My First Savage Worlds Game

Flynn, cool ideas for initiative. Having a volunteer handle the cards seems like an obvious idea (which, of course, I didn't think of), but having two decks is brilliant... That way you're ready to go right away after a joker's dealt, and the volunteer can shuffle the other deck between turns. Seems like some red- and blue-backed bicycle cards would be perfect, so you could differentiate the two decks but the look remains consistent...

I've got my second game tomorrow for a new fantasy campaign I'm starting (it's actually a dry run of the campaign setting I'm working on for 4e). The way I'm handling XP is 2 XP per session, +1 XP for writing a journal (so an industrious player could earn 3 XP per session), and also 1 XP for writing a character bio.

One of my players has written a bio and a journal for the first session, so he's got 4 XP. The other players are too lazy, even though I keep hounding them, and only have the 2 XP from the first session.
 

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Asmor said:
I've got my second game tomorrow for a new fantasy campaign I'm starting (it's actually a dry run of the campaign setting I'm working on for 4e). The way I'm handling XP is 2 XP per session, +1 XP for writing a journal (so an industrious player could earn 3 XP per session), and also 1 XP for writing a character bio.

One of my players has written a bio and a journal for the first session, so he's got 4 XP. The other players are too lazy, even though I keep hounding them, and only have the 2 XP from the first session.

I don't give XP for online contributions (such as stories or journal entries, etc.), but instead I give a free bennie at the start of the next session. Of course, I also give free bennies for bringing snacks, so I'm kinda lenient in those regards. I prefer giving bennies to giving XP, to keep characters closer together in XP Totals.

Hope This Helps,
Flynn
 

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