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"Ya Squidin Me?" Edition

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>Previous Thread
What splats are you currently playing? What splats do you really want to play? What's your characters favorite color?

Other urls found in this thread:

splatoonus.tumblr.com/post/107608490289/breaking-news-one-of-our-interns-recently-saw-a
gamingaswomen.com/posts/2012/03/game-design-and-sexism-player-feedback-mechanics/
twitter.com/AnonBabble

>Splatoon Savage Worlds
I'm intrigued. Tell me more.

Currently building an alpha together, for testing gear and powers. After that we'll convert Inkopolis and start building other cities. We're going for a Jet Set Radio meets Splatoon feeling. Gangs of extreme and street sport loving young adults marking their territory with a signature piece, and going to war over turf, but with big baddies in the form of toothed whales that want a world of black and white.

Anything you really wanna see added?

I don't really know anything about Splatoon but the squids make me feel funny.

Funny how?

I'm sorry anons, I went to Reddit and it was filled with fagots.

What are Edges that you wish you could have taken, but didn't because there was something better?

That was your post? Well you certainly are much more rude now that you're here. The Veeky Forums way.

I was polite to some of those assholes?
Thanks though.

I don't think my players will take any edge at all unless it has some sort of combat bonus to it. It drives me crazy.

Sounds about right.

So, my idea is that at 19 XP and every 20 after that, the players get a free edge from a list of shitty, underused edges, like Linguist or Connections or McGyver.
Force the fuckers to do interesting shit.

That might not be a bad idea. Why at those levels specifically?

So that way at the end of Novice, you get a Novice edge, at the end of Seasoned, you (may) get a Seasoned Edge, etc.
It's more of a sweetener than a reward. You are getting something nice, but not hugely mechanically useful, and then you get to improve an attribute, or buy a new spell, or whatever you want to do with your first advance at the next rank.

It's probably an issue with the people you're playing with.

In my experience the only players that make well-rounded characters and engage in the game outside of combat are the same type that what to have a say in what goes on in the world and help you with worldbuilding.

If your players only want to war game, let them war game, don't make them take edges they won't get the most out of, even if they're free. It just feels shitty for the players.

I have never played savage world but if you give me this splatoon brew I will drop everything and play the shit out of it.
Don't forget to include octolings.
They integrate into inkling society well

Any reason why you wouldn't do it at the beginning of each rank? Starting as a novice with an extra edge could be nice, as some people think novice characters are too samey and edges could also help curb that.

It's still a WIP. I'm trying to figure out how to categorize the weapons.

Like where does a slosher fit? The role of a shotgun? A close ranged flamethrower?

Flamethrower.
If you want a shotgun, look no further than the splatbrella

My issue is more that a lot of cool things in Savage Worlds are gated behind edges for no good reason except to keep the base system simpler.

For instance, Herbalism in Hellfrost. Herbalism lets you do a bunch of cool small stuff, like stay awake longer, have moderate frostbite resistance for a few hours, smell really bad to animals, etc, at the cost of time, money, skills, and an edge. Nothing would change if it was just a new use of Knowledge: Alchemy except that players would have slightly more resources (an edge) for which to do things that presumably matter to their character, like be better at combat.

The list will also include things like the Leadership edges, which do have combat context, Improvisational Fighter, and Combat Reflexes. So if a player only wants to murder, this will give them options to increase their power laterally, rather than directly increasing their combat capabilities.

I thought about it, and decided that giving the reward at the end of the Rank, rather than beginning, worked better for my idea of a gradual progression, but nothing stops you from putting it at the beginning. If I do write something concrete up I'll make sure to either keep it rules optional or provide a variety of ways to implement it.

I find that my players always avoid leader ship edges even though they can be useful to combat, and I think it's because they don't want any single character to be the leader. An edge almost makes it official, and my players always want complete equality.

Slatbrella's are awesome.

Oh, another question I had from the last thread:

Should I keep Inklings intolerance of water as a racial hindrance? It seems kind of silly that they dissolve in water.

I run my games a bit like a hybrid between Savage Worlds and the Storyteller system. We've given ranks to edges, and we increased the number of advances between ranks. My players seem to enjoy it, since they get that feeling of improvement multiple times after the end of a session.

So if a character takes it, they automatically get a dot in it. That dot lets them do all the things Herbalism does normally, gives them a +1 to any skill checks related to Herbalism, and that's only the beginning. Herbalism 2 would be something even better, with Herbalsim 5 being something crazy powerful. Haven't actually ran Hellfrost like that, just using Herbalism as an example for how we run things.

If you ever do Hellfrost, they make it so that only people who share the same faction affiliation can gain the benefits of Command and the like, unless the one with Command is a bard.
So if you want to encourage Leadership edges being taken, either of those, might be a decent route.

Dissolving in water seems the opposite of what a squid should do.

But it's what they do in Splatoon. Water's used as an environmental hazard.

It would make sense only if you some they're actually made out of ink or something, but I'm thinking they are just squid people

According to the official Splatoon tumblr, they are.

>splatoonus.tumblr.com/post/107608490289/breaking-news-one-of-our-interns-recently-saw-a

Like, do we stick with what's canon or no?

Huh. Maybe keeping that isn't actually a bad idea if there is justification for it. A strange secret of the universe. Maybe it's waiting to be solved. Why are squid kids made out of ink?

I think I'll say that the water is so polluted it's basically acid or bleach. Which means I can also create enemies that shoot bleach. Imagine a Roger Rabbit scene where an Inkling is getting the dip after being caught by some Sharks or something.

Keeping it is probably fine as long as there's a mechanic for reconstituting them - it seems like it doesn't kill them so much as force them to take a setback.

One of the drawbacks of the stark white and black landscape could be that it's harder to come back there, seeing as the spawn points in the game are always considered inked.

Well in game we see a small white ghost leave the pool of dissolved squid, and that makes it's way to the respawn point, where it gathers ink up and builds a new body.

Maybe the individual crews maintain their own spawn pools.

It is kind of a bad idea if you just look at all the water all around the maps through out splatoon 1 and 2.
It doesn't make sense.
If you basically dissolve in water, why in the fuck would you keep it around everywhere? It is dangerous as all hell. Also, absolutely absurd from a evolutionary and biological standpoint. Especially in a world that is basically just water with islands here and there.
Inklings might be made out of ink (which is kinda weird because they still have a physical body with organs and stuff according to the game but whatever). Doesn't mean they can't swim.
I always thought of them going down in the water like "you can't use your ink in water so you are out of commission for the turfwar and therefor return to base." Thats just how turfwars work in game. I'm sure they can swim through water just fine. Let's just say they can't use their weapons in water, Can't swim as well in squidform (as a trade off for being able to swim through ink) if at all.

I don't know, they seem to be able to get around just fine in ghost form. They just can't really interact with anything. Maybe the reliance on ink to form is something they evolved in the water to have selective solidity and it just carried over to land well?

I mean, obviously Nintendon't give a shit about this kind of speculation, but it's an intriguing idea.

It's not like we're going for realism anyways. This is Splatoon being adapted to Savage Worlds.

My biggest concern is making the game feel like Splatoon.

Fair. I like the idea of the crews keeping up their own spawn pools - it also reinforces the "rebel gang affiliation" part of it.

The only thing I really want to change is Inklings being restricted to a single color combo. It doesn't really jive with graffiti or hip-hop at all. Unless Inkling gangs have made deals with each other to share ink, or there are wellsprings of ink that crews are fighting over?

It seems like they can pretty much change their ink affiliation whenever, they just use opposing ones for turf wars. But the PCs would by necessity have to share the same ones in battle because you can't swim through ink that isn't your color... I kind of like the wellspring idea, creates excuses for turf wars.

And the idea of two crews having a turf war for fun while painting over an area, only uniting to stop the Orca minions, seems very Splatoon somehow.

>If you want a shotgun
Why wouldn't you want a shotgun? You can hand it to some moron with a d4 in shooting and they hit 50% more often because muh buckshot. You stupid idiots don't undertand how guns work. This isn't fucking Call of Duty or Battlefield 3 where you point a shotgun in the vague direction of an enemy and kill them instantly. Shotguns are not good CQB weapons, they are barely even used by the army anymore lol. Semi-auto and auto rifles are king. This has been known for years. Even in pulp genre shotguns are not king, otherwise Indy would die the second some faggot Nazi pulled out a shotgun. But, I guess he could just soak it with a benny cause if there's one thing that makes sense it's a session-based resource that promotes metagaming because it has literally no connection to the in-game world.

Maybe the PC's could carry tabs or PEZ dispensers that they can take as an action to change their color?

We could come up with a color wheel that adds effects, strengths, and weaknesses to each color.

Oh, goodmorning Pastanon, I didn't refresh so I didn't see you there. How you doing?

Whichever stupid fucking cunt came up with the Bennies in Savage Worlds honestly needs to get cancer of the ass. I mean there's a lot of shitty mechanics in that game, and really I think there are only one or two good things about Savage Worlds, but it would be a fine game if they took out of some of the retarded shit. For example Wild Dice which are meant to prevent PCs from failing because muh special plot armor. However, where the game really shits the bed, is with the bennies.

You get three bennies each session, so right away this is stupid shit. What if you run very short sessions, or sessions that are heavy on the roleplay? They suggest a four hour session but the bennies aren't per hour, they are based on out-of-game shit. So your best strategy is to get into the game, avoid rolling for anything, then do one combat and suddenly be fucking invincible because you have a shitload of bennies. Oh and you can take feats for more of them, you can have up to seven as a child halfling, and that's WITHOUT the gamemaster handing them out like candy, which he is supposed to.

Between bennies and wild die it is nearly impossible for the characters to fail at anything. They can use them to soak damage or even reroll damage in some games. Basically they are a win button for the PCs. And the worst part? Once you play Savage Worlds, the cancer of bennies will spread into your other games. Playing GURPS, or Dungeon World? Characters will fail a roll and literally ask "can I have a bennie?" No, go fucking kill yourself. The day I heard that was the last day I owned an intact Savage Worlds core book. It went in the trash, along with the rest of this fucking awful system.

This man caught Savage Worlds fucking his wife and has spent every day since speaking out against the system that cucked him.

I'm hear if you need to talk Pastanon.

Show us on this doll where the system touched you, Virt.

Speaking of bennies, did you know feminists think bennies are sexist?

gamingaswomen.com/posts/2012/03/game-design-and-sexism-player-feedback-mechanics/

>"I’ve also seen the reverse of this; the woman gets all the neat bennies because she’s the only woman in the game. And sexism turned on its head is still sexism."

I just. What? So because a GM is being sexist and favoring his female players, the mechanic is sexist?

Don't reply seriously to the shitposter.

For whatever fucking reason, this one asshole in particular gets triggered by any mention of SW. Anything he posts is cancer, just ignore him.

Pic related: 100% doable in Savage Worlds, though dragons get their shit kicked in unless you buff them to hell.

Seriously. Read the comments, too, it's filled with people validating her opinion or trying very hard to oppose it without offending her. I guess no one should be allowed to have fun, because it might offend somebody.

Sorry I'm just burnt out from working on the Splatoon splat and taking a break.

I'm not the shit poster, I just happened to see the ranting about bennies and it reminded me of that article.

I'm still having trouble understanding her point.

Anyways, could you guys give me some feedback on these racial traits for Inklings?

-Ink: Inklings gain a pool of Ink Points equal to 5 plus their Vigor Die. This Ink is used for many weapons, powers, and gadgets. Spent Ink is recovered at a rate equal to half their Vigor Die per round. An Inkling submerged in Ink recovers Ink at a rate equal to their Vigor Die instead.

-Darwinism: Inklings have the ability to assume a Medium Humanoid form at will as long as they have at least one Ink Point. This Humanoid form has two arms and two legs. The Inklings Attributes, Skills, and Edges do not change unless specified otherwise.

-Camouflage: Inklings may assume the primary color of a nearby surface at any time, giving them a +2 to Stealth checks to move or hide on any surface of the same color.

-Inkquatic: Inklings in Squid form can breath Ink, and move at their full Swim Speed. They Also get Swimming at d6 for free, but only when they're in Ink of their color.

-Hydrophobic: Each round an Inkling spends in contact with water reduces their Ink Points by 20 minus their Vigor Die.

I think you're good, though difference in ink recovery between being submerged or not seems smaller than I expected.

It's double the rate, I figured that was enough.

We could change to "An Inkling submerged in Ink recovers all of their Ink after at the end of the round.

I think I should also make it clear that Inklings in squid form don't get any benefits from their gear.

>Pic related: 100% doable in Savage Worlds
It's also 100% doable in GURPS, FATE and dozens of other systems. Even d20 Modern. What's your fucking point?

Ayy, happy to see we have a general again.

>What splats are you currently playing?
We don't really seem to do splats outside of grabbing a few weapons from the sci fi companion. Most of the time we use SW as a generic system for short 2-6 campaigns in homebrewed settings, played while we take breaks in our main game.

>What splats do you really want to play?
I'd like to try Deadlands, partially because it seems like neat setting and partially because i'd like to see all the stuff in SW that's been left over from the conversion (like the cards for initiative) actually make sense.

>What's your characters favorite color?
Uh...a nice beige? Not really something i've ever asked myself.

This is the Savage Worlds thread.

And you know what system that isn't doable in?
Golden Sky Stories

>random ass whales
>not just using Salmonids
Dummy

Have you ever even played the game?

Oh they'll be there too.

And Octarians.

Seriously though, Salmonids are implied to be a nigh-apocalyptic force that signals the end of society and are shown to have some form of ancestor worship with generationally inherited weaponry. There's lots that can be done there.

They'll be in there man, don't worry.

The Whales are just big lumbering bureaucrats trying to impose their will on Squid society because they don't like color and loud noises.

>If you basically dissolve in water, why in the fuck would you keep it around everywhere? It is dangerous as all hell.
Because they're obstacles for the turf wars and because Inklings are functionally immortal with their spawn points which as of Splatoon 2 have been shown to be able to be made mobile.

It's also kind of hard to relocate an ocean or two.

Especially with rising waters, which was the whole reason the Octarians got exiled underground.

Which gives me an idea of a whale boss that's trying to flood the city by bringing in a high tide.

Saving that idea. Thanks.

Kronocalypse when

I want my dino fights

I want to run a Vietnam campaign where the players escort convoys in a Gun truck. I might start them out with a Deuce and a half with two M60's like pic related, but they will be able to upgrade it in various ways (better weapons, more armor, a bigger truck, maybe even mounting the hull of an M113 or a quad 50.

The question is how to keep the players engaged after the first few convoy runs. Anyone have some ideas of random encounters?

Weird War: Tour of Darkness, but it's for an older version of SW though.

Enemy aircraft, blockades, checkpoints, and ambushes, someone in the convoy is dying so they're on the clock, they're helping to move munitions, POWs, or intel.

Lots of stuff you can do.

Huh.

Not a lot of nitching in this thread. Surprising.

Currently not playing anything. Too busy with work. Nothing I really want to play anyways. For my last character, I'd say blue? Weirdly specific question.

Obviously Inklings are a gaseous entity that constitutes a body out of ink. This is why they have so much control over their structure, hence the ability to turn into squids AND kids. It also explains the ghost squid we see when the body is splatted. That's the Inkling itself without its 'body".

Inklings will be in my Savage Rifts game, D-bees who seemingly exist to paint the boring concrete and atlantean stone walls.

this seems cool, but i'm retarded and despite reading the "what is savage worlds" bit on the official website, and reading its article on wikipedia, i still dont get it. can anyone explain please?

What exactly do you want to know about it?

well, what is it? is this like jumpchains or something? it seems like there's a set of rules that you just apply to whatever setting? just how does it work?

It's a pulp action rpg, set up to be generic enough to run in any setting (as long as the setting allows for characters to be action heroes).

Checks are resolved by rolling your appropriate skill die and rolling an additional d6 wild die and taking the higher of the two. The dice explode as well, so rolling a 4 on a d4 means you roll it again and add your results (4>8>12>and so on). As long as you roll a 4, you succeed, though the higher you roll the better you do.

You can reroll your result by spending a Benny, a token you get every time you do something cool. It helps balance the dice, too, because they are rather swingy.

Savage Worlds is built to be very, very customizable, and an user in this thread is doing a very good job so far of building a Splatoon setting for the game.

bump for squids

Make that submerged in water, not in contact with. Inklings can stand in water fine as far as I know (see salmon run), just can't be submerged. Otherwise a bottle of water would be the deadliest thing in the world

That was exactly my point, why the fuck a creature not be able to atleast swim when 90% of the world is flodded.
Not being able to use your ink everything and not being able to regen ink in water should be enough. Maybe a slow drain of ink till the last point, but they shouöd be able to swim

What the fuck dude

Yeah, it's not exactly the most consistent weakness, is it?

Well, as of now their Hindrance doesn't kill them outright, it just reduces their IP to 0, which means they can't maintain their Humanoid form.

I guess its okay if they can only swim in water in squidform and can't use their ink (because 0 IP).
I shall stop complaining then. Atleast they can swim like this...
Which reminds me, what about drowning?
I would guess they need oxigen somehow.

I can change their Inkquatic ability so they can breathe and swim in both Ink and water while in Squid form.

I've got to head to work though, I'll see you guys in ~10 hours.

An important part of any setting adaptation is not being too autistic about it.

Plus eventually Nintendo's going to catch wind of it and shut it down so you're going to have to refluff everything slightly differently anyway.

Has anyone tried out a setting with characters in between Wild Cards and extras? I'm considering a high-lethality campaign where players start with rookie extras, and the survivors build up to hero status. I would say "kind of like XCOM," but it's exactly XCOM. Not even the new XCOM, but the old one where you fill the Avenger full of rookies and any survivors at all are a victory.

Anyway, there's three differences between wild cards and extras:

Bennies
Wild Die
Wounds (3)

Since it's five things, I'm picturing this as a pre-Novice rank, with semi-optional "wild card" edges that are basically a prerequisite to being worth emotional investment.

Good idea or too much faggotry?

Don't know, slight levels of autism are not always wrong. High levels of autism are.
I had this group project with a literal autist and his autism saved everyones ass in the end.
Also, as far as I know are ttrpgs relatively save from the grasps of Nintendo as far as I know

man I dont even play savage worlds I'm here off the frontpage and can I just say that's the single best tabletop interpretation of splatoon I've ever heard of

best of luck my man

I have a suggestion re: falling in water.

Obviously the water is no threat to an Inkling, but it IS a threat to their equipment. The ink used in Turf War games is highly water-soluble, and submerging one's weapon and supply tank is a surefire way to 'swamp' the ink inside as well as the pump system, making it runny and useless for painting things (or splatting other Inklings).

While it's POSSIBLE to purge your weapon of water in the field, it's time-consuming and difficult; in a combat situation most Inklings prefer to simply fetch a replacement from the team's base.

I think the idea would work fine. If it were me, I'd probably do advancement:

Wound
Wound
Wild die
Bennies

Though switching around the bennies and wild die could work, too.

That is plausible.
Very nice.

This also allows for a gear curve that PnP games encourage that Splatoon does not necessarily follow; higher quality weapons and equipment can be waterproofed, allowing for amphibious operations.

Turf War is still impossible in a rainstorm, of course.

So I have an idea I'm considering for my games, and I want to know if it's something I should go through with. I've never played it, but I've heard that in the Feng shui rpg, giving a name to an extra in that system boosts their power. Essentially, important characters have names, and giving a character a name is what makes him important enough to be a wild card.

I've heard that it stops characters from asking for random NPC's names, because it literally makes them harder to kill. Could I steal this idea for Savage Worlds? My players will ask for the name of literally everyone they meet, from old ladies to town guards. Upgrading an extra to a wild card is really simple, and it could stop my players from making me come up with names on the spot.

The best and brightest gangs know that scuffling in a rainstorm is a fool's errand, so they retreat to the arcade, to settle their differences with Ink Ink Revolution.

Can I get drawfaggotry of this right the hell now?

I wish I could drawfag, user. But I cannot.

Rain + Splatbrellas = Most Valuable Squid

I'm working on a campaign setting where both the players and the creatures they're fighting will almost always have at least a little armor. Is it a terrible idea to combine armor and toughness and make AP a flat damage boost? It seems like it wouldn't change much, just make the math more streamlined

Now I'm just imagining an arcade filled with Squid Yanki racing each other in those wicked arcade pods, and playing Su-Shi-Yo on those electronic card game machines.

Eventually someone looses their temper and paintball guns, sponge bats, and "denied" rubber stamp knuckles come out. They brawl it out until a single dot of paint gets on the head squids jacket. The entire arcade stands still, silent.

He stands up calmly, checks his pompadour, then leaps off the balcony and splats the poor sap who ruined his favorite jacket.

A rival team shows up to him chilling on a throne made of his men, all covered in Ink, tending to his hair.

I already just tell my players "you can add up to x AP" because adding their AP to their attack is always faster than subtracting from toughness

I think her point is that a peer approval mechanic is going to reinforce gender-specific attitudes within the group. Either the "no girls allowed" mentality that many geeks still hold on to or the whole "if I act extra nice to her, maybe she'll like me." Which I think more comes down to the fact there's no shortage of geeks who really never grew up mentally (I'd argue that to an extent, the hobby encourages you to not grow up, by pandering to nostalgia and a sense of frivolity).

It's worth noting that this doesn't make such mechanics inherently sexist or anything like that, just that they can exacerbate and highlight previously existing attitudes.

At least, I think that's her point.