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Joined 7 days ago
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Cake day: December 27th, 2024

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  • My party tends to try to optimize starting positions, and it makes sessions kinda long. Last session, I decided I would add extras to a boss fight that would aid the players during the fight. The players started debating what the best approach would be after successfully sneaking into an already good position.

    Decided right then and there that the extras were red shirts. While the players were debating, I interjected saying that one of the zombies took a chunk out of one of the gunmen (one of the extras). The energy in the call heightened immediately and they started to frantically make a battle plan and triggered the fight quickly.

    I’m thinking I’ll start doing that more often. Adds narrative weight to their dilly dallying.


  • It’s great! I’m running a campaign at the moment (or trying to, hosting Foundry behind a CGNAT is a pain and I’m 4-for-4 on services that haven’t worked for me) and it’s been a breeze to run. We ran 5e before, and the transition has been buttery smooth.

    Their main gripes about 5e was how slow combat was IRL, even with digital tools for dice rolling and calculations (mostly due to 5e’s HP bloat and action economy). My main gripe about 5e is that homebrewing feels like balancing a jenga tower of oddly shaped blocks. SW fixes both through sheer simplicity.

    We’re running a low-fantasy western themed campaign set in the british isles circa 1900 atm, and I’ve already got a cyberpunk+vtm campaign planned, a star wars campaign planned, a concept of a witcher campaign (want to nail the themes and storytelling logic of the books), and a ragnarök campaign planned.

    I was window shopping other systems when I got tired of trying to nail a cyberpunk red homebrew for 5e, and starting designing my own system, only to discover it already existed in the form of Savage Worlds, even down to how feats and antifeats work in it (edges and hindrances). As if it was tailor made for what I want to run.