SWGMH S08E03: Campaign Design

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Show Summary

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….

  • Building Campaign Worlds
  • Creating a timeline for the world
  • Group character and world creation
  • Savage Worlds Plot Points

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Video

Links

Savage Worlds DeluxeG+Savage Worlds GM CommunitySmilin’ Jacks Bar and Grill, Sin City Savages, Platemail Games, TsunamiCon 2015

Credits

Hosts:  Jerrod ‘Savage Daddy’ GunningChris Fuchs, JiB, and Scott W.

SWGMH S08E02: The Benny Economy

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Show Summary

The gang gets together to discuss the Benny Economy in Savage Worlds, including such topics as…

  • Themed Bennies
  • Bennies as hit points
  • Educating your players
  • And more…

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Video

Links

Savage Worlds DeluxeG+Savage Worlds GM CommunitySmilin’ Jacks Bar and Grill, Sin City Savages, Savage Lankhmar Preorders, Platemail Games, TsunamiCon 2015

Credits

Hosts:  Jerrod ‘Savage Daddy’ GunningChris FuchsDavid Scott, JiB, and Scott W.

SWGMH S08E01: GM Fiat

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Show Summary

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…

  • Player Agency
  • Failing Forward, and
  • Why Savage Worlds is NOT a Storytelling system.

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Video

Links

Savage Worlds DeluxeG+Savage Worlds GM CommunitySmilin’ Jacks Bar and Grill, Sin City Savages, Extra Credits Heroism,

Credits

Hosts:  Jerrod ‘Savage Daddy’ GunningChris FuchsDavid Scott, JiB, and Scott W.

SWGMH S07E15: Traps & Puzzles

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Show Summary

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:

  • Cooperative Rolls
  • Unskilled checks vs complexity
  • Dramatic Tasks to disarm traps.
  • Traps as Characters/Creatures
  • And more…

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Video

Links

Savage Worlds DeluxeG+Savage Worlds GM CommunitySmilin’ Jacks Bar and Grill, Sin City Savages, Happy Jacks RPG Podcast, Lootcrate.com, Kristian Serrano’s Savage Eberron, PatreonPerilous Places & Serious Situation

Credits

Hosts:  Jerrod ‘Savage Daddy’ GunningChris FuchsDavid Scott, JiB, and Scott W.

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