My "Savage" Experience

For the feel, I would prefer more Guardians of the Galaxy than the "you're kinda stuck on a not-very-exciting planet ruled by a megacorp" that Lost Colony has. I'm afraid that powering up the weapons too much will add mathematic complexity - I've seen where Savage Rifts leads. But maybe boost all the d6s to d10s and lower the enemy Toughness?
I don't necessarily want to change the rules - like allowing multiple raises to hit add multiple damage dice - I think that will impede their understanding of the game. But just changing enemy stats and weapon damage - that should be okay.
 

log in or register to remove this ad

For the feel, I would prefer more Guardians of the Galaxy than the "you're kinda stuck on a not-very-exciting planet ruled by a megacorp" that Lost Colony has. I'm afraid that powering up the weapons too much will add mathematic complexity - I've seen where Savage Rifts leads. But maybe boost all the d6s to d10s and lower the enemy Toughness?
I don't necessarily want to change the rules - like allowing multiple raises to hit add multiple damage dice - I think that will impede their understanding of the game. But just changing enemy stats and weapon damage - that should be okay.

I can't entirely recommend upping damage dice at least; strange and unwelcome things start to happen with the open-ended damage dice around 4D and larger. I believe the usual things more potent weapons do is use larger dice and/or add more AP.

There are a variety of settings for SW that are more free ranging, but I don't know how many of them have been converted to SWADE at this point. They may not have pre-written adventures, either.
 

If anything I’d add an escalation damage dice similar to 13th age. Round 1 straight damage. Round 2 an extra d4, round 3 d6, round 4 d8 and so on. I don’t know if I’d allow the escalation die to Ace or not. I probably would.

On a joker hand out Bennie’s and increase the die.
 

For the feel, I would prefer more Guardians of the Galaxy than the "you're kinda stuck on a not-very-exciting planet ruled by a megacorp" that Lost Colony has. I'm afraid that powering up the weapons too much will add mathematic complexity - I've seen where Savage Rifts leads. But maybe boost all the d6s to d10s and lower the enemy Toughness?
I don't necessarily want to change the rules - like allowing multiple raises to hit add multiple damage dice - I think that will impede their understanding of the game. But just changing enemy stats and weapon damage - that should be okay.
My recommendations are
A) drop enemy toughness by 2
B) give the PCs bigger guns that are found in the books (no need to make up new ones)
and C) print out concise rules reference sheets for the players so you know they at least have the opportunity to make use of their options.
As someone who both runs a lot of Savage Worlds, as well as writes for the system, that should at least be sufficient to tell you whether the game will.work for your group.

Don't let a badly balanced module ruin the experience. Imagine if peoples' first foray into D&D was Tomb of Horrors.
 


I'm curious how much longer to let it go?
How long should it take for players to understand how Savage Worlds works?
How long to stick with Deadlands: Lost Colony when the players don't like (or don't understand) the sci-fi? (Like, "that's not how space travel would work" or "that's not the right scientific terminology for this phenomenon?")
Ditch Lost Colony. It's clear from your description they are NOT interested, just humoring your tastes. And barely so, at that.

As for Savage Worlds itself? My players all grokked the core bits of play (initiative, skill rolls, combat action economy, damage mechanics) within 4-6 sessions. (I've one with a math phobia...)
 

As for Savage Worlds itself? My players all grokked the core bits of play (initiative, skill rolls, combat action economy, damage mechanics) within 4-6 sessions. (I've one with a math phobia...)
My wife suggested creating a "cheat sheet" explaining the basics of gameplay. (Mind you, I'm not talking about advanced combat options or anything - just the basics of how to play the game.)

I've got two single-spaced pages, and I don't feel like I'm even halfway there.
 



My wife suggested creating a "cheat sheet" explaining the basics of gameplay. (Mind you, I'm not talking about advanced combat options or anything - just the basics of how to play the game.)

I've got two single-spaced pages, and I don't feel like I'm even halfway there.

Are you including character generation and advancement in that? Otherwise it seems--oversized.
 

Remove ads

Top