Unfortunately, the episode is only 20 minutes long due to technical difficulties. Rather than scrap the episode, we decide to present it as-is with the promise to revisit the topic at a later date.The guys get together to discuss rpg campaign design in Savage Worlds. We start the show with some tips and tricks for creating long term campaigns and branch out to discuss….
The gang gets together to explore GM Fiat as it relates to Savage Worlds and other storytelling system concepts typically grafted onto the system. We start the discussion by clearly defining what is and is not GM Fiat as well as…
The gang gets together to discuss Savage Worlds traps and puzzles. Aside from of a brief mention of a +2 bonus to Notice and Repair rolls to detect and disarm traps, the Savage Worlds core rules do not contain mechanics for creating or dealing with traps and puzzles.
Of course, the simple F!F!F! solution is to allow Danger Sense or Notice to detect the trap, followed by a Repair roll to disarm it, or an Agility check to avoid it if triggered. We go a little deeper and discuss: