SPECIAL NOTICE
Malicious code was found on the site, which has been removed, but would have been able to access files and the database, revealing email addresses, posts, and encoded passwords (which would need to be decoded). However, there is no direct evidence that any such activity occurred. REGARDLESS, BE SURE TO CHANGE YOUR PASSWORDS. And as is good practice, remember to never use the same password on more than one site. While performing housekeeping, we also decided to upgrade the forums.
This is a site for discussing roleplaying games. Have fun doing so, but there is one major rule: do not discuss political issues that aren't directly and uniquely related to the subject of the thread and about gaming. While this site is dedicated to free speech, the following will not be tolerated: devolving a thread into unrelated political discussion, sockpuppeting (using multiple and/or bogus accounts), disrupting topics without contributing to them, and posting images that could get someone fired in the workplace (an external link is OK, but clearly mark it as Not Safe For Work, or NSFW). If you receive a warning, please take it seriously and either move on to another topic or steer the discussion back to its original RPG-related theme.

First Savage Worlds Urban Fantasy Game

Started by Hackmaster, September 01, 2007, 10:50:57 PM

Previous topic - Next topic

Hackmaster

Well, finally today I managed to get enough players together to run Savage Worlds.

I ran an urban fantasy adventure with an investigation theme. One player was new to Savage Worlds and new to RPing in general. No one had characters made up beforehand.

It took about 45 minutes to get everyone's character up and running. Not everyone had the rules handy and one player had to be instructed on how to go each step of the way. So I think 45 minutes total for 4 players including a newbie was pretty reasonable.

There was a lot of roleplaying at the beginning, and the players started the investigation in an completely different direction that I failed to think about ahead of time. I gave them a few red herrings, but they got the key information they needed their way and didn't need any of the other avenues I had laid out.

I was very pleased with the roleplaying and social interactions. The players did a good job of getting into character.

When they tracked over to a key encounter area, there was a brief skirmish. We all went through how combat works, explaining to the new guy how to go each step of the way. I took time to recap what each of their rolls meant, what the target numbers were, and what the final result was. A good refresher for new and old players alike.

The real mystery was getting a lot closer, but it had been about 4 hours, so we left at a cliffhanger-type moment.

Oh, and the whole thing was done online with Fantasy Grounds and the new SW ruleset, which worked well.