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<blockquote data-quote="Kafen" data-source="post: 5201522" data-attributes="member: 11273"><p>Savage Worlds Version: Rock solid fun! The drawbacks are mostly in regards to finding the materials at this point. Otherwise, the system is robust and carries the full western genre flavor and a good pace of game play which lets players do all the things that they see on tv without severe rule debates. Basically... As long as the GM is on his toes, players have a short learning curve for the system and lots of room to do both silly things and expand on their character concept. </p><p></p><p>D20 Version: Okay Fun... It places a reasonably complete ruleset into one book. The GM has to be good for the game to be great as the system is bulky and bogs down during 'fast' action scenes. Stage coach fights are a good example. The d20 mechanics provide for a solid chase scene with the full actions, but the pace on this level is slow. It's tough to keep the attentions of the players at this point. </p><p></p><p>Speaking for myself, I shift a lot of the mechanical rolling to the GM in D20. That way, I can roll, fake results, and alter the scene to tell a good story without losing the attention of the players. </p><p></p><p>Both game systems are good fun at the end of the day as long as the players are into the genre and the GM does not suck. The only real barrier you face in my opinion is over coming player game system bias. If you have players with open minds, I would go with Savage Worlds. If you have players that love D20, I would go with D20.</p><p></p><p>*not touching classic DL bit*</p></blockquote><p></p>
[QUOTE="Kafen, post: 5201522, member: 11273"] Savage Worlds Version: Rock solid fun! The drawbacks are mostly in regards to finding the materials at this point. Otherwise, the system is robust and carries the full western genre flavor and a good pace of game play which lets players do all the things that they see on tv without severe rule debates. Basically... As long as the GM is on his toes, players have a short learning curve for the system and lots of room to do both silly things and expand on their character concept. D20 Version: Okay Fun... It places a reasonably complete ruleset into one book. The GM has to be good for the game to be great as the system is bulky and bogs down during 'fast' action scenes. Stage coach fights are a good example. The d20 mechanics provide for a solid chase scene with the full actions, but the pace on this level is slow. It's tough to keep the attentions of the players at this point. Speaking for myself, I shift a lot of the mechanical rolling to the GM in D20. That way, I can roll, fake results, and alter the scene to tell a good story without losing the attention of the players. Both game systems are good fun at the end of the day as long as the players are into the genre and the GM does not suck. The only real barrier you face in my opinion is over coming player game system bias. If you have players with open minds, I would go with Savage Worlds. If you have players that love D20, I would go with D20. *not touching classic DL bit* [/QUOTE]
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