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General Tabletop Discussion
*TTRPGs General
Looking for Some Friendly Advice for Learning to Balance/GM Savage Worlds
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<blockquote data-quote="amerigoV" data-source="post: 5258398"><p>Given your posting here, I presume you have a heavy D&D background or play a lot of fantasy. One trap that I see it to throw a small number of Wilds and high toughness creatures at the PCs. To get a feel of things, throw out tons of low toughness extras. High toughness Wilds turn into grindy fights, especially as the GM when you soak wounds. You also wind up with a big pool of Bennies to soak (the Wilds Bennies and the Pool). These types of fight should be the end of module fight, not the norm.</p><p></p><p>You might consider a different genre just to get the hang of the game - you have less player preconceptions than if you start with Fantasy. It might get people out of the D&Disms like 5' step/shift, action at beginning/end of moves, etc). (note - I am running Expedition to Castle Ravenloft via Savage Worlds side by side with another guy running one of the Pathfinder AP using 3.5 without any issue).</p><p></p><p>As GM, be sure to focus on Trappings description. That really brings the magic/power system to life.</p><p></p><p>Bennies are the currency of the game (vs. HPs in D&D). As GM, you control how tough a creature is by deeming it an Extra or a Wild and how many bennies you use to keep it up. </p><p></p><p>As for jumping between genres, it is a breeze. In a long session (8 hour), we did Weird Wars (Viet Nam) and then Super Heroes. The group was a mix of Savage veterans and some of us Seasoned players at best. We transitioned easily as 95% of the system translated without thought.</p></blockquote><p></p>
[QUOTE="amerigoV, post: 5258398"] Given your posting here, I presume you have a heavy D&D background or play a lot of fantasy. One trap that I see it to throw a small number of Wilds and high toughness creatures at the PCs. To get a feel of things, throw out tons of low toughness extras. High toughness Wilds turn into grindy fights, especially as the GM when you soak wounds. You also wind up with a big pool of Bennies to soak (the Wilds Bennies and the Pool). These types of fight should be the end of module fight, not the norm. You might consider a different genre just to get the hang of the game - you have less player preconceptions than if you start with Fantasy. It might get people out of the D&Disms like 5' step/shift, action at beginning/end of moves, etc). (note - I am running Expedition to Castle Ravenloft via Savage Worlds side by side with another guy running one of the Pathfinder AP using 3.5 without any issue). As GM, be sure to focus on Trappings description. That really brings the magic/power system to life. Bennies are the currency of the game (vs. HPs in D&D). As GM, you control how tough a creature is by deeming it an Extra or a Wild and how many bennies you use to keep it up. As for jumping between genres, it is a breeze. In a long session (8 hour), we did Weird Wars (Viet Nam) and then Super Heroes. The group was a mix of Savage veterans and some of us Seasoned players at best. We transitioned easily as 95% of the system translated without thought. [/QUOTE]
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