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Re: Savage Worlds Fantasy game [Interest Check]

PostPosted: Mon Dec 12, 2016 10:34 am
by Argo
Wow, you did some amazing work! Love all the detail and thought you put into it. So many things make so much sense. I like the bit about how the druids went to the cities, since their services are highly in demand.

Looking forward to learning more. I'm curious to hear more about what life is like in the big cities.

Re: Savage Worlds Fantasy game [Interest Check]

PostPosted: Tue Dec 13, 2016 2:49 am
by LMiller
Yep, the setting is very interesting with all the dragons.

My character’s background is building up, and I decided to be a rakashan. I figured out how he’s going to get to the floating cities, but still don’t know what to do in the floating cities.

Re: Savage Worlds Fantasy game [Interest Check]

PostPosted: Tue Dec 13, 2016 10:18 am
by Argo
Oh that's cool, LMiller! Rakashan look really cool. Plus, those claws will help you if you have to climb around on the outside of our ship.

Have you thought of what kind of skills your character will specialize in? Will he have any magic?

Re: Savage Worlds Fantasy game [Interest Check]

PostPosted: Wed Dec 14, 2016 1:06 pm
by Argo
Sorry to post again, but I have been thinking about the structure of the game, now that we know more about the world itself.

Given the setup, I think having our ship be a courier ship might make more sense than a smuggling ship. The ship is probably small and fast; being stealthy enough to avoid dragons and pirates, or outrun them, is probably out best tactic. Though our ship could be powered by several means, I think magic-powered would probably be the fastest and most conducive to what we want to do. We can't carry a lot of cargo this way, but we can carry correspondence and small packages, and occasionally passengers. Maybe we have a regular route. Given the amount of players interested, which seems to be four at this point (LMiller, Emri, Herzog, and me) I imagine the ship would be able to be crewed by 4-6 people. PMiller, will you have an NPC crewmember or two accompanying us?

On this ship, I imagine we'd need a pilot, who would need to cast this magic. My original thought was that you would cast minor wind spells into the ship's control stone, and this would amplify and "power" the flight, but PMiller mentioned there might be other spells that would work. In any case, the crew would probably need to consist of one magic-using pilot and perhaps a backup who can cast the same sort of spells. Then someone with technical or building skills to keep the thing running. Maybe this person is purely a tinkerer, or maybe they engineer things through magic. If this is an NPC, they could stay with the ship when we head out. Then it would probably be helpful to have people who could fight, to be defenders/a boarding party/guards for the merchandise. Maybe some kind of scout or person who knows the skyways and can be a navigator. Perhaps someone has a bird companion that can quickly deliver messages or be sent ahead to take a look around.

Anyway, just some ideas. I'm sure there's plenty of room to make anyone's concept work!

Re: Savage Worlds Fantasy game [Interest Check]

PostPosted: Thu Dec 15, 2016 5:32 am
by PMiller
Argo wrote:Have you thought of what kind of skills your character will specialize in? Will he have any magic?
He was looking at some animal summoning and a healing spell. I don't think he really looked at skills yet though.

Argo wrote:PMiller, will you have an NPC crewmember or two accompanying us?
Probably. In Savage Worlds, the players also control all the hirelings and allied NPCs during combat.

Right now my thoughts/idea was for the game to start about 6 months after the flooding. So there are floating cities, but many things will still be in flux. I was originally thinking later (like years after), but the chaos of the cataclysm's aftermath might make for more options.

Since the floating cities would not have had time to really establish everything, perhaps they persuaded every trade ship that survived the coastal flooding to join their new navies, after outfitting them to fly. I was actually thinking that the players would be recruited to then crew one of the new flying pinnacles their home city commissioned. So they would be serving under a Captain and had some officers and other crew around maybe. I figure that would provide some direction as we get started.

Missions could be a wide variety.
- Search for castaways.
- Searching ruins of flooded cities.
- Battling orcs on longships.
- Defending the city from flying monsters.
- Diplomatic escort
- Rescuing people
- Looking for artifacts

Maybe initially you all would be just crew. But after gaining some experience and advances, you could become officers and eventually one of you could be captain.

Re: Savage Worlds Fantasy game [Interest Check]

PostPosted: Tue Dec 27, 2016 2:53 am
by PMiller
I hope everyone is catching up after the holiday. I have not worked more on the setting since I was expecting a bit of feedback. If everything sounds good to you all, what do you need to know next?

Should we start character generation?

Here is a link to the Character Gen Summary pdf: ... sp=sharing

I think I need to start working on details for the starting city/town. I think it will be smaller, that way your characters will have more of an impact on it going forward.

Re: Savage Worlds Fantasy game [Interest Check]

PostPosted: Thu Dec 29, 2016 10:32 am
by Argo
I do like the idea of the game to start 6 months after the flooding. I was also thinking about it differently, having been years in the past, but making it just in the aftermath is an really interesting option.

One thing that I hope that can be emphasized in the story runs along the lines of my original thought for the type of game - that the characters are special in some way, that they're unique individuals in this world who will have agency to make, or at least contribute, to important decision-making and be vital movers and shakers in their own spheres, not just peons to be ordered around, used and abused, or just another crewmember among dozens who are just like us.

So since we are going with having an NPC captain to provide structure, I would hope that the crew will be small and the captain will feel that he/she needs us to succeed, and the overall feeling is more like a tight-knit group of family or friends, rather than ordinary people signing up for a job, or scoundrels press-ganged into service. That would help us to feel like we are valued and important.

My initial thought for my character is someone who has a unique type of magic that is vital to piloting the ships. I mentioned before my idea of casting minor wind spells into a control stone, or something like that - sort of the Eberron model. Not everyone can learn it and perhaps even some have to be born with it (like the dragonmarks in Eberron). That is, of course, if that is how one pilots the ships here. I don't know if you've come up with that aspect yet, or if we can run with this sort of idea.

Re: Savage Worlds Fantasy game [Interest Check]

PostPosted: Thu Dec 29, 2016 11:13 pm
by PMiller
Yes, I was thinking of smaller community of refugees. Perhaps the nobles or town leadership were more progressive and not so dictatorships minded like Kings and Dukes.

The ship itself would be smaller, maybe only a crew of 8-10. Pretty soon I imagine some of those could die and the PCs move up or inherit the ship itself. Yes, the PCs should have established roles onboard so they are not just general crew members.

I hardly ever played Eberron, but maybe I should consider the controlling stone idea. That would allow something special…
Maybe the city of the PCs is the only one that has a wizard capable of enchanting such a stone and it gives them an edge. That would mean ship pilots need special training and the proper technology.

With LM’s Rakashan having some healing, that would provide another necessary ship’s crew role. I guess we need to know more about the sort of characters Herzog and Emri are considering. One should probably take an Edge that steers them towards leadership.

Re: Savage Worlds Fantasy game [Interest Check]

PostPosted: Sat Dec 31, 2016 7:08 pm
by PMiller
There is now an OOC thread and Dramatis Personae thread in the Forum.

Re: Savage Worlds Fantasy game [Interest Check]

PostPosted: Tue Jan 03, 2017 7:07 am
by Herzog
I was thinking of taking the arcane super sorcery power...and go that route.

Or go with a swashbuckling swords man, or something.

Re: Savage Worlds Fantasy game [Interest Check]

PostPosted: Tue Jan 03, 2017 6:44 pm
by PMiller
The nice thing about Savage Worlds is that you could do both, Herzog. You don’t need to specialize as much.

Any trained skill at d4 or d6 still get to roll the Wild d6 as well to give you two chances to get a good roll that explodes.