How about a Savage Worlds Play by Post game?

Started by Double Deuce, August 07, 2016, 12:48:26 AM

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bbmike

"My life is spent in one long effort to escape from the commonplace of existence."
-Sherlock Holmes

"You know, just once I'd like to meet an alien menace that wasn't immune to bullets."
-Brigadier Lethbridge-Stewart

"There's a horror movie called Alien? That's really offensive. No wonder everyone keeps invading you!"
-The Doctor

"Before Man goes to the stars he should learn how to live on Earth."
-Clifford D. Simak

Double Deuce

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.



Double Deuce

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.

bbmike

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.
"My life is spent in one long effort to escape from the commonplace of existence."
-Sherlock Holmes

"You know, just once I'd like to meet an alien menace that wasn't immune to bullets."
-Brigadier Lethbridge-Stewart

"There's a horror movie called Alien? That's really offensive. No wonder everyone keeps invading you!"
-The Doctor

"Before Man goes to the stars he should learn how to live on Earth."
-Clifford D. Simak

Nefaro

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.




Nefaro

#20
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.


Double Deuce

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)

Double Deuce

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.

Dammit Carl!

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]

Nefaro

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?


Double Deuce

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.

Nefaro

#26
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.

Double Deuce

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.


Double Deuce

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.


Nefaro

#29
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.