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[Savage Worlds] Can Savage Worlds handle a full-length campaign?
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<blockquote data-quote="scourger" data-source="post: 3882572" data-attributes="member: 12328"><p>I ran one <em>Savage Worlds</em> campaign after trying the test drive free adventure. It was <em>Tour of Darkness</em>. It lasted for 26 sessions over the course of about a year, which is just about the limit for my attention to any one game at a time. It was darn near perfect for me. I planned a beginning and an end, and it lasted just about the right length of time. The heroes figured out much of what was happening to & around them but some things remained a mystery. I think we only had 2 replacement characters, although one guy lost use of an arm and many extras fell. Most importantly, it was about 90% less work for me to run as compared to d20. I was able to focus my time much more on the story. </p><p></p><p>The only thing I saw was that the players were only really scared of RPGs toward the end. They loved it though. Apparently being able to tear through dozens of mooks is part of the fun of being legendary rank (epic level). If you want to slow down advancement, then take away the bennies for XP conversion rule (which is out of the <em>Explorer's Edition</em>, I think). That keeps the heroes from becoming too powerful too fast, but players love the little increases that come faster than leveling-up in d20. </p><p></p><p>I think Savage Worlds is perfectly capable for a long-term campaign. I'm running a bonus session of <em>Necropolis</em> next week that I hope will turn into another campaign. I'll probably keep the bennies-to-XP rule and add the new melee damage rules from <em>Deadlands Reloaded</em> that are in <em>Explorer's Edition</em>.</p></blockquote><p></p>
[QUOTE="scourger, post: 3882572, member: 12328"] I ran one [I]Savage Worlds[/I] campaign after trying the test drive free adventure. It was [I]Tour of Darkness[/I]. It lasted for 26 sessions over the course of about a year, which is just about the limit for my attention to any one game at a time. It was darn near perfect for me. I planned a beginning and an end, and it lasted just about the right length of time. The heroes figured out much of what was happening to & around them but some things remained a mystery. I think we only had 2 replacement characters, although one guy lost use of an arm and many extras fell. Most importantly, it was about 90% less work for me to run as compared to d20. I was able to focus my time much more on the story. The only thing I saw was that the players were only really scared of RPGs toward the end. They loved it though. Apparently being able to tear through dozens of mooks is part of the fun of being legendary rank (epic level). If you want to slow down advancement, then take away the bennies for XP conversion rule (which is out of the [I]Explorer's Edition[/I], I think). That keeps the heroes from becoming too powerful too fast, but players love the little increases that come faster than leveling-up in d20. I think Savage Worlds is perfectly capable for a long-term campaign. I'm running a bonus session of [I]Necropolis[/I] next week that I hope will turn into another campaign. I'll probably keep the bennies-to-XP rule and add the new melee damage rules from [I]Deadlands Reloaded[/I] that are in [I]Explorer's Edition[/I]. [/QUOTE]
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