Savage Worlds: Question for Ari

@ The Clone: That whole hunker down where there is cover and shoot thing - well seeing war movies (and having heard a few stories...and watching Hitler...I mean History channel a bit) isn't that EXACTLY how such warfare is fought.

I guess so. Maybe I should bring in some heavy artillery to blast them out of cover :devil: Thing is, I donT' want it to be too much realistic. It should feel realistic enough but after that I'm totally on track with D&D 4: Fun, fun, fun! :) So: Yes, realism is okay, but it need challenge and fun.

Maybe have Extras show the PCs the type of actions you want the Wild Cards doing. Have them take chances at trying to surround the WD's, make it obvious they are calling in support so the WD's will have to do something fast, or take the opposite approach - have the Nazis cease fire, hide and wait. Breaking the fight into a game of patience can be unnerving - especially when the WDs/PCs don't know what the enemy is up to. Just some ideas.

Thank you, sound like good ideas. I'll try to bring in some more extras. Tactics with "minions" usually don't carry that far.

So can anyone recommend a SPECIFIC SW adventure (from their freebies) please :)

I guess, you don't read German, do you? If so, I have 2 or 3 shot but good ones. 1930ies with some extra magic. But they are available only in German.
 

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The One Sheets are all pretty good (well, the Deadlands ones). Specifically, for starting players (with a starting GM) ... I'd go with the pirates adventures in order (Smuggler's Song, Dead Men Tell No Tales, and Double Crossbones). Lots of RP, some good fights, and a real chance to get a great feel for both the system and the play group.

Good luck, and while they aren't in the Quick Start rules, Tricks, Taunt and Intimidate are excellent tools to use (Tricks are based upon attributes, Taunt and Intimidate are skills; all three can be used to either make a foe Shaken or get a +2 on your next attack).
 

So can anyone recommend a SPECIFIC SW adventure (from their freebies) please :)

http://www.peginc.com/Downloads/Deadlands/LoversQuarrel.pdf is pretty good. You start off with a nice gunfight. They it gets "weird". One warning, you need to get the players to think outside the box. Just shooting the BBEG probably will get them killed.

Here is one I threw together for Weird War II scenario (you can get the pre-gens off of Pinnacle's site).

Metal of Honor | Point du Hoc | Obsidian Portal

This is the write-up of what happened, which gives some of the adventure structure.

Metal of Honor | Point Du Hoc | Obsidian Portal
 

You can encourage them to use tricks. Throw a benny to the guy that spends his action setting stuff up for other people. Throw a benny to the guy that makes a cool suggestion. Throw a benny at players for being creative in how they try to solve the problem. Throw a benny at them for being realistic and running away from some fights.
One of the best post-apocalypse tricks I saw was one character screaming "Grenade out!" as he threw a rock into the gully the bad guys were hiding in. They freaked, dived out of the hole and were cut down with automatic fire. Swift, elegant, and it ended the encounter in two actions.



Good luck.
I was in Rel's Gen Con game- among other things He gave someone a bennie for a pun.
 

Thanks for some of the tips re adventures guys. I have ALL of the one sheet adventures and have purchased a couple of Deadlands PDF adventures.

I guess what I really want to know it "Which one should I use to intro the Savage Worlds system?" It could be any genre, though we are going to play some Deadlands when all the books arrive. I am more than willing to try other genres for one-shot-intro sessions though.

I will check out your adventure Amerigo. Thanks.

I have read the Pulp one and it seems OK. Good pregens to go with it. I don't really see too many Weird War adventures there (and from mem, no pregens for the Nam version). I have read sev Dealands ones and they seem cool.
 

Actions, Healing & Chase

I was going to ask this pn my Deadlands thread, but I may as well give it a go here (if it is not considered thread-jacking).

I have the Test Drive v6 rules and probably enough to run a session whilst awaiting the arrival of the books. (We have to wait for the print version of the Marshal's HB before all are sent I imagine).

Anyway. Could someone fill me in on the basics in these 3 areas?

1. Actions: On your turn can you make a Move and an Attack action - or do you ONLY get one action? This isn't very clear as Move and Attack actions are in seperate sections and state that you can take 'one' under each of their paragraphs. I assume one of each. Also, I imagine tricks, powers, etc take the place of the Attack action (or is it either)?

2. We have enough to play out a session and some good combat, but what then? Can someone please give me the basics of Healing (esp if no one has healing power). Does the skill help here?

3. I don't want to know everything, but in a nutshell, what are the basics of this. Like another poster I was reading the Pulp adventure (The Eye of Some Croc-god thing in the Amazon) and a boat chase scene is crucial to the adventure.

Thanks. C
 

@ TheClone: No. I don't speak German :( Only a long-winded derivative of that tongue called English ;).

I hope I did not sound condescending in posting some ideas for your situation. I haven't even played this system yet :heh: I was merely trying to 'visualise' how the situation would look. That is how I try to best resolve all gaming situations ;) C
 

1. Actions: On your turn can you make a Move and an Attack action - or do you ONLY get one action? This isn't very clear as Move and Attack actions are in seperate sections and state that you can take 'one' under each of their paragraphs. I assume one of each. Also, I imagine tricks, powers, etc take the place of the Attack action (or is it either)?
You can take as many actions during the first, but for every standard action beyond the first, all actions take a cumulative -2 penalty. However, you can't take the same action twice in a turn. Moving your pace is considered a free action, but like most all actions it's not repeatable.

2. We have enough to play out a session and some good combat, but what then? Can someone please give me the basics of Healing (esp if no one has healing power). Does the skill help here?
As long as it's done within one hour of taking a wound, a Healing roll can be made to restore wounds. A success restores one, a raise restores two, a one inflicts one. This roll suffers from both the healer and the victim's wound penalties. All in all, a very useful skill to have.

3. I don't want to know everything, but in a nutshell, what are the basics of this. Like another poster I was reading the Pulp adventure (The Eye of Some Croc-god thing in the Amazon) and a boat chase scene is crucial to the adventure.
Chases are a sub-system that take up a few pages in the book. In a nut-shell, you jockey for position and avoid hazards, and there are special maneuvers that you can do to throw off or damage your opponents.
 

Thanks AngryMojo.

So you CAN move AND do something else (or sev things). I am not sure about the same action twice though? From what I have read you CAN fire more than once - each at penalty (or is that only for having two weapons)?

So, there is no way to 'heal' yourself once down and 'bleeding out'? Someone else must Heal you? Given the rolls for bleeding out must be made per round - how long does this go on?

Chases - any skills involved? Opposed rolls? Vehicle speeds?
C
 

So you CAN move AND do something else (or sev things). I am not sure about the same action twice though? From what I have read you CAN fire more than once - each at penalty (or is that only for having two weapons)?
You can fire twice, but it does require two guns, each of which is fired separately.
You can't take the same action twice on the same turn. So no Running twice, no Taunting twice, no Intimidating twice, and no Shootin' twice (unless you have a gun in each hand, in which case you can shoot each one separately with off-hand penalties), though you could do all of those once on the same turn at a total multi-action penalty of -6 (-8 with two guns).

So, there is no way to 'heal' yourself once down and 'bleeding out'? Someone else must Heal you? Given the rolls for bleeding out must be made per round - how long does this go on?
No. When you're Incapacitated you make a Vigor roll. With a raise you wake up; injuries are temporary. With success you lie around until healed or an hour has passed; injuries are temporary. Failure forces a Spirit roll to not die immediately, followed by another Vigor roll to stabilize or die; injuries are permanent for survivors. Critical failure (snake eyes on the Vigor roll) causes immediate death.
Penalties apply as normal (including Wound penalties).

Chases - any skills involved? Opposed rolls? Vehicle speeds?
Lots of rules, which are covered in the book you ordered. My advice is to either avoid running a chase or just use various opposed skill checks (Drive, Pilot, or Ride) for the game mechanics that aren't already covered (shooting and fighting) and require a certain number of net successes / raises (~5) to catch or escape your foes.

Good luck.
 

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