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[Savage Worlds] New GM to SW and Sundered Skies...
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<blockquote data-quote="Is_907" data-source="post: 5797857" data-attributes="member: 70112"><p>So, one of my players and I got together today while the wives were out doing their thing and we ran The Wild Hunt as a kind of open-table playtest.</p><p></p><p>We loved every minute of it! I hadn't read more than the first paragraph of Wild Hunt, so I had to read ahead some, and actually gave away a ton of the story by reading some of the background aloud. Thankfully we're both experienced players so we didn't meta too much.</p><p>We each chose one of the pregen characters and went at it.</p><p></p><p>It was... so much fun. I now have some great ideas for a modern day Fringe/Buffy/Dresden/X-Files type world that I want to run a game in. Dark and creepy, a little magic that only the initiated know about, and lots of occult and otherworldly happenings to investigate.</p><p></p><p>Anyway, I think for now we are going to play not Sundered Skies but a steampunk/skyship world of my own creation, using some stuff cannibalized from Sundered Skies and some from Pirates of the Spanish Main.</p><p></p><p>One of the MAJOR advantages of the Savage Worlds design seems to be that adventures are slimmed down and streamlined--encouraging GMs to flavour them at will. Wild Hunt even flat out said to let player's RP a situation to get a specified advantage and "the more creative solution the better."</p><p>THAT is what I have found lacking in prewritten adventure modules for so so long.</p><p></p><p></p><p>I am on fire... haven't been this excited about an upcoming game in who knows how long.</p></blockquote><p></p>
[QUOTE="Is_907, post: 5797857, member: 70112"] So, one of my players and I got together today while the wives were out doing their thing and we ran The Wild Hunt as a kind of open-table playtest. We loved every minute of it! I hadn't read more than the first paragraph of Wild Hunt, so I had to read ahead some, and actually gave away a ton of the story by reading some of the background aloud. Thankfully we're both experienced players so we didn't meta too much. We each chose one of the pregen characters and went at it. It was... so much fun. I now have some great ideas for a modern day Fringe/Buffy/Dresden/X-Files type world that I want to run a game in. Dark and creepy, a little magic that only the initiated know about, and lots of occult and otherworldly happenings to investigate. Anyway, I think for now we are going to play not Sundered Skies but a steampunk/skyship world of my own creation, using some stuff cannibalized from Sundered Skies and some from Pirates of the Spanish Main. One of the MAJOR advantages of the Savage Worlds design seems to be that adventures are slimmed down and streamlined--encouraging GMs to flavour them at will. Wild Hunt even flat out said to let player's RP a situation to get a specified advantage and "the more creative solution the better." THAT is what I have found lacking in prewritten adventure modules for so so long. I am on fire... haven't been this excited about an upcoming game in who knows how long. [/QUOTE]
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