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Total noob question http://www.worldworksgames.com/forum/viewtopic.php?f=74&t=10490 |
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Author: | Beth [ 10-15-2011, 11:08 PM ] |
Post subject: | Total noob question |
I'm hoping to set up a Savage Worlds game at some point, and I'm going to be GM. However, no one in my group, including me, has ever played before. I'm confused about some of the most basic things. 1) How much detail do you put into the narrative? 2) When you are doing a stealth check or notice check, do you tell the player what they are rolling for, or just ask them to roll a die? 3) How do you make it so that the players can go anywhere instead of being led too much by you? Thanks. |
Author: | Zenguy [ 10-16-2011, 12:58 AM ] |
Post subject: | Re: Total noob question |
Author: | zorg [ 10-16-2011, 06:35 AM ] |
Post subject: | Re: Total noob question |
Author: | ehisey [ 10-16-2011, 08:17 AM ] |
Post subject: | Re: Total noob question |
Author: | Skunkape [ 10-18-2011, 05:18 AM ] |
Post subject: | Re: Total noob question |
Welcome to the forums. That is correct that some of us play Savage Worlds, I'd suggest going to Pinnacle Entertainment's Forum and ask questions about Savage Worlds there. They're the ones who make the game. I just happen to have the forum bookmarked, so... |
Author: | punkrabbitt [ 10-19-2011, 11:29 AM ] |
Post subject: | Re: Total noob question |
Hi, Beth. Welcome to our little corner of the internet. I am going to address #1 and #3, because are both very situational. Some players thrive on detailed description and immersion in the game, some just want to imagine they are fighting monsters and could care less about where they are. When I started my D&D game, I used a lot of description, described the wind in the grass and the monkeys jumping from tree to tree. Gradually, it seemed like the guys were more interested in the fight than the environment, so I focused on that. A couple of weeks ago, one of players came up to me and said, "You're really lagging. When we started it was all monkeys in the trees and the bushes singing to the river, and now we just set up and fight. What's up with that?" So now I am trying to find the right balance of description and action to make everyone happy. My players were annoyed a few weeks ago when I ambushed them at the portal from the FeyWild back to reality. So one of them said, "Well, the adventure is obviously down the hill and into the woods. How about if we just go in the other direction instead. Then let's what kind of ambushes we get caught in." Of course, knowing that is always a possibility, I have done my prep work and have several level-appropriate encounters sitting in my book so that if they decide to go another way, I am always ready. preparation for the unexpected is always a good thing to have! I hope I have at least given you some ideas |
Author: | Beth [ 10-22-2011, 08:05 AM ] |
Post subject: | Re: Total noob question |
Thank you so much for all your replies I'm really grateful for the detail that you put into answering None of us have ever played any RPG before at all! But we're all kinda geeky (think obsessive Magic the Gathering and board game players) so thought we'd give it a go. |
Author: | greypilgrim [ 10-23-2011, 07:55 AM ] |
Post subject: | Re: Total noob question |
"You've just taken your first step in a much larger would" -Obiwan Kinobe |
Author: | tatteredking [ 10-28-2011, 03:27 AM ] |
Post subject: | Re: Total noob question |
Author: | Ghenghis_Ska [ 10-28-2011, 07:38 AM ] |
Post subject: | Re: Total noob question |
Author: | Zenguy [ 10-28-2011, 05:20 PM ] |
Post subject: | Re: Total noob question |
Another GM trick, that seems corny but works surprisingly well, is to attack the party if things are getting boring. There's nothing like characters fighting for their (or other people's) lives to get the energy of a game going again when the players have got bogged down and/or distracted. Maybe the party haven't figured out where to go to start looking for the bad guy. Or maybe they don't even realize there is a bad guy. Don't worry. Just trump up some reason for some for the bad guy's minions to attack the party and then start with having the party draw initiative cards. (E.g. A group stepping out of a side alley suddenly attack the party for no apparent reason. Only when the attackers break off (before the fight starts to draw attention) do the party notice the bloody body in the alley and realize the murderers were intent on eliminating any potential witnesses.) Not only will the party be galvanized into action, they'll get an unexpectedly forceful lead into the adventure line you want them to take, along with a strong hint that if they don't keep things moving, you will. |
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