Username:    Password:      Remember me       
Great White Games/Pinnacle Entertainment Group Forum Index Great White Games/Pinnacle Entertainment Group
Discussion Forum for PEG/GWG
 
 FAQFAQ   SearchSearch   MemberlistMemberlist   UsergroupsUsergroups   RegisterRegister 
 ProfileProfile   Log in to check your private messagesLog in to check your private messages   Log inLog in 

Necessary Evil- campaign length

 
Post new topic   Reply to topic    Great White Games/Pinnacle Entertainment Group Forum Index -> SW Official Settings & Companions
View previous topic :: View next topic  
Author Message
Kertain
Novice


Joined: 07 Aug 2011
Posts: 75

PostPosted: Sun Mar 04, 2012 7:42 pm    Post subject: Necessary Evil- campaign length Reply with quote

So my group is deciding on which setting to try next and I think NE is the top choice. I know this number will vary..but what is the campaign length (session wise) out of the box?

We typically do 5-6 hour sessions ~3 time a month. I am just trying to get a rough feel. Smile
Back to top
View user's profile Send private message
Enno
Veteran


Joined: 29 May 2006
Posts: 532
Location: Ulm, Germany

PostPosted: Sun Mar 04, 2012 8:33 pm    Post subject: Reply with quote

Take 1-2 sessions per Savage Tale and Plot Point to get a rough estimate.
_________________
There are 10 types of people in the world: Those who know binary and those who don't.
Back to top
View user's profile Send private message AIM Address Yahoo Messenger MSN Messenger
Kertain
Novice


Joined: 07 Aug 2011
Posts: 75

PostPosted: Sun Mar 04, 2012 9:47 pm    Post subject: Reply with quote

Thank you!

So I have NE and the SPC: I assume they are compatible with each other? My goal was the offer my players a wider selection of powers to use in the NE game.

I have read here that a few powers are different between the two, which book should I defer to if I run across a conflict?
Back to top
View user's profile Send private message
ValhallaGH
Legendary


Joined: 25 Apr 2010
Posts: 4568

PostPosted: Sun Mar 04, 2012 10:01 pm    Post subject: Reply with quote

I'd focus on NE. Import a few things, like the Switchable modifier, and stick with the powers written for the campaign.
_________________
"Got a problem? I've got the solution: Rocket Launcher."
"Not against a Servitor."
"... We're all gonna die."
Back to top
View user's profile Send private message
Zadmar
Heroic


Joined: 10 Nov 2010
Posts: 1418
Location: Munich

PostPosted: Mon Mar 05, 2012 8:23 am    Post subject: Reply with quote

Kertain wrote:
So I have NE and the SPC: I assume they are compatible with each other? My goal was the offer my players a wider selection of powers to use in the NE game.

Savagepedia also has some unofficial modifiers and powers: http://savagepedia.wikispaces.com/Powers

So does this issue of Sharkbytes: http://savagepedia.wikispaces.com/file/view/SBv2iss2.pdf

It's also worth searching the forums, there are some great posts about customising powers with trappings.

Kertain wrote:
I have read here that a few powers are different between the two, which book should I defer to if I run across a conflict?

I would say SPC, as it's newer, and incorporates feedback from NE.
Back to top
View user's profile Send private message
Kertain
Novice


Joined: 07 Aug 2011
Posts: 75

PostPosted: Sun Mar 11, 2012 9:53 pm    Post subject: Reply with quote

Thanks folks Smile
what is the reasoning to stick to NE only powers? Just curious because I know my players are going to ask.
Back to top
View user's profile Send private message
ValhallaGH
Legendary


Joined: 25 Apr 2010
Posts: 4568

PostPosted: Sun Mar 11, 2012 10:44 pm    Post subject: Reply with quote

Kertain wrote:
Thanks folks Smile
what is the reasoning to stick to NE only powers? Just curious because I know my players are going to ask.

To stick within the parameters of the story - and keep those plasma rifles out of the hands of pesky PCs! Very Happy

NE was written with its power set in mind. I don't know how much the SPC changes would muck with it (Clint might, though, being a major author of NE), but I've been caught by enough subtle interactions in the past to be very leery.

Good luck.
_________________
"Got a problem? I've got the solution: Rocket Launcher."
"Not against a Servitor."
"... We're all gonna die."
Back to top
View user's profile Send private message
Jose
Seasoned


Joined: 26 Apr 2011
Posts: 127
Location: Iquique, Chile

PostPosted: Sun Mar 11, 2012 11:26 pm    Post subject: Reply with quote

Are you talking about how many sessions at month you should play or how many months it would take you to play NE?

I play every saturday, 4-5 hours, and it takes me about 8 months...more or less.
Back to top
View user's profile Send private message Visit poster's website MSN Messenger
Kertain
Novice


Joined: 07 Aug 2011
Posts: 75

PostPosted: Mon Mar 12, 2012 2:18 pm    Post subject: Reply with quote

Jose wrote:
Are you talking about how many sessions at month you should play or how many months it would take you to play NE?

I play every saturday, 4-5 hours, and it takes me about 8 months...more or less.


Originally I was asking ~ length of the campaign.
We play 4-6 hour sessions.

Then I got off topic with other questions Very Happy
Back to top
View user's profile Send private message
Kertain
Novice


Joined: 07 Aug 2011
Posts: 75

PostPosted: Sat Mar 17, 2012 7:51 pm    Post subject: Reply with quote

Ok gonna seems silly..but just wanted to double check:

When using NE as a setting (or any SW setting book)... do you use the provided Edges/Hinterances/Skills in addition to those in the Core SW:D book?

I have never really used a SW setting before:)
Back to top
View user's profile Send private message
Thunderforge
Veteran


Joined: 24 Sep 2009
Posts: 930

PostPosted: Sat Mar 17, 2012 9:33 pm    Post subject: Reply with quote

Yep, you use them in addition. Otherwise, you would have very few Hindrances and Edges to choose from.
_________________
Wild Card Creator: Any PDF. Any Setting. No Extra Cost.

The Elder Scrolls conversion and other fun creations.
Back to top
View user's profile Send private message
Zadmar
Heroic


Joined: 10 Nov 2010
Posts: 1418
Location: Munich

PostPosted: Sun Mar 18, 2012 2:20 am    Post subject: Reply with quote

Thunderforge is correct, the new ones are used in addition to those from SWD. However not all of the SWD ones should be used - for example the Arcane Background (Super Powers) "replaces the one originally presented in Savage Worlds", while the "Altered Hindrances" section describes setting-specific changes to the Vow and Wanted hindrances.

It's also worth noting that NE was originally designed with an older version of the SW rules in mind. The two new professional edges in NE (Jack-of-All-Trades and Mechanical Genius) have since been incorporated into the core rules (the latter as "McGyver"), while Take the Hit has become much less appealing since the introduction of Elan.

But aside from that, they should fit together fairly seamlessly. NE just describes some additions and slight rule changes specific to its own setting.
Back to top
View user's profile Send private message
Kertain
Novice


Joined: 07 Aug 2011
Posts: 75

PostPosted: Sun Mar 18, 2012 2:53 pm    Post subject: Reply with quote

Thanks..another quick question:

Super Attribute: Lets the character increase their attribute one step

Example:
Base Agility D6

Does a "step" mean D6+1 or does that go to a D8?
I guess I am not sure what step means.
Back to top
View user's profile Send private message
Zadmar
Heroic


Joined: 10 Nov 2010
Posts: 1418
Location: Munich

PostPosted: Sun Mar 18, 2012 7:27 pm    Post subject: Reply with quote

It means the die increases a step up to d12, then increases by +1 after that. So d6 would increase to d8, while a d12 would increase to d12+1.
Back to top
View user's profile Send private message
Kertain
Novice


Joined: 07 Aug 2011
Posts: 75

PostPosted: Sun Mar 18, 2012 9:47 pm    Post subject: Reply with quote

Thanks again Smile
I figured as much, but wasn't 100% so thought I would check.
Back to top
View user's profile Send private message
Kertain
Novice


Joined: 07 Aug 2011
Posts: 75

PostPosted: Sat Mar 24, 2012 8:46 pm    Post subject: Reply with quote

Ok, so about to start this campaign and noticed a few things.

The plot point episodes dictate certain ranks. This is fine, but my group is a little ADD and it might be necessary (no pun intended) to push through the primary plot directly. It appears like several of the Savage Tales were intended to be played to keep this from happening...but alas I need to plan for the worse Smile

If we do just push through the primary plot, the players will quickly be into Episodes a full rank early and I am sure the adventures are scaled appropriated..and be pretty difficult.
This is also assuming: 5 points per session and one Episode per session...as you can see that is a lot.

Has anyone else run into this? Any suggestions on how to allow this type of play through without just awarding the players tons of Experience per session?
I suppose I could dumb down the enemies, but I hate to throw off the balance of the narrative.
Back to top
View user's profile Send private message
Zadmar
Heroic


Joined: 10 Nov 2010
Posts: 1418
Location: Munich

PostPosted: Sun Mar 25, 2012 5:37 am    Post subject: Reply with quote

Kertain wrote:
The plot point episodes dictate certain ranks. This is fine, but my group is a little ADD and it might be necessary (no pun intended) to push through the primary plot directly. It appears like several of the Savage Tales were intended to be played to keep this from happening...but alas I need to plan for the worse Smile

The 11 plot point episodes represent the main storyline, the idea is that you can insert the Savage Tales between them to flesh out the campaign (the really nice thing about this approach, in my opinion, is that it makes the story a lot more flexible - the players aren't railroaded as much as they would be in a traditional campaign).

You don't need to use the Savage Tales, but it's going to be a very short campaign without them.

Kertain wrote:
This is also assuming: 5 points per session and one Episode per session...as you can see that is a lot.

That's twice the normal advancement speed, so it should be the equivalent of playing one Savage Tale for each Plot Point episode.

If you don't feel that's enough, you could assign more Power Points at the start. Or an approach I used, which I felt worked quite well, was to give players 1 PP every time they gained an advance (although I didn't allow them to spend advances on the Power Points edge).
Back to top
View user's profile Send private message
Display posts from previous:   
Post new topic   Reply to topic    Great White Games/Pinnacle Entertainment Group Forum Index -> SW Official Settings & Companions All times are GMT - 5 Hours
Page 1 of 1

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum