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Savage Worlds is flippin' awesome.

Obryn

Hero
I ran the first session of a new Realms of Cthulhu game last night, and I have to say I'm impressed. I decided on Pulp violence and Gritty sanity, and so far this seems like the right decision.

I like games where the system itself is a source of enjoyment because of its interesting mechanics, and Savage Worlds certainly fits the bill between its exploding dice, bennies, playing cards for initiative, and so on. I prefer a more modern pulp sort of Cthulhu game, switching between action and horror, and this matches my style perfectly.

We started off with a bang using the new Chase rules, which are a ton of fun. One of the players is an ex-EMT driver with the Ace edge, and he just ate the opposing driver's lunch. It was pathetic; they didn't get to aim their Uzis his way once.

I was a bit worried the PCs would be too tough to hurt, but I didn't bank on them pretty much disregarding their Fighting skill in favor of Shooting (...if anything; one guy intentionally took neither). This has made an encounter with a group of Ithaqua-worshipping Tcho-Tcho offshoots pretty deadly so far.

Anyway, my players and I are all pretty impressed by this point. And I'm glad to have another good game added to my repetoire.

-O
 

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I've recently started a game (Pirates of the Spanish Main infused with Horror) and I'm having much the same experience. Actually, I sort of can't wait for our group's SECOND savage worlds campaign -- one that is less about trying out rules and more about the story.

-rg
 

I've been playing Savage Worlds about 3 years. Even now, I find stuff about that system that just exceeds my expectations. As a GM, there is just so much that system can do to give the players a great experience. As a player, I can get so much out of the system without even focusing on combat. I love to come here, listen to the squabbles about this edition of D&D or that, and just bask in the warm glow that SW does all that and more without hardly breaking a sweat.

Plus that quality of the setting materials by Pinnacle and they key 3PP is just outstanding. The most recent Deadlands "big" plot point book weights in at a whopping 330 pages. I could take a Windego out with that hefty book!
 

I've recently started a game (Pirates of the Spanish Main infused with Horror) and I'm having much the same experience. Actually, I sort of can't wait for our group's SECOND savage worlds campaign -- one that is less about trying out rules and more about the story.

-rg
Ditto! I'm a bit worried I'm accientally killing a PC here, and we forgot the rule about "full defense" for a few PCs who disengaged from the spear-wielding Arctic Tcho-Tchos. So I'm going to be really, really kind about healing them back up. :) I think I threw about 3 too many enemies against them... Nothing I can't fix; I was pretty up-front that there will be some adjustments for our first game.

I mean, yeah, it's Cthulhu. But I didn't intend to kill a few off yet.
 


I love Savage Worlds. I've been playing it for a good year now, almost completely dropping every other system but the occasional Pathfinder Society game. I started with War of the Dead and it's still going on and I've GMed a successful campaign of Avatar: the Last Airbender ((insert shameless conversion plug). Right now I'm GMing the Rippers setting on a weekly basis and still playing in the War of the Dead campaign.

Going back to D&D/PF is a little hard now.
 

I enjoyed running it using their Fantasy supplement (the PDF) and then running Solomon Kane. You may also want to check out CORTEX, it is very similar. Its the system, nominally, behind Margaret Weis's line of games, such as Smallville, Supernatural, etc...
 

I'm extremely impressed with how well it would work for fantasy out of the box. (To be honest, I'm impressed with how well it would work for most genres out of the box.) About the only limitation seems to be that almost no matter what you do, it's going to be a tad "pulpy." And that's great with me!

-O
 


Into the Woods

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