My First Savage Worlds Game

Heh. I just bought 5 copies (at $7.50 each from Art's), plus 10 copies of the Pathfinder Player Guide (Rise of the Runelords) for less than $2 each. So for less than $10 a player, they've got a rulebook and a Player's Guide. Gotta love it. :)


Flynn - we might have an open seat for Pathfinder, and I'm still interested in doing a one shot for you guys. Lets talk via email again.



Also, for ranged folks don't forget the Aim manuever and the Marksman edge. And if you're not playing with Adventure Cards, GET THEM! They're great. :)
 

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Asmor said:
I never realized how complicated combat in SW can be.
Most of the time you can pretty much handle it on the fly. But where it gets complicated tends to be precisely where you need to know exactly what the rules specify because it's life-or-death for your character. Under those conditions the game will grind to a halt if you have to start parsing the rules out of the book. The flowchart should ideally allow you to walk through the specifications even in the heat of a deadly battle. So, I'd appreciate any feedback you can give on ease of use.

Speaking of feedback, I have also put together my own Savage Worlds chargen spreadsheet, which is not exactly perfect either. I'd appreciate it if you could try to enter your character in the spreadsheet and see if the results are correct, if it was relatively easy to figure out how it works.

http://www.ashmead.net/~angel/SavageWorlds/SavageForge-b42.zip
 

I also forgot to add that SW is a GM's dream. You can so easily come up with things on the fly. I would regularly just roll d6s for any stat for on-the-fly NPCs, maybe adding an edge or bumping the die size up one to d8 or down one to d4 for a specific skill to make them interesting. The players never know that you just made that NPC up.

I imagine that you could run a published D&D adventure and convert it as you play. How cool is that?
 

Yeah, my conversion of the first pathfinder is going pretty well. I think I may have spent about an hour on it so far, and a big part of that was perusing edges and generally overthinking things. And adding a new encounter to flesh things out to fit how my group plays.

The only real problem I've come across is the fact that magical items in D&D are these big things that increase quite often, yet in SW, it's been pointed out that even a +1 sword is a BIG deal. So, no +2 Shields and whatnot, which I guess is probably a good thing. I think I might allow PCs to spend their money to buy one-shot items, like healing potions and temporary stat boosts, so that I can still keep them buying gear from shops as the game progresses.
 

Yeah I don't mind savage worlds, I've played it a few times, and while it's got it's rules flaws they're not that big to mess the whole game up. If 4e falls flat on it's face Savage Worlds may be my game of choice.
 

So, today we had our first "real" session. Everyone got together and flipped through my player's guide (a conversion of the Rise of the Runelords players guide), before statting up characters. Two players insisted on doing it themselves (as they always do), while my brother mostly had the rules in mind when making his. The other two players were a bit unpredictable, and just described the character they wanted while I made the characters from memory.

In the end, we wound up with a fairly odd group (even by our standards), to the point where I named them "Eriph and the S***bags" - Eriph being the only normal(ish) character in the group.

We've got Eriph, an elven paladin with a deep code of honour and a halberd that is something of a family heirloom (trademark weapon). Gru'l is a half-orc tracker with a wolf companion who lost an eye, and is mourning the fact that his elven wife left him the only way he knows how - through drink. Thait is a gnomish alchemist with the Weird Science arcane background who has a few weird trinkets around him - he also secretly believes that all mechanical objects are intelligent, and has a fear that one day soon they will rise up and conquer the world. Jacob is a very devout priest of Laromidae (goddess of valour) - "Devout" to the point of zealotry. Gug is a very dull-witted (some would say borderline retarded) half-orc who has strange magical powers that manifest at the oddest of moments.

What was interesting about Character Generation is how quickly the group took to using hindrances. Everyone seemed to define their character by the bad sides as opposed to the "kewl powers". My group has always loved to play characters with quirks, though; with this system, the fact that they are rewarded for taking flaws is something they really like. One PC (Gug) actually had more hindrances than he could gain points for - he took them simply because they fit his concept.

We are running through Rise of the Runelords, heavily modified. If you plan on running these adventures, there may be minor (very minor) spoilers.

The PCs met two days' out of the town of Sandpoint, in a small country inn. Realizing they were all heading to the same area, they grouped together.

The next day, while crossing a bridge, they were stopped by a goblin riding a hairy dog. He squeaked out a "halt! We have you surrounded!" before realizing that the PC's hadn't actually CROSSED the bridge yet - he had jumped the gun a little too soon.

The PCs made some quick common knowledge rolls, with the gnome getting a +2 bonus from the fact that he could speak goblin. He aced the roll several times, and learned that not only did goblins hate dogs, but that they hated horses too. He also learned that goblin dogs are not considered to be "dogs" at all.

"Why are you riding a dog?" he quickly said, throwing the goblin into a rage.

The characters got into a fight with a mounted goblin wild card, as well as four goblins that quickly scrambled out from underneath the bridge. ON the other bank, goblin archers emerged, and started shooting arrows.

The gnome opened his "magic box" - a chest he wears around his neck that shoots out a hundred magical darts. This produced a burst effect, which turned one goblin into hamburger meat (the other goblin in the area of effect hid behind his companion). The Paladin was held down by two other goblins - when he tried to leave the combat, one of the goblins got in a lucky hit, forcing the player to spend a benny on the soak roll. The other goblin got in a hit that caused a shaken result, keeping the paladin firmly in place.

Eventually, the goblins on their side of the bridge was killed, and the priest charged across the bridge.

All three goblins opened fire on him, before two decided to flee (very Halo style, screaming "run away! RUN AWAY!" with their hands in the air). The other got in a shot that aced several times, getting five raises.

Yeah, five raises. The player burned most of his bennies, eventually only taking two wounds from the attack.

Luckily, the rest of the group was able to charge across the bridge - but not before the archer could jump into the river and swim away.

***

Soon, they made their way into Sandpoint, and had a few RP encounters. Mostly at this point, I was setting up the town - the Paladin met Balor Hemlock, Sergeant of the Town Guard, and the Cleric tried to build his own shrine in the Cathedral, while learning of the "Late Unpleasantness" of Sandpoint history.

Eventually, we ran another goblin attack, this time against seven unnamed goblins that attacked the town as part of an organized raid. The fight went fairly well, except for the part where the gnome stepped up and opened his 'magic box' once more. All three goblins dodged the attack, and then ganged up on him.

He had a parry of 2, and a toughness of 4. All of them hit. He was able to soak all the damage on the first hit, and then kept spending bennies to prevent wounds from accumulating on the second hit - but was benniless (and with one wound) by the time he had to take the third hit. Luckily for him, it only inflicted one raise - giving him two wounds, and a shaken condition.

The priest was able to heal the wound, while the rest of the group made short work of the goblins.

After this, the session ended.

***

Some notes about the game that I think are rather interesting:

1) Players use the multiple actions rule often enough, but sometimes, it seems weird. For example, the cleric likes to intimdate and attack in the same round. If he succeeds on an intimidate, he gets +2 fighting against the goblin (or automatically shakens the goblin on a raise). However, that same round, he gets a -2 penalty on fighting for making multiple actions. So, unless he gets a raid on the roll, it's a useless action. Still, he enjoys doing it, taking chances on the roll (and, I must admit, it's in character).

2) As someone who comes from D&D, where "boss fights" are always the main focus, it seems weird how in this game, big bosses can die fairly fast. Our mounted goblin wild card was harder to take down, sure (he could make soak rolls) - but he couldn't really deal all that much damage. In fact, our group found the goblins trying to flank them were much more of a threat. Not a problem, just a difference from D&D, where players often completely ignore the little guys and focus on the main threat.

3) Bennies are weird. They're fun to award during play, and I appreciate that - I gave away three during play today, simply for decent role-playing or observations. The Paladin got a benny for trying to organize a permanent guard station at the bridge, for example. That being said, the fact that they are rewarded per session and not per adventure provides for some interesting meta-play. For example, in the last fight, one player simply announced "Hey, it's eight fifteen.... we have to go soon. Spend your bennies!" and spent all three of his bennies trying to make a casting roll (he kept rolling low - it was kind of funny). I got even, by doing the same, trying to land a kill on a PC, but it didn't work. It just seems like players could spend a bunch of bennies in a surge, simply because they know the game is going to end soon. And, as a corellary, I can see some groups (that don't play to a set time, but end when the GM wills it) having a real problem with this rule. I know I'd be ticked if the GM often said "hey, let's call it a night" and I hadn't spent my bennies on that last soak roll.

4) XP is another strange area, since we play about 3 hour sessions - and the rules more or less give guidelines on rewarding XP for 4-6 hour sessions. 2 XP on average for a 5 hourish session? That's great, but does that mean I only give 1 XP per session, regardless of PC actions? It's really hard to differentiate rewards when even a 1 point difference can be so huge.

5) On the plus side, our players quickly noticed that "hey, we don't get XP for killing things". As such, they weren't too upset to let three of hte goblins escape. As a GM, this means I hae a bit more leeway to reintroduce those goblins later.

6) Re-rolling (or dealing) initiatve each round is a bit of a chore. I think I prefer d20's cyclic initiative, but that might not be fair for our group.

7) Not surprisingly, the fights in SW tend to be a bit bigger. The Adventure as written called for 3 goblins in the first fight - I doubled the number, and the group still shot past it. I think it's a good thing; others might disagree.

Anyways, next week we carry on with the goblin raid on Sandpoint, and I start deviating from the adventure as written (which I plan on doing - heavily).
 

Good Morning, Wik:

I read your post this morning, and thought I'd offer up a few quick points for your consideration.

Regarding multiple actions, some settings have developed Edges that allow you to skip that penalty for two related actions. (Frenzy and Improved Frenzy are nice Core Rules examples.) You could always offer an Edge in your campaign that allows someone to Intimidate and attack without suffering the -2 penalty, or suggest that the character take Strong Will.

Regarding boss fights, yes, the big bad guys can die pretty quickly, but that's why you have your own bennies, plus Wild Cards get two each. I found goblins work well with a d6 in Fighting, but a d4 in Vigor. They can hit okay, but they can't take a hit very well. To make the bosses more of a threat, give them a few Leadership Edges and have them use those benefits when participating in ganging up on someone. That can be very effective.

Regarding bennie conservation, I've found that you have to offer a fight or some challenge in the first half of the session, or the players will horde those puppies until the end of the night.

Regarding XP, just give them 2 a session, +1 if they finish a major goal. It all works out. I run 3.5 hour sessions myself, and I find that it's all good. They like the advancement, but it doesn't get out of hand.

Regarding initiative, it'll grow on you. You'll find that the variability in who goes when adds a bit more tension to the mix after a while.

Regarding the size of the fight, yes, they do fight more opponents, for more rounds, and the end result is that the game feels like you're just going at it fast and furious. I like that feeling. Start small, though, and build up as the PCs learn the system and become more effective.

Best of Luck,
Flynn
 

Wik,

Glad you did your first adventure! Sounds like it was fun.

Some notes, along with Flynn's:

Boss Fights - As Flynn said, ues your GM Bennies. Small scale bosses (like a goblin) are always going to go down quickly. Make sure every now and then your bosses are armed with suprises; First Strike and Improved First Strike can change the dynamics of an encounter really quickly. :D

Also, numbers matter. Even at Novice level, more PCs are deadly. Combat PCs numbers with at least an equal amount of mooks. Don't forget their gang-up bonuses either, and let your mooks swarm PCs. Since a raise on attack roll means extra damage, that makes the PCs focus on the mooks - which gives the boss a bit more freedom.


Bennies - As Flynn said, the trick is to get them to use Bennies early. I've noticed that (at least for my group) if they spend a few up front, they have that mindset for the rest of the game, and they don't hoard them. But if I start slow, they play slower and generally hoard them.

I'll also often stop sessions on cliffhangers, right before a big fight - so that folks that hoarded their bennies won't get to use them :) and to ensure that everyone starts the big fight full up.

Bonus bennies will also encourage folks to spend them, even when not strictly necessary or tactically sound, but just because "its cool". The more limited a supply they are, the more likely they are to hoard them. I've found our house rule of using a Benny for +2 on a roll prior to the roll helps use up Bennies, too.


Initiative - Ask for a player volunteer to deal cards for you. I find this immensely useful (for many other things, as well). Also, unless you have nifty cool cards (I have the "official" Savage Worlds deck, which is oversized and pretty nice, so I just use it), have two decks handy. This also speeds things up.


XP - After running a long Evernight campaign and seeing how quickly characters can advance, I like giving them 1 XP per session just for being there, +1 for a long or useful session, and +1 for accomplishing something major. I also occasionally give out RP bonuses, especially for a character who had a super-solid session. This obviously depends on you and your group, and how often you play - and how much you get done in a session.
 

Alright, cool - thanks for the feedback. I really like the idea regarding bennies, and starting with a bang. That usually fits my style, but I find that I wasn't doing that last session.

Something tells me that I need to look at this module as a guideline, and pretty much only read it when I'm not running. SW requires a bit more "freeform", methinks.

The XP suggestion looks like it'll work, though I'm tempted to let the PCs "level up" almost right away - something I do whenever I introduce people to a new game (the idea being that once you level your PC, you are attached a bit more, and tend to think more highly of the game).
 

JediSoth said:
Thanks for posting this. I picked up Savage Worlds at GenCon last year and I'm still trying to wrap my head around the system (hard to do when you never get to play something).

JediSoth

Depending on how badly you want to play...

You can buy the Fantasy Grounds VT software and join someone who is running a SW game with the SW ruleset. It would cost you $20 for the software but nothing else to join a SW game.

If you wanted to run SW games you would need to buy the ruleset for another.... $15 or $20 I think.


As a bennie you could still use the FG software to play in 3.5 games are there are other people running games in other rulesets.

rv
 

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