See the New Stat Block and Significant Details!

In the next few days we will be releasing some free preview material for Temporal Probability Agency. Before we do, though, I would like to give you a first look at some of the new features you’ll be seeing. Today, let’s talk about Significant Details and Stat Blocks.

Significant Details.

I’ve discussed this idea in the past, never letting on that it was a feature we’d been working on for a long time. The concept is simple. Reading block text to your players is a terrible idea. Instead, we’ve included a list of concise but powerful details for every scene, encounter, and important character.

Here is an example of the beginning of an encounter:

The characters arrive at a rather normal and dull split-level home. The lights have been left off and the Mafia hitmen are already there, hiding in various rooms in the house. There should be no outward evidence of exactly what is going on.

  • Sight: Peeling beige paint.
  • Smell: Pine-Sol and Cigarette smoke.
  • Sound: A neighbor’s television.
  • Vibe: Uneasy vulnerability.

As you can see, the first paragraph of any encounter sets the scene. Then comes the list of Significant Details. You don’t have to read them all at once. Pepper them throughout your descriptions so that you never have to take your eyes off the players.

Stat Blocks

The standard Savage Worlds stat blocks are simple and concise. We like that about them, but that doesn’t make them as easy to use in combat. As they are, they require a certian level of system mastery or a lot of book flipping. Worse yet, they make it really easy to forget important information when you need it.

We set out to solve those problems.

You’ll notice several things looking at this stat block. First, obviously, is that it is not very small. We’ve sacrificed size for accessibility. The Apathy Stat block has a description, followed by significant details.

Edges, Hindrances, and special abilities are now broken up by category. Not only does this make them easy to find when you need them, but it calls attention to them when you might otherwise not notice.

Each major combat action functions as a category to make it stand out. Edges are listed with the actions the affect, sometimes being listed multiple times if necessary.

Most importantly, each edge, hindrance, and special ability has a simple description of what it does, so you don’t have to reference it during combat.

Your Comments

If you like what you see, or you simply have questions, let me know in the comments.  The Apathy Stat Blocks are my baby, so if you love them, hate them, or just want to offer advice, I’m your man.

  • http://phb-games.ru Dorian

    Realy cool. I’m not sure yet this will be more user-friendly than standard blocks, but i’ll try to use this format in my upcoming Deadlands game this week. If you don’t mind.

    • http://www.ApathyGames.com Jeff Carlsen

      Thank you. If you plan to implement the stat blocks, the common categories for edges are Initiative, Movement, Defense, and Leadership. Create others as needed.

      • http://phbgames.ru Dorian

        Thank you. But what about Offense Edges? Marksman, Mighty Blow, Frenzy – these examples also needed to be mentioned. So I think this category is also needed. Or you have your own secret thoughts about it?

        • http://www.ApathyGames.com Jeff Carlsen

          Those get placed under the weapon they are used with. As a rule, most NPCs only need to carry one melee and one ranged weapon. If they carry two, then they’re usually used as a pair, and such would be indicated on the stat block.

          Thus, Marksman would be placed under the ranged weapon, and Frenzy would be placed under the melee.

    • http://twitter.com/pjrake Pablo LaFrossia

      Jeff, in addition to Initiative, Movement, Defense, and Leadership, where would you put Hindrances?

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  • http://twitter.com/Tannador Tannador

    Shooting d10 vs Shooting d8
    otherwise nice enough for me to steal ;)

    • http://www.ApathyGames.com Jeff Carlsen

      Nice catch. Thank you. I’ve now fixed it in the layout. Copy-editing is a never-ending process it seems.

  • http://twitter.com/Tannador Tannador

    Shooting d10 vs Shooting d8
    otherwise nice enough for me to steal ;)

  • http://twitter.com/Tannador Tannador

    Shooting d10 vs Shooting d8
    otherwise nice enough for me to steal ;)

  • http://twitter.com/Tannador Tannador

    Shooting d10 vs Shooting d8
    otherwise nice enough for me to steal ;)

  • Dave

    “Reading block text to your players is a terrible idea. ”

    I do not agree with this. I, as well as other GMs I know, have used this technique to great effect. There are times when reading a well-crafted piece of prose provides a depth of description or helps set a mood in a way a list of bullet points cannot. Perhaps this is not as important in a modern game where players can lean on their knowledge of the world. But the fantasy games in which I participate are enhanced by reading prepared text at the right times.

    You know, the one sentence I quoted stuck with me so that I almost couldn’t concentrate on reading the rest of the post. Prepared text is something I rely upon, so I naturally feel strongly about it. But I am going to give some consideration to your stat block format. I think you have a good idea there.

    • http://www.ApathyGames.com Jeff Carlsen

      I’ve used block text to great effect before, but I quickly found that by breaking it up into a list of details I could convey the same sense of tone and detail while staying focused on my players. It does require some practice, but the idea is to use the details to craft dramatic descriptions in real-time.

      The key to significant details is not to lose any information, but to make that information more concise. Obviously, simply telling you this probably won’t convince you, but I suggest giving it a try. Take one of your carefully prepared blocks of text. Break the sentences down into bullet points, and practice crafting the dramatic telling while at the table.

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  • http://nevermetpress.com Jonathan Jacobs

    SO cool. Funny too.. we were JUST talking about the PEG style-guide and Savage World’s statblocks internally at Nevermet Press this week. Heh.. I’ll be sure to share.

    One thing I learned painfully from doing the statblocks for Brother Ptolemy (which is 4E btw), is that forcing a strict table format looks beautiful but is a super big pain in the arse to do when you have dozens and dozens in a book. Also, the thing I like about the basic SW statblocks is that they can break across columns. Table statblocks are nice (yours look amazing), but from a layout and design POV it’s made of the devil!

    nice work. Is this format released under any kind of CC license? =D

    • http://www.ApathyGames.com Jeff Carlsen

      Table styled stat blocks are more of a challenge to work with, but splitting even the standard stat block across columns isn’t very nice to the GM. Livable, though.

      Also, table based stat blocks don’t need to be inline, which helps with the layout problems some.

      As for the CC license or the like, we’re going to hang on to this for ourselves for a bit, partially out of pure unadulterated capitalism, and partially because I think it needs to be run through its paces for a while. Later, if it’s popular, I would like to find a proper way to let it spread around a bit.

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  • http://www.facebook.com/caleb.lampen Caleb Parnell Lampen

    I really like your way of outlining important details. Actually, jotting this sort of thing down seems like a great prep exercise for a GM, whether or not they write block text for their more important scenes.

    I’m a little new to SW as a GM. That said, I like the look of the stat-block. It might be good to label Smarts as SM rather than S, to distinguish it better from the other “S” stats.

    Another thought: it might be nice if the skills you need to quickly reference during combat stand out in some way. Not sure how to accomplish this best. Maybe either have their own section, or maybe just bold them. These skills would be Shooting and Fighting, and to a lesser extend Taunt and Intimidate.

    For a Wild Card, not a big deal. But if you have several types of extras having such things very quick to reference might be nice to keep things FFF. While thinking up strategy and keeping a fight narratively interesting, die types are the first thing my brain drops.

    • http://www.ApathyGames.com Jeff Carlsen

      I experimented with bolding the important skills, but found that most NPCs had only the important skills in their list, so it didn’t help any. Instead, the important skills are listed with the important actions, such as weapons. If a character has a significant score in Taunt or Intimidate, then Test of Will is added as an action under the weapons.

  • http://twitter.com/CalebtheHeretic The Heretic

    Redundand rearrange of the statblock.
    You know you have failed when your new “statblock” actually takes longer to read than the original one, which is the case here, sadlily.
    Oh, and you got wrong what the hindrance “delusional (major)” actually means, it seems.
    So, why do you dare touch a running system?

    • Paul von Meerscheidt

      Please see tomorrow’s post for a detailed rebuttal of your comment.

    • Paul von Meerscheidt

      FYI, Firefox is a very good browser and comes with a built in spell-check!

  • luisto

    I totally buy this stat block. As you explain in your new rebuttal post, it makes me focus on stuff I usually miss in the heat of battle. I’m in!

  • 77IM

    Nicely done! I whole-heartedly approve of this new stat block. I would have placed P and T values at the start of the Defense category, but your way works too.

    I also like the significant details (although I’m not sold on the Sight/Sound/Smell/etc categories). In general I find that too few adventures use bulleted lists or structured text. The GM isn’t going to read the adventure like a book (not to himself, and not out loud), but rather refer to it like a manual or set of instructions, so lists and tables and things are generally more useful than prose.

    (And everyone, please, for the love of God, don’t ever wrap a stat block across columns or, heaven forbid, pages.)

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  • http://profiles.google.com/pjrake Pablo LaFrossia

    Awesome stat block! Where would you place the First Strike edge: under “Defense”, or under “Notes” next to the main weapon the NPC uses?

    • http://www.ApathyGames.com Jeff Carlsen

      That’s a good question. I think it would have to go under Defense.

      An enemy approaching a character doesn’t usually cause you to look at the stat block, and as a GM running a number of enemies, I wouldn’t likely be anticipating First Strike opportunities. So, the next section I’m likely to look at is Defense, where I will see that I get to strike first.

  • screenmonkey

    Played SW weekly since it was called “Wild Card” and many of the changes you make are not only awesome, but have been recomended before. 

    Give me Sm & Sp to match my St though. Ch would help too, I kinda stared at the C for a while wondering what it was for.

    All in all, a fantastic, minimalist approach to the setting that makes my job as GM even more of a pleasure. Keep up the good work!

    • http://www.ApathyGames.com Jeff Carlsen

      Yeah, the Sm for smarts was actually a mistake we missed before this post went live. It’s been fixed in the final product.

      Thank you for the praise though. We appreciate it, as do our inflated egos.

    • http://www.ApathyGames.com Jeff Carlsen

      Yeah, the Sm for smarts was actually a mistake we missed before this post went live. It’s been fixed in the final product.

      Thank you for the praise though. We appreciate it, as do our inflated egos.

  • http://twitter.com/pjrake Pablo LaFrossia

    Thanks Jeff! I’m so loving this new stat block. Preparing some NPC on index cards for my game this weekend. Will share soon. BTW, what font are you using for the stat block?

    • http://www.ApathyGames.com Jeff Carlsen

      Most of the stat block is in Calibri. The serif font for the description is Andrade Pro, which is the premium font we use throughout our product.

  • Yannick Le Guédart

    How do you handle powers ? Do you add a Arcane section, or do you split offensive/defensive/utilitary powers among sections ? Or both ?

    • http://www.ApathyGames.com Jeff Carlsen

      There is one blue line for the Arcane Background with total power points listed. Followed by anything that modifies it.

      Then, each power gets its own colored line, as if it were a weapon. That line has the name, spellcasting roll, and Power Point Cost.

      Underneath is a brief description of the power’s effects.

      Powers can get long, but NPCs and monsters should have a limited number of powers for usability.

  • Yannick Le Guédart

    That make sense, thouhg the lich in the core rulebook (with it’s 50 Power Points and access to ALL powers) would be a mess :)

  • Daniel

    Awesome statblock. I would write Primary Att. (die Type) and Secondary Att. above the attributes, and spare the always repeated d. I would also always use two letters for the attribute names: AG – SM – SP – ST -VI | Ch Pa Py To

    • http://www.ApathyGames.com Jeff Carlsen

       While having the “d” in front is repetitive, it’s also fundamental to the system. It directly signals that this value is a die type, not just a number value. And in Savage Worlds, Traits are not values, they’re die types.

      As mentioned in a comment above, there is a mistake in the picture. Smarts is supposed to be SM. I honestly want to be able to use one letter in all cases, but that’s impossible. If I could have had influence on the original system design, I would have made sure that every attribute started with a different letter. As it is, I can’t think of any practical benefit to making them all two letter abbreviations.