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January 28th, 2025, 20:34 #61
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- Jul 2021
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- 112
No, I'm just getting started now for a "break" game I'll be running during the summer. I need to get my head out of a Savage Cthulhu game I've been working on for months so 7W is my candy snack.
I think I figured out the cause. Maricelle's Note's field in the db.xml is:
<notes type="formattedtext">
Everyone else's is listed as
<notes type="string">
Since Notes doesn't allow for formatted text, I assume that's the problem.
Update:
I changed the notes type in my db.xml to string and it's working like a charm now.Last edited by rigerco; January 28th, 2025 at 20:39.
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January 28th, 2025, 22:50 #62
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- Mar 2016
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I’d be interested in hearing more details and anything you could share about a Savage Cthulhu game. I am thinking of running one in the future after finishing other SW settings.
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January 28th, 2025, 23:28 #63
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That was exactly the fix. Here's a benny.benny_quar_dai.png
Add feature suggestions for Savage Worlds to Fantasy Grounds Feature Request.
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January 28th, 2025, 23:53 #64
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- Jul 2021
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I ran a Section D campaign last year that had a heavy Cthulhu aspect to it. We've been gaming together since the late 70s and the campaign ended with The Black Drop from Trail of Cthulhu. One player called it a top 5 campaign ending in all our years of gaming. This year, they wanted to play more of a pure Cthulhu thing, less war stuff. So I'm converting Eternal Lies from Trail for Savage Worlds. Some of the concepts behind the way Trail works aren't that different from SWADE, so it isn't that great a stretch. To stay more in tune with the "what do you do with the clues" over "finding clues" ethos of Trail I've added two new pools: Investigation and Professional. These are aggregated from different skills. Spending one basically adds +4 to a roll, but the pools reset very slowly.
For Sanity, I'm sticking with the Strain concept I used last year, where traumatic events add to the value and going over certain levels of Strain causes a loss of Sanity. However I'll be using another concept from Trail called "Pillars of Stability" where players have opportunities to reduce Strain. Some forms of Strain (from elder beings and outsider gods) can never be recovered, and learning spells causes a reduction in Sanity per classic Cthulhu mechanics. We had session 0 last week and it kicked off well. I have the entire first act prepped and the second act outlined. I don't want to touch the 3rd act until I see how the game goes. In between Lies acts I will be running palate cleanser games of Supers (I've found the old FASERIP marvel stuff converts over quite well) and Seven Worlds.
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January 28th, 2025, 23:55 #65
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- Jul 2021
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Woo hoo!
I'm doing the intro adventure with the archetype characters to start things off. After reading the SFC, I've been enamored with the Heavy Metal system. I've been wondering how that would work in lieu of the Chase combat from Seven Worlds. In your experience, how much would that change the flavor of the setting?
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January 29th, 2025, 01:54 #66
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Heavy metal is a quick way of doing damage, and is separate from chases and clashes. It's not as necessary in a VTT, since the computer easily calculate damage. I added it for completeness.
You can mix heavy metal with chases, clashes, or normal combat.
Clashes may be what you're thinking as the alternative to chases.
I suggest you set up a one shot with vehicle combat using clash. Make it a dog fight tie fighters vs Empire ships, or mecha vs mecha, whatever you think your players will enjoy.
Let the players experience a few clashes and get their feedback. This will give you a feel for how it will change the flavor.
In my game, I don't use clashes for every vehicle combat. Sometimes a tactical fight fits better, or a dramatic task, or even quick combat. It depends on what I'm going for with the scene.
After a few clashes, you'll have a good feel for when they fit a scene.Add feature suggestions for Savage Worlds to Fantasy Grounds Feature Request.
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January 29th, 2025, 04:02 #67
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You are correct, I was thinking using Clashes to replace 7Ws space combat as a chase mechanism.
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