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View Full Version : Being a GM again 30 years later...



goodmanje
December 5th, 2016, 06:24
I'm wanting to start running some Savage Worlds adventures on FG. It's been around 30 years since I last ran a game. I'm finding that a lot of these Savage Worlds adventures are really lacking in structure. Just some paragraphs describing what's going on, stats for a few NPCs, and maybe a random encounter table. I get that an open format allows the players to drive the adventure and what not but to me that is so much harder to pull off as a GM.... Is it just me or do others find that to be true?

JohnD
December 5th, 2016, 07:04
I would agree with this, in my limited experience with SW. The WotD stuff is sparse, but, the source material it's based on doesn't have anything that the FG iteration is missing.

I guess there's good and bad in this... I can see how it would make getting back in the saddle again more daunting.

damned
December 5th, 2016, 09:26
Its definitely a trend to leave more flexibility for the GM and players to create their own story around a few provided details and facts.
I think a better overview or big picture plot would help so that you dont accidentally damage future story lines by your improv - if that makes sense.

Ken L
December 5th, 2016, 09:34
Open pre-written adventures really leave it up to the GM to connect the disparate sections of plot. If you read the angry DM, there's plenty of good advice there.

On planning scenes (https://theangrygm.com/painting-a-happy-little-scene/)
On open ended adventures (player driven) (https://theangrygm.com/breaking-the-jell-o-mold/)
General adventure format (https://theangrygm.com/the-shape-of-adventure/)

I tend to ascribe to Angry's Iron fisted GMing, and did so early on. Sure it leads to some controversial decisions, but my games have never been better, nor more immersive. For my current online group I have a number of scenes set for the main arc as well as ample room for whatever my players have in store, I had to dig into some cowboy bebop music to set my mood which was a blast to the past. My in person group is more predictable as I know them personally, and it's a typical PF setting in the Taldor hinterlands.

I'd suggest a more structured adventure path on the lines of Paizo's set pieces, they're very linear unless you decide to dress it up which I've done for a number of them (Jade Regent, Reign of Winter, Mummy's Mask, Iron Gods, Skull and Shackles) to customize it for your group. The general trend as a GM is that you usually start off with something pre-written, and as you find your voice you begin world building for a tailored adventure.

goodmanje
December 5th, 2016, 11:36
One of my boys wanted to play an RPG so I started taking him through Paizo's Dragon's Demand. It's a beautifully put together module. Great artwork, awesome maps, and a fairly linear structure that is easy to run. I'm going to use him as my guinea pig for some of the SW adventures just to get some practice I think.

goodmanje
December 5th, 2016, 11:45
Thanks for the links Ken, I'm checking them out now.

Skellan
December 5th, 2016, 12:40
As with most things I think the best way is somewhere between the two styles. In the end, do what you are comfortable with.

The pathfinder adventure paths are excellent. If you decide to savage them you can find conversions for most of the monsters here https://www.godwars2.org/SavageWorlds/monster.html

Good luck with it. Just let me know if there's anything I can help with