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<blockquote data-quote="amerigoV" data-source="post: 6212862"><p>Here are my few cents. </p><p></p><p>On why Savage Worlds Rocks (and some differences between D&D and SW):</p><p><a href="https://lab.obsidianportal.com/wikis/sw-versus-dnd" target="_blank">https://lab.obsidianportal.com/wikis/sw-versus-dnd</a></p><p></p><p>Thoughts on how SW worlds for fantasy after running a Ravenloft game:</p><p><a href="https://savage-ravenloft.obsidianportal.com/wikis/running-savage-worlds" target="_blank">https://savage-ravenloft.obsidianportal.com/wikis/running-savage-worlds</a></p><p></p><p>Before Savage Worlds I was purely a D&D guy. I thought I did not like other genres. That turned out to be false -- I am a system mastery guy and I did not want to have to learn new systems every time I had a new idea. SW is good enough across most genres (and runs the same) that I can use it for about anything. In the last couple of years I have run the following:</p><p></p><ul> <li data-xf-list-type="ul"> Fantasy/Horror (Ravenloft - campaign)</li> <li data-xf-list-type="ul"> 50 Fathoms - Pirates of the Caribbean meets D&D (ongoing campaign)</li> <li data-xf-list-type="ul"> My own take on Olde Skoole gaming (old D&D modules at cons) - The Moathouse, a segment of the Caves of Chaos, and Tomb of Horrors, segment of White Plume Mountain</li> <li data-xf-list-type="ul"> Played in a long Ptolus campaign (used SW plus a bit from Fantasy Companion)</li> <li data-xf-list-type="ul"> Two Star Wars one-shots - one was young Jedi escaping from the Temple when Vadar/501 attacked, and the other were people playing Stormtroopers on Endor (more horror/Vietnam style)</li> <li data-xf-list-type="ul"> Weird War 2 (why did the Germans pull their guns out of Point du Hoc right before D-Day? Well to summon a demon to wreck the landing, of course!)</li> <li data-xf-list-type="ul"> Pulp several times</li> <li data-xf-list-type="ul"> Horror (I ran the Wild Hunt twice - what out for the church/graveyard scene -- D&D players never run from anything and that is a TPK waiting to happen).</li> </ul><p></p><p>I am itching to run Hellfrost (fantasy - more Greyhawk with "Winter is Coming" theme). Shaintar angles to hit that more high fantasy angle, but that means different things to different folk obviously.</p><p></p><p>To illustrate its flexibility, at a recent Con I knew one of the GMs and he had to cancel. I quickly printed the WW2 pregens (a squad) and had that Point Du Hoc scenario in the back of my mind. I ran it off the cuff (no figs, no stats for enemies) and it flowed like dream.</p><p></p><p>Before, it was always "how could I stuff this idea I saw on TV into D&D?" Now its, "the rules are easy, how do I find the time to run this cool idea I just got from reading/TV/video game/random funny words together, etc." I am completely stuck with more game than I have time now.</p></blockquote><p></p>
[QUOTE="amerigoV, post: 6212862"] Here are my few cents. On why Savage Worlds Rocks (and some differences between D&D and SW): [url]https://lab.obsidianportal.com/wikis/sw-versus-dnd[/url] Thoughts on how SW worlds for fantasy after running a Ravenloft game: [url]https://savage-ravenloft.obsidianportal.com/wikis/running-savage-worlds[/url] Before Savage Worlds I was purely a D&D guy. I thought I did not like other genres. That turned out to be false -- I am a system mastery guy and I did not want to have to learn new systems every time I had a new idea. SW is good enough across most genres (and runs the same) that I can use it for about anything. In the last couple of years I have run the following: [list] [*] Fantasy/Horror (Ravenloft - campaign) [*] 50 Fathoms - Pirates of the Caribbean meets D&D (ongoing campaign) [*] My own take on Olde Skoole gaming (old D&D modules at cons) - The Moathouse, a segment of the Caves of Chaos, and Tomb of Horrors, segment of White Plume Mountain [*] Played in a long Ptolus campaign (used SW plus a bit from Fantasy Companion) [*] Two Star Wars one-shots - one was young Jedi escaping from the Temple when Vadar/501 attacked, and the other were people playing Stormtroopers on Endor (more horror/Vietnam style) [*] Weird War 2 (why did the Germans pull their guns out of Point du Hoc right before D-Day? Well to summon a demon to wreck the landing, of course!) [*] Pulp several times [*] Horror (I ran the Wild Hunt twice - what out for the church/graveyard scene -- D&D players never run from anything and that is a TPK waiting to happen). [/list] I am itching to run Hellfrost (fantasy - more Greyhawk with "Winter is Coming" theme). Shaintar angles to hit that more high fantasy angle, but that means different things to different folk obviously. To illustrate its flexibility, at a recent Con I knew one of the GMs and he had to cancel. I quickly printed the WW2 pregens (a squad) and had that Point Du Hoc scenario in the back of my mind. I ran it off the cuff (no figs, no stats for enemies) and it flowed like dream. Before, it was always "how could I stuff this idea I saw on TV into D&D?" Now its, "the rules are easy, how do I find the time to run this cool idea I just got from reading/TV/video game/random funny words together, etc." I am completely stuck with more game than I have time now. [/QUOTE]
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