So I'm asking for some info on Savage Worlds. Just how Fast and Furious is it? Could it be used for a lunchtime campaign? How many encounters could I fit in in an hour?
That's a pretty vague question. How long is your lunch? :30? :45? 1:30?
Are you talking strictly a combat encounter, or is the RPing involved? How much?
How many players are we talking?
How familiar are they with SW?
If it helps, I've routinely run combat encounters with 9+ players against twice or sometimes three times as many opponents and they usually play out in a little over an hour. And these are kids with various levels of familiarity with SW and gaming and general. Some still have to be told which dice to roll.
What are the strong points and weak points of the system?
Strong points:
Easy system to master.
Very little book keeping.
Easy to upgrade/downgrade encounter power to match the group's capabilities.
The GAME is FUN! That is the game itself, not the campaign. Exploding dice, Jokers, Bennies, it all adds up to a fun experience.
The core book is $10 and can handle all but a few genres.
Great creative community.
Broad support from Pinnacle and third-party publishers.
Weak Points:
Game has an established flavor. If you don't like it, there's not much you can do to change it.
Doesn't support broad character concepts, especially if started at Novice.
Shaken/Wound system can take some getting used too.
High Toughness critters can be really annoying.
I definitely suggest you give it a whirl. Resist the urge to house rule anything until you've played a few sessions. You may find what appear to be problems at first (card based initiative, no hit points, etc) turn out to be features in play.
Tom