I second the Quick Encounters - I run a lot of single-session adventures and these help me pack a lot of value into a small amount of time. The players like them a lot, and it also means that when we get into a Full Combat they know that it's about to get DANGEROUS
As someone new to TTRPG and will be GMing, I definitely need your podcast and am already awaiting the next episodes. Thanks for the hard work and informative videos!
@@TheSavageGoose I definitely meant videos and not podcast, I just happens to be talking about podcasts and typed that our by mistake. But I wouldn't so no to a podcast either!
Thanks for the updated Combat Survival Guide! Can't emphasize Tests and Support strongly enough. I can see requiring a PC to announce multiple actions at the beginning of the turn, but it is important not to be rigid about this as the situation may change during a PCs turn and allowing them to change with the circumstances will keep them happy. Remember when a Player asks to do something say YES. You can add caveats but generally try to encourage them by agreeing to the actions they want to do but treat them to realistic modifiers. And remember as the GM you are able to swag -4 to +4 penalties and bonuses just try to be fair/consistent.
Keeping the number of Wild Cards in play to a minimum is also an important strategy if you are a newcomer. Wild Cards inherently take more 'tracking' than an Extra, and several Wild Card enemies in a fight will ALWAYS be a drag on the pace. I ran Necessary Evil a few years back and almost every player ended up with an extra character due to use of the Love Interest card, circumstances, or whatever. Fights were usually slow. Had a similar situation when I ran Saga of the Goblin Horde. The PCs are goblin 'bosses' and have their own Extras to boss around. Which sounds like fun! And it would have been, but I had a group that was both large and tacically-minded, so they didn't just use their guys to surround enemies and give each other Gang-Up bonuses, they split them up and had them do all kinds of nonsense. Savage Worlds IS, fast and fun, you just have to keep a few things in mind to keep it that way.
@@TheSavageGoose I've got a player in my Pathfinder game who actively COVETS it. She finally got hold of it and has kept it for a few weeks now, waiting for the right NPC to play it on. (Despite the fact that her character is ALREADY ENGAGED.) I certainly do not plan to make her regret playing it when that happens. Nope, no way.
I've used the Deck in the past and I found the RAW too chaotic, BUT I still wanted to use it. So I took some inspiration from the way Wildcards were using it. Both of my games have a chart that I roll on at the beginning of each session. One item is a draw from the Adventure Deck, another is Conviction. Another item is a "windfall" (the character finds, steals, or earns some money), and the last (experimental that I've been using in Pathfinder) is "Foresight" (put a pin in that). Basically the player keeps their "thing" until it's used. HOWEVER: 1) Only one Adventure Card at a time. If you get that result again, you draw, and decide which to keep. 2) "Foresight" is a draw from the Action Deck. You can use it to replace your own Action card, that of another player (though they get to pick which to use, so players can't screw each other over), or that of an enemy (which the enemy HAS to use, so that low cards are still useful).
Ah, interesting. One of the videos I've been working on is about the Adventure deck so I have wanted to hear how everyone uses it. After years of using the adventure deck, I have been finding it less and less fun RAW, especially since our games are only 2 hours long. I feel like RAW makes it a bit intrusive to the game.
This was great information. Any chance in the near future that you could make some videos that go through a few different combat encounters? maybe some melee and ranged and perhaps using magic/powers with miniatures etc.... that would be so helpful.
What are your BEST tips for making Savage Worlds Combat FAST, FURIOUS, and FUN?!
I second the Quick Encounters - I run a lot of single-session adventures and these help me pack a lot of value into a small amount of time. The players like them a lot, and it also means that when we get into a Full Combat they know that it's about to get DANGEROUS
As someone new to TTRPG and will be GMing, I definitely need your podcast and am already awaiting the next episodes. Thanks for the hard work and informative videos!
You know, I keep thinking about a podcast. I'd need my friend MavErik to help out though.
@@TheSavageGoose I definitely meant videos and not podcast, I just happens to be talking about podcasts and typed that our by mistake. But I wouldn't so no to a podcast either!
Thanks for the updated Combat Survival Guide! Can't emphasize Tests and Support strongly enough. I can see requiring a PC to announce multiple actions at the beginning of the turn, but it is important not to be rigid about this as the situation may change during a PCs turn and allowing them to change with the circumstances will keep them happy. Remember when a Player asks to do something say YES. You can add caveats but generally try to encourage them by agreeing to the actions they want to do but treat them to realistic modifiers. And remember as the GM you are able to swag -4 to +4 penalties and bonuses just try to be fair/consistent.
I really enjoy your channel. You give quick and informative info. And you always give it fast, fun & furious! Can't wait to see more!
Thanks for the support
Keeping the number of Wild Cards in play to a minimum is also an important strategy if you are a newcomer. Wild Cards inherently take more 'tracking' than an Extra, and several Wild Card enemies in a fight will ALWAYS be a drag on the pace.
I ran Necessary Evil a few years back and almost every player ended up with an extra character due to use of the Love Interest card, circumstances, or whatever. Fights were usually slow. Had a similar situation when I ran Saga of the Goblin Horde. The PCs are goblin 'bosses' and have their own Extras to boss around. Which sounds like fun! And it would have been, but I had a group that was both large and tacically-minded, so they didn't just use their guys to surround enemies and give each other Gang-Up bonuses, they split them up and had them do all kinds of nonsense.
Savage Worlds IS, fast and fun, you just have to keep a few things in mind to keep it that way.
Reason #2 I remove the love interest card from the adventure deck
@@TheSavageGoose I've got a player in my Pathfinder game who actively COVETS it. She finally got hold of it and has kept it for a few weeks now, waiting for the right NPC to play it on. (Despite the fact that her character is ALREADY ENGAGED.) I certainly do not plan to make her regret playing it when that happens. Nope, no way.
You let players keep Adventure cards between sessions? Can you expand how you use Adventure cards on your games?
I've used the Deck in the past and I found the RAW too chaotic, BUT I still wanted to use it. So I took some inspiration from the way Wildcards were using it. Both of my games have a chart that I roll on at the beginning of each session. One item is a draw from the Adventure Deck, another is Conviction. Another item is a "windfall" (the character finds, steals, or earns some money), and the last (experimental that I've been using in Pathfinder) is "Foresight" (put a pin in that).
Basically the player keeps their "thing" until it's used. HOWEVER:
1) Only one Adventure Card at a time. If you get that result again, you draw, and decide which to keep.
2) "Foresight" is a draw from the Action Deck. You can use it to replace your own Action card, that of another player (though they get to pick which to use, so players can't screw each other over), or that of an enemy (which the enemy HAS to use, so that low cards are still useful).
Ah, interesting. One of the videos I've been working on is about the Adventure deck so I have wanted to hear how everyone uses it. After years of using the adventure deck, I have been finding it less and less fun RAW, especially since our games are only 2 hours long. I feel like RAW makes it a bit intrusive to the game.
Survival Guide is such a great tool and I had no idea! Thanks, Goose!
Happy to help!
This was great information. Any chance in the near future that you could make some videos that go through a few different combat encounters? maybe some melee and ranged and perhaps using magic/powers with miniatures etc.... that would be so helpful.
I like the idea. I'll add it to the list of ideas. Trying the cherry pick a few good easy topics to discuss and will start doing some deep dives soon.
@@TheSavageGoose Excellent news
I second that. Examples of gameplay are always very helpful.
Great channel, great tips! Thank you! 👍
Thanks for your supportive comments!
Awesome!
Thanks!
Great tips
Thanks!
Thank you for advise
You're welcome 😊
you interrupt on an opposed Agility roll, not Athletics.
According to my PDF of SWAdE, which is the latest one, it says Athletics.