buzz said:
Also, Savage Worlds is based on the same supplement-churn model as D&D and most other systems. IIRC, the whole point of SW is selling a series of campaign supplements that you play for 6-8 sessions and then move on to the next. And as simple as it may be in comparison to a lot of RPGs, it's still 100+ pages of rules to which each supplement adds on. Ergo, I don't see it as exceptional in any way when we're talking about general RPG rends.
Savage Worlds (SW) is exceptional for its design goals, which I will detail below. It really changed the way I game. I spend about 90% less time preparing the game, and it is much, much easier to run than D&D/d20. I am currently debating whtether I want to run
Warhammer using SW or WFRP as written. I surmise that the publisher learned about market saturation with Deadlands and a brief attempted foray into d20. The difference with SW plot-point books is that they actually contain adventures in the setting book. I doubt I'll ever use all 5 of the other plot points books I have, but I have used
Tour of Darkness for 25 intermittent weekly sessions over the past year. And I have an old
Boot Hill module I'd love to Savage. I don't mind buying one book for a campaign setting that is actually a campaign. It's the d20 style of supplement-churn that I can't do.
Shane's design goals:
As a Game Master:
1) I want a game that it's easy to make up monsters, NPCs, magic items, weapons, etc. on the fly. If I have to look up lots of charts and tables, add up points (as a GM, not a player), and so on, it's too complicated.
2) I want a game where "mooks" are either up, down, or off the table. I don't want to keep track of wounds for lesser NPCs--only important bad guys, villains, dragons, and so on.
3) I want a game that easily handles vehicles. The vehicle rules in many games require a PHD to decipher.
4) I want a game a non-gamer friend of mine can look at and understand *at a glance.* The basic rules for Savage Worlds can be described in one sentence.
5) I want a game that has a "spine" capable of gaming any genre, but allows me to insert special rules to tailor specific genres. Horror needs detailed fright tables, for instance, and a pulp heroes game needs to be less gritty and deadly than World War II.
7) As a GM, I want to roll *one* attack die for my bad guys to see if they hit, and I don't want to do any math to it. If three orcs gang up on a hero, I want to roll 3 dice, look for hits, and be done.
As a player I want:
1) I want a game that provides real depth for characters. I want to see my character grow, gain new special abilities, and even increase my skills and attributes.
2) I want a game that handles large battles fast. If my sergeant in World War II persuades the villagers to fight beside him, I want them on the table-top, not glossed over.
Update: After going round and round on this one a bit, what I was really after was reasonable speed--but more importantly--ease. I just don't want to do a lot of bookeeping during a fight.
3) I want my NPC allies to have names and at least a "personality" trait for each. If my Lt. in Vietnam needs to send someone to scout a hill, I want to know who's "Gung Ho," "Reliable," "Shifty," "Lazy," and so on.
4) I want a little control over the dice--like Fate Chips or bennies--so the hero I've been working on for a year doesn't drop dead because of one bad die roll. Two or three I can handle, but not one.
5) "Open ended die rolls." If I get lucky and roll that high number, I want to keep rolling and feel like I just conquered the world.