GM Poll Q2 2018

GM: KahlessNestor
The heroes of Fort Hope - 5/8 Players
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How would you rate your GM this quarter?

5 Legendary - (Met all requirements, see Post for details)
5
83%
4 Heroic - Just about to Legendary, really only one thing is missing from your GM tool belt.
1
17%
3 Veteran - Really good, you need a bit more experience and practice to reach the upper echelon of PBP GMs.
0
No votes
2 Seasoned - You swung for the fences and did okay. You need a mentor or some serious retooling to take you farther as a PBP GM.
0
No votes
1 Novice- Okay, so things are getting dire. Get help!
0
No votes
0 Failed & New GM please - Maybe you should just be a player at this point.
0
No votes
 
Total votes: 6

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GM Poll Q2 2018

Post by KahlessNestor »

GM Poll 2nd Quarter 2018
Trailblazers, please vote sometime in this last week of June (poll closes July 1st).

KahlessNestor, Game Master (GM)

How to “rate” the GM, their Duties:
• Post Rate
• Notify Players via Hangouts of new posts.
• Be available to Players

☞ Maintain a GM post rate at a minimum of one adventure post per week.
☞ Have the IM contact info of each player in their group.
☞ Notify all players in the group via IM or PM of new GM posts, and other important updates.
☞ Be available for IM chat at least one day a week.

Note: The above is used to “rate” the GM. I hope that I succeeded you all in the mission of being your GM. Additionally, I hope that I presented a fun game.
Thank you.

GM Rating Reward Table
Earn 5 EP
Earn 4 EP
Earn 3 EP
Earn 2 EP
Earn 1 EP
Fired 0 EP


If you give a mediocre or low rating provide feedback on what elements you felt were missing or what improvements you believe are needed.
GM Notes
101st GM Bennies: 8/8
Whiskey Pete 4/2
Mia 4/2

Rising Stars GM Bennies 8/8
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Re: GM Poll Q2 2018

Post by Ndreare »

Voted, things are going good so far (sorry Jon/Tribe).

Pros
I really like that you gave us an opportunity for an interlude to get a contact and recruit them to join us. Contacts are cool and can be fun.
I am not sure i have a grasp for your GM style yet, but I do like how it is going so far.

Con
I would prefer if the pace stabilized a little closer to weekly though. Sometimes if feels like one GM post is followed by another before everyone can reply. This could also just be me, as i have been really busy during June.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
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Re: GM Poll Q2 2018

Post by Tribe of One »

KahlessNestor wrote: If you give a mediocre or low rating provide feedback on what elements you felt were missing or what improvements you believe are needed.
I am violently opposed to the use of this particular shade of text.
:mrgreen:
Other than that, the game has been great! Lots of opportunities for great RP and I appreciate how quickly (and unexpectedly) you started integrating bits and pieces of people's background into the story.
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Re: GM Poll Q2 2018

Post by Tribe of One »

RFT wrote:Voted, things are going good so far (sorry Jon/Tribe).
What are you apologizing for? I mean, Jon and I have been secretly trying to undermine the game and ensure no one has fun, but that's supposed to be secret.
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Re: GM Poll Q2 2018

Post by Ndreare »

Tribe of One wrote:
KahlessNestor wrote: If you give a mediocre or low rating provide feedback on what elements you felt were missing or what improvements you believe are needed.
I am violently opposed to the use of this particular shade of text.
:mrgreen:
Other than that, the game has been great! Lots of opportunities for great RP and I appreciate how quickly (and unexpectedly) you started integrating bits and pieces of people's background into the story.
Hey, i have seen you use that weird brownish yellow color that blurs. So you will need to hold your violence at bay.
Tribe of One wrote:
RFT wrote:Voted, things are going good so far (sorry Jon/Tribe).
What are you apologizing for? I mean, Jon and I have been secretly trying to undermine the game and ensure no one has fun, but that's supposed to be secret.
Poor Jon lost a character in session 1, turn 1 of the second battle and your character just lost the only thing he could have possibly had for helping him get off the sauce.

i am having fun in the game and your combined IC misery is helping me do so.
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
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Re: GM Poll Q2 2018

Post by Tribe of One »

Ah, okay. Well, I don't think Charlize is quite dead yet. Still have the Golden Hour, and if no one else heals her, I can create one more gizmo before the quarter ends.

And a pox on your white background/mobile-style shenanigans. The black background/full site-style is king, and all shall abide by its color preferences.
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Re: GM Poll Q2 2018

Post by Ndreare »

Tribe of One wrote:Ah, okay. Well, I don't think Charlize is quite dead yet. Still have the Golden Hour, and if no one else heals her, I can create one more gizmo before the quarter ends.

And a pox on your white background/mobile-style shenanigans. The black background/full site-style is king, and all shall abide by its color preferences.
But my disability prevents me from using the black background. Your not discriminating against my disability are you?
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
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Re: GM Poll Q2 2018

Post by Charlemagne »

Charlemagne has voted with the majority. In addition to excellently written, flavorful posts, the whole dynamic of resource management and building the fort is a super cool seasoning on the whole thing. He's got more than everyone else, so Charlemagne gives it four thumbs up!
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Re: GM Poll Q2 2018

Post by Pender Lumkiss »

Voted top marks man! Really loved the start with the resources and contacts. Love the RP between the group. Loved how you smacked Vic with his ex. It is a real poignent moment for his character, and I finally can understand him. :D

Maybe this speaks to rob’s comment and in general is a downside in running combat in savage worlds in a pbp format. Round 1 lasted 15 days and Round 2 probably about 14 days, perhaps more. If you go at the top, you might be waiting possibly 2 weeks before a chance to post again which seems to lack the furious nature. I really do not have a great solution to making combat go faster, and I know from personal experience making multiple GM posts during a combat as villians get to go is an extra chore that I do not particularly like. So I am not by any means faulting you or anything like that. Its just a general observation.

Anyways fun times! I am looking forward for the chance to have Nazo heal Vik’s GF.
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Re: GM Poll Q2 2018

Post by Tribe of One »

Pender Lumkiss wrote:Maybe this speaks to rob’s comment and in general is a downside in running combat in savage worlds in a pbp format. Round 1 lasted 15 days and Round 2 probably about 14 days, perhaps more. If you go at the top, you might be waiting possibly 2 weeks before a chance to post again which seems to lack the furious nature. I really do not have a great solution to making combat go faster, and I know from personal experience making multiple GM posts during a combat as villians get to go is an extra chore that I do not particularly like. So I am not means faulting you or anything like that. Its just a general observation.
I've really been gravitating toward methods for doing initiative that result in "Good guys go; then bad guys go" or vice versa. I want to let everyone get a benefit from any Edges etc. they have, my experience is that combat moves much faster and more smoothly when you essentially divide the round into "before bad guys" and "after bad guys" and let the PCs post in any order. I've tried it several different ways, but I think I'm going to start drawing once for each PC, then once for the bad guys (giving the benefit of the "best" initiative-related Edges to the BG draw). If the majority of the PCs beat the bad guys, all of the PCs get to go first. Jokers count for whoever drew them. Initiative-related Edges are still useful, but the initiative order is simplified as much as possible, with one PC phase and one GM phase per round.
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Re: GM Poll Q2 2018

Post by Pender Lumkiss »

Tribe of One wrote:
Pender Lumkiss wrote:Maybe this speaks to rob’s comment and in general is a downside in running combat in savage worlds in a pbp format. Round 1 lasted 15 days and Round 2 probably about 14 days, perhaps more. If you go at the top, you might be waiting possibly 2 weeks before a chance to post again which seems to lack the furious nature. I really do not have a great solution to making combat go faster, and I know from personal experience making multiple GM posts during a combat as villians get to go is an extra chore that I do not particularly like. So I am not means faulting you or anything like that. Its just a general observation.
I've really been gravitating toward methods for doing initiative that result in "Good guys go; then bad guys go" or vice versa. I want to let everyone get a benefit from any Edges etc. they have, my experience is that combat moves much faster and more smoothly when you essentially divide the round into "before bad guys" and "after bad guys" and let the PCs post in any order. I've tried it several different ways, but I think I'm going to start drawing once for each PC, then once for the bad guys (giving the benefit of the "best" initiative-related Edges to the BG draw). If the majority of the PCs beat the bad guys, all of the PCs get to go first. Jokers count for whoever drew them. Initiative-related Edges are still useful, but the initiative order is simplified as much as possible, with one PC phase and one GM phase per round.
I want to say that is close to how I do it.
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Re: GM Poll Q2 2018

Post by Ndreare »

That is how Jon did the last few and I have been doing in Shaintar and 99 since then.

It makes everything go so much faster, but allows those level heads to get their jokers
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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Re: GM Poll Q2 2018

Post by Snake Eyes »

Tribe of One wrote:I've really been gravitating toward methods for doing initiative that result in "Good guys go; then bad guys go" or vice versa. I want to let everyone get a benefit from any Edges etc. they have, my experience is that combat moves much faster and more smoothly when you essentially divide the round into "before bad guys" and "after bad guys" and let the PCs post in any order. I've tried it several different ways, but I think I'm going to start drawing once for each PC, then once for the bad guys (giving the benefit of the "best" initiative-related Edges to the BG draw). If the majority of the PCs beat the bad guys, all of the PCs get to go first. Jokers count for whoever drew them. Initiative-related Edges are still useful, but the initiative order is simplified as much as possible, with one PC phase and one GM phase per round.
I'm going to second (third?) this. Making schedules gel between all the various players and GM to where PC 1 and 2 take their actions, then Bad Guy 1, then PC 3, then bad guy 2 & 3, and to have it all happen in the span of however long...this sounds like a much better method than what I was about to do. I'm officially stealing.
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Re: GM Poll Q2 2018

Post by KahlessNestor »

I was concerned, because multiple characters have Quick and LH. If you only need 1 character to have it to have the whole team have it, that seems like a wasted Edge. (Or from IF). Trying to respect everyone's builds and such. I tried to give summary instructions on whose turn it was so there would hopefully be quicker flow.

I will take this into consideration for the next combat.

And sorry about the color! I don't much like it, either, but I just copied and pasted all of that from another GM. Blame him! (I don't remember who!). I will try to avoid it next time. I do prefer no fancy colors myself (and use the black background, that doesn't play nice with color).
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Whiskey Pete 4/2
Mia 4/2

Rising Stars GM Bennies 8/8
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Re: GM Poll Q2 2018

Post by Snake Eyes »

KahlessNestor wrote:I was concerned, because multiple characters have Quick and LH. If you only need 1 character to have it to have the whole team have it, that seems like a wasted Edge. (Or from IF). Trying to respect everyone's builds and such. I tried to give summary instructions on whose turn it was so there would hopefully be quicker flow.
I think Tribe's suggestion was to draw 1 per PC, but to apply any of their edges. (I think.) So Quick & LH still draw cards as they normally would, and take the best of those. Then, the majority of high cards goes first. That's how I saw it, at least.
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Re: GM Poll Q2 2018

Post by KahlessNestor »

Has everyone voted? Are we allowed to vote for ourselves? LOL
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101st GM Bennies: 8/8
Whiskey Pete 4/2
Mia 4/2

Rising Stars GM Bennies 8/8
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Corrigon
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Re: GM Poll Q2 2018

Post by Corrigon »

Only 6 votes so guessing not.
GM bennies 6/8
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KahlessNestor
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Re: GM Poll Q2 2018

Post by KahlessNestor »

Corrigon wrote:Only 6 votes so guessing not.
Okay, good to know. I can't see how many voted unless I click See Results. Or vote myself.
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101st GM Bennies: 8/8
Whiskey Pete 4/2
Mia 4/2

Rising Stars GM Bennies 8/8
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Brianna
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Re: GM Poll Q2 2018

Post by Brianna »

Have not really been in that long to say yay or nay. Gave you full props anyway. I do worry if I am posting fast enough for you guys.
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Snake Eyes
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Re: GM Poll Q2 2018

Post by Snake Eyes »

Leo probably won't vote, I'd guess. Don't know who else we're missing on votes.
EDIT: Ashley is the last vote-straggler, if I had to wager.
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Ndreare
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Re: GM Poll Q2 2018

Post by Ndreare »

KahlessNestor wrote:Has everyone voted? Are we allowed to vote for ourselves? LOL
I only run the poll for a week.

Normally you drag it out and find 1 or 2 people who do not vote. When they do finally show up it is weeks late.


So I put a 7 day expiration on it and post the results
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
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KahlessNestor
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Re: GM Poll Q2 2018

Post by KahlessNestor »

I thought I had, but maybe I hadn't. Where do we put the results? Who do we send them to?
GM Notes
101st GM Bennies: 8/8
Whiskey Pete 4/2
Mia 4/2

Rising Stars GM Bennies 8/8
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Ndreare
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Re: GM Poll Q2 2018

Post by Ndreare »

KahlessNestor wrote:I thought I had, but maybe I hadn't. Where do we put the results? Who do we send them to?
Here
http://savagerifts.com/sr/viewtopic.php?f=4&t=2720
  • 2D6 EFFECT
    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

    4–5 Short Circuit: The power fails but the Power Points allocated to it are spent, along with an additional 1d6 Power Points.

    6–8 Stunned: The caster is Stunned (see page 106). She subtracts 2 from arcane skill rolls for the rest of the encounter (the penalty remains –2 even if she gets this result again).

    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
User avatar
KahlessNestor
Posts: 666
Joined: Thu Feb 15, 2018 4:02 am

Re: GM Poll Q2 2018

Post by KahlessNestor »

RFT wrote:
KahlessNestor wrote:I thought I had, but maybe I hadn't. Where do we put the results? Who do we send them to?
Here
http://savagerifts.com/sr/viewtopic.php?f=4&t=2720
Thanks.

Vote closed and results submitted. Thank you for your feedback everyone.
GM Notes
101st GM Bennies: 8/8
Whiskey Pete 4/2
Mia 4/2

Rising Stars GM Bennies 8/8
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