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<blockquote data-quote="dbm" data-source="post: 9291629" data-attributes="member: 8014"><p>I would say Savage Worlds ticks your boxes pretty well. The core book is pretty compact at about 200 ‘graphic novel’ pages. The system is super flexible in terms of genre support. The default feel is pulp but that could be sci-fi, fantasy, supers etc and you can easily tune that up or down with a sprinkling of ‘setting rules’ that can be applied to specific campaigns.</p><p></p><p>PCs are capable out of the gate, but progress is flatter so they don’t reach the levels of extreme ability that classic d20 can bring. Bennies give a degree of plot armour and narrative control while the optional ‘adventure deck’ put significant random narrative control into player hands on a one-per-session basis. We love the twists that this brings while avoiding the free-for-all that narrative control might otherwise descend into.</p><p></p><p>The marginal fit is theatre of the mind, only in so much as minis are presumed but not essential. Many people run Savage Worlds theatre of the mind successfully.</p><p></p><p>GM prep is really easy, with huge amounts of support available. Savage Worlds is definitely top-tier in terms of support, both adventures and campaigns.</p><p></p><p>Bonus-bonus: there is an official Savage Rifts implementation.</p></blockquote><p></p>
[QUOTE="dbm, post: 9291629, member: 8014"] I would say Savage Worlds ticks your boxes pretty well. The core book is pretty compact at about 200 ‘graphic novel’ pages. The system is super flexible in terms of genre support. The default feel is pulp but that could be sci-fi, fantasy, supers etc and you can easily tune that up or down with a sprinkling of ‘setting rules’ that can be applied to specific campaigns. PCs are capable out of the gate, but progress is flatter so they don’t reach the levels of extreme ability that classic d20 can bring. Bennies give a degree of plot armour and narrative control while the optional ‘adventure deck’ put significant random narrative control into player hands on a one-per-session basis. We love the twists that this brings while avoiding the free-for-all that narrative control might otherwise descend into. The marginal fit is theatre of the mind, only in so much as minis are presumed but not essential. Many people run Savage Worlds theatre of the mind successfully. GM prep is really easy, with huge amounts of support available. Savage Worlds is definitely top-tier in terms of support, both adventures and campaigns. Bonus-bonus: there is an official Savage Rifts implementation. [/QUOTE]
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