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December 3rd, 2024, 16:52 #21
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1) The SWADE version does include most of the suggestions from the Playing Seven Worlds with the Savage Worlds Adventure Edition document. However it has been refined a bit after quite a bit of back and forth discussion with author. He admittedly hadn't really play-tested the SWADE version anywhere near as much as he had the SWD version. So what you find now in the SWADE version is mostly what was in the document but modified slightly based on my playtesting feedback and with agreement from the original author. A fairly detailed set of notes has been included in the SWADE version to review the changes made (similar to what was in the document).
2) The mention of several rules having been customized refers to things that Seven Worlds modifies from the core rules such as, but not limited to:
- Modified Chase Rules and Space Combat
- Significant changes to how Psionics works, eg custom/modified powers, advancement changes
- Custom/modified Skills
It also includes deviations per above to accommodate using SWADE.
3) Each campaign module actually contains both the SWD and SWADE version. You can activate whichever one you want to use. I have already gone through and made each version 'correct' per which core rules version you prefer. You are still free to modify further, but they should each be playable out of the box for the appropriate underlying core and setting rules, eg SWD vs SWADE.
Hope that answers your questions, let me know if not.
ps. #3 is important since the two are bundled together vs sold separately -- if that isn't clear from the store page description let me know so that it can be updated to be more clear.Last edited by Arsilon; December 3rd, 2024 at 18:55.
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December 4th, 2024, 12:37 #22
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The store page for Part 1 of the campaign just says: "This product requires the Savage Worlds rulebook and the Seven Worlds Setting Guide to play. It is compatible with both Savage Worlds Deluxe and Savage Worlds Adventure Edition versions."
It doesn't say anything about there being two separate versions, which is why I assumed it was just the original version with broken links to skills that no longer exist, etc.
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December 4th, 2024, 12:54 #23
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Hrm...I was hoping that "It is compatible with both Savage Worlds Deluxe and Savage Worlds Adventure Edition versions." might have sufficed. Upon reading it again, I can see how its not obvious that means it actually has two versions included tailored specifically to work vs. 'sure it will open but with broken links that can be ignored.'
I'll see if I can get the page reworded to be more explicit.
Let me know if you find any problems with it as you get into it. Given even in the SWD version, 7W deviated from core rules quite a bit, it was somewhat of a judgement call with some of the SWADE changes and what to do about them. For SWD I could always revert to 'as written' in the published Setting/Campaign. SWADE I had to make some decisions as there were several discrepancies and inconsistencies -- and some things that just didn't feel balanced properly in actual gameplay. I did discuss them with the author but I realize that you won't find any documentation anywhere on them other than what I put in the notes page and some might disagree with some of those decisions.
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December 4th, 2024, 20:44 #24
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@Arsilon: Your work on these modules was mentioned by the author on his old kickstarter page. He was complimentary and included screenshots.
Nice work!Add feature suggestions for Savage Worlds to Fantasy Grounds Feature Request.
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December 4th, 2024, 20:55 #25
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Nice. He had mentioned he was going to post something there once it was all done. I'm just glad to give the setting a new boost -- its for sure one of my favorites personally. I had already done the work for my own personal table, so why not try and make it available for others as well?
In other news, the store page hopefully should be a bit more clear what is included in the Campaign Modules, now.
"This product requires the Savage Worlds rulebook and the Seven Worlds Setting Guide to play. It contains separate modules tailored to work with both Savage Worlds Deluxe and Savage Worlds Adventure Edition versions of the underlying Setting Guide and core rulebook."
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December 5th, 2024, 00:29 #26
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That's more clear. I wish other products were that clear.
Add feature suggestions for Savage Worlds to Fantasy Grounds Feature Request.
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December 5th, 2024, 13:15 #27
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Kudos for all your hard work. The many changes that would require more advanced techniques than just copy/pasting stat blocks and importing text is the main reason I never tried to adapt it myself. I've still got a bit of runway left in the current Deadlands campaign, but this is on the pitch list for next game with my group.
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December 5th, 2024, 13:20 #28
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Poke around and look at the tables and some of the extra added elements by way of items and vehicles. I added some things for my own gameplay purposes that are purely optional. I didn’t document them explicitly in some cases. Feel free to ask any questions and or offer suggestions if you think of better ways to do stuff.
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December 11th, 2024, 19:48 #29
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Evening all...
Is there any information on the Setting SW - Seven Worlds extension? I can see there is a "Heat" entry on the CT... Does this automatically add the penalty to PC rolls?
Thanks.
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December 11th, 2024, 20:44 #30
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It does not automate anything currently. It was added as a convenience item since there is no other simple place to track it. The CT seemed to be the most ideal place to put it.
Trying to go through and do the full integration into Dice Rolling is 'on the list' but its also much more involved and would require a lot more custom.lua programming.
I should point out that Mental Toughness currently must be handled manually as well. There are some built in native capabilities around opposed rolls that are just now being introduced....but from what I can tell thus far are not advanced enough yet to be able to use these for Derived Stats like Mental Toughness. So that would require full custom .lua programming as well. Similar to Heat, it was added to the character sheet so it could be represented -- it is calculated based on Spirit, but it is not integrated into the opposed rolls for the relevant Psionic Power attacks like Parry would be for Fighting.
I'll probably poke someone like @Mike Serfass for advice on how possible this is and how involved given some of the other stuff that is already in the works. I should probably add a snippet per the above in the developer notes if it was important enough of a question that someone posted about it.Last edited by Arsilon; December 11th, 2024 at 20:54.
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