(Recently separated this page from the GM Tools page).
Advice Links
Critical Hits Blog
Lots of solid advice articles here, especially on skill challenges, as well as reviews, etc.
Ray Winninger's Dungeoncraft Articles
These ran in Dungeon Mag during 1997-99 and were one of my favourite features ever. Much like Chris Perkins' 'The Dungeonmaster Experience' now.
Online DM
Advice for running games online and using laptops, projectors, etc.
Individual Ideas
Ideas for Creating Powerful Foes in Savage Worlds
Below is a summary of ideas gleaned from a thread I began on the PegInc boards. I suggested that Elites and Solos could get more actions per turn. Listed below are some suggestions I wish to keep in mind when creating such creatures/encounters. (I may move these at a later stage - just getting them down for now).
Templates
Minion: Go down immediately upon taking damage equal to their Toughness. (From Realms of Cthulhu, Reality Blurs).
Extra: Normal from Savage Worlds core.
Henchman: Gain a Wild Die (but no Bennies or extra Wounds). (From Realms of Cthulhu, Reality Blurs).
Companion: Gain a Wild Die and extra Wounds. Basically, regarded as a Wild Card, without the Bennies. (Taken from the Familiar Edge in the Fantasy Companion).
Wild Card: From core rules. Gain a Wild Die, extra Wounds just like a PC, and 2 Bennies.
To quickly adjust to big groups of PCs I am also contemplating my own templates:
Elite: Gains 1 initiative card (round up) per 4 PCs. Cannot move on more than one action phase.
Solo: Gains 1 initiative card (round up) per 3 PCs. Cannot move on more than one action phase.
Ideas for Melee Big Bads
Consider some Combat Edges, especially:
1. Counterattack Edge. (1/rd free attack at -2 vs foe that misses it).
2. Improved First Strike Edge. (Can attack each foe that moves adjacent).
3. Improved Frenzy. (Make an extra Fighting attack).
4. Improved Sweep. (Make Fighting attack and apply vs all adjacent foes).
Or, if in a fantasy setting:
5. Provide the NPC/creature with magic items.
Ideas for Fast Opponents
Consider these Edges:
1. Quick. (Discard a 5 or less).
2. Level Headed or Improved Level Headed. (Gain 2 or 3 initiative cards, act on best).
3. Improved Dodge. (Attackers are -1 to Shooting/Throwing rolls; +2 to evade area attacks).
4. Improved Extraction. (When withdrawing make an Agility roll. Success = 1 foe loses free attack; Raise = all foes do).
5. Fleet-Footed. (+2 Pace; d10 Running die).
Ideas for keeping BB's alive or making them tough
Consider these Edges:
1. Combat Reflexes. (+2 to remove Shaken).
2. Hard to Kill. (Ignores Wound penalties on Incapacitation rolls).
3. Nerves of Steel or Improved Nerves of Steel.
Or, for large foes:
4. Divide the body up into separate creatures. If foes can't hit vitals, then each leg might need to suffer 3 wounds before it is no longer operational.
5. Give immunities/resistances with a specific weakness to overcome them.





