Thread: Suzerain characters in FGII
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July 7th, 2013, 00:02 #1
Suzerain characters in FGII
Okay, so I just bought the Suzerain items and re-made my character in the Suzerain character sheet instead of the specific DL:R one. In table-top playing, the character sheet format doesn't really matter; however, for FGII, the rolls, saves, etc. are pretty tied to specific rulesets.
How does one play a Suzerain character in Deadlands: Reloaded, Sundered Skies, etc. in FGII? Anybody try this out yet?
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July 7th, 2013, 23:30 #2
It should, broadly speaking, work. Any things you have like "Grit" from DL:R, would still be there, just hidden in other extensions. Weapons / Powers might get a bit funny, if other editions added in arcane types (e.g. Huckster) or special weapon types (no solid example of this).
But 95% of the character sheet should migrate from one ruleset to another - you just chance the campaign extension as the GM, or export and import the characters between campaigns if you'd rather do that.Former SW ruleset / Deadlands extension author. Now I just wanna play a few games. And maybe hack. A little.
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July 9th, 2013, 19:43 #3
Thanks for the reply, Ben. I'm going to give it a shot this weekend. My wife & I ported our existing characters to the Suzerain setting and will now attempt to use it as a meta-setting.
I'm not sure if I will import the characters into the DL:R setting, or, alternatively, open the DL:R module within the Suzerain setting. Guess I can try both and use whatever option works the best .
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July 10th, 2013, 00:52 #4
There was a design decision made in Deadlands: Reloaded to have the Critters / NPCs stored in one place, and the humans stored in another.
This means if you open a Deadlands adventure module in a non-Deadlands extension (or just the basic ruleset) you will NOT see the "humans", just the "critters".
In the upcoming release (due in a matter of days now), I've made a lot of small changes to the underlying data structures - I REALLY hope I've got this right, as it should unify a few annoyances in the XML data that stores all your campaign / module information.
If this works really well, then I might look at improving the Deadlands adventure data structures to they open OK in other extensions (albeit without "grit" or anything Deadlands-specific) - but that is a larger (and scarier) data migration effort, so I'll see how much pain the 3.4 changes cause me (I still need to go through and migrate and re-release EVERY Savage Worlds product post-release - Doug / John are going to be quite sick of me in a few months time...)
Ben (-PW-)Former SW ruleset / Deadlands extension author. Now I just wanna play a few games. And maybe hack. A little.
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July 10th, 2013, 15:37 #5
Holy Guacamole, Batman! That sounds like quite an undertaking. If this is what you do for "fun" I'd sure hate to see your full-time job :P.
I'm excited about the 3.4 release; there are a couple of Savage Worlds products waiting in the wings for this that I'll definitely purchase: Hell on Earth Reloaded & Deadlans: Noir.
The best route, for now, seems to be to import our Suzerain characters into the DL:R campaign...
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