During my days of addiction to RPG crowdfunding, I backed some premium releases of Savage Pathfinder and two campaigns (Rise of the Runelords & Curse of the Crimson Throne). I've GMed a one-shot of the adventure that came with the GM screen with my family when we were snowed-in one afternoon, but other than that, there's hundreds of dollars of RPG stuff just sitting there. As my group is wrapping up its first Daggerheart campaign, I'm considering options of what to suggest next, and I look at Savage Pathfinder.
Savage Worlds and I have difficult history - kind of like the ex that you keep trying to get back together with but it never works out. I have frustrations trying to explain the system, combats take too long, it's more swingy and unpredictable than I'd like, etc. But I'd really like to use what I've bought (sunk cost) and I doubt I'll ever run these Adventure Paths in Pathfinder.
So I tried to run Rise of the Runelords for myself as a solo experience. I've never done any solo gaming, but I thought I could just follow the encounters in Burnt Offerings and leave certain decisions to random die rolls. I used the Iconic Archetypes for Fighter, Wizard, Cleric, and Rogue.
For the first encounter, I used a Quick Encounter - having a single Skill check from each character (Fighting, Spellcasting, Stealth). Over and done with in under two minutes. The second encounter is the set piece fight before the characters get their first Advance. I would try this one with regular combat rules (though I was going to use theatre of the mind instead of a battle map and miniatures).
It took over an hour. For me to play a "fast, furious, and fun" entry-level combat by myself. I considered if it would've been quicker in Pathfinder 1 - which I haven't played since about 2014, but I still remember it pretty well.
The combat consisted of the 4 characters, 7 extras, and 2 wild card enemy spellcasters. I didn't take a lot of time to set up the fight, didn't roleplay or describe anything, knew the rules pretty well, had access to power and condition cards so I wouldn't have to reference the rulebooks, etc. We had tons of whiffing, attacks that didn't wound, enemies that could heal their own wounds, etc.
It was painfully evenly matched, with entire combat rounds amounting to "draws" where no advantage was gained by either side.
My opinion, it's not interesting enough to warrant a one-hour combat. I'm lucky to have a session with 3 hours of actual gameplay. I don't want half of that spent in a fight that ultimately doesn't matter. And with the construction of Paizo APs, it would take a year to get through a single volume.
I feel like Savage Worlds is gaslighting me. It promotes itself as a quick, rules light-ish, free flowing, fun system. Every time I try it, it feels like trudging through molasses.
Savage Worlds and I have difficult history - kind of like the ex that you keep trying to get back together with but it never works out. I have frustrations trying to explain the system, combats take too long, it's more swingy and unpredictable than I'd like, etc. But I'd really like to use what I've bought (sunk cost) and I doubt I'll ever run these Adventure Paths in Pathfinder.
So I tried to run Rise of the Runelords for myself as a solo experience. I've never done any solo gaming, but I thought I could just follow the encounters in Burnt Offerings and leave certain decisions to random die rolls. I used the Iconic Archetypes for Fighter, Wizard, Cleric, and Rogue.
For the first encounter, I used a Quick Encounter - having a single Skill check from each character (Fighting, Spellcasting, Stealth). Over and done with in under two minutes. The second encounter is the set piece fight before the characters get their first Advance. I would try this one with regular combat rules (though I was going to use theatre of the mind instead of a battle map and miniatures).
It took over an hour. For me to play a "fast, furious, and fun" entry-level combat by myself. I considered if it would've been quicker in Pathfinder 1 - which I haven't played since about 2014, but I still remember it pretty well.
The combat consisted of the 4 characters, 7 extras, and 2 wild card enemy spellcasters. I didn't take a lot of time to set up the fight, didn't roleplay or describe anything, knew the rules pretty well, had access to power and condition cards so I wouldn't have to reference the rulebooks, etc. We had tons of whiffing, attacks that didn't wound, enemies that could heal their own wounds, etc.
It was painfully evenly matched, with entire combat rounds amounting to "draws" where no advantage was gained by either side.
My opinion, it's not interesting enough to warrant a one-hour combat. I'm lucky to have a session with 3 hours of actual gameplay. I don't want half of that spent in a fight that ultimately doesn't matter. And with the construction of Paizo APs, it would take a year to get through a single volume.
I feel like Savage Worlds is gaslighting me. It promotes itself as a quick, rules light-ish, free flowing, fun system. Every time I try it, it feels like trudging through molasses.







