• You’ll get bennies for trying to do cool things, making the game fun and interesting for the table, playing according to the tone, and playing hindrances
  • Learn the Roll20 technology for Savage Worlds players; you do not need to know Roll20 when you first join
  • Bring your imagination and a willingness to narrate/add to the story
  • Be engaged during the game session and do your best to pay attention
  • Share the stage so your fellow players can shine
  • Plan to make the game entertaining, interesting, and challenging
  • After a session, feel free to give the GM feedback on what is working well, what you want to see more of, and what could use some work
  • If you have any rules for your character’s schticks (e.g., arcane powers or gambling), learn them or at least have the rules handy
  • If you cannot attend the game at the specified time, give reasonable advanced notice
  • Prepare to engage in an adult conversation if we ever need to course correct
  • Read and heed the tabletop creed

tabletop-creed

Savage Worlds rules

We’ll be the Savage Worlds Adventure Edition (SWADE) rules.

  • Where possible, we want to follow the “Fast, Furious, and Fun” model
  • Before we begin a campaign, we determine the setting rules. Let’s try keep houseruling to a minimum
  • At first, I do not expect new players to know the Savage Worlds rules but you should at least get a hold of the most recent Savage Worlds Test Drive
  • Unless we state otherwise, the heroes are awarded an average of 1 advance for every 2 sessions

Goals

As a GM and player, I have these goals:

  • To build some memorable gaming stories together
  • Make the game fun, or at least interesting, for all involved
  • To become a better GM; to develop as player
  • To encourage and help other players and aspiring GMs
  • To protect the fun of the majority of the players