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Tabletop Gaming, Models, and Minis => Role-Playing & Adventure Gaming => Topic started by: Double Deuce on August 07, 2016, 12:48:26 AM

Poll
Question: What group should the 'party' be associated with on the attempt to recover the 'artifact'?
Option 1: Ivinians (Vikings) - To keep the Jarin from gettng it and using it as a sign to start another rebellion against the occupying Ivinians. votes: 0
Option 2: Jarin (Celts) - To recover it and hold it up too the masses as a sign to start another rebellion against the occupying Ivinians. votes: 1
Option 3: 3rd party - Hired to beat the other 2 groups to the 'artifact' to stop another Jarin Rebellion. votes: 0
Title: How about a Savage Worlds Play by Post game?
Post by: Double Deuce on August 07, 2016, 12:48:26 AM
Anyone know of a good Play by Post forum for a Savage Worlds game? I have not been able to find one where the forum's die roller supports exploding dice which makes it really inconvenient.

Test Drive Rules > https://www.peginc.com/freebies/SWcore/TD06.pdf (https://www.peginc.com/freebies/SWcore/TD06.pdf)
Title: Re: Good place for a Savage Worlds Play by Post?
Post by: bayonetbrant on August 08, 2016, 10:03:12 PM
Quote from: Double Deuce on August 07, 2016, 12:48:26 AMI have not been able to find one where the forum's die roller supports exploding dice which makes it really inconvenient.

do ours not?  You might have to do ours on subsequent posts - i.e., roll d6 on this post; if it's a 6 then roll the 'exploded' die in the next post
Title: Re: Good place for a Savage Worlds Play by Post?
Post by: Double Deuce on August 08, 2016, 10:18:22 PM
I will have to doublecheck. Thought it was just a d6 only roller.
Title: Re: Good place for a Savage Worlds Play by Post?
Post by: bayonetbrant on August 08, 2016, 10:22:15 PM
http://grogheads.com/forums/index.php?topic=11764.0
Title: Re: Good place for a Savage Worlds Play by Post?
Post by: Double Deuce on August 08, 2016, 10:33:15 PM
This is just a test.
[blockquote]Rolled 1d8 : 5, total 5[/blockquote]
Title: Re: Good place for a Savage Worlds Play by Post?
Post by: Double Deuce on August 08, 2016, 10:35:11 PM
(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fgrogheads.com%2Fforums%2FThemes%2Fdefault%2Fimages%2Fdice_warn.gif&hash=09b04beb3d0b7357d8a221f953a58436bc798bbc) This dice roll has been tampered with! < Editing the format to see if it worked
Freezing 1d10 : 3, total 3
Fire 1d20 : 14, total 14
Title: Re: How about a Savage Worlds Play by Post game here?
Post by: Double Deuce on August 08, 2016, 10:44:06 PM
Quote from: bayonetbrant on August 08, 2016, 10:03:12 PM
Quote from: Double Deuce on August 07, 2016, 12:48:26 AMI have not been able to find one where the forum's die roller supports exploding dice which makes it really inconvenient.

do ours not?  You might have to do ours on subsequent posts - i.e., roll d6 on this post; if it's a 6 then roll the 'exploded' die in the next post

Yeah, thinking it should work. With PC's and 'Wild Cards' they can roll their normal Skill Die and the the d6 Wild Die sorta like this . . .

(https://www.grogheads.com/forums/proxy.php?request=http%3A%2F%2Fgrogheads.com%2Fforums%2FThemes%2Fdefault%2Fimages%2Fdice_warn.gif&hash=09b04beb3d0b7357d8a221f953a58436bc798bbc) This dice roll has been tampered with! < LOL, gonna take a little practice to get the formatting down.
Fighting-ShortSword 1d8 : 7, total 7
Wild Die 1d6 : 2, total 2
and then if any explode, roll that same Die type again and so on as needed.
Title: Re: How about a Savage Worlds Play by Post game?
Post by: Nefaro on August 09, 2016, 04:49:16 AM
Just curious - you looking for any specific Savage Worlds settings?
Title: Re: How about a Savage Worlds Play by Post game?
Post by: Double Deuce on August 09, 2016, 05:12:45 AM
Most likely a homebrew but it will be a fantasy setting. I've never played Savage Worlds before and am wanting to do something short so I can walk through the steps before running a game in Fantasy Grounds. It would be a leaning experience for me and anyone that might want to try that system out.

I'm thinking the group is off to recover a relic from an old grave site that was hidden until recently before the 'enemy' can get it.
Title: Re: How about a Savage Worlds Play by Post game?
Post by: bbmike on August 09, 2016, 05:27:35 AM
I was looking at Play by Post games on other sites. I think it would work here. You might have to start subforums (one for play, one for 'out of character' talk) but you could probably work around that.

Especially if we ever added the Spoiler tag option to our posts.  ^-^
Title: Re: How about a Savage Worlds Play by Post game?
Post by: Double Deuce on August 09, 2016, 05:53:42 AM
Yeah, will need a couple threads at least. Hopefully it can be kept to a minimum.
Title: Re: How about a Savage Worlds Play by Post game?
Post by: Double Deuce on August 09, 2016, 08:03:07 AM
It will be set in Harn, so if you are familiar with that setting, some of this will make sense.

Basically, the Jarin (i.e. Celts) are the locals and have lived here for thousands of years but they have been ruled by several Ivinian Clans (i.e. Vikings) for the last generation or so. The terrain is mountainous and similar to Norway (fjords etc).  Recently, heavy rain washed away part of a  hillside on an island just off the coast somewhere yet to be determined and exposed an ancient burial chamber of some Jarin bigwig.

According to the local shamen, for the Jarin, recovering artifact(s) from that grave will be a sign for them to mount another uprising and drive the Ivinians out of their lands for good.

The Ivinians obviously want to prevent their recovery and either bury them somewhere else or destroy them. If all else fails they could just dump them in the sea somewhere.

The above is just a general idea of what I would like to run, with enough interest. I'm planning it be fairly short and with an obvious end point. Then, if people want to continue we can do that too but I would try to run in in small chapters that can be finished and not left to die on the vine as many PbP are apt to do.   
Title: Re: How about a Savage Worlds Play by Post game?
Post by: bbmike on August 09, 2016, 08:20:46 AM
Dammit Carl! will probably want to play as a yeoman shamen-with-a-horrible-drinking-problem.  ;D
Title: Re: How about a Savage Worlds Play by Post game?
Post by: Double Deuce on August 09, 2016, 08:23:40 AM
There will be a custom pantheon (Harn) and we will use converted HarnMaster spells, NOT the magic or rituals from Savage Worlds but, I'm still working out the details on those. We'll use standard Savage Worlds Character creation and you will also choose from an appropriate background which will give you a couple extra skills. Whether you are Jarin or Ivinian will be based on group concensus although there could be a Jarin or 2 in the Ivinian group, 'friggen traitors'.   8)
Title: Re: How about a Savage Worlds Play by Post game?
Post by: Dammit Carl! on August 09, 2016, 10:01:00 AM
Quote from: bbmike on August 09, 2016, 08:20:46 AM
Dammit Carl! will probably want to play as a yeoman shamen-with-a-horrible-drinking-problem.  ;D

There is magic in alcohol, duh.
Title: Re: How about a Savage Worlds Play by Post game?
Post by: bbmike on August 09, 2016, 10:28:54 AM
^ So true
Title: Re: How about a Savage Worlds Play by Post game?
Post by: Double Deuce on August 09, 2016, 02:14:46 PM
I guess the next questions are . . .

       
  • Would you guys rather play from the Jarin (Celtic) Ivinian (Viking) side?
  • Do you know how to make a base character in Savage Worlds?
If Jarin side is chosen the following applies . . you are all part of the "resistance" against Ivinian occupation. While you have a day job, you use it to cover when you can, such as needing to be away for travel. Possible background options are pretty much limited to Farmer, Fisherman, Herdsman, Hunter, Trapper, or Cook/Servant for the local Ivinian Lord. There is also the option for a Cleric/Shaman but you may find less freedom of movement as these tend to be the ones that "stir up the masses" against the Ivinian Overlords.

If Ivinian side is chosen the following applies . . you are all part of a local Lord's clan and have been recruited to locate and seize any artifacts that may be found at the grave site and bring them back to him. In Ivinian society, everyone is a 'Viking' when the need arises. There are way too many background options for me to list but if the group goes that way I can certainly post them for choosing/reference.

If preferred, I can just generate a background for you to build on however, none of the background stuff needs to be added to your character unless you want to do that as the scenario develops, etc.

NOTE: This is a quasi-medieval society so most people, unless you are nobility or freeman, you do not just walk off their Lords land without a good reason so take that into account for your backstory.  Either way, you all pretty much know each other.


Title: Re: How about a Savage Worlds Play by Post game?
Post by: Double Deuce on August 09, 2016, 03:07:27 PM
There is a really good online Savage Worlds character generator at https://jdgwf.github.io/savage-worlds-web-tools/character-creator.html. Not sure how easy it is to save then go back and edit but you can play around with it and see what kind of stats/skills you can put together that you may think are useful.

I figure if we can get at least 2 confirmed player, I will petition the powers that be for a subforum to run this.
Title: Re: How about a Savage Worlds Play by Post game?
Post by: bbmike on August 09, 2016, 06:52:22 PM
I have zero experience with Savage Worlds, but I might give it a go. If it works I just might do a GURPS Prime Directive after it.
Title: Re: How about a Savage Worlds Play by Post game?
Post by: Nefaro on August 10, 2016, 01:25:08 AM
Savage Worlds is a pretty cool system.  I wouldn't necessarily call it simple, but the basics aren't terribly crunchy either. 


PROs:

- Flexibility.  It's made for plugging almost any setting into it.  Yet isn't prone to getting too bogged down in minutiae.

- Customization.  Your characters aren't forced into rigid "classes" or other restricted paths.  But they still remain pretty light info-wise.  Take a look at the default one-sided character sheet and you'll see it's smaller than many other RPGs.

- Dice mechanic that supports the curve.  Characters and the more notable NPCs/Monsters roll more than one die and choose the best.  "Dice pool" mechanics are practically a must for me because they can mitigate excessive good/bad roll streaks.  Plus it has "exploding dice", with increasing levels of success possible.  All of this makes it more engaging.

- A Lot of published material.  All kinds of settings for Savage Worlds out there.  Much to choose from, or you can mix & match your own Frankenstein setting.  Even if it's just using monsters or minor setting rules from different ones, it can save time and brainstorming.

- Extra props make your job easier.  Notably the use of poker cards for initiative.  Just easier to keep track of, and there are some interesting game mechanics that allow some manipulation, along with some random tables that use them.  I'd also put the "Bennies" under this bit, which are the typical reroll token type of thing, in modern RPGs.  It being a bigger pro in SW because the GM also gets some to use with his bad guys, which can help keep your awesome villain alive to pester them another day, without being completely arbitrary on the GM's part.

- I like how the core rules are organized.  The latest Deluxe Explorer's Edition, which is also pretty damn cheap as far as RPG games go, reads easily and concisely and has a sensible layout.  Explaining the core mechanics to someone unfamiliar also doesn't seem too of a chore.



CONs:

-  Rules written for miniatures play by default.  This is a good thing if you plan on utilizing an appropriate set of minis, but if you're playing "theater of the mind" style then all the ranges, listed in inches, will be a bit odd.  Fortunately there are some nice simple rules for handling AoE effects without the miniature templates included, so you can work around some of this pretty easily and wing the rest if need be.  And you just double the inches to get yards for the scale.

- Gauging relative opponent strength is more difficult.  There are no hard and fast monster threat levels/hit dice/etc to get a general idea of how they match up against your player group.  No such summaries provided.  Will have to come with a little experience.  This also means that, along with exploding damage dice, the big baddies can occasionally suffer a quick death if they burn through their Bennies & still fail to roll well enough to save themselves.  Getting a handle on what, and how much of it, to throw at them will take some getting used to.  Luckily there are some easy ways to adjust opponent strengths on the fly, although we'd all prefer to get that stuff right from the start.

- At least one part is a bit too open to interpretation in the rules and needs some extra firming-up.  Spell/Power Trappings.  It does give you a few examples, but it's ultimately something the GM will have to formulate specifics for, or work out with a player, on a case-by-case basis.  Nice flexibility, but it looks to be like more prep work or improvisation for the GM to nail down.  Some of the supplemental and setting books can lend extra suggestions but it still requires some extra rulings when giving spells to characters/monsters.



Title: Re: How about a Savage Worlds Play by Post game?
Post by: Nefaro on August 10, 2016, 01:40:49 AM
As for playing a Savage Worlds PbP, I wouldn't mind giving it a go sometime.  As a player, anyway.  Because I've been a bit busy lately with some prep of my own.


Funny it was brought up because I'm getting very close to starting a new Savage Worlds Hellfrost campaign with friends & family who've been asking.  Quite possibly tomorrow evening.  Which has a heavy Saxon/Viking flavor, in a very D&D-ish world of the "Final Winter" before Ragnarok.

Kinda scrambling at the last moment with some bits & props so that's why I've been non-committal on this Play By Post proposition thus far.  Would like to join in sometime though, once my GM load is on cruise control.

Title: Re: How about a Savage Worlds Play by Post game?
Post by: Double Deuce on August 10, 2016, 06:13:55 AM
Quote from: bbmike on August 09, 2016, 06:52:22 PM
I have zero experience with Savage Worlds, but I might give it a go. If it works I just might do a GURPS Prime Directive after it.

Well, tbh, I have never played it either. Just been reading up on the rules again.  8)
Title: Re: How about a Savage Worlds Play by Post game?
Post by: Double Deuce on August 10, 2016, 06:49:54 AM
Quote from: Nefaro on August 10, 2016, 01:25:08 AM- At least one part is a bit too open to interpretation in the rules and needs some extra firming-up.  Spell/Power Trappings.  It does give you a few examples, but it's ultimately something the GM will have to formulate specifics for, or work out with a player, on a case-by-case basis.  Nice flexibility, but it looks to be like more prep work or improvisation for the GM to nail down.  Some of the supplemental and setting books can lend extra suggestions but it still requires some extra rulings when giving spells to characters/monsters.

Agree with this. For my homebrew I just replaced the current SW spell/miracles with those from HarnMaster. They port over pretty easy but still need a little work. They also have success levels which easy fits in with the SW mechanic of failure (rolling a 1) and double failure (rolling double 1's) and using Power Points although I may go without the Power Points and use the chance of a failure as the deterrent for too much magic use. I do still need to get them rewritten for my use though.
Title: Re: How about a Savage Worlds Play by Post game?
Post by: Dammit Carl! on August 10, 2016, 07:28:36 AM
Quote from: bbmike on August 09, 2016, 06:52:22 PM
I have zero experience with Savage Worlds, but I might give it a go. If it works I just might do a GURPS Prime Directive after it.

Oooo...3rd edition or 4th?  [starts digging around for books]
Title: Re: How about a Savage Worlds Play by Post game?
Post by: Nefaro on August 10, 2016, 10:51:22 AM
Quote from: Double Deuce on August 10, 2016, 06:49:54 AM
Quote from: Nefaro on August 10, 2016, 01:25:08 AM- At least one part is a bit too open to interpretation in the rules and needs some extra firming-up.  Spell/Power Trappings.  It does give you a few examples, but it's ultimately something the GM will have to formulate specifics for, or work out with a player, on a case-by-case basis.  Nice flexibility, but it looks to be like more prep work or improvisation for the GM to nail down.  Some of the supplemental and setting books can lend extra suggestions but it still requires some extra rulings when giving spells to characters/monsters.

Agree with this. For my homebrew I just replaced the current SW spell/miracles with those from HarnMaster. They port over pretty easy but still need a little work. They also have success levels which easy fits in with the SW mechanic of failure (rolling a 1) and double failure (rolling double 1's) and using Power Points although I may go without the Power Points and use the chance of a failure as the deterrent for too much magic use. I do still need to get them rewritten for my use though.


So you're using some of the spell Backlash rules, but retaining the spell point cost system?  Instead of turning it into a modifiable skill roll?

Title: Re: How about a Savage Worlds Play by Post game?
Post by: Double Deuce on August 10, 2016, 12:22:16 PM
Quote from: Nefaro on August 10, 2016, 10:51:22 AM
Quote from: Double Deuce on August 10, 2016, 06:49:54 AM
Quote from: Nefaro on August 10, 2016, 01:25:08 AM- At least one part is a bit too open to interpretation in the rules and needs some extra firming-up.  Spell/Power Trappings.  It does give you a few examples, but it's ultimately something the GM will have to formulate specifics for, or work out with a player, on a case-by-case basis.  Nice flexibility, but it looks to be like more prep work or improvisation for the GM to nail down.  Some of the supplemental and setting books can lend extra suggestions but it still requires some extra rulings when giving spells to characters/monsters.
Agree with this. For my homebrew I just replaced the current SW spell/miracles with those from HarnMaster. They port over pretty easy but still need a little work. They also have success levels which easy fits in with the SW mechanic of failure (rolling a 1) and double failure (rolling double 1's) and using Power Points although I may go without the Power Points and use the chance of a failure as the deterrent for too much magic use. I do still need to get them rewritten for my use though.
So you're using some of the spell Backlash rules, but retaining the spell point cost system?  Instead of turning it into a modifiable skill roll?

Haven't decided for sure. HarnMaster has magic success/fail levels which would kind of fit the backlash rules.

For religious magic, HarnMaster uses Piety Points (kinda like SW Power Points) so I could meld those two but Piety Points are not recovered by resting like Power Points in SW. You only gain them by doing religious things, praying, fasting, performing ceremonies, etc. So as you use them, as much as you want and have some available, you have to curry favor with your Deity to get them back and there is no limit to how many you can get/store up. They are also used for Divine Intervention calls. Failure using religious magic can cause loss of Piety Points or even backlash from your Deity.

With wizard magic, in HarnMaster, you can cast spells as often as you want, no Piety or Power Points involved BUT you better not fail because odd things happen if you do. If you Critical Fail, really bad things happen.

I found a old HarnMaster to Savage Worlds conversion doc written back in 2004 but it looks like a lot has changed with SW since then so I am still trying to reconcile things. I am considering getting a published Savage Worlds setting so I can see how they tweaked things to give that setting its own flavor and make it stand out.
Title: Re: How about a Savage Worlds Play by Post game?
Post by: Nefaro on August 10, 2016, 08:38:11 PM
Quote from: Double Deuce on August 10, 2016, 12:22:16 PM

For religious magic, HarnMaster uses Piety Points (kinda like SW Power Points) so I could meld those two but Piety Points are not recovered by resting like Power Points in SW. You only gain them by doing religious things, praying, fasting, performing ceremonies, etc. So as you use them, as much as you want and have some available, you have to curry favor with your Deity to get them back and there is no limit to how many you can get/store up. They are also used for Divine Intervention calls. Failure using religious magic can cause loss of Piety Points or even backlash from your Deity.

Reminds me of the same system for the deity magic in Runequest.  Having to do religious devotions to get magic points back.


Quote

With wizard magic, in HarnMaster, you can cast spells as often as you want, no Piety or Power Points involved BUT you better not fail because odd things happen if you do. If you Critical Fail, really bad things happen.



I much prefer this type of magic system to others.

Having potentially unlimited uses (goodbye "spells per day" cockblockers!), but adding a push-your-luck gamble each time it's done, is just way more fun.  As long as the system also has reroll points, "Bennies" in SW, to soften the punishment wall for repeatedly bad rolls.  Of course, you can always shoehorn those into any system via house rule. 

The various Wizard schools in the SW Hellfrost campaign use this type of system.  It can actually be very punishing since only rolling a 1 on your Arcane spellcasting die will force you to roll on the Siphoning table (it's version of backlash).  Mostly some Shaken or Fatigue with a short stint of not being able to cast anymore, but snake eyes on that table means you permanently lose a die value in your Arcane skill!  Not sure how often I'll see that, so will play it by ear.  Actually getting a critical failure, with 1s on both dice, is even more punishing. The deific magic is the same in it, but they don't lose their casting ability for various lengths; just Shaken/Fatigue/Etc.  Not sure if I'll adjust the outcomes a bit, after some sessions with it.


Another system which takes that concept to another level is WFRP3.  It's got a sizable deck of magical backfire cards with quite a variety of results possible.  From igniting the air around you, to paralyzing yourself, to adding more mutation, to accidently opening a chaos rift nearby, and other madness; it's all kinds of awesome crazy.  My initial impression of WFRP3's magic system has been great.  You have two separate casting skills; one for channeling extra magic power points and the other for actually casting.  You have an equilibrium level, where your points will slowly grow/drop to, each turn, but once you start casting big stuff back-to-back, you'll have to push your channeling skill so you don't have to wait for the recharge.  Or to build up for a big spell.  Wizards do it before rolling the cast skill while Priests cast first and it doesn't go off until they've channeled enough to finish it.  Over-channeling can be dangerous for the pointy-hats, though, along with the aforementioned critical casting failures.  Mage Batteries can leak.  8)


I've collected much of that Warhammer Fantasy Roleplay 3rd Ed stuff, from Fantasy Flight, over recent months.  Kept an eye out for good deals, but some of it was still pricey.  Good news is that it doesn't really need any extra props since it came with all that cardboard & card fluff.  I initially thought it looked like a difficult mess to learn, but it wasn't bad at all.  The mechanics made easy sense, and all the ability & spell info are on the cards for use during play. 

Probably should've just went with WFRP3 for this campaign, since it would've required very little prep.  But I didn't want to blow any noobie minds with the custom die pools, and extra table sprawl, just yet.
Title: Re: How about a Savage Worlds Play by Post game?
Post by: Double Deuce on August 11, 2016, 03:24:49 PM
All my WFRP stuff is 1st Edition and I haven't opened those books in forever.  :-[

I've been looking at getting Hellfrost but it looks pretty pricey but I guess I could just get the base setting and go from there if needed. I was mainly looking at it to pilfer ideas.

Title: Re: How about a Savage Worlds Play by Post game?
Post by: Double Deuce on August 12, 2016, 01:53:07 AM
I went ahead and added a poll to the thread. Feel free to vote or comment if you have interest in participating, either now or possibly later.

For anyone interested who may not have played Savage Worlds before no worries as it will be my 1st time with this system too. If you are not up on the system and generating a character let me know and I can offer up some pre-gens for you to choose from. Either way, pre-gens may be the way to go for this first run through anyway.

Title: Re: How about a Savage Worlds Play by Post game?
Post by: Nefaro on August 12, 2016, 10:12:41 AM
Quote from: Double Deuce on August 11, 2016, 03:24:49 PM
All my WFRP stuff is 1st Edition and I haven't opened those books in forever.  :-[

WFRP 3rd Edition is drastically different than the previous two. 

It's an earlier version of the same system used in FFG's Star Wars RPGs, but also different than that.  I've been impressed with it, despite FFG splitting up so much content into separate pack$. 

Quite an investment, but looks like something new and refreshing for Fantasy RPG'ing.  Some are afraid of change, though, so it tends to be a love it or hate it thing.  Same situation with the Warhammer setting, for those who are only familiar with the D&D fantasy style.

WFRP3 review:

http://www.youtube.com/watch?v=vc5OHd33eSU


An example of the combat system for WFRP3 follows, if you're curious.  This family-group summarized it fairly well despite the script recitation resembling a local tv commercial  ;D :

http://youtu.be/uE_Sg5fi6dw?t=4m32s


It's obviously intended to reduce the amount of pencil paperwork, moving much of the damage, conditions, abilities, etc to cards & tokens.  Leaving just the basics on your character sheet (Attributes, skills, weapons, equipment, and xp/level-ups).  Effect references are on the cards & such, so it cuts down on having to look stuff up or note them down yourself.  Less prep and in-game book searching is always good IMO.


Quote
I've been looking at getting Hellfrost but it looks pretty pricey but I guess I could just get the base setting and go from there if needed. I was mainly looking at it to pilfer ideas.


The Hellfrost books are definitely pricey for their size.  Although I think they have more info in them than I originally expected from the page counts. 

I suspect Savage Worlds licensing costs, to outside companies, pushes the prices up noticeably.  Many of the licensed-out Savage Worlds settings I've seen are a bit costly compared to just plain buying a new & much larger Core rulebook of some other system.


The Hellfrost Player's Guide and the Bestiary cost me around $60 for the two.  That's as much, or more, as a massive new core book.  I decided to save a little and only got the Gazetteer pdf from Drive-ThruRPG, since it's mostly for adventure seeds and a locale to start with - wouldn't really need to reference it during play since it's a small part of adventure prep (and I printed the maps from it). 

But it saved me from having to do extra prep and world creation for a high fantasy, almost D&D-style, Savage Worlds ..world.  Otherwise the $20 Savage Worlds Fantasy Companion (and Horror companion?) would have sufficed if I wanted to spend the extra time making a custom setting.  Not something I wanted to do.
Title: Re: How about a Savage Worlds Play by Post game?
Post by: Dammit Carl! on August 12, 2016, 03:03:01 PM
Honestly, I'd be down for whatever "group," goes - so no vote for me.
Title: Re: How about a Savage Worlds Play by Post game?
Post by: Nefaro on August 12, 2016, 03:10:36 PM
Quote from: Dammit Carl! on August 12, 2016, 03:03:01 PM
Honestly, I'd be down for whatever "group," goes - so no vote for me.


Yeah, the chosen group isn't so important in this case. 

I figured it'd be whichever situation sounds fun to the GM.  Players as "freedom fighters" or hunting down filthy rebels.   Or just out for profit  & power?  It's all good.


(I did vote Celt-ish rebels.. because rebels vs vikings)  :))
Title: Re: How about a Savage Worlds Play by Post game?
Post by: Double Deuce on August 12, 2016, 11:22:06 PM
Ok then, I'll generate a couple of Jarin PC's for everyone to choose from, post them, and we can go from there.
Title: Re: How about a Savage Worlds Play by Post game?
Post by: Nefaro on August 13, 2016, 09:00:09 AM
Quote from: Double Deuce on August 12, 2016, 11:22:06 PM
Ok then, I'll generate a couple of Jarin PC's for everyone to choose from, post them, and we can go from there.


With Savage World pre-gens, I still suggest getting the players to select their Hindrances since those can inspire some amusing roleplay, are supposed to be a way to get more Bennies from the GM if RP'd well, but can be a downer if the player gets stuck with Hindrances he doesn't feel like RP'ing. 

Possibly the extra Edges too, beyond any required Arcane Background ones needed for casters. 

But certainly the Hindrances.  They can really provide some personality & humor, along with instigating the occasional Bad Stuff™.   >:D    RP'ing being an incessant braggart in public, a delusional nutter, or just plain exceptionally ugly can stir up some fun.
Title: Re: How about a Savage Worlds Play by Post game?
Post by: Double Deuce on August 14, 2016, 12:30:53 AM
Quote from: Nefaro on August 13, 2016, 09:00:09 AM
Quote from: Double Deuce on August 12, 2016, 11:22:06 PM
Ok then, I'll generate a couple of Jarin PC's for everyone to choose from, post them, and we can go from there.

With Savage World pre-gens, I still suggest getting the players to select their Hindrances since those can inspire some amusing roleplay, are supposed to be a way to get more Bennies from the GM if RP'd well, but can be a downer if the player gets stuck with Hindrances he doesn't feel like RP'ing. 

Possibly the extra Edges too, beyond any required Arcane Background ones needed for casters. 

But certainly the Hindrances.  They can really provide some personality & humor, along with instigating the occasional Bad Stuff™.   >:D    RP'ing being an incessant braggart in public, a delusional nutter, or just plain exceptionally ugly can stir up some fun.

Good point. I think I'll post the test drive rules which should have that information or I may just post the different lists directly into the forums for players to choose from.
Title: Re: How about a Savage Worlds Play by Post game?
Post by: Double Deuce on August 14, 2016, 03:04:23 AM
For anyone needing them, I added a link to the Test Drive Rules in the 1st post of this thread > http://grogheads.com/forums/index.php?topic=17604.msg461282#msg461282
Title: Re: How about a Savage Worlds Play by Post game?
Post by: bbmike on August 14, 2016, 08:10:41 AM
Hindrances and edges? This is sounding very GURPS-ish to me. Mind you, I like GURPS.
Title: Re: How about a Savage Worlds Play by Post game?
Post by: Double Deuce on August 14, 2016, 02:37:21 PM
Quote from: bbmike on August 14, 2016, 08:10:41 AM
Hindrances and edges? This is sounding very GURPS-ish to me. Mind you, I like GURPS.

Yeah, they are similar in that way. Edge's are like feats in D&D and advantages in GURPS (iirc) and Hindrances are like in disadvantages in GURPS. I will post a list once I post the pregen PC's that way people can choose which they want and then tweak with the extra choices to flesh them out further.
Title: Cleric of Ilvir pregen PC
Post by: Double Deuce on August 14, 2016, 03:00:32 PM
Test posting  . . .   8)

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Cleric of Ilvir
Human Male - Novice ( 0 xp)

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d4, Vigor d6
Pace: 6, Parry: 5, Sanity: 5, Toughness: 5
Skills: Climbing d4, Fighting d6, Healing d4, Investigation d6, Knowledge (Animalcraft (Ivashu)) d4, Knowledge (Script (Khruni)) d8, Knowledge (Script (Harnic)) d8, Knowledge (Language (Harnic)) d8, Knowledge (Language (Ivashu)) d4, Notice d4, Persuasion d4, Stealth d4, Throwing d4
Edges: Extra Edge (Racial), Arcane Background
Arcane Background: Miracles

Power Points: 10

Powers:
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Title: Yeoman pregen PC
Post by: Double Deuce on August 14, 2016, 03:05:25 PM
Another test . . .

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Yeoman
Human Male - Novice ( 0 xp)

Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6
Pace: 6, Parry: 4, Sanity: 6, Toughness: 5
Skills: Climbing d4, Fighting d4, Knowledge (Language (Harnic)) d4, Notice d4, Persuasion d4, Shooting d4, Stealth d4, Streetwise d4, Survival d4, Throwing d4
Edges: Extra Edge (Racial)

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Title: Laborer pregen PC
Post by: Double Deuce on August 14, 2016, 03:09:41 PM
And a 3rd . . .

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Laborer
Human Male - Novice ( 0 xp)

Attributes: Agility d4, Smarts d6, Spirit d8, Strength d10, Vigor d4
Pace: 6, Parry: 4, Sanity: 6, Toughness: 4
Skills: Climbing d6, Fighting d4, Knowledge (Language (Harnic)) d6, Knowledge (Singing) d4, Notice d4, Persuasion d4, Stealth d4, Streetwise d6, Throwing d4
Edges: Extra Edge (Racial)
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Title: Hunter/Trapper pregen PC
Post by: Double Deuce on August 14, 2016, 03:21:41 PM
And a 4th . . .

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Hunter/Trapper
Human Male - Novice ( 0 xp)

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d6
Pace: 6, Parry: 5, Sanity: 5, Toughness: 5
Skills: Climbing d4, Fighting d6, Investigation d6, Knowledge (Knowledge (Fletching)) d6, Knowledge (Knowledge (Foraging)) d4, Knowledge (Language (Harnic)) d6, Notice d4, Persuasion d4, Shooting d4, Survival d4, Throwing d4, Tracking d6
Edges: Extra Edge (Racial)
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Title: Re: How about a Savage Worlds Play by Post game?
Post by: Double Deuce on August 14, 2016, 03:26:01 PM
The previous 4 postings are 'draft' pregen PC's. I included a Cleric but am not really up on Magic in Savage Worlds sot hat PC may not be available. I am working on another, Hunter/Trapper type, a local tribesman who will be acting as a scout, somewhat familiar with the area you will be going.
Title: Re: How about a Savage Worlds Play by Post game?
Post by: Nefaro on August 14, 2016, 08:23:54 PM
Quote from: Double Deuce on August 14, 2016, 03:26:01 PM
The previous 4 postings are 'draft' pregen PC's. I included a Cleric but am not really up on Magic in Savage Worlds sot hat PC may not be available. I am working on another, Hunter/Trapper type, a local tribesman who will be acting as a scout, somewhat familiar with the area you will be going.


The base Magic system isn't anything difficult. 

While the various Arcane Backgrounds may have some very slight differences, the spells pretty much work the same way.  They even share the same master spell list, although most settings limit the different casters to a specific subset of spells.

Default just has you spending your Power Points for what the spell costs, sometimes with an optional extra spend listed in the spell description (for more targets, more damage, etc).  Boom goes the dynamite. 

The core rules also has the optional spell system which ditches the Power Points for a spellcasting skill roll and adds damage/fatigue/shaken as backlash for miscasts.  For those of us who like their sorcery to be a dangerous gamble.  ^-^



Doubt I'll be joining in on this terribly soon.  Re-reading Savage Worlds & setting stuff, my first GM session with it coming in the next few days.  Plus my reading, assembly, and painting prep for some Check Your 6! action in the future.  Lotsa rules and prep getting baked into my grey matter right now.  :buck2:  Definitely wanna join some sessions with you guys before long, though.
Title: Re: How about a Savage Worlds Play by Post game?
Post by: Nefaro on August 21, 2016, 08:58:53 PM
You keeping this on the back burner, DD?  Still toying with the concept?
Title: Re: How about a Savage Worlds Play by Post game?
Post by: Double Deuce on August 21, 2016, 11:58:04 PM
Quote from: Nefaro on August 21, 2016, 08:58:53 PM
You keeping this on the back burner, DD?  Still toying with the concept?

Still toying, and see if there were any others that may be interested. Will post the final draft characters for selection here soon, most likely tomorrow AM.
Title: Ok, here is the 1st Pregen Character
Post by: Double Deuce on August 22, 2016, 04:28:36 PM
Name: Dwyffryl of Jyrael
Race: Human
Attributes: Agility d6, Smarts d4, Spirit d8, Strength d6, Vigor d6
Skills: Climbing d4, Fighting d6, Notice d4+2, Persuasion d4, Shooting d6, Stealth d4, Streetwise d4, Survival d4, Throwing d6
Pace: 6, Parry: 5, Toughness: 5, Charisma: 0
Languages: Harnic (Language)
Gear: Unarmed Strike d6 (Str), Bow d6 (2d6, 12/24/48), Dagger d6 (Str+d4), Shortsword d6 (Str+d6), Leather Armor (+1), Small Shield (Buckler) (+0, Parry+1), 1 Week's Rations, Backpack, Bedroll, Blanket, Clothing (Normal), Flint and Steel, (3x) Torch, Waterskin, Whetstone
Special Abilities:
•Alertness: Very perceptive; +2 Notice
Personal Details:
Occupation: Yeoman
Birthplace: Gwaeryn, Orbaal
Culture: Feudal (Jarin)
Social Class: Unguilded
Birthdate: 10 Agrazhar, 701
Sunsign: Nadai
Deity: Ilvir - Piety Points: 18
Sibling Rank: Fourth of 4
Parent: Bastard
Parent occupation: Toymaker
Clanhead: Cousin
Estrangement: Average
Title: 2nd Pregen Character
Post by: Double Deuce on August 22, 2016, 05:54:26 PM
Name: Talynn of Corley
Race: Human
Attributes: Agility d4, Smarts d6, Spirit d6, Strength d8, Vigor d6
Skills: Climbing d6, Fighting d4, Notice d4, Persuasion d4+2, Stealth d4, Streetwise d6+2, Throwing d4
Pace: 6, Parry: 4, Toughness: 5, Charisma: 2
Languages: Harnic (Language)
Gear: Unarmed Strike d4 (Str), Club d4 (Str+d4), 1 Week's Rations, Backpack, Bedroll, Blanket, Clothing (Normal), Flint and Steel, (3x) Torch, Waterskin, Whetstone
Special Abilities:
•Attractive: +2 Charisma
Personal Details:
Occupation: Laborer
Birthplace: Gwaeryn, Orbaal
Culture: Feudal (Jarin)
Social Class: Unguilded
Birthdate: 22 Peonu, 705
Sunsign: Aralius
Deity: Ilvir - Piety Points: 24
Sibling Rank: Second of 4
Parent: Adopted
Parent occupation: Laborer
Clanhead: Father
Estrangement: Outcast
Title: Re: Ok, here is the 1st Pregen Character
Post by: Nefaro on August 22, 2016, 08:38:26 PM
Quote from: Double Deuce on August 22, 2016, 04:28:36 PM
Name: Dwyffryl of Jyrael
Race: Human
Attributes: Agility d6, Smarts d4, Spirit d8, Strength d6, Vigor d6
Skills: Climbing d4, Fighting d6, Notice d4+2, Persuasion d4, Shooting d6, Stealth d4, Streetwise d4, Survival d4, Throwing d6
Pace: 6, Parry: 4, Toughness: 5, Charisma: 0
Languages: Harnic (Language)
Gear: Unarmed Strike d4 (Str), Bow d4 (2d6, 12/24/48), Dagger d4 (Str+d4), Shortsword d4 (Str+d6), Leather Armor (+1), Small Shield (Buckler) (+0, Parry+1), 1 Week's Rations, Backpack, Bedroll, Blanket, Clothing (Normal), Flint and Steel, (3x) Torch, Waterskin, Whetstone
Special Abilities:
•Alertness: Very perceptive; +2 Notice
Personal Details: Occupation: Yeoman
Birthplace: Gwaeryn, Orbaal
Culture: Feudal (Jarin)
Social Class: Unguilded
Birthdate: 10 Agrazhar, 701
Sunsign: Nadai
Deity: Ilvir - Piety Points: 18
Sibling Rank: Fourth of 4
Parent: Bastard
Parent occupation: Toymaker
Clanhead: Cousin
Estrangement: Average


What are the "d4"s, listed after each weapon in the Gear section?  I'm guessing they're the skill rolls, but if that's the case they should be d6s instead of d4s on this character, since his Fighting and Shooting are d6.

Having no knowledge of anything Harn-related, I don't know what the "Piety Points" are for.  I'm guessing it's not power points for Arcane Background(Miracles) or an equivalent?  Just looking for some info on it, since that is probably setting related.  ;)


This may sound rather Munchkin-like, but putting only 1 point into a skill (for a d4) is better than nothing, but skills don't reach a 50/50 threshold until you put 2 points into a single one (for a d6).  Having a d4 is still pretty bad.  So spreading out d4 skills, on a new rookie character, tends to make them bad at a lot of stuff instead of fairly capable in a few.  May I recommend specializing each a bit more?

Also a biggie regarding skills - I'm only seeing 9 or 10 points spent on them.  Whereas new characters get 15 points.  Probably part of the reason for so many d4s on them.  :))   Are you using some automated chargen or something?
Title: Re: Ok, here is the 1st Pregen Character
Post by: Double Deuce on August 23, 2016, 12:09:48 AM
Quote from: Nefaro on August 22, 2016, 08:38:26 PM
What are the "d4"s, listed after each weapon in the Gear section?  I'm guessing they're the skill rolls, but if that's the case they should be d6s instead of d4s on this character, since his Fighting and Shooting are d6.

Having no knowledge of anything Harn-related, I don't know what the "Piety Points" are for.  I'm guessing it's not power points for Arcane Background(Miracles) or an equivalent?  Just looking for some info on it, since that is probably setting related.  ;)

This may sound rather Munchkin-like, but putting only 1 point into a skill (for a d4) is better than nothing, but skills don't reach a 50/50 threshold until you put 2 points into a single one (for a d6).  Having a d4 is still pretty bad.  So spreading out d4 skills, on a new rookie character, tends to make them bad at a lot of stuff instead of fairly capable in a few.  May I recommend specializing each a bit more?

Also a biggie regarding skills - I'm only seeing 9 or 10 points spent on them.  Whereas new characters get 15 points.  Probably part of the reason for so many d4s on them.  :))   Are you using some automated chargen or something?

That's weird because both my Fantasy Grounds and HeroLab show d6's. I re-exported it and updated the character. Not sure why it pulled the other #'s, maybe I had exported without saving after and adjustment somewhere and it didn't update.

"Piety Points" are points for interacting with your Deity. Kinda like Bennies, but for making Divine Intervention calls with your characters Deity. Magic User's/Clerics will probably not use points for casting, just cast away until something bad happens, that part is a work in progress I am planning to test out. For now there will probably be no PC Magic User's/Clerics.

Skill points were not all used up for creation. These are direct conversions using a formula worked up, well partially pirated. Each PC will have remaining Skill Points to use to 'finish' up the PC. Probably like 6-8 depending on their 'Occupation' (what they did as a kid/growing up, apprenticed). For the campaign, these are basically starting as regular medieval characters recruited from the masses.