Skip Drive - Suppression: Session 2

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RPTroll
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Skip Drive - Suppression: Session 2

Post by RPTroll »

We played another session on Friday. Everything moved at warp speed
thanks to maptool automation. The combination of tmacro and buttons
made the combat simple and fast paced. In addition, I preprogrammed
some of the buttons with the common dice rolls (d4e,d6e,d8e,d10e,d12e)
so anything not programmed went by quickly.

The mini-sheets lead to less time flipping through paperwork. We didn't use
the character sheets much since the macros took the need away to reference
a character sheet and the mini-sheets had all the combat info on them.

Next week, the cave made of textures and light block layer. muhahahaha


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trevor
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Post by trevor »

Looks like fun ! Tell us a bit about what we're looking at and the story behind it
Dreaming of a 1.3 release

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Post by RPTroll »

<snip> I think that was probably overkill :-)

The scenario involved investigating the kidnapping or a local officials daughter.
The characters arrived to an ambush of 8 bandits loosing an NPC from town named
Jonesy. The characters took some wounds but managed to take the bad guys down.
This battle scene happens on the remnants of I-35 new Salado, Texas in a
post-apocalyptic setting.

This scene and its villans is based on the intro scenario in the Savage Worlds
Test Drive rules. All images are from rpgmapshare.com with liberal use of the default
textures from maptool.
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Post by RPTroll »

Another gaming session down. I took the characters into a cave system using
topology for walls. After a while I realized the textures I used irritated me and
the cave walls looked really hokey. If anyone has an idea for better textures
or methods for making cave systems, please let me know.

The players had a great time using the same features discussed at the top of
the post.

We did hit one bug. I had Torstan's forest used as a drawable texture. For
some reason halfway through the session my trees disappeared. I had drawn
them on the token layer by accident so I assume that is the source of my
problems.

Other than that everything went smooth. You'll see the crystal humanoid I
requested saw use.

The characters also fought some floating crystal probes which were a
complete disappointment from my end. Although they had good armor II set
their vigor too low so the players took them out with ease.

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Here's the map minus anything I drew on the token layer.

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Last edited by RPTroll on Fri Aug 31, 2007 5:22 pm, edited 1 time in total.
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trevor
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Post by trevor »

Man I love that portrait feature !

Looks like you had some pretty good carnage in there :)
Dreaming of a 1.3 release

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Post by RPTroll »

Oh man, it was awesome with a capitol A. The humanoid was billy badbutt and
had the characters worried until the soldier character started using three round
burst to add to damage and to-hit.

The crystal humanoid vaporized two 'red shirts' I had added to the adventure for
just such an occasion. It had the desired effect of getting the characters
attention. Chaos, panick and disorder ensued and much fun was had by all.

SW has the concept of a bennie which allows for rerolls. The great thing is that
special villains get them to. So for the final, climatic battle you have bennies eing thrown left and right. The person who runs out of bennies first typically
loses.
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Post by torstan »

Glad to hear that forest got some use, though I'm sorry to hear it all disappeared on you. Sounds like a bit of a Mystery.

As for cave images, I can give you a hand with making bound mapos for caves, but I don't do maps with textures. However, if you want a better cave wall texture to use, I can see if I can rustle something up. On the other hand, Gimp is really easy to fiddle with. Let me know if you want a How To.

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Post by RPTroll »

I prefer drawing in maptool when I can but if there's an easy way to draw a cave system in GIMP I'm all for that as well.
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