Savage worlds general

Hey guys, I'm about to start a Savage Worlds campaign in a few weeks, but I cant find the science fiction companion anywhere and I'm not about to pay 10 bucks for it. Anyone got any links? There's a torrent in the bay but no seeders

Also, Savage Worlds general thread. What is your favorite and most disliked feature of the system?

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>Favorite
Race generation guidelines, they help immensely when making custom races for a games.

>Most disliked
Hindrances, as they're usually either crippling or RP-based and there's far too few of them.

> Favorite
Easy to pick up and run, Explorer's edition books are really cheap, Combat is quick and fairly easy to run.

> Most disliked
Plot point campaigns can be a bit railroady, especially for new GM's, Combat can start to feel a bit samey sometimes and also a bit swingy (I've had nameless mook #28947 knock at least two PC's to incap)

Here you go Can you up load the original I'm having the same problem with the basic book.

I really would not suggest playing Savage Worlds. It is a badly designed system with terrible meta-mechanics that encourage not only metagaming but ending session early, it also makes it near impossible for characters to fail at anything. The gun mechanic are broken, and literally do not make sense.

The only thing it is good for is being a miniatures wargame, and it even sucks at most of that. Exploding dice make stupid shit happen constantly, the damage is way overkill for 90% of the threats allowing characters to one-shot massive creatures with tiny weapons. On the other end, characters literally cannot fail, because they have three bennies per session which allow them to reroll whatever the fuck they want (not damage rolls, to be fair, but still). And the GM is told he is a piece of shit if he doesn't hand out more bennies for "good roleplaying" (in other words, stupid nat20-lolz bullshit). Also the characters get to roll a wild die with their normal roll and take the wild die if it is higher, thus making them even less likely to fail at anything. Not to mention the cancer of the bennies being basically a safe-space for retarded character actions, CAN and WILL spread to other RPGs you play with this group. Just count down the sessions until your character asks during D&D after failing a roll "can I have a bennie"? No, get fucked faggot. Failure is an important part of RPGs and Savage Worlds throws that shit out the window.

>Fave
It's fast and easy. Much like your mom

>Dislike
Because most of the time your target number is 4, and you can easily get much higher than that, combat is also really swingy. Much like your mom.

The exploding dice are broken as fuck but the game relies on them to work. Why not make the base mechanic 1d12 or d20 and have the step dice as bonuses? You wouldn't need the gayfuck exploding dice and the game might actually function as intended, instead of "lol kobold throwing a dagger instakills everything while your M16 doesn't do shit"

Would it be broken to just let dice explode once? Like, if you roll maximum on the second roll, you just count it as zero?

Yeah that works fine.

THREAD REVIVED!

favorite: Edges, and building your character from the ground up.

least favorite: It sometimes feels like everyone is essentially the same character since edges are few.

>letting mooks use wild dice
Dude, if you're going to critique a system, at least use it right first. Only Wild Cards get the wild die, which means only PCs and BBEGs, basically.

Most people who passionately hate SW have never actually read the rules.

Do mooks dice not explode?

God damn it do I have to break out the math again. Last of these threads I was in we already showed that a hafling throwing a rock at your head decapitating you was a freak chance event that was nearly impossible.

Hell savage worlds doesn't even have kobolds. You have to go to some ancient outdated conversion of the 3.5 monster manuals for them. I'm not wasting my time to run the numbers on that.

Like - The dynamic options for action resolution, especially multi-action combos. Really gets you thinking about what you're intending to do instead of just reciting a power's name and rolling.

Dislike - Explosions really throw off the math of improving anything over a d8. Getting a success on the wild die also feels like you've succeeded by dumb luck rather than your character's own ability. It never really feels like a clean win.

Yeah, trappings on powers give you lot of variety you can work with, but edges are mostly what they are. As we're getting more experienced with the system, certain edge 'builds' are popping up a lot more often in new characters.

>gun mechanic are broken
What the fuck are you gibbering about

>le bennies are safe space cancer hurr durr
Oh wait, you're a retarded troll

They do, and it's a feature, not a bug. You can't fucking wade into combat with eight kobolds like you would in D&D because they'll fucking gank you, combat requires some tactical thought

>Last of these threads I was in we already showed that a hafling throwing a rock at your head decapitating you was a freak chance event that was nearly impossible.

You are ignoring the actual physics of dice rolling.

d4s tend to only explode once or twice. If you're using shitty caltrop d4s or one of your players is a cheating cunt who just drops his dice on the table instead of rolling properly, that's your own fucking fault.

Favorite: I like the multi-action system. I feel it really helps capture that "action-movie" feel when the hero takes out a bunch of dudes in a few crazy moves.

I also like how, even with a really experienced hero, "weaker" enemies never stop being a threat. In a viking game I play I love wading through goblins with my axe and having to get creative when one start shooting arrows (which nearly killed me). That might be seen as a negative for some people.

Disliked: Hard to say since it's not really difficult to houserule things or use alternative rules from the main book. I would say the use of Adventure Cards has lost their appeal, if you use those, since they tend to have characters do things they normally wouldn't.

do you go out of your way to find Savage Worlds discussions just so you can post these same complaints over and over. I swear I've seen you post this shit at least on three different occasions and I am not here that often.

>What the fuck are you gibbering about

1) Shotguns give a +2 bonus to hit which is bullshit.

2) Shotguns deal broken-ass damage to the point where their lack of AP is irrelevant because with exploding dice the 3d6 is putting out damage in the mid teens on average

3) The Garand deals LESS damage than the AK-47 despite firing a MORE powerful cartridge. Same with the G3. The developers are fucking retards who don't understand how guns work at all.

What kinds of games are we playing in Savage Worlds, these days?

Right now we're doing a wrestling game and all the players made ridiculous heels. It's fun, matches are fun, but they drag out forever because PCs and NPCs are all statted out about the same. There's only so much you can do for experienced unarmed specialists, edgewise.

GM's going to be wrapping this up soon for a zombie survival game. I'm trying to talk him into having the wrestling game just roll into that one.

>If you're using shitty caltrop d4s or one of your players is a cheating cunt who just drops his dice on the table instead of rolling properly,

Oh you mean the d4s that 90% of people use and the rolling method that 90% of people use? d4s are complete crap you have to fucking flip them in the air like a retard to get a randomized result. if a player rolls a 4 they can just drop the die and get the same result over and over even from like 2 feet up. The dice are complete shit.

>same complaints over and over

Because no one has ever successfully addressed them. They just go "well, well at least it's not 3.5 D&D! So HAH!" and act like that's an argument.

>They do
In some of the more pulpy settings it's a 'setting rule' that they don't, to help PCs mow down crowds of Nazis and whatnot.

>GM's going to be wrapping this up soon for a zombie survival game.

Yes that must have so much tension and suspense when the characters can just spend a benny and get out of any of their fuckups they want.

You know if can just play without them? Or severely limit their use. No one is forcing you to use them. Stop being such a faggot and either add something useful to the discussion or fuck-off.

>mediafire.com/folder/o456wmkz6phtl/Books#j66f1e3fbxc6t

Tweaking the rules to suit the style of campaign? In a game that's designed to be a toolbox for multiple genres?!
>Cue autistic screeching

You should try actually playing or listening to an AP podcast or something. Bennies aren't a 'get out of combat free' card.

You use bennies to soak damage for one of your 3 wounds, which can come up when a mook gets a lucky exploding shot in. Otherwise, you can gamble that option to reroll, not auto-succeed, reroll. The type of shit you're rerolling against tends to be tough numbers too and you don't have an infinite supply of bennies.

Savage Worlds can easily be one deadly fucking game and if it isn't, the GM isn't cranking up the challenge enough.

Out of curiosity, what exactly makes bennies so egregious compared to the metacurrency system in any other game?

>Oh you mean the d4s that 90% of people use and the rolling method that 90% of people use?
Do they? I mean, I know they come in sets of dice, but everybody I know has long since abandoned them for a better alternative (which is to say: just about *any* alternative). Crystal d4s and twelve-sided d4s get a lot more play.

There is any option to put in place of Hindrances?

you could create new ones or alter the existing ones. I dont really see them as a problem they aren't anymore punishing then other systems with similar mechanics. Not in my opinion at least.

I want to burn it to the ground. There no good guideline to make new one.

what are your problems with them? can you name some examples?

The existing ones are guidelines to creating new ones.

If you think they're too weak, do like M&M or Fate and tie bennie gain solely to the player playing the hinderance in a meaningful way. Maybe the system does that anyhow? I don't run it.

When are they going to release the dinosaur book? My ARK campaign isn't going to play itself

>You know if can just play without them?

Oh that will go well.

> Hey guys you know that mechanic you fucking fawn over to the point where you want "bennies" in other games to compensate for your retarded-ass decisions?
>Yeah, I'm taking those away from you
>Cue autistic screeching

The shotguns I'll agree with you about. But it's easy to fix: Reduce it to +1 to-hit or reduce the range to 6 inches/squares if you use a map for fights.

Also: Yes the devs can't into guns but if it helps, imagine the game taking place in a movie universe instead of reality.

Most of the problems you complain about can be fixed by a GM just being REALLY stingy with the bennies. I speak from personal experience.

>Out of curiosity, what exactly makes bennies so egregious compared to the metacurrency system in any other game?

The fact that you get 3 per session and the DM is supposed to hand out more for good RP, and the characters can take edges to get even more. So if you have only one fight per session the characters literally cannot lose. Also the group might as well call the session as soon as they run out of bennies so they can get more. Or just completely avoid fights. it's metagaming bull shit and its unavoidable because why the fuck would you get into a fight without at least 1 benny??

I know how the shit works dude, I've had characters die in Savage Worlds. But it's pretty fucking hard unless they take like 6 shotgun blasts to the chest because they can just soak it with bennies.

>Most of the problems you complain about can be fixed by a GM just being REALLY stingy with the bennies. I speak from personal experience.

So do I. I just about *never* hand out bennies for good RP. The players STILL fuck the game out the ass. Of the deaths I've had, one was an autokill from a fucking nuclear bomb (only time I've ever said "you're dead" in an RPG without rolling damage), one was a guy who fought a deity in a dream world that had like 45 Toughness and d12+15 Strength, one was a low-powered character in a supers game who was quite literally surrounded by seven guys and used all of his bennies to try to make one sniper shot work, and the last... oh wait that's it.

So what? Savage Worlds is a low player mortality game where they get tangible "plot armor" in the form of bennies. What I'm hearing is a guy complaining that he doesn't get to kill and tear up character sheets more often as if that's the only reason he bothers to GM.

A PC taking a couple boxes of wounds, which is more do-able, is usually enough to get your point across. Not only that, but there are out-of-combat ways to fuck with them as well.

Are blood points in Vampire total bullshit because they let you do magic or buff stats or heal wounds and you can get more of them in game? Are HP garbage because you can get extra with a high Con and you can run away from a fight and rest?

I agree that bennies are a necessary patch on some of Savage Worlds' math problems, but that's not a sum benefit for anyone.

You can't even build something like that. Go read the book before you come back to complain.

Have you considered playing with other people? That's an issue of the players, not the game.

The list is really small and there is not logic on how they work. They are kinda Fate Aspects, except they have a division in Minor or Major.

There is where things gets strange.

Some Major ones don't have any real mechanic, they only affects Roleplay and they same happens to Minor ones, who have penalties...

So, what deserve a penalty and what is just roleplay?

>Also the group might as well call the session as soon as they run out of bennies so they can get more. Or just completely avoid fights. it's metagaming bull shit and its unavoidable because why the fuck would you get into a fight without at least 1 benny??

You're crying about metagaming when it's something the players likely aren't even going to do? I don't understand your reasoning. No group is just going to go "Well guys, we're out of bennies, guess we end the session here" unless they're full of complete fucking shitheads who you shouldn't be friends with in the first place.

>Are HP garbage because you can get extra with a high Con and you can run away from a fight and rest?

No because those are regained based on in-world events not session length you fucking idiop.

The way I handle hindrances is I give a benny to the player that actually acts out whatever is supposed to hinder them.

>You can't even build something like that

Yes I can faggot. He had a shitton of natural armor and supernatural Strength. I don't care if he wasn't size +15. Stop thinking anyone cares about following the shitty monster creation rules anyway. I read the book you stupid nigger, I run savage worlds every fucking weekend. I repeatedly call out my players on getting the rules wrong and they argue with me and we check the book and I'm right and I've played the game longer than they have. I understand how the fucking rules work inside and out that's why I think they are fucking stupid bull shit. Don't fucking give me that "read the book" shit to dismiss what I am saying. And if anything the super-powered god creature made the character LESS likely to survive so without him that'd be one less character death and one more example to support my argument.

>Have you considered playing with other people? That's an issue of the players, not the game.

No, that's the normal response of people getting pissed that you took their tools away from them. It'd be like running 3.5 without magic items. The players WILL get pissy and entitled, that's 90% of players. I'd rather run a system without shitty mechanics meant to baby the players, than deal with one getting pissy at me.

Holy shit, this can't be real.

Why are you still even running the game if you hate it this much? Why would you have played it more than any of your players if you detest it this badly?

This post pretty much proves that you don't actually run Savage Worlds.

Not the guy you're talking to but a really simple solution is Hardly any of the players I've ever GM'd for complained about that.

You are saying the rules are shit because the game sucks when you don't follow the rules. That is what you are saying here.

You also just said an over-powered character is less likely to survive than a weaker one. Do you know how RPGs work?

ur gay

If the game, rules and players trigger you so bad, you should probably stop playing it. Why do you continue something you seem to absolutely hate and if you know the rules so well as you claim why don't you try to homebrew some of the problems instead of coming here trying to convince everyone that its shit? Remember this games are supposed to be FUN. But gauging by the rest of your posts you probably think that's just a buzzword.

Oh neat, people talking about Savage Worlds

*walks into a full-fledged troll feeding*

I'll just...be going.

It's the power of autism. We can't talk about things other than D&D, Warhammer, GURPS, or Magic otherwise someone will get triggered and shit all over the thread.

>D&D, Warhammer, GURPS, or Magic

People get triggered and shit all over those threads all the time. The only difference is that they're popular enough for people to stick around and talk in spite of the screaming autistic monkeys flinging their poo everywhere.

Man, I normally wouldn't, but this one's really funny.

Right, I forgot about the "When did you start hating D&D?" threads. It's kind of boring at this point desu.
Anyways, do people have a favorite setting they like to run in Savage Worlds? How did conversion work, if you needed to do any?

>Anyways, do people have a favorite setting they like to run in Savage Worlds?

I always run my own home brews. Or if I'm not GMing, every single game of Savage Worlds I've ever played has been different.

>How did conversion work, if you needed to do any?

Conversion from what? Other game settings?

Conversions from other game settings to Savage Worlds is what I mean, yeah. Or just conversions in general.

I usually rule that the +2 for shotguns only applies past short range. I just tell my players that shotgun pellets don't get a wide enough spread at short range to get the bonus

What this guy said. It's actually how shotguns work in several books now, chiefly interface 0.
It's a good solution to them being crazy good.
When any wound from a zombie risks infection, bennies would drastically lose their strength. Alternatively you can run an extras campaign for extra grit, the gritty damage setting rule can also apply to make things extra gory.

Alternatively you could at some point in time during a session actually set up a challenge for the players which will tempt them to spend bennies prior to a life or death engagement. Debating if you're going to burn a little potentially life saving luck to do something can generate a good deal of tension.

There is also the give everyone a benny on a crit fail rule. Its designed for stingy gms or those with really high rp standards, but can easily just be used as a more limited alternative for benny distribution

Generally playing up a hindrance should give a player a benny, only when it meaningfully disadvantages them, and isn't already a hindrance with mechanical effect

Avoiding a fight is metagaming now? Also the fear of people calling a session the second the run out of bennies is really telling about both you and your group. That's the kind of highly autistic behavior that gets you not invited to games

Also it sounds like you're trying to make small "balanced" fights. Of course if you start treating them like d&d encounters then your players are going to want to fully rest up in between them. Try actually pacing things out, and applying a time pressure that forces multiple/protracted/large/dangerous combats

Getting into combat with 0 bennies should be generating that "oh shit" moment in your players. Because it means things just got real

>like 45 Toughness and d12+15 Strength
That's the most horrific being design I've ever seen. No wonder you say exploding dice are required to play the game, if you're tossing up things with 45 toughness

That said I'm about to drop how I make massive monstery men (instead of dropping 45 fucking toughness jesus christ) on them. Lets turn this thread upside down and get all informative and discussiony.

The purest alternative to making someone have to win the lottery 4 times to kill something is to simply give it extra wounds, with or without the ability to ignore some or multiple of their penalties. This can be combined with a decent toughness or some of the options below to tweek it heavily.

While still being tough, this style allows for players to still chip away meaningful progress during a fight, and feel like they're doing something. Though I'd keep things to 5 wounds or so, increasing a creatures wounds too much can lead to things becoming a slough.


Next we have compartmentalization, another thing I'm ripping out of savage worlds boat design. Basically if something is super huge you can outright limit how many wounds it can actually suffer in a turn. 2 for something decent sized, 1 for a true monster like a dragon. This can be combined with multiple wounds or simply to insure that a normal strength foe is killed in a dramatic as opposed to a purely lucky fashion. Be careful when combining with multple wounds though, something with toughness 14, compartmentalization 1, and 5 wounds (2 of which it ignores) is going to be a long fight. For a more staged fight you can even require the compartmental wounds be dealt to multiple locations or in multiple ways, if you like yourself some puzzle fights.

Next we have the cosmic horror approach of giving something hard to kill and no wound limitations. You have to really make sure something like this is dead, or after a few weeks of natural (or quicker for regeneration) it will pick itself up. Basically much like some interesting osr design, there's a 50% chance when you kill this kind of thing, that it will get right back up 1 step away from incap.

And finally we have the shadow of the colossus.

Give your baddy a big glowing weak point (or be more subtle about it and have players either have to take turns noticing to find it, especially from different angles, or do their homework with local myths/legends/dusty old tomes).


Give everything but this weakpoint either a bunch of armor (the giant strapped literally building materials to its legs, have fun getting past object toughness unless you have a spear to poke at its exposed belly). Or complete invincibility (no matter how hard you hit it, your sword is little more than the prick of a biting insect to something so beyond your measure).

The proceed to set up a challenge getting to that weak point. Such as climbing, agility tricks, or even a full on dramatic task worth of parkour.

This style works great with compartmentalization for truly massive foes, and multiple wounds for your more run of the mill giant.
Also we have that setting rule and just this sort of situation in general. Mooks. Tons and tons of mooks. Why doesn't your baddie have a bunch of underlings? If using the setting rule, they can jump in the way of attacks, thus effectively becoming extra wounds for their boss, or even in general throwing a few mooks into the fray can drastically upset a fight.

Imagine a fight against a wizard, flanked by 2 archers. They're on the second floor of a decrepit temple, a small gaggle of undead on the second floor stand between the players and some hardcore parkour in order to close the distance. The archers and wizard make use of cover to protect themselves, as the disposable bodies below try to keep the players out in the open while making use of the gang up bonus themselves to pose a meaningful threat.

Our GM's enemy toughness in a weird war game was getting a little high to compete with my fightan robot. Robot was dumb as shit, so he added weak points with the ability for the smarter characters to figure them out. Result was the other guys had a chance to figure out the weakness and get some good hits in then let robo know so he could clean up after they got a chance to shine.

Props to this guy for providing actually discussion.

I wouldnt hate savages worlds so much if it hadn't been for how it ruined my favorite rpgs one chance for a port.
It was the wrong system for a rifts port, and uncle kevvy is never gonna allow a port again im betting.

I dont think its the worst thing ever(mythus) but its not my cup of tea. Its to short ranged for modern conflict. The idea of mooks offends me, a squad or two of cs troops should be a hellish battle for 5 pc's that aren't ridiculous powered. Radios not going 100 miles thusly making communication between city states implausible....ect.
It feels like modern and futuristic combat was an after thought and that fantasy/historical combat are what its good for.

I like most of Savage Worlds - the increasing dice size, the combat options, the different ways of handling powers that make similar abilities feel distinctive. But I just can't get over the silly wound system. Especially the massive penalties you take from each wound - it has no purpose in a pulp genre game.

The only good thing about your favorite RPG is the setting itself. Otherwise, the rules have ALWAYS made it an unmanageable piece of shit that could only be played through a 3 inch binder full of house rules or porting to a different system - ANY system.

>The idea of mooks offends me
Go fuck yourself.

>a squad or two of cs troops should be a hellish battle for 5 pc's that aren't ridiculous powered
Right off the bat, it's obvious you don't "get" Rifts - no matter how many years you claim to be a fan of it.

It was a system where you could be a Glitter Boy from the very start, with one of the most damaging weapons in the whole fucking universe. OF COURSE you should be able to tear through lots of shit, especially a squad of Coalition grunts, as if they were tissue paper.

>It feels like modern and futuristic combat was an after thought and that fantasy/historical combat are what its good for.

This we can actually agree to. Although Savage Worlds can handle it with some tweaking.

>t was a system where you could be a Glitter Boy from the very start, with one of the most damaging weapons in the whole fucking universe.
Or a Dragon. Or a Cosmo Knight. Or a Godling.

Did your GM ever get their hands on the rules for Deadlands' Martial artists, it seems like a lot of the kung-fu styles could be easily refluffed for wrestling.
Monkey style (bonus to taunt and agility based tricks) rebranded as a flashier style, maybe with more aerial maneuvers
Tai Chi (knocks opponent back 1d4" per success or raise) could be a focus on throws.

Unless your playing with gritty damage you only get a small minus to rolls, you only roll on the wound table (and once only) when you drop to incap.

>Favorite
Setting rules as that entire section is great for getting the tone of ones setting just right. I myself love Critical Failures (almost always use it) and Gritty Damage (it prevents players from being too eager to enter combat).

>Most disliked
Honestly I am not a fan of how money is handled. I know the mantra of the game is fast, furious, and fun but I'm not asking for a Shadowrun level accounting simulator just something a little more substantive than what the core book provides. Also trappings of powers are ill defined mechanically.

>characters literally cannot fail, because they have three bennies per session which allow them to reroll whatever the fuck they want
I've had players burn 2 or even all 3 of their bennies trying to get a roll and still fail. It is fun to watch.
>hand out more bennies for "good roleplaying" (in other words, stupid nat20-lolz bullshit)
Not quite. Just the players making the game more enjoyable. It is more like an incentive to keep with the tone of the game. If someone cracks a rib-tickling joke in my political intrigue game they won't be getting a benny unless they are already down one and the joke was also a pointed jab at an important character said by their PC. It's not a problem at my table because I know the difference between throwing around bennies willy-nilly and allowing for a slow trickle to keep players bold.
>characters get to roll a wild die with their normal roll and take the wild die if it is higher, thus making them even less likely to fail at anything
The default state of the game is pulpy adventure you dingus where the important people are larger than life. You are meant to play Teddy Roosevelt as opposed to Howard Taft.

>You are meant to play Teddy Roosevelt

Eberron has a lot in the way of material for Savage Worlds online. It is a much better choice than using 3.5 IMO, and requires little extra effort on your part.

How do (you) feel about 7th Sea?

-1 to -3 is pretty big in a system where 4 is a success.

>Alternatively you can run an extras campaign for extra grit, the gritty damage setting rule can also apply to make things extra gory.
Jesus. I might use this idea in some kind of giant game that takes place in the middle of a war. Surviving characters get Wildcard status.

It's a short-term game and he wanted the moves to be more off-the-cuff from basic unarmed rather than get too complex. That said, what you're describing probably would have helped to add variation and reasons to stat differently.

I once ran a oneoff at a con where more people showed up than i planned for. So they got a squad of 5 mook soldiers each. They dropped like flies, it was great.

Golly thanks.

While we're at it who else hear likes wounded enemies from the get go? Tough extras (extras that have more than just the incap status, like 1 or 2 wounds mostly) starting off a fight wounded can lead to a lot of possibility.

Explains why a wild animal is attacking for one.

For wildcards them being wounded can also act as a sort of time limit on pc activities. If they know that the chief of some tribe they don't like got gored by a particularly violent boar (a regular one) a few days ago, they now know that they get a bit of a tactical advantage if they can get to him before natural healing kicks in.

Though I'll admit wounded enemies are a lot easier to do in other systems that have actual hp. Particularly fond of it in battletech, where I can introduce an enemy mech with smoking hips and clear damage to its right arm. The same can kind of be done in savage worlds by altering specific hit location's toughness (basically bonus damage if you called shot the wounded arm), and potentially applying wound table results as well.

Just a nice way to spice up baddies, add a bit of flavor to them,

Would you tell me more about your game's scenario and how it played-out?

I'm looking to potentially do something similar for my local convention.

It was a race (As represented with a mass battle with 30 minute turns, I'd have the table elect someone to make their side's roll) to defeat a superweapon before it was fully operational. It took place in a valley with the battle taking place on the opposite side of a river from the pcs.

The overland map was a series of branching paths, each path taking some time and potentially leading to optional objectives (which either helped the players in their mission, or made the battle easier for their side).

The super weapon had conditions to it like (fully armored by turn 6, fueled by turn 8, main cannon fully loaded by turn 10) that sort. It was a walking tank with tesla guns or something, built it with the pulp gear kit.

The trail took the players through a variety of woods, fields, old farm house now used as a forward artillery base, etc. They came across a minefield, a bear that had previously been angered by an enemy patrol (and more importantly some supplies once they killed that bear), a bridge guarded by a sniper (someone drowned on their way across).

The big tank ended up waking up and being fully prepared as they got to it (didn't impact the mass battle yet, but would prove a hard fight for them). They ended up almost all dying, but succeeding thanks to sarin gas and the brave man who opened up a hole in the thing after climbing on top.

The players themselves were a bunch of ww1 penal soldiers that were forced through some super soldier experiments, a noble handler, and 10 guys (I had planned for character death with several full, and randomly wounded squads with various gear comprised entirely of mooks as back ups, to come in so nobody had to sit it out if they died early).

It was heavily based off pumpkin scissors

I might actually still have my planning document lying around somewhere, but with the way I label files there's no guarantee I'd ever find it.

Who hurt you?

Just an update, I've actually looked through my old data hoarder archives. I've found some crazy nostalgic porn, a lot of old school documentation, a map of the building I ran the one-off in, an even older con game, an entire unpublished book, and much much more.

But not my actual prep document. Which is a shame, because I remember it being full of *players + 3 enemies do a thing*, and what not. The custom stat blocks for the pcs being lost is a shame.

Yes, but at -3 your are shot, broken bloody, and severely damaged, you think you can just tap dance and sing while bleeding out?

Stop getting hurt.

Thank-you user. This fills me with ideas. I think I'll try something in the vein of Weird Wars that will see the players attempting to siege the royal palace of (NOT) North Korea during a mass invasion to stop some sort of psedu-magical super weapon.

Okay if we are actually having a successful savage worlds thread for once, then someone r8 my setting. Actually multiple people please rate my setting. I made it as this sort of ... just, weird world, but not too weird. I used to play a lot of Garry's Mod while listening to BvDub and other really ethereal mystical sounding ambient music. See video below for a lot of what I would do. It was comfy as hell for some reason.

streamable.com/lb8cs

But anyway, a couple years ago I started running a post-apocalyptic campaign, pretty basic generic world, but without any fallout influence because I've never played fallout. I've been told it's a bit similar to Stalker or Metro 2033 but I've barely played those games so I couldn't say for sure. I just want to convey this feeling of unease, like some just plain freaky or unsettling monsters, effects (like a bus randomly sprouting legs and coming to life, or a rift to nowhere opening suddenly).

I don't know, I have this strong feeling for the world I want to create but I don't know how to put it on paper without droning on endlessly. I also plan to make one of these for Maine rather than Russia, with cozy lighthouse fortresses watching the sea, monsters hiding in the alpine forests, haunted acadia, that kind of shit.

But yeah, just give me your thoughts. It's meant to be a "soft" document that outlines some factions and creatures but doesn't really give specifics on locations or anything.

My players burnt through bennies pretty quickly.

I threw things that were invulnerable at my team(most of the weaknesses were obvious) and they really thought outside the box on a few.

A glitterboy as youve stated can shred a cs trooper in 1 shot, or 2 if you roll horribly. But that leaves 20 other guys still shooting at your impossible to hide, extremely expensive to fix, slow moving tall robot that cant move and fire with no anti-air abilities.

Good luck affording to fix it after to destroy the loot, your team mates holding their skulls unable to hear near you... you dont understand rifts.
Enemies shouldnt be cannon fodder, it makes the idea that THE world power house of tech came to power mooks are retarded, go punch some dire rats till your level 3
Thoose would fall under extremely powerful, rarely seen and very rare breeds of pcs with negatives of their own...like other gods hating you, not understanding the world to stay hidden....ect.

This is only your own subjective interpretation of how a RIFTS game is supposed to work. And it sucks, by the way.

Any GM is free to adjust the level of power for their game, so they are free to have repairs available for Glitter Boys so they can undertake more than just one high powered mission. Or they can go with your retarded interpretation and end up dying of food poisoning during the first session.

Setting up the characters to be awesome as the base setting allows you to and then ass-pulling ways to TPK your entire party as you seem to be implying is just being an un-fun dick. And if nobody wants to play your interpretation of RIFTS, you're the one who doesn't quite "get it"

Ok then, yes persinal attacks make your points about a game hold more weight.

If you read the suggested pay tables and repair costs I suppose you could easily have my take on it.
Or you know just give away free gear magic and armor at every turn. That makes caution and achievement rare, sounds great.

Maybe you hate original rifts becuase to you its not a gritty hell scape, but a pretty place where run weapons are for sale on the cheap and gods interact with farmers on the regular. You make the game ridiculous that way hence the idea rifts being so dramatically power mongering is so prevalent.
Your hate for it shows but, whether you like rifts or not.
Savage Worlds was the wrong system for a RIFTS port.