Nuketown

Savage Worlds: 1st Game Session Report

Posted in by Kenneth Newquist on Sat, 05/10/2008 - 6:03pm

 Savage Worlds Explore Edition Our first full-blown session of Savage Worlds took place last night as our Weird Pulp campaign got underway. The game began with the characters gathering at the Gotham Museum of Art and Antiquity as part of the National Exploration Society to learn of a planned expedition to British Honduras. As we were being briefed, German operatives burst into the museum wielding submachine guns, smashed a display case, and stole a South American dagger that had been recovered, in of all places, Egypt.

The Germans then fled the scene, and once our characters were no longer held helpless by enemy guns, we followed them. A car chase -- using the Savage Worlds "Chase" rules followed. This was our first car chase in perhaps a dozen years of gaming together as a group, and that should tell you something about the nature of the Savage Worlds rules right there -- vehicle rules in d20 games tend to be crazily complicated, but the "Chase" rules in SW are simple enough that you can have a chase without it bogging down the game.

I think the game got off to a great start -- my co-GM, Erilar, did a great job with the setup. I do think though, that it's going to take a session or two to figure out how to tweak our characters, and to master the rules. Coming from d20 games, we're used to Difficulty Classes and a whole host of target numbers for accomplishing given tasks. In Savage Worlds though, almost all Attribute and Skill checks are going against a simple target number of 4. There are a few exceptions, like opposed checks, but by and large, you're trying to hit that one number. That simplicity tripped us up a few times last night as we hunted through the text for explicit declarations of what the target number was for a given task, only to realize that it really was just a 4.

In this, I think the rules (at least in the Savage Worlds Explorers Edition, read the review or buy it from Amazon) could have been more helpful. Yes, I realize we should know that the target number for Trait/Skill checks is 4, but it doesn't hurt to remind us that periodically throughout the text.

About half the game session was given over to character building, and I expect we'll see some tweaking of those characters over the next two weeks as a result of Friday's game. We're all fumbling through the right approach to skills, edges and hindrances -- do you take a lot of skills at low ranks (e.g. a d4 die) in order to have a chance at everything? Or is it better to focus on a few skills, and be very good at them (e.g. a d8 die). This certainly isn't a conundrum unique to Savage Worlds but I think it'll take folks a game or two to get a good feel for the probabilities of success with a given skill rank.

As with almost every game I've played that has hindrances/drawbacks, our players loaded up on them in order to buy Edges (special advantages or abilities). The more I think about it though, the more I think that it's better to take the one Edge you get for being human, and then use any points you get from hindrances to bump up skills or traits. While an Edge may be cool and flashy, skills and traits are ultimately used a lot more frequently.

The chase worked out well, but we're going to need to bulk up everyone's equipment -- I see the National Exploration Society as being made up of adventurous gentleman and scoundrels, all of whom should know how to use a gun. During last night's car chase, only about half the characters were armed, and half of those were driving the cars! That took some of the excitement out of the scene as at least two players each round had nothing to do.

The chase itself was a lot of fun (at least for me, since I was one of the drivers). I like how closing the gap between cars was basically a series of driving checks, and how you could perform special manuevers -- like ramming an enemy -- once you got close enough. We didn't finish the chase, but I expect we'll be able to conclude it pretty quickly during our next session.


Mon, 05/12/2008 - 5:17pm

One of my players points out that hey, he doesn't *want* his character to use a gun, intending to rely on his fists instead.

Which, of course, is fine as well. I've got this vision of Indiana Jones burned into my head, which has been coloring my perception of the game, but really there's going to be plenty of opportunities for folks to show off their character's expertise (including a certain biplane duel in my adventure, but I've said too much...)

Now back to watching The Mummy...

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Ryan (not verified) said,

Mon, 05/12/2008 - 7:15am

Welcome to the Worlds of Savages. Be sure to spend some time of the Pinnacle boards, a treasure trove of friendly advice, Savage chit-chat, and cool ideas.

I've found, and I think that others would agree, that Edges are really where you define your character. Rarely do I spend more than the 15 skill points, and I always max the hindrances. Get at least two edges and a bump in an ability. Usually I go for three edges. As for min/maxing, don't worry, because of the way the rolls work, your maxed out uber-dude is always in danger of getting shivved to death by an Extra.

Happy Savage!

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Mon, 05/12/2008 - 11:29am

Thanks for the advice!

One of my goals is to turn at least two of my sessions for Weird Pulp into Savage Worlds one-shots I can run at MEPACON, our local gaming convention this fall. I created an account over on the Savage Worlds Explorer Society a while back, and plan to actually do something with it once I get the drafts of my adventures written.

I plan on posting some NPC statblocks to Nuketown as I work on those adventures, so stay tuned for more SW content around here. :)

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dr. checkmate (not verified) said,

Sun, 05/11/2008 - 9:30pm

I don't think you want to spread your skill points as thin as nothing, but a bunch of d4s, but if one really wants to game the system I reccomend setting all you attributes at d6 to start, taking the Jack of all trades edge, and then concentrating your skills in skills that aren't Smarts based. How good do you want to be? If you concentrate on Agility skills, that's not a small number of d6s. You could dump stat Smarts with a d4, boost your Agility to d8, and specialize. Hmmm... I suppose it depends entirely on character concept.

I enocurage folks to take those Hindrances so I have some meat to drive my hooks into as a GM >:) My first house rule that has stuck is to allow 4 points of Hindrances in any combo: 2 major, 1 major and 2 minor, or 4 minor. I have allowed one group to twink and take all they wanted, but only one player took the bait and the character was such an over specialized one trick pony it was actually kind of sad to watch them flail when they couldn't do something.

I have yet to have an oppurtunity to use the chase rules, but maybe someday soon.

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Mon, 05/12/2008 - 11:48am

The chase rules are a beautiful thing. They're fast and elegant, and the only thing I think I'll do when running my own chases is come up with a list of soft and hard objects specific to that chase, and then pick one randomly when a smash-up occurs.

Erilar did a good job winging it on the fly by having the Nazis throw a box of hammers out of their car during our chase, but I'm a sucker for charts. :)

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Jahnoth (not verified) said,

Sun, 05/11/2008 - 4:00pm

Savage Worlds is a blast and I welcome you to the party. Quick question/possible clarification for you. You say you guys "loaded up" on hindrances. Just wanted to make sure you knew that you only get points for one major (2 points) and two minor (1 point each) hindrances. The rest, while fun to RP, won't garner you any additional points.

Also, did you get points for the session? One of the best things of SW is to get anywhere from 1 to 3 points in each and every session. Helps to really ramp up the characters, since you get to do something with every five points earned.

Anyway, glad to hear you folks had fun! Take Care!

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Sun, 05/11/2008 - 5:53pm

By 'loaded up' I meant a full house of hindrances: one major, two minor, yielding a total of 4 points. I'm not sure that's the best strategy -- not that I'm trying to min/max the perfect character, but it's a question of finding that sweet spot between role-playing and crunch. :)

We didn't complete a full session (only about two hours of game play) so we didn't aware points. We'll be doing that in the future though.

Thanks for taking the time to stop by and offer advice though -- I greatly appreciate that! I'm looking forward to the rest of the campaign, and I think it'll provide a nice contrast to our D&D 4E playtest when it starts next month.

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Jahnoth (not verified) said,

Sun, 05/11/2008 - 10:33pm

Hey, not a problem. Heard you on Chris' and Kris' podcast (The Secret Lair) discussing one of their book club books. Thought I'd add you to my reader and see what more you had to say and do. I'm their GM running a Savage Worlds campaign in a bit of a homebrew Pulp/Cthulhu setting. It's been fun.

Enjoy!

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Mon, 05/12/2008 - 11:57am

Nice. I've wanted to run something pulp/weird ever since Chaosium announced their Pulp Cthulhu source book back when d20 CoC was coming out. Of course that book's been in limbo almost since it was announced (though they say it's getting closer to release) but the idea stuck.

I could easily see running a SW-powered Pulp Cthulhu game; while I think SW's exploding dice and fast/furious attitude would tend to mute the horror of the Mythos setting, I still think it would be a hell of a lot of fun.

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