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Fantasy "The Boys" for SWADE
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<blockquote data-quote="Reynard" data-source="post: 8786934" data-attributes="member: 467"><p>I am a month out from the con and working seriously at this point. I am running a playtest session this weekend just to iron out the kinks and figure out where blind spots and tunnel vision might cause me issues.</p><p></p><p>Here's my working "theory" doc for my "Savaged in the Dark" implementation of SWADE:</p><p>----------</p><p>Savaged in the Dark</p><p>SWADE Variant System Notes</p><p></p><p>“Die, Heroes” is being played with the Savage Worlds Adventure Edition (SWADE) rules. However, the specific needs of this adventure (mortal anti-heroes against corrupt supers they can’t hope to fight directly) have me leaning on some of the tools found in Blades in the Dark, Band of Blades and Scum and Villainy -- that is, Forged in the Dark games. So, obviously, “Savaged in the Dark.”</p><p></p><p>First: the game will run largely SWADE by the book, especially in combat. I have neither the time nor the inclination to rebuild the system from the ground up and SWADE is a solid, fun, fast and often swingy (that’s a plus) system, so I plan to keep it for most things.</p><p></p><p>The parts of FitD I want to incorporate are more philosophical. First, the failure-success-raise action resolution system in SWADE is going to look more like FitD failure/complication-success at a cost-full success continuum. Players will still be making their skill checks, but the results of those checks will look more like FitD. This includes “playing to find out” in most instances. I don't really plan that tightly anyway, so this is something I do naturally, but in the Savaged in the Dark “system” I am proposing, players will actually establish fiction in some instances based on the results of the rolls.</p><p></p><p>Relatedly, the other main tool I will incorporate from FitD is the Clocks system. In fact, the basic unit of the con slot adventure will be a clock: finding out the supers weakness and setting themselves up in a way to take advantage of it will be a clock. The confrontation is going to happen one way or the other (because it is a con game and that’s the point), so the question will be how prepared will the PCs be. The exact form that it takes will be based on the “play to find out” ethos but how it shakes out mechanically will be determined by how far along the clock the PCs are (with the last quarter of the clock determining the relative power of the Champion when engaged).</p><p></p><p>There are a couple other house rules, variant rules, and FitD tools I will be using.</p><p></p><p>Bennies can be used for flashbacks in addition to their normal uses.</p><p></p><p>Any combat other than the fights against the Champion will be dealt with as a quick combat, and most tasks in the adventure will be dramatic tasks -- this is both for speed and to keep everyone engaged. Relatedly, consequences of failure will be fiction positioning rather than “damage.”</p><p></p><p>Pre-Gens</p><p>Characters will be Veterans with a total of 9 advances. They are highly competent. They are the ones that survived the war between the Champions and the Monstrosities and the ones that suffered the depredations of the Champions. They are the ones the Church and the Crown came to. But it won’t matter much, at least in a stand up fight with a Champion. The only thing that will save them and lead to success is their wits, and applying their considerable skills in a way that actually creates an overwhelming advantage.</p></blockquote><p></p>
[QUOTE="Reynard, post: 8786934, member: 467"] I am a month out from the con and working seriously at this point. I am running a playtest session this weekend just to iron out the kinks and figure out where blind spots and tunnel vision might cause me issues. Here's my working "theory" doc for my "Savaged in the Dark" implementation of SWADE: ---------- Savaged in the Dark SWADE Variant System Notes “Die, Heroes” is being played with the Savage Worlds Adventure Edition (SWADE) rules. However, the specific needs of this adventure (mortal anti-heroes against corrupt supers they can’t hope to fight directly) have me leaning on some of the tools found in Blades in the Dark, Band of Blades and Scum and Villainy -- that is, Forged in the Dark games. So, obviously, “Savaged in the Dark.” First: the game will run largely SWADE by the book, especially in combat. I have neither the time nor the inclination to rebuild the system from the ground up and SWADE is a solid, fun, fast and often swingy (that’s a plus) system, so I plan to keep it for most things. The parts of FitD I want to incorporate are more philosophical. First, the failure-success-raise action resolution system in SWADE is going to look more like FitD failure/complication-success at a cost-full success continuum. Players will still be making their skill checks, but the results of those checks will look more like FitD. This includes “playing to find out” in most instances. I don't really plan that tightly anyway, so this is something I do naturally, but in the Savaged in the Dark “system” I am proposing, players will actually establish fiction in some instances based on the results of the rolls. Relatedly, the other main tool I will incorporate from FitD is the Clocks system. In fact, the basic unit of the con slot adventure will be a clock: finding out the supers weakness and setting themselves up in a way to take advantage of it will be a clock. The confrontation is going to happen one way or the other (because it is a con game and that’s the point), so the question will be how prepared will the PCs be. The exact form that it takes will be based on the “play to find out” ethos but how it shakes out mechanically will be determined by how far along the clock the PCs are (with the last quarter of the clock determining the relative power of the Champion when engaged). There are a couple other house rules, variant rules, and FitD tools I will be using. Bennies can be used for flashbacks in addition to their normal uses. Any combat other than the fights against the Champion will be dealt with as a quick combat, and most tasks in the adventure will be dramatic tasks -- this is both for speed and to keep everyone engaged. Relatedly, consequences of failure will be fiction positioning rather than “damage.” Pre-Gens Characters will be Veterans with a total of 9 advances. They are highly competent. They are the ones that survived the war between the Champions and the Monstrosities and the ones that suffered the depredations of the Champions. They are the ones the Church and the Crown came to. But it won’t matter much, at least in a stand up fight with a Champion. The only thing that will save them and lead to success is their wits, and applying their considerable skills in a way that actually creates an overwhelming advantage. [/QUOTE]
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