine - but went to website and it seems down/no more?

But I do remember seeing a list of free 3rd party adventures for Savage Worlds somewhere. Does anyone know where this is. I am chasing some longer adventures from different genres.

Thanks. C
 



3rd Session

Spent a Friday night with my old (and still occassional) Ballarat group. We had a player or 2 missing so I ran another SW session. (My third).

We played Deadlands again. One of the short adventures from Saddle Sore. My intentions were to use this 1st as it was a fairly striaght western, and then use another 1-sheet or short adv to ramp up the creeypness. We didn't get time :(

But - feedback on the system was good (other than having to have so many powers prepped for the Blessed - hard when you only have PDF - still awaiting books after a delay).

I again loved running the system. As we are still awaiting books, could someone please explain healing to me? A PC was wounded and I didn't really know where to go from there in the long term. (Remembered soaking and the Blessed's Healing power, but a character still had a wound at the end of the fight). So how long does this last? Do I roll on the wound location chart, etc?

(Kind of want to know b/c we are going to try and finish our 1st go at Deadlands tonight with my usual group. We are part way through 'Don't Drink the Water'. I love playing the lead juarista 'Cruz' from that adv. :)
Thanks in advance. C
 

Healing:

Within the "golden hour" after combat, anyone with a Healing skill (including the wounded PC) can try to remove the wound. A success removes one wound, a raise removes 2 wounds. Each attempt is 10 minutes (so 6 attempts are allowed). A couple of notes:

1 - Wound penalties of both the healer and the patient apply. So if both have a wound, the healing check is at -2. If the healer is healing himself, then count his wounds twice (once as healer, once as patient)

2 - If the result is 1 or less, then the attempt CAUSES another wound (oops). A hero that is already Incapacitated must make another Vigor check. Incapacitated must be dealt with before the wounds can be fixed, which takes up time

3. Characters that became Incapacitated (but not dead ;)) moves to Shaken with 3 wounds with the heal check. Then the wounds can be treated

4. If all the wounds are not removed in the Golden Hour, only natural healing or Greater Healing power removes them.


Natural Healing

Every 5 days make a Vigor check. Success removes 1 wound, 2 on a raise. A critical failure (1,1) adds a wound. Since you are running Deadlands, there are no bonuses to this check, but there are potential penalties

1. The normal wound penalty
2. -2 rough travelling (ie, you are not getting better in the back of a wagon)
3. -2 No medical attention (in modern/future settings you get a bonus from medical attention.)
4. -2 Poor environmental conditions (continual exposure to cold, rain)

The injury table only comes into play from Incapacitation. The results of when you become incapacitated dictate how long the injure lasts (end of encounter [raise], until the wounds are gone [success] or permanent [failed, but did not die])

Hope that helps.
 

Overall, a thorough post.
1 - Wound penalties of both the healer and the patient apply. So if both have a wound, the healing check is at -2. If the healer is healing himself, then count his wounds twice (once as healer, once as patient)

Slight expansion:
The patient's number of wounds (cannot exceed 3) always applies a penalty on the Healing roll. No matter how much Nerves o' Steel the patient has, or other ways to avoid wound penalties, the severity of the wounds hinders the Healing roll.
So a doctor with Improved Nerves o' Steel and 3 wounds treating himself makes a Healing roll (TN 4) at a -4 (3 wounds, 1 wound penalty to all Trait rolls).
 

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