A few of the players and I went to see Nosferatu on New Years Day. One of them mentioned, off-hand, "I'm really enjoying the system." They didn't specifically call out enjoying the characters, the adventure, the setting, etc.
Some of the things that got me:
British accents in Germany
A Germany in the 1830s (wasn't unified until 1871)
I loved the look of it. It was my first time seeing an Eggers film. Loved the use of languages other than English, even using an extinct language for the Count.
The original 1922...
You know, we had D&D-themed beer. So I guess it's whatever.
This just gets me more because my dad was a gambling addict and not an alcoholic.
But heck, maybe if he was still around he could tell me he "played D&D at the casino."
I was just thinking about this. I'm considering just bundling them with the regular action, like if they're essential to work for the character. Like a monk can just spend their ki point to do flurry.
Bonus action spells are just regular "action" spells.
I think it would work fine.
I'm so tired of the pervasiveness of gambling. Seems like every other ad while I'm watching hockey is for online sports betting. It might hit me more than others because my dad was a gambling addict who once lost our house on illegal gambling.
Just ... can't this just be a game that we play...
One thing I missed in my first half dozen read throughs of the core book is a small sidebar about bringing in new/replacement characters into an ongoing game. I had assumed that they would just start as new adventurers. They actually get the same number of heroic abilities as the other...
I thought it would be helpful so they could look under a specific entry and not have to read the whole sheet from top to bottom.
Also, the rolls are very confusing to the group when they're slightly different.
For example:
You add weapon damage rolls but don't add the wild die to trait rolls...
Right. The examples listed here serve better (especially graphically) as quick flow charts. I guess I was constructing mine to teach the game to complete beginners. I'll probably use one of these others.
I gave them all copies of the new Players Guides from Pinnacle. They've had them for almost...
There's a lot in that "etc"
In progress...
Savage Worlds Cheat Sheet
Acing/Exploding Dice
Any time your die comes up as the highest possible result, you can keep rolling and adding to that number until you don’t get the highest possible result.
Trait Tests
When you want to use a skill...
If they're going to be humoring my tastes, then I'm going to go all in on my tastes and make this game more light-hearted and fun. More aliens, over the top action. Guardians of the Galaxy kinda stuff.
My wife suggested creating a "cheat sheet" explaining the basics of gameplay. (Mind you, I'm not talking about advanced combat options or anything - just the basics of how to play the game.)
I've got two single-spaced pages, and I don't feel like I'm even halfway there.
My earliest memories of DMing were unusual. I would run the occasional game for a friend or my sister - I didn't run for a "typical adventuring" party for years.
And I ran it like the Dragon Warrior/Quest video game. "You're walking outside of town. A random monster appears. A displacer beast...
I experimented with many of the optional rules throughout my time with 2E.
By the time my games and style were most established, we regularly used Deaths Door, Weapon Speed Factor, numerous Kits from the splats.
We also had some players who made extremely imbalanced characters. I remember a...
I started with the AD&D 2e hardcovers and didn't understand them for years. My "basic set" was HeroQuest.
I've still not played AD&D 1e, B/X, BECMI, etc.
I still have mine. That's what taught me the game. She was my Matt Mercer. I wish I could've gotten her to sign my copy.