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GM BK
May 6th, 2018, 04:51
Any word on whether or not this one will make it to FG?

Nyghtmare
May 8th, 2018, 05:53
It will depend on whether or not the creator/publisher wants it to be released to a VTT... then agreements have to be made between them and SmiteWorks... then someone will need to create the setting within Fantasy Grounds (which is probably what takes the longest to do on the FG side of things) as well as someone(s) converting all of the rest of the content.

I believe that this is the standard process for stuff like this, but am not 100% sure.

Talyn
May 8th, 2018, 12:47
A couple of us have expressed interest in handling the DLC end of things. I think @Ikael does plan on adding some ruleset-level support for a couple of the features, but we haven't heard yet if the publishers have even started the licensing process for Fantasy Grounds.

GM BK
May 8th, 2018, 16:04
Thanks for the info. This is definitely a campaign I would be interested in running.

Sgain
May 8th, 2018, 22:01
me too - I bought in on the Kickstarter and have done some work on it for my own game, but it would be great to see this done for FG.

GM BK
May 8th, 2018, 22:29
I’m working on creating a mod file containing all the core details... hindrances, edges, items, etc... that should at least get me by enough to start prepping the campaign.

Tozzax
May 11th, 2018, 15:10
I've done a mod file, even tweaked an extension to add mental toughness. The biggest hindrance I'm running into right now is ships. The current FG vehicles are just not up to the task for Seven Worlds space combat. I would love to hear suggestions on how to make them work.

Ikael
May 11th, 2018, 18:55
I've done a mod file, even tweaked an extension to add mental toughness. The biggest hindrance I'm running into right now is ships. The current FG vehicles are just not up to the task for Seven Worlds space combat. I would love to hear suggestions on how to make them work.

I would like to hear how they are not fit for Seven Worlds combat? I am aware of Heat stat that is missing, is there something else?

Tozzax
May 11th, 2018, 19:07
The Heat stat, the handling modifier, tracking shield effects, tracking heatpoints, ship NPCs aren't wildcards (except big ones) but can take more than 1 wound. I've only had one go at it, but it definitely left a lot to be desired. I may be printing sheets for the next space battle.

Caveat, I don't have much experience in savage worlds, so I may be doing something wrong.

Meliath1742
May 24th, 2019, 14:39
So, count me in on wanting an official ruleset and setting mod for Seven Worlds. I actually emailed the writer for this setting about considering it for FG but never got a response. I've spent some time creating my own mod for it. Still need changes to help with things like Mental Toughness, being a derived stat is the biggest issue for me. I've added the ships to "Vehicle's" but haven't had a chance to actually try them out. The current Vehicle input does allow for adding additional stats but I doubt they are automated in the CT in anyway. It also allows you to drop in an NPC or Wildcard as the pilot if you unlock it for editing. This gives the ship skills needed for things like shooting the various weapons.

GM BK
May 24th, 2019, 14:49
I would love to see a rule set for this as well. Although I love FG, this is my one complaint about it. If a setting has variations from the standard operating procedure, and there isn't a rule set available for it, it makes all of the automation that FG does kind of in the way. It'd be nice if we could just turn it all off. A bare bones option, if you will. It would make running settings like Seven Worlds easier.

Meliath1742
May 24th, 2019, 15:21
I would love to see a rule set for this as well. Although I love FG, this is my one complaint about it. If a setting has variations from the standard operating procedure, and there isn't a rule set available for it, it makes all of the automation that FG does kind of in the way. It'd be nice if we could just turn it all off. A bare bones option, if you will. It would make running settings like Seven Worlds easier.

In theory (I haven't tried it) you could do everything manually by just using the FG die roller and applying the needed damage. You would have to figure out all the modifiers and effects and also apply them manually (the same as you would at an actual table game). The Mental Toughness stat could be added as a notation on the front of the character sheet giving you the number needed for psionic attacks.

GM BK
May 24th, 2019, 16:44
Hmm, I'll have to play around with that and see how it works.

twistedtechmike
May 24th, 2019, 19:31
You could try just straight CoreRPG or MoreCore BK. Im not familiar with the setting, but it may or may not work?

GM BK
May 24th, 2019, 20:02
I'm not really familiar enough with Core or MoreCore to give an accurate opinion, but I could give it a look.

Meliath1742
May 24th, 2019, 21:36
You could try just straight CoreRPG or MoreCore BK. Im not familiar with the setting, but it may or may not work?

Seven Worlds is a Savage Worlds setting with a few quirks that go outside the normal ruleset. Core/Morecore would be "difficult" to use, but doable if you go completely "manual" on everything. You would be forced to use the SW rules outside of FG though. You would be using FG for character sheets and the die roller along with presenting maps. No real automation.

Meliath1742
May 25th, 2019, 18:43
I think I'm done working on my 7w theme. I wanted a clean look so I hacked the Simple Gray theme (Gimp, cut & paste etc) and used colors that are in some of the games main images. The Saturn logo was "borrowed" from the web to create the center decal.

27417

GM BK
May 26th, 2019, 13:01
Good job :)

goodmanje
June 14th, 2019, 16:46
I would love to see Seven Worlds for FG.

Meliath1742
June 14th, 2019, 16:56
I would love to see Seven Worlds for FG.

I spoke with Luis (Creator) and he's considering getting it into a Fantasy Grounds module. His biggest concern is getting the ship to ship combat in a usable format. He believes the module will require some significant additions to get the right feel.

Talyn
June 14th, 2019, 17:05
He believes the module will require some significant additions to get the right feel.

That's precisely why I took it off my TODO list. The amount of Lua scripting needed for the Seven Worlds extension is way way way above my ability right now.

Meliath1742
June 14th, 2019, 21:02
That's precisely why I took it off my TODO list. The amount of Lua scripting needed for the Seven Worlds extension is way way way above my ability right now.

I'm hoping they can find an acceptable compromise. He stated it was one of the original stretch goals on the Kickstarter but dropped it after realizing the difficulty of getting it done.

GM BK
June 14th, 2019, 22:24
This is why I wish they would give us the option to run an automation free SW. It's one thing if a setting has it's own edges and such. that's easy. but when it alters game mechanics, and there's no FG module, then my inclination to run it is greatly diminished. It's just too much of a hassle.

Meliath1742
June 14th, 2019, 22:32
This is why I wish they would give us the option to run an automation free SW. It's one thing if a setting has it's own edges and such. that's easy. but when it alters game mechanics, and there's no FG module, then my inclination to run it is greatly diminished. It's just too much of a hassle.

Yep. They could release a setting module with the understanding that ship combat would be strictly manual, possibly being added later on.

Sgain
June 15th, 2019, 22:16
Truthfully, starship combat in 7W is so fast and nasty that it is usually over before you have to worry about the ships overheating. My guys figured that out really fast and hit, then cool themselves down while the pilot goes nuts flying evasively. I don't think it needs automation at all.

Meliath1742
June 15th, 2019, 23:35
Truthfully, starship combat in 7W is so fast and nasty that it is usually over before you have to worry about the ships overheating. My guys figured that out really fast and hit, then cool themselves down while the pilot goes nuts flying evasively. I don't think it needs automation at all.

Hopefully that will allow them to streamline it so FG can handle it without having to do a ton of programming.

GunbunnyFuFu
June 17th, 2019, 03:14
I too would love to see Seven Worlds for FG.

Talyn
June 17th, 2019, 14:54
I too would love to see Seven Worlds for FG.

Hey there, Mr. DLC Developer buddy of mine! I am reminded of an old saying, "if ya want something done right..." :p LOL

GunbunnyFuFu
June 17th, 2019, 22:37
Hey there, Mr. DLC Developer buddy of mine! I am reminded of an old saying, "if ya want something done right..." :p LOL

I'd certainly take the project on if I had time, which is in short supply these days. Just the converting to FG...I don't know anything about LUA. :)

Mgrancey
June 19th, 2019, 20:58
Not very famialar with Lua or Unity (yet), but would ot be more possible with FGU?

Talyn
June 19th, 2019, 21:08
Not very famialar with Lua or Unity (yet), but would ot be more possible with FGU?

Nope, for backwards compatibility with Fantasy Grounds Classic, FGU isn't going to open up any additional languages. (At least not for the time being. Later down the road, we'll see what happens.)

Arsilon
December 14th, 2022, 15:32
Did this ever go anywhere? Just picking this up as a side project to try and learn more about Fantasy Grounds. I love Sci-Fi, really like Savage Worlds, and think Fantasy Grounds is great from what playing I've done so far.

I managed to import the entirety of the Setting Guide into Fantasy Grounds Unity as a learning exercise. I originally figured I would just do the Test Drive as an initial experiment but then figure heck, why not and went ahead with the full setting. I will be playtesting the intro adventure here shortly with a few friends and see where it goes from there. I would love to leverage anything that has already been done and take whatever advise is available to make it work in FGU and even upgrading it to SWADE to minimize re-inventing the wheel. Got to learn a little about extensions to in order to get Mental Toughness to show up on the combat tracker and the character sheet. I've not bothered yet with things like Heat as that can easily enough be handled manually I'm guessing.

For example, one of the things I'm now trying to figure out is how many wounds these ships have? SWADE gives you a table that says vehicles by default have 3 wounds, but then based on size that could go up to another 3 on top of that. Not having played it yet, no idea if that is too little or too much or what to put in by default into FGU.

Anyway, thank Google for coming across this thread. Any advise would be welcome!

Jiminimonka
January 13th, 2023, 07:05
Did this ever go anywhere? Just picking this up as a side project to try and learn more about Fantasy Grounds. I love Sci-Fi, really like Savage Worlds, and think Fantasy Grounds is great from what playing I've done so far.

I managed to import the entirety of the Setting Guide into Fantasy Grounds Unity as a learning exercise. I originally figured I would just do the Test Drive as an initial experiment but then figure heck, why not and went ahead with the full setting. I will be playtesting the intro adventure here shortly with a few friends and see where it goes from there. I would love to leverage anything that has already been done and take whatever advise is available to make it work in FGU and even upgrading it to SWADE to minimize re-inventing the wheel. Got to learn a little about extensions to in order to get Mental Toughness to show up on the combat tracker and the character sheet. I've not bothered yet with things like Heat as that can easily enough be handled manually I'm guessing.

For example, one of the things I'm now trying to figure out is how many wounds these ships have? SWADE gives you a table that says vehicles by default have 3 wounds, but then based on size that could go up to another 3 on top of that. Not having played it yet, no idea if that is too little or too much or what to put in by default into FGU.

Anyway, thank Google for coming across this thread. Any advise would be welcome!

You can add effects to increase wound cap. I think its [Wound Threshold +3] but you can check the wiki here https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/996643800/Savage+Worlds+Effects