Game Expectations
- 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
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