Search found 1407 matches

by SlasherEpoch
Mon Nov 07, 2011 11:16 am
Forum: SW General Chat & Game Stories
Topic: What do your GM notes look like?
Replies: 30
Views: 6610

Man, that's a lot of notes! :eek: What your notes look like for games that are harder to GM than Savage Worlds? I don't really GM other games. I've been wanting to run a 4E game for a while now, and I have some notes for it which look about the same as my SW notes - pages of notes about the world, ...
by SlasherEpoch
Mon Nov 07, 2011 10:22 am
Forum: SW General Chat & Game Stories
Topic: What do your GM notes look like?
Replies: 30
Views: 6610

If you mean for world creation, I usually pick up a one subject notebook and write a few ideas down every day as they come to me - I'm not lucky enough to think about things in order, so I write down the premise, then there's usually a smattering of locations, power groups, gangs/criminal elements, ...
by SlasherEpoch
Mon Nov 07, 2011 10:21 am
Forum: SW General Chat & Game Stories
Topic: Adventure Deck- powerful aye?
Replies: 55
Views: 9881

Re: Adventure Deck- powerful aye?

Howdy folks, So we just got done playing and I have to say the entire session was dominated by the Adventure Deck cards. Granted they got very very good storyline type cards but each encounter or attempt to do anything was overly successful because they had great cards. Is this typical? Was I just ...
by SlasherEpoch
Sun Nov 06, 2011 2:29 am
Forum: SW Home-brew Settings & Conversions
Topic: Training
Replies: 3
Views: 1360

Interesting idea. I'd actually suggest that training groups of militia does more to increase the amount of soldiers available to the characters, rather than increase the experience of the soldiers they train. In other words, you could spend a lot of time training people to turn militia (with no appr...
by SlasherEpoch
Thu Nov 03, 2011 8:41 pm
Forum: Deadlands: The Weird West
Topic: Final Showdown Scene: How to set it up?
Replies: 4
Views: 1872

I don't see why you can't have all three... The posse and their hired guns shoot up the place. The henchmen tie up Jack's fifty men, which allows the players to get close enough to Jack's dastardly blood altar and disrupt the ceremony. Jack takes off after firing no more than a couple shots, leaping...
by SlasherEpoch
Wed Nov 02, 2011 2:53 am
Forum: Deadlands: The Weird West
Topic: What does Stone do when he's not "at work?"
Replies: 26
Views: 6341

I don't think he's ever on a break. Stone's list isn't terribly long, as you mentioned, he can certainly take care of it over a few hundred years...but even though he's immortal, mean, and the baddest bastard to walk the West, most of the people who would make it onto his Naughty list are aware of S...
by SlasherEpoch
Tue Nov 01, 2011 4:44 pm
Forum: SW General Chat & Game Stories
Topic: The League of Extraordinarily Savage Gentlemen
Replies: 3
Views: 1634

I think you can run it out of the box, just start the characters at Seasoned.
by SlasherEpoch
Tue Nov 01, 2011 11:40 am
Forum: SW Home-brew Settings & Conversions
Topic: Fallout Bestiary (Long)
Replies: 19
Views: 12660

I'd start Super Mutants around d10 both Str and Vg for the most part - they're far stronger and tougher than a normal human, and their Size of +1 to +2 makes them difficult to put down plus gives them the reach/leverage to operate large weapons one handed. However, they're not immortal superbeings. ...
by SlasherEpoch
Mon Oct 31, 2011 6:01 pm
Forum: SW Home-brew Settings & Conversions
Topic: Fallout Bestiary (Long)
Replies: 19
Views: 12660

I think the Strength and Vigor of Radscorpions, Super Mutants, and Deathclaws are outrageously high.
by SlasherEpoch
Mon Oct 31, 2011 3:43 pm
Forum: SW Showdown
Topic: Traps in Showdown
Replies: 4
Views: 3745

I agree with you about Mordheim. I really love the setting and the ideas behind the game but the rules are so clunky. I guess that's what happens when you try to take a big battle game and translate the rules to a warband style. For something like traps I would consider applying it to area terrain ...
by SlasherEpoch
Thu Oct 27, 2011 11:22 pm
Forum: SW Home-brew Settings & Conversions
Topic: Savage Immortal setting idea brainstorm
Replies: 17
Views: 4799

3) The Quickening. Every time an immortal kills another one, they can choose to increase a skill or gain an edge that the dead immortal had that the executioner doesn't. You might also rule that they can't level up or increase in Rank until they decapitate another Immortal. Harsher, but simply anot...
by SlasherEpoch
Wed Oct 26, 2011 2:53 pm
Forum: SW Showdown
Topic: Traps in Showdown
Replies: 4
Views: 3745

I think allowing basic traps that affect a Small Burst and do minimal damage or entangle foes works well for regular Gear. Explosives and more esoteric traps may require Edges. I already planned, for a certain setting, to have a Demolitions Expert Edge which lets the model start with a free bomb and...
by SlasherEpoch
Tue Oct 25, 2011 3:22 pm
Forum: SW Showdown
Topic: Traps in Showdown
Replies: 4
Views: 3745

Traps in Showdown

I've been considering how to implement things like mines and other traps in Showdown as a hazard another player places, rather than a hazard inherent to the arena. I've looked into how Mordheim and other such games handle these things and it feels clumsy. However, I realized that in Showdown where s...
by SlasherEpoch
Thu Oct 20, 2011 4:36 pm
Forum: SW Home-brew Settings & Conversions
Topic: Guns of the future
Replies: 43
Views: 11908

My approach to new firearms is this. They'll still tend to make the same size hole so keep the damage the same. What they will do is better AP, more rounds, better range, and lighter weight (as has been pointed out earlier). Yep! Now here's an interesting idea: WHAT IF guns that the time travelers ...
by SlasherEpoch
Thu Oct 20, 2011 4:32 pm
Forum: SW Pinnacle Original Settings & Companions
Topic: [NE] Too Harsh? *spoilers* (kinda, maybe, sorta)
Replies: 12
Views: 2730

I liike the idea of using the incient to give the Character the optoin of changing his concept a bit. But not requiring it. You could say that he was rebuit with metal that doesn't work quite right, and it take d6 days for those temporary patches to be cleaned up. And they are gone, unless he choos...
by SlasherEpoch
Thu Oct 20, 2011 12:36 am
Forum: SW General Chat & Game Stories
Topic: Best SciFi RPG Campaign?
Replies: 16
Views: 6019

Thanks guys, I guess more 'modern' sci fi is what I am looking for, and I obviously failed my communicate check :oops: . I wasn't concerned so much about the setting/background but was looking for a good set of adventures that provide a good story, so if I can trouble you a second time... Necropoli...
by SlasherEpoch
Wed Oct 19, 2011 6:13 pm
Forum: SW Home-brew Settings & Conversions
Topic: You're a race of Evil Space Robots
Replies: 4
Views: 1840

I like it. Good premise, and it's fun to build an empire. I anticipate it being a very proactive game from the player standpoint, where they decide what they're doing day to day, is that correct?

I'd be interested in hearing more.
by SlasherEpoch
Mon Oct 17, 2011 6:54 pm
Forum: SW Pinnacle Original Settings & Companions
Topic: [EN] Humans and Solace
Replies: 7
Views: 2086

I like the idea of the miracles being a mutation in humans. EN lends itself well to the genre of science fantasy, and that would be a good interpretation of the otherwise godless world.
by SlasherEpoch
Mon Oct 17, 2011 6:47 pm
Forum: SW Home-brew Settings & Conversions
Topic: Guns of the future
Replies: 43
Views: 11908

You can also increase the Armor Piercing value of bullets from the future, or make them Heavy Weapons.
by SlasherEpoch
Thu Oct 13, 2011 8:35 pm
Forum: SW Pinnacle Original Settings & Companions
Topic: Tour of Darkness - Question about Content
Replies: 11
Views: 2706

The campaign spans decades as written. You can skip around, but I think it would be more fun to play different groups of soldiers at different points of the war. Besides, then you get the whole story, and your players get to play different characters. I would actually disagree with kronovan and urge...

Go to advanced search