PDA

View Full Version : Savage Worlds Customization in Fantasy Grounds



CrusaderWarden
March 10th, 2018, 18:10
I'm thinking about trying VTT gaming and Fantasy Grounds was the front-runner option given its extensive support of both Savage Worlds and Pathfinder. Now that PF 2e has been announced, I would probably just be focusing on SW for testing the Fantasy Grounds experience as it doesn't make sense to invest in PF 1e if 2e is coming out in 18-24 mos.

For Sci-Fi, I would be covered as I run Last Parsec & Sci-Fi Companion without much modification.

For Fantasy Grounds' Savage World users, is it pretty easy to customize/tailor a fantasy Savage Worlds experience? Or would I have to pick a setting and stay within its boundaries? In other words, assuming I purchase the appropriate packs, can I selectively mix elements of Lankhmar such as edges, hindrances, and spells, with core Savage Worlds or does Fantasy Grounds "lock" me into Lankhmar-specific rules when I enable that module?

There isn't a right or wrong answer, here, I'm just curious how Fantasy Grounds supports things.

Tabletop affords the flexibility of kit-bashing multiple Savage Worlds sources into a customized or tailored experience. I presume that Fantasy Grounds, doesn't have that flexibility, but it isn't clear from their site or the videos I've watched.

Ikael
March 10th, 2018, 19:11
SavageWorlds ruleset does not lock you into ome setting. You can mix and use any content to tailor experience you want. There are also SavageWorlds related toolset to allow you create your own content without need to know programming or xml. If you want to program, the ruleset itself is designed to be extended for different needs and ideas. You can find more information of these from SavageWorlds FG forum threads.

Talyn
March 10th, 2018, 20:35
The only potential hiccup I can think of is that certain settings (such as Lankhmar) require extensions for certain bits (Casting Modifier replaces Power Points for Lankhmar) to work correctly. Otherwise, sure, you can load up each setting module and literally plug and play the various hindrances, edges, powers, etc. to your heart's content. Just fiddle with things to see if the extensions need to be loaded or not before you try to play a legit game with them.

Ikael
March 10th, 2018, 21:45
The only potential hiccup I can think of is that certain settings (such as Lankhmar) require extensions for certain bits (Casting Modifier replaces Power Points for Lankhmar) to work correctly. Otherwise, sure, you can load up each setting module and literally plug and play the various hindrances, edges, powers, etc. to your heart's content. Just fiddle with things to see if the extensions need to be loaded or not before you try to play a legit game with them.

This is partially going to change. If you have seen v4.6 changelog the first item mentions that you can use companion modules without the extensions. There are plans to make modules less dependent on extensions but if course if you need some feature that doesn't exist in core ruleset, you will need to use given extension.