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Savage Worlds: Session II

So we got together last night, and after a few character tweaks, the Pien Ridge Horror got back underway.  So here's roughly how the adventure went:
  • Found gruesome stuff while hiking.  I fail my fear check.
  • Set up camp.  Get frightenened by a bear escaping one of the sasquatch that we don't know about yet.  I fail my fear attempt.  The bear gets shot.
  • Sasquatch grabs one of our rangers.  Pieces go flying and I fail my fear check.
  • One of the other characters flies up to the ridge with the radio to call for help.  He gets rocks throw at him by the sasquatch, but isn't injured.
  • We sleep overnight and I regain myself after being frightened so many times.
  • We head up the trail and get attacked by a saquatch.  Several good shots protect us from getting mauled by the crazed creature.
At this point one of the other guys take over as GM.
  • We head up to a cabin lead by an Indian named Crowkiller.
  • We fortify and prepare for sasquatch attacks.  There are bear traps on the front porch, lots of guns, boarded up windows, and an old shed with some sweaty old dynamite.
  • The flying guy takes up position in a tree.  The other player and I take up positions on the roof.  We stick the rest of the guys in the cabin, hoping they will protect us while we pick off the other sasquatch.
  • The sasquatch (2 or them) run right up on us.  We get off a couple of shots before they charge onto the roof.  The rest of the party is too scared to help.  Arg!
  • I run for the shed and get behind it and pound to draw the sasquatch in.  Unfortunately, I mess up royally and don't ready a run away action.  The dynamites detonates and blows me up with one of the sasquatch.
  • The rest of the party just keeps blasting the now 2 other sasquatch (another one slipped in from behind the cabin).
  • I roll badly and bleed out and die.  I guess this is a fitting end in a horror story.
  • The other guys survive and are rescued.
So here are my takeaways from the system:
  • Light and fast.  We figured it out pretty quick.
  • Combat was really fast.
  • To an old d20 / D&D 3.5 / Pathfinder player I still sometimes get confused with the ace (exploding) dice, where max rolls continue to roll and add.  I forget we are switching dice and try to reroll all sixes.
  • There are quite a few scenarios not covered in the book, like do we get a notice check to wake up?  I'd like to see how these kinds of things are usually handled by experienced Savage World GMs.
  • Everyone wants to try to GM this thing.  I think that is a HUGE plus to Savage Worlds.
  • Characters had some cool strengths and weaknesses right off the character build.  This does a lot for balancing the characters and helping to build a background.
I can't wait until a game gets started.  In the future, I may use this system for online play.
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As a separate short session, we played 'Everyone is John'.  I really have no idea how that game is supposed to be played, but we had a great time muddling our way through it.
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So this is probably my last 'extra' session during the week for a while.  Testing out Lilliput and then trying Savage Worlds was a good experience.  It really showed contrast between doing simple the right way (Savage Worlds) and forcing it (Lilliput).  

My extra time will probably now go into working on Project Rumeria -- my own game world.

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