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<blockquote data-quote="SavageRobby" data-source="post: 4233501" data-attributes="member: 51573"><p>I took a look at the thread - not much there crunch-wise at the moment. <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></p><p></p><p>So far I've only written up a conversion for Beliefs and Instincts. Both are basically the same deal as in BW - write up three of each, make them interesting and tools for conflict/drama, expose them to the GM and other players.</p><p></p><p>For Beliefs, I wrote a rule that lets you call on one once per session, and you gain a +2 on all Trait rolls for the scene. (Of course, it must be an <em>important</em> scene and tied directly to the belief called on somehow - no bonus mongering.) I used the scene from Out of Gas where Mal Soaks the shot from the pirates, drives them off the ship and then staggers to the engine room to put in the part as example text.</p><p></p><p>For Instincts, they're basically what they are; an automatic reaction based on a condition (always, never, if/when). I put in that you can't affect someone else with the action, so no casting a spell on someone else, although you could ready a spell or cast a spell on yourself. Out of combat Instincts are a bit more liberal (such as the 'Scrounge for weapons after battle'). I like the section later in the book that states Instincts are essentially "I don't want to deal with this again" or "challenge me here, I dare you" statements. </p><p></p><p>I haven't written up anything for skills, but I plan to include the action/intent declaration, instead of the simple mechanical declaration. I also plan to add FoRKs, with each success and raise on a related Knowledge skill gives a +1 bonus to the skill roll at hand. I may limit that to one FoRK per skill roll. And of course, the aforementioned Let it Ride, at least in some context. I like it for skills that represent a series of actions rolled into a single roll - Survival, Streetwise, Persuasion, Tracking, etc, and I think FoRKing and Let it Ride (and Helping) should go hand in hand. If its big enough and important enough to be able to get Help or FoRK, its big enough and important enough to be rolled once, period.</p><p></p><p></p><p>Also, I should note that reading through the BW Test of Wills was a really cool read (although it sounds like it would be fiddly in action, but thats pure speculation) - and it reminded me a great deal of the Mass Combat rules in SW, most especially the way that Flynn used them in his game* for a large social conflict (the Dwarven Allthing). I definitely want to use those more often, and after reading the Test of Wills, I see how that could be useful in an RP context as a system to (mechanically) resolve character disagreements. </p><p></p><p></p><p></p><p></p><p></p><p>* If you're a Savage fan and you're not reading Flynn's Savage Reports, you're missing something. Here is the thread, set on the page that contains the description of the Allthing: <a href="http://www.enworld.org/showthread.php?t=213056&page=5&pp=15" target="_blank">http://www.enworld.org/showthread.php?t=213056&page=5&pp=15</a></p></blockquote><p></p>
[QUOTE="SavageRobby, post: 4233501, member: 51573"] I took a look at the thread - not much there crunch-wise at the moment. :) So far I've only written up a conversion for Beliefs and Instincts. Both are basically the same deal as in BW - write up three of each, make them interesting and tools for conflict/drama, expose them to the GM and other players. For Beliefs, I wrote a rule that lets you call on one once per session, and you gain a +2 on all Trait rolls for the scene. (Of course, it must be an [i]important[/i] scene and tied directly to the belief called on somehow - no bonus mongering.) I used the scene from Out of Gas where Mal Soaks the shot from the pirates, drives them off the ship and then staggers to the engine room to put in the part as example text. For Instincts, they're basically what they are; an automatic reaction based on a condition (always, never, if/when). I put in that you can't affect someone else with the action, so no casting a spell on someone else, although you could ready a spell or cast a spell on yourself. Out of combat Instincts are a bit more liberal (such as the 'Scrounge for weapons after battle'). I like the section later in the book that states Instincts are essentially "I don't want to deal with this again" or "challenge me here, I dare you" statements. I haven't written up anything for skills, but I plan to include the action/intent declaration, instead of the simple mechanical declaration. I also plan to add FoRKs, with each success and raise on a related Knowledge skill gives a +1 bonus to the skill roll at hand. I may limit that to one FoRK per skill roll. And of course, the aforementioned Let it Ride, at least in some context. I like it for skills that represent a series of actions rolled into a single roll - Survival, Streetwise, Persuasion, Tracking, etc, and I think FoRKing and Let it Ride (and Helping) should go hand in hand. If its big enough and important enough to be able to get Help or FoRK, its big enough and important enough to be rolled once, period. Also, I should note that reading through the BW Test of Wills was a really cool read (although it sounds like it would be fiddly in action, but thats pure speculation) - and it reminded me a great deal of the Mass Combat rules in SW, most especially the way that Flynn used them in his game* for a large social conflict (the Dwarven Allthing). I definitely want to use those more often, and after reading the Test of Wills, I see how that could be useful in an RP context as a system to (mechanically) resolve character disagreements. * If you're a Savage fan and you're not reading Flynn's Savage Reports, you're missing something. Here is the thread, set on the page that contains the description of the Allthing: [url]http://www.enworld.org/showthread.php?t=213056&page=5&pp=15[/url] [/QUOTE]
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