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[Savage Worlds] Can Savage Worlds handle a full-length campaign?
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<blockquote data-quote="1upus" data-source="post: 3884017" data-attributes="member: 19649"><p>Our group has pretty much been running Savage Worlds as our main gaming engine now for close on three years or more....probably longer, I've lost touch. Ever since 1st ed came out anyway.</p><p></p><p>In that time, we have run a number of games. They include as follows:</p><p>1] Evernight (ran the first book and still waiting for further releases)</p><p>2] Tour of Darkness.....kinda petered out since the group doesn't do discipline and taking orders from another PC very well. Think the game only lasted like five sessions, but not due to the ruleset but more due to player problems with following orders.</p><p>3] 50 fathoms. - possibly our longest campaign. Ran for over a year an a half, maybe slightly longer. Only reason it finished was the GM wanted to move onto another setting.</p><p>4] Rippers. played for about a year. Was excellent but again GM got itchy feet due to the new Deadlands setting coming out.</p><p>5] Deadlands. Only started but on hiatus since the new GM is moving house</p><p>6] Interim game: SLA industries using Savage worlds as the game engine. </p><p></p><p>Feedback from the game.</p><p>It most definitely works well for long term campaigns. The characters do go up the levels well, and you do see some growth in the characters. The character development does seem to occur exponentially, with the starting characters relatively weak, but as you get up there, the growth appears faster and after a while, the characters do seem to be able to look afer themselves (probaby around mid to late seasoned level). By the time you get to legendary, the characters are amazing. But that does pose a problem for the GM to balance out.</p><p></p><p>INitially, the GM was having problems coping with the increasing power level of the players and coped with the problem by simply throwing more opponents at us come combat time. That didn't work too well as it just resulted in massive combats that got boring.</p><p></p><p>However, as the GM learn't the system and learn't the ins and outs, the opponents got 'smarter' and more challenging at the higher levels. </p><p></p><p>The GMs of our games all report that the games are easier to run as the system tends to be a little lighter on finnicky details and everything does run smoothly.</p><p></p><p>With regards to the generic nature of the game, yes, it can be a problem when kit bashing your own setting. But playing some of the conversions (and there are some cool ones out there as well) as well as the premade settings, they all do work well. </p><p></p><p>Whatever the case, the game in our group seems to be able to replicate the over the top cinematic action that everyone imagines of heroes inthe movies<img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="1upus, post: 3884017, member: 19649"] Our group has pretty much been running Savage Worlds as our main gaming engine now for close on three years or more....probably longer, I've lost touch. Ever since 1st ed came out anyway. In that time, we have run a number of games. They include as follows: 1] Evernight (ran the first book and still waiting for further releases) 2] Tour of Darkness.....kinda petered out since the group doesn't do discipline and taking orders from another PC very well. Think the game only lasted like five sessions, but not due to the ruleset but more due to player problems with following orders. 3] 50 fathoms. - possibly our longest campaign. Ran for over a year an a half, maybe slightly longer. Only reason it finished was the GM wanted to move onto another setting. 4] Rippers. played for about a year. Was excellent but again GM got itchy feet due to the new Deadlands setting coming out. 5] Deadlands. Only started but on hiatus since the new GM is moving house 6] Interim game: SLA industries using Savage worlds as the game engine. Feedback from the game. It most definitely works well for long term campaigns. The characters do go up the levels well, and you do see some growth in the characters. The character development does seem to occur exponentially, with the starting characters relatively weak, but as you get up there, the growth appears faster and after a while, the characters do seem to be able to look afer themselves (probaby around mid to late seasoned level). By the time you get to legendary, the characters are amazing. But that does pose a problem for the GM to balance out. INitially, the GM was having problems coping with the increasing power level of the players and coped with the problem by simply throwing more opponents at us come combat time. That didn't work too well as it just resulted in massive combats that got boring. However, as the GM learn't the system and learn't the ins and outs, the opponents got 'smarter' and more challenging at the higher levels. The GMs of our games all report that the games are easier to run as the system tends to be a little lighter on finnicky details and everything does run smoothly. With regards to the generic nature of the game, yes, it can be a problem when kit bashing your own setting. But playing some of the conversions (and there are some cool ones out there as well) as well as the premade settings, they all do work well. Whatever the case, the game in our group seems to be able to replicate the over the top cinematic action that everyone imagines of heroes inthe movies:) [/QUOTE]
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[Savage Worlds] Can Savage Worlds handle a full-length campaign?
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