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<blockquote data-quote="amerigoV" data-source="post: 6213521"><p>I want to highlight something between SW and D&D that is important in this consideration - advancement and play range. Esp 3rd edition D&D, there is a lot of "fill" in the adventures. Basically, if you want PCs to fight goblins, Ogres, Dragons (a kick butt one, not a baby one), and a Tarrasque in one story arc the PCs will need to kill a lot of critters by the RAW (killing stuff = XP, and it has to be level appropriate stuff to even matter). This lead to many encounters in these adventures that really are nothing more than filler. I ran RttToEE evil twice and stripped out the Crater Ridge Mines segment both times because it as 90% "get the PCs from 6th to 10th level" and 10% story.</p><p></p><p>In Savage Worlds, the game play is roughly level 4-level 12 in pre-4e D&D terms. But you can have very competent combat types right out of the box - they will be good at one or two things. As they advance, they get more broad (expanding the back of tricks). Or you can start more broad and get better in certain areas. Either way, you can throw a powerful dragon at a "low xp party" and they have a decent change of winning or at least surviving if they use tactics and spend bennies appropriately (or the GM sneaks them a few extra). XP is not granted for killing stuff, but for accomplishing stuff/moving the story forward. Players get an advance every 2-3 sessions on average (an advance is about 1/2 a D&D level). </p><p></p><p>When you combine these two with the ease of prep, it allows you to focus on story or the setting and less about the encounters themselves. Let about the stats, more about what is going to happen <img src="http://www.enworld.org/forum/images/smilies/devil.png" class="smilie" loading="lazy" alt=":devil:" title="Devil :devil:" data-shortname=":devil:" /></p><p></p><p>50 Fathoms is the Plot Point Pinnacle points people to as the best implementation of this approach. I am running in now and it is incredibly flexible and just stuffed with gaming ideas. The Savage Tales are usually just a paragraph or two. With the ease of prep, you can use the Savage Tales as a one-night game or expand them out to multiple sessions. The Plot Point events have more meat to them, but its rarely a 100% detailed event. </p><p></p><p>These One-Sheets are about the detail an event in a Plot Point campaign would have, but obviously tied to a broader story</p><p><a href="http://www.peginc.com/product-category/one-sheets/" target="_blank">http://www.peginc.com/product-category/one-sheets/</a></p><p></p><p></p><p></p><p></p><p>This is a fine example of a Savage Worlds Adventure path.</p></blockquote><p></p>
[QUOTE="amerigoV, post: 6213521"] I want to highlight something between SW and D&D that is important in this consideration - advancement and play range. Esp 3rd edition D&D, there is a lot of "fill" in the adventures. Basically, if you want PCs to fight goblins, Ogres, Dragons (a kick butt one, not a baby one), and a Tarrasque in one story arc the PCs will need to kill a lot of critters by the RAW (killing stuff = XP, and it has to be level appropriate stuff to even matter). This lead to many encounters in these adventures that really are nothing more than filler. I ran RttToEE evil twice and stripped out the Crater Ridge Mines segment both times because it as 90% "get the PCs from 6th to 10th level" and 10% story. In Savage Worlds, the game play is roughly level 4-level 12 in pre-4e D&D terms. But you can have very competent combat types right out of the box - they will be good at one or two things. As they advance, they get more broad (expanding the back of tricks). Or you can start more broad and get better in certain areas. Either way, you can throw a powerful dragon at a "low xp party" and they have a decent change of winning or at least surviving if they use tactics and spend bennies appropriately (or the GM sneaks them a few extra). XP is not granted for killing stuff, but for accomplishing stuff/moving the story forward. Players get an advance every 2-3 sessions on average (an advance is about 1/2 a D&D level). When you combine these two with the ease of prep, it allows you to focus on story or the setting and less about the encounters themselves. Let about the stats, more about what is going to happen :devil: 50 Fathoms is the Plot Point Pinnacle points people to as the best implementation of this approach. I am running in now and it is incredibly flexible and just stuffed with gaming ideas. The Savage Tales are usually just a paragraph or two. With the ease of prep, you can use the Savage Tales as a one-night game or expand them out to multiple sessions. The Plot Point events have more meat to them, but its rarely a 100% detailed event. These One-Sheets are about the detail an event in a Plot Point campaign would have, but obviously tied to a broader story [url]http://www.peginc.com/product-category/one-sheets/[/url] This is a fine example of a Savage Worlds Adventure path. [/QUOTE]
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