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Savage worlds superpowers companion pdf
Savage worlds superpowers companion pdf









As with most games, making sure you and your players are on the same page is the first place to start. I ran a rather involved and lengthy supers campaign in my own setting for about half a year. The session I'm playing in now has been going relatively smoothly so far from my perspective, but I can tell it's still really swingy. (Courtesy of the fucking exploding dice mechanic, of course.) At the end, they told me "That was really fun, but I think next time we should go up against some more powerful enemies." Ugh. The main badguy of the session was a sentient t-rex (actually the brain of Nazi leader Goebbels in a t-rex body) with genetic enhancements to make it larger and stronger than a normal t-rex, plus bullet-proof body armor, plus an anti-psyonics helmet (à la Magneto), plus a breath attack with the force of a nuclear bomb (à la Godzilla). while in his presence, but the baddie himself was unaffected by it), plus super speed and a sword that could cut through anything. I think he had a fog aura that blacked out all senses (so the players couldn't see, hear, smell, etc.

savage worlds superpowers companion pdf

I wound up throwing this guy at them with a completely ludicrous power set, just hoping to actually hurt them. They ran over everything like it was nothing in the first session, so I beefed everything up in the second, but half way through it, they were still running over everything. The game I DM'd only lasted two sessions, and my players seemed to love it, but I was at my wits' end trying to balance the thing.

savage worlds superpowers companion pdf

This is pretty much the exact experience I had. I DM'd a supers game of Savage Worlds and I'm currently playing in one ( very on and off my group always has too many games going on at once). I also make them include loved ones, and contacts. Even the best role players have a tendency to make supers that are just a collection of powers rather than a character.

savage worlds superpowers companion pdf

I require a few sentences describing the character without mentioning powers, before they state what his abilities are. I always require players to give me a character concept before shopping for powers. Read some classic comics before you GM it and look at how often the Big Bad Evil Guy is "invulnerable" and look at how often the heroes defeat him without their powers, or by using their powers in some kind of indirect or oblique way.įor the low level baddies, sure let them knock heads, but for the BBEG they need to throw the ring into Mount Doom, if you know what I mean.Īlso, make them build a team, not just characters. I equate it to Mutants & Masterminds without the math.Īs with all supers RPGs, the secret to GMing it is to have the big faceoffs involve accomplishing things that aren't a straight up combat. If you keep things at a street level, or like an X-men, Spider-man level it's as good as most supers games.











Savage worlds superpowers companion pdf