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Dargurd Novice
Joined: 21 Feb 2009 Posts: 8
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Posted: Mon May 07, 2012 1:00 am Post subject: Savage Star Wars and The Dark Side |
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Hi All,
I'm about to start my first ever campaign using the Savage Worlds ruleset this coming Friday. I've worked up a Star Wars game using a fan based ruleset that I found here.
http://www.savageheroes.com/conversions.htm
Written by Mike Glanville (thanks if you are on this forum its awesome).
The only thing i'm not too sure with are his ideas for Dark Side and dark side points. (Sorry Mike it doesn't feel right to me).
Does anyone have any ideas for handling this as an alternative that I can consider ?
Thanks for the help in advance. |
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johnnii Novice

Joined: 02 Sep 2011 Posts: 57
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Posted: Mon May 07, 2012 5:14 am Post subject: |
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One idea ive had is to lett the DSPs work like wounds do, ie 3 levels. The "Wound modifier" would work like a penalty on Light side powers, as a bonus on Dark side powers and not affect powers of either side. Once youve accumulated 4 DSPs, you've "Fallen"
The downside is that the scale might be too small. The plus side is that it iss something that looks like a core mechanic |
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Bavix Seasoned

Joined: 06 Aug 2009 Posts: 111 Location: Indianapolis, IN
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Posted: Mon May 07, 2012 5:45 am Post subject: |
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Hey Dargard,
A friend and I spent a while discussing how "Turning to the Dark Side" should be handled in Savage Worlds. We've never really liked the idea of Dark Side Points either (especially in the published Star Wars RPGs). We came up with the following:
When using the Force, all Force users roll 2 Wild Dice—a white die for the Light Side and a black die for the Dark Side.
A character can choose to take the Dark Side Wild Die any time they want, but must then make an immediate Spirit roll. If the Spirt roll is successful, the character's will held strong and the remains untainted. If the roll is failed, the character must choose a hindrance. Arrogant, Bloodthirsty, Delusional, Greedy, Habit, Mean, Overconfident, Phobia, Quirk, Stubborn, Ugly, and Vengeful are all good for a character tainted by the Dark Side.
A character can obtain up to three hindrances from the Dark Side and still repent (and must buy off the Hindrances with advances). If a character fails the Spirit roll for choosing the Dark Side Wild Die a fourth time, the character has gone to the Dark Side and becomes an NPC. I think this illustrates a character's decline to the Dark Side pretty well and gives roleplaying clues with the hindranes as well. _________________
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Dargurd Novice
Joined: 21 Feb 2009 Posts: 8
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Posted: Mon May 07, 2012 8:37 am Post subject: |
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| Thanks for the replies so far - much appreciated. I really like the idea that Bavix has come up with. I will probably give that a try. |
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chillburn Seasoned

Joined: 15 Sep 2010 Posts: 150
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Posted: Mon May 07, 2012 9:09 am Post subject: |
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I did something similar to Bavix (at his suggestion?) with a dark side die, but I only give characters access to the die after they become Tainted. Here's the text from my rules:
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Taint (New Attribute) – Taint determines how far down the path of the Dark Side a character has gone (if at all). All races start with a Taint score of 0 (unless otherwise noted).
Taint < Spirit: As long as a character’s Taint is less than or equal their Spirit die-type there is no effect.
Taint > Spirit: If a character’s Taint increases to a value greater than their Spirit die-type they are considered “Tainted”. The character adds +1 to rolls when using any Dark Side Power, but suffers a -2 to any roll to use a Light Side Power. Wild Cards that are Tainted roll a second, black Wild Die (the Dark-Side Die). The Wild Card can choose either Wild Die to substitute for their roll, but if they use the Dark-Side Die they gain +1 to their Taint.
Taint > Spiritx2: If a character’s Taint is ever greater than twice their Spirit die-type the character is considered “Dark”. The character automatically becomes an NPC (if they aren’t already). The character adds +2 to roll when using any Dark Side Power, but must take a -4 penalty to any rolls when using Light Side Powers. Dark characters only roll one Wild Die, as normal. Most Dark characters are beyond redemption without an epic endeavor of some kind, and cannot reduce their Taint by spending Force Points. Dark characters also don’t gain Taint for using Dark Side Powers, but do for calling on the Dark Side when spending Force Points (see below) or through their actions.
Increasing Dark Side Taint
There are three ways a character’s Taint can increase:
1. By calling on the Dark Side when spending a Force Point (see below). This generally represents giving into fear (fear of failing a roll/action) or anger.
2. By using a Force power listed as a Dark Side Power.
3. By performing actions that are particularly heinous, or causing needless harm or death to someone or multiple individuals. This is a GM call, but generally the GM should warn the player that their action will cause them to increase their Taint and give them a chance to instead not act for a round (to represent the character contemplating their actions).
Decreasing Dark Side Taint
A Dark Side Point can be removed at the end of any gaming session by turning in three unused Force Points. This usually represents a period of reflection and meditation as well as acting with restraint (for example by not taking risky actions that would require them to spend Force Points, so they have three left at the end of the session).
Force Points (Bennies):
Bennies are called Force Points. When spending a Force Point on a trait roll the character can choose to call on the Light side and reroll their dice as normal, or call on the Dark side and roll a d6, adding it to their current roll. This represents a character giving into the fear of just barely failing or roll, giving into anger and attacking just that little bit harder, etc.
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JavaScrybe Seasoned
Joined: 30 Aug 2005 Posts: 130 Location: Montréal, Québec, Canada
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Posted: Mon May 07, 2012 9:51 am Post subject: |
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How do you handle the Dark Side system-wise?
Here's my recommendation: You don't. If you ask me, It's purely a roleplaying decision. Remember: falling to the Dark Side should be the brutal and voluntary fall after a long road leading to it. You should never fall to the dark side on a failed roll.
If you really want to add a bit of "system" into it, allow Jedi character to use "Dark Side Bennies" to get out of a jam, and "reward" them with more Dark Side Bennies every game. At some point, you should plan out a "do or die" situation where the player can be coerced or willfully fall to the dark side... "Do you summarily execute the Weekway Crime Lord? From what you know, he'll only get a prison term and is likely to break out soon after. He did have your wife killed...".
Falling to the dark side is only the beginning: maybe he becomes a "bad guy" your guys want to redempt or maybe the player keeps it in the short term to see how he comes to term with being evil(after all, Palpatine did hide "in plain sight"). That's the fun part. _________________ Lex |
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Virgobrown72 Veteran

Joined: 19 Jan 2010 Posts: 843 Location: The other side of the Sun, baby!!!
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Posted: Mon May 07, 2012 10:49 am Post subject: |
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Give Darksiders the BloodThirsty and Greedy hinderances, and Give Lightsiders Vow, or Loyal, or Heroic. No muss, no fuss!!!  _________________ "Anything smaller is just fiddly, and fiddly is not one of SvgW's three Fs..." |
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Preatori0us Veteran

Joined: 10 Jul 2006 Posts: 695 Location: Miskatonik U. Go Pods!
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Posted: Tue May 08, 2012 9:30 am Post subject: |
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Chillburn, if you're calling bennies Force Points what about the non-force users? _________________ When the stars themselves burn out three things will continue kicking a**: Faith, Hope and Love.
The greatest of these is Love, but Faith WILL jack you up mano y mano. |
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Ketjak Novice

Joined: 21 Jan 2012 Posts: 30
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Posted: Tue May 08, 2012 9:49 am Post subject: |
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I use a system in which each DSP taken including the current one gives a bonus of +d6 to any roll; not an additional die, a full +d6 added to the result. Thus, the second time earns +2d6. There are other mechanics, many of them negative, including the player gets a Benny.
I accompany this with a soft sell on most failed rolls, and a really hard sell on the rolls that matter and only miss by 1. In two sessions I have gotten one player to take a single DSP. However, she paid me the best compliment ever: "you are really good at selling the Dark Side."
I'd post "my" conversion but I have to properly attribute Jonathan Volkmer, ValhallaGH, and, it turns out, Triple Ace Games, and remove some text I see is theirs. Maybe I'll excerpt the Dark Side section.
Ket _________________ Games:
Running, Year 6: Tales of the Gold Beholder (4E Eberron)
Running, Month 2: Star Wars (Savage)
Prepping: Zombies (Savage)
Prepping: Necessary Evil (Savage)
Prepping: Slayers (Savage) (my 7-year old's compelling crossover campaign idea) |
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crparis Novice
Joined: 05 May 2012 Posts: 3
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Posted: Tue May 08, 2012 12:19 pm Post subject: Excellent! |
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| Bavix wrote: | Hey Dargard,
A friend and I spent a while discussing how "Turning to the Dark Side" should be handled in Savage Worlds. We've never really liked the idea of Dark Side Points either (especially in the published Star Wars RPGs). We came up with the following:
When using the Force, all Force users roll 2 Wild Dice—a white die for the Light Side and a black die for the Dark Side.
A character can choose to take the Dark Side Wild Die any time they want, but must then make an immediate Spirit roll. If the Spirt roll is successful, the character's will held strong and the remains untainted. If the roll is failed, the character must choose a hindrance. Arrogant, Bloodthirsty, Delusional, Greedy, Habit, Mean, Overconfident, Phobia, Quirk, Stubborn, Ugly, and Vengeful are all good for a character tainted by the Dark Side.
A character can obtain up to three hindrances from the Dark Side and still repent (and must buy off the Hindrances with advances). If a character fails the Spirit roll for choosing the Dark Side Wild Die a fourth time, the character has gone to the Dark Side and becomes an NPC. I think this illustrates a character's decline to the Dark Side pretty well and gives roleplaying clues with the hindranes as well. |
I just read this and came away thinking, "Every bit of this is brilliant." Excellent!!
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robert4818 Heroic
Joined: 25 Jan 2009 Posts: 1045
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Posted: Tue May 08, 2012 3:13 pm Post subject: Re: Savage Star Wars and The Dark Side |
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| Dargurd wrote: | Hi All,
I'm about to start my first ever campaign using the Savage Worlds ruleset this coming Friday. I've worked up a Star Wars game using a fan based ruleset that I found here.
http://www.savageheroes.com/conversions.htm
Written by Mike Glanville (thanks if you are on this forum its awesome).
The only thing i'm not too sure with are his ideas for Dark Side and dark side points. (Sorry Mike it doesn't feel right to me).
Does anyone have any ideas for handling this as an alternative that I can consider ?
Thanks for the help in advance. |
I've liked the Temptation/Easy mode for Darkside points.
Basically you have two types of Bennies. Light Side, Dark Side.
They generally work, just like normal bennies.
At the start of the game, put a pile of darkside bennies in the middle of the table, and tell players that they are free to use, all they have to do is reach over and grab one.
Players normal bennies are Light Side Bennies.
Any player who uses a dark side benny must immediately make a spirit roll at -2, or gain a dark side point. A dark side point replaces a light side benny in the players normal "benny pool". The DM may also call for Spirit -2 points if the player uses a light side benny during a "dark moment", or is generally acting like a villain.
While the player still has light side bennies in his pool, his dark side benny NEVER EXPIRES. So, this means he can spend it, and its still there waiting for him to spend it again. (Maybe with a new buddy dark side benny waiting beside him.)
Once a player has made their entire Benny Pool darkside, they have fallen. At this point, dark side bennies work exactly like normal bennies. (I.E. they expire when used, must be earned through RP, etc.) _________________ Aperture Science:
We do what we must, because we can. |
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chillburn Seasoned

Joined: 15 Sep 2010 Posts: 150
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Posted: Tue May 08, 2012 3:20 pm Post subject: |
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| Preatori0us wrote: | | Chillburn, if you're calling bennies Force Points what about the non-force users? |
"I call it Luck" - Han Solo
Force points are bennies, AB: Force User uses the No Power Points rules from SWD, so there's no confusion. |
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chillburn Seasoned

Joined: 15 Sep 2010 Posts: 150
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Posted: Tue May 08, 2012 3:22 pm Post subject: |
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| For a visual effect I use Othello chips (white on one side, black on the other) for force points/bennies. Since the player gets to decide when they spend the force point whether to call on the light or dark side, there's no real functional mechanic to the two-sided chip. I'm just hoping it works as a reminder of the choice that is always there. |
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