Thread: First Time GMing SW
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December 10th, 2010, 17:48 #1
First Time GMing SW
Last night my group played their first test session with Weird Wars. All in all, it went rather well. Everyone figured out the rules pretty quick and I Was able to (mostly) keep a handle on the init tracker.
We did have three questions that popped up.
1) Untrained + Wild Die: Apparently a PC still gets their wild die when doing an untrained skill. Besides creating an 'Untrained' skill on a character sheet, is there any other way to handle this?
2) Holding: Is there any trick for handling a player character who 'Holds' on their turn? The rules state "If a character has a held card when a new round starts, he's not dealt in". Is there a way to 'hold' a card?
3) Auto Fire - Assuming I am reading the rules right, when someone auto fires they roll a number of attacks equal to ROF + 1 Wild Die. For now I had the players turn off the Wild Die, roll shooting 3 times, then manually roll a d6.
Is there a better way to handle this? Specifically, a macro so they only have to press a button once and have it go.DM: For reference sake, when a bad guys dies, I'll turn their token over. So an upside down 'A' or 'B' means it's a corpse.
PC 1: So if we kill a 'M' is it reincarnated as a 'W'?
PC 2: That damn 'O' just won't die!
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December 11th, 2010, 01:51 #2Originally Posted by mr_h
Originally Posted by mr_h
Originally Posted by mr_h
You'll end up with 2 or 3 skill dice and one wild die.
My videos cover all of these I believe (if not let me know and I'll make one!)My players just defeated an army, had a dogfight with aliens, machine-gunned the zombies, stormed the tower, became Legendary and died heroically
Yours are still on combat round 6
Get Savage
First GM to post a game for the original FG Con!
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December 11th, 2010, 08:32 #3Originally Posted by Doswelk
Code:/die d4-2 Untrained Skill
Originally Posted by Doswelk
https://www.fantasygrounds.com/forum...2&postcount=50
Be interested to get both of your opinions on this potential improvement. Any code ideas for untrained skills would be welcome too, but suspect the above two strategies cover it pretty well ?
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December 11th, 2010, 19:59 #4Originally Posted by Doswelk
Originally Posted by Doswelk
Originally Posted by Doswelk
Originally Posted by phantomwhaleDM: For reference sake, when a bad guys dies, I'll turn their token over. So an upside down 'A' or 'B' means it's a corpse.
PC 1: So if we kill a 'M' is it reincarnated as a 'W'?
PC 2: That damn 'O' just won't die!
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December 13th, 2010, 19:46 #5
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Instead of starting a new first time running SW thread figure I'd add to this oen
I just ran my first game for SW through FG and was a blast! One complaint the players had was when I opened a new grid map if it was larger than the default window and they tried to scroll over it would not stick untill i updated the sheet. Is there any way to make the image frame bigger or make it so they can scroll over and it stays put without me updating it?
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December 13th, 2010, 20:10 #6
Lesser Deity
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They can make the map frame bigger by holding down control and dragging the lower right corner of the map frame. The GM is the only one who can scroll the overall map viewpoint if the map is bigger than the size of the map frame. Allowing clients to scroll the map is on Smiteworks list of things they want to do in future releases.
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January 7th, 2011, 18:32 #7
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I too am going to piggyback on this thread with a question.
I have been teaching myself how to run a Savage Worlds game with my poor brother (who hasn't played any SW or ever used FG) as my guinea pig player. He's a good sport thank goodness. The video tutorials have been helpful but I have a couple of questions that are mostly a result of my time spent playing 4E in Fantasy Grounds.
Is there a way to drag a token onto the player character sheets? I don't see a place for it. Or do you just give them one on the combat tracker and FG will remember it from then on?
Is there a way for the GM to target a player? In 4E there is a handy target icon on the combat tracker, but I see nothing comparable in SW.
Does the SW ruleset automate the combat? Again, in 4E, when a player rolls an attack, the ruleset determines if it is a hit or not, and when the player rolls damage it is automatically assigned to the opponent. In SW, do the players and GMs compare the fighting number to the parry number and determine hits themselves? Does the GM always determine the damage results based on the damage roll?
My apologies for the last question as I'm sure it sounds daft, but I wanted to be sure that I'm not missing something. I've been trained as a 4E zombie and change is hard, especially for zombies (moon wizard is the necromancer!).
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January 7th, 2011, 22:18 #8Originally Posted by Robbo
The auto-generated ones should work, for now, but I'll look into adding tokens onto sheets too.
Originally Posted by Robbo
Originally Posted by Robbo
Can't see any massive harm in comparing rolled attack to targets parry and declaring raise, hit or miss though. My players often miss off modifiers (non-techies getting used to interface still) so I'd probably have to say "sorry no, as it's a multi-action and at medium range, it's a miss", but I'm pretty much chatting that anyway.
But then again, there are quite a few temporary parry modifiers in Savage (-2 parry for wild attack or when victim to agility tricks) that are not easily tracked currently, so I suspect you'd want to have this better tracked first. Having hit declarations that are not right 90%+ of the time would probably just be unwelcome noise.
In this situation, I think Savage's strength has been hit / damage rolls are quite quick and easy to compute, so the benefits of automation are lower. Which is not to say it's not something we should think about adding to the ruleset, but without all the effects tracking and no doubt other clever trickery underpinning it (like the 4E probably has - I really should play with it more someday) it probably won't add much value. Yet.
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January 8th, 2011, 02:02 #9
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Originally Posted by phantomwhale
From what I understand about Savage Worlds, I don't think it needs anywhere near the automation that 4E does. 4E combat is heavily reliant on conditions and effects that become a bear to track. Do you find it worthwhile to prepare conditions like prone, wild attack, beserk, etc to help the players remember?
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