Hussar
Legend
Well, three sessions of a Savage World game and we're on to the next one.
I like SW. Nice system. Although, I admit, I was not as prepped as I should have been for this game. I had an idea in my head, but, I procrastinated and real life keeps intruding and it wasn't as good as I had planned. Ah well, live and learn.
One thing I have learned is you have to be pretty on the ball with the mechanics for this sort of thing. Because we're all learning the system, everyone really leans on the GM for guidance - after all he's the one supposed to know things right? It's been a really long time since I had to do that. For my 3e games, the players generally knew the rules, and it was only some once in a while rules lookups for us and usually it was the players doing it themselves.
That doesn't work when everyone is a newbie.
One thing I was surprised at is I miss the CR tables in D&D. Eyeballing baddies is a lot harder when you're learning a system. I probably should have stuck with some pregen adventures - there are loads of them out there. I seriously misjudged how lethal combat could be and damn near dropped the entire party in an early fight that was supposed to be just a kind of warmup. In a game with no healing, that becomes a big problem.
Again, live and learn.
For the next game, we're playing Sufficiently Advanced - it's linked above. Cool system. Pretty indie based - not a lot of combat and the players have HUGE amounts of editorial control. When you create your character, you can basically choose two paths - either you have pretty decent stats in the game and you can effect changes within the parameters of the game, or you can have really poor stats and have the ability to step outside the game and effect changes more easily. It's a rather neat setup and I'm curious how it works in play.
Speaking of in play, my bunch surprised the heck out of me today when they created their characters. It's a hard SF game, but three of the four players took Stranger in a Strange Land type outsiders with little actual in game power. Not a problem. But, what surprised me is they all chose religious focused characters. They are all focused on worship as a core value of hte character. It never occured to me that the players would do that - my own filters pretty much skipped over that as an option.
It should make the first scenario very, very interesting. I won't spoil the surprise, you'll have to read about it later. But, I'm not afraid to admit, I had this big grin on my face as I realized what the characters were.
Oh, and by the way, one of the characters is a heavy metal viking with a flamethrower.

I like SW. Nice system. Although, I admit, I was not as prepped as I should have been for this game. I had an idea in my head, but, I procrastinated and real life keeps intruding and it wasn't as good as I had planned. Ah well, live and learn.
One thing I have learned is you have to be pretty on the ball with the mechanics for this sort of thing. Because we're all learning the system, everyone really leans on the GM for guidance - after all he's the one supposed to know things right? It's been a really long time since I had to do that. For my 3e games, the players generally knew the rules, and it was only some once in a while rules lookups for us and usually it was the players doing it themselves.
That doesn't work when everyone is a newbie.

One thing I was surprised at is I miss the CR tables in D&D. Eyeballing baddies is a lot harder when you're learning a system. I probably should have stuck with some pregen adventures - there are loads of them out there. I seriously misjudged how lethal combat could be and damn near dropped the entire party in an early fight that was supposed to be just a kind of warmup. In a game with no healing, that becomes a big problem.
Again, live and learn.
For the next game, we're playing Sufficiently Advanced - it's linked above. Cool system. Pretty indie based - not a lot of combat and the players have HUGE amounts of editorial control. When you create your character, you can basically choose two paths - either you have pretty decent stats in the game and you can effect changes within the parameters of the game, or you can have really poor stats and have the ability to step outside the game and effect changes more easily. It's a rather neat setup and I'm curious how it works in play.
Speaking of in play, my bunch surprised the heck out of me today when they created their characters. It's a hard SF game, but three of the four players took Stranger in a Strange Land type outsiders with little actual in game power. Not a problem. But, what surprised me is they all chose religious focused characters. They are all focused on worship as a core value of hte character. It never occured to me that the players would do that - my own filters pretty much skipped over that as an option.
It should make the first scenario very, very interesting. I won't spoil the surprise, you'll have to read about it later. But, I'm not afraid to admit, I had this big grin on my face as I realized what the characters were.
Oh, and by the way, one of the characters is a heavy metal viking with a flamethrower.

