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First Impressions from the Savage Worlds Test-Drive
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<blockquote data-quote="TheNovaLord" data-source="post: 5229968" data-attributes="member: 31097"><p>1. Hellfrost for it works well and is dark fantasy, it is excellent for pirates, 1930s pulp, solomon kane, deadlands, and zombie apocalypse. I dont think it would work well for slow/serious/deep like cthulu, victorian investigations, though there are books for SW for those genres.</p><p>2. as above, it doesnt suite absolutely everything</p><p>3. Armour sort of adds to toughness BUT many weapons have Armour Piercing and ignore X amounts of armour</p><p>4. Likely has extra power edge. dependent on if you play deadlands, hellfrost etc, the magic system changes. HF has no power points, just a risk of the dreaded siphoning of magic if you miscast</p><p>5. the game is about the characters, not his gear. It is likely somewhere it mentions the weapon has Auto, Burst, etc so may do more.</p><p>6. I have only seen a few games where minis are used. I dont use them in SW UNLESS its pirate ship v pirate ship, space ship v space ship etc</p><p></p><p></p><p></p><p>1. combat is mostly fast, you hit a mook it goes down. Some bad guys can be real tough so you need to do stunts, gang up, cool shizzle etc to take them out</p><p>2. Dead easy to run out of combat. You mostly need to roll a 4 to succeed</p><p>3. Never done it. With only 1 or 2 players give the PCs a bunch of 'allies', its in the rules</p><p>4. It is dead easy. make it up as you go along is not a problem. Mosts baddies have 'flavour' and roll a d6</p><p>5. hellfrost is dark fanasty with snow elves, ice orcs, etc. Tommorrow i run the next session of something i made up called 'Chapter House Chronicles' Its a lot like Dune. The game isnt suitable for star trek. heroes solve the problems, not McGuffins n tech.</p><p></p><p>PLEASE ask if you need more answers.</p><p></p><p>genres I have Played SW:</p><p>cowboys</p><p>renniasance</p><p>pirates</p><p>'the mummy'</p><p>zombies</p><p>dark fantasy</p><p>dark age Britain</p><p>necropolis 2350</p><p>dune-ish</p></blockquote><p></p>
[QUOTE="TheNovaLord, post: 5229968, member: 31097"] 1. Hellfrost for it works well and is dark fantasy, it is excellent for pirates, 1930s pulp, solomon kane, deadlands, and zombie apocalypse. I dont think it would work well for slow/serious/deep like cthulu, victorian investigations, though there are books for SW for those genres. 2. as above, it doesnt suite absolutely everything 3. Armour sort of adds to toughness BUT many weapons have Armour Piercing and ignore X amounts of armour 4. Likely has extra power edge. dependent on if you play deadlands, hellfrost etc, the magic system changes. HF has no power points, just a risk of the dreaded siphoning of magic if you miscast 5. the game is about the characters, not his gear. It is likely somewhere it mentions the weapon has Auto, Burst, etc so may do more. 6. I have only seen a few games where minis are used. I dont use them in SW UNLESS its pirate ship v pirate ship, space ship v space ship etc 1. combat is mostly fast, you hit a mook it goes down. Some bad guys can be real tough so you need to do stunts, gang up, cool shizzle etc to take them out 2. Dead easy to run out of combat. You mostly need to roll a 4 to succeed 3. Never done it. With only 1 or 2 players give the PCs a bunch of 'allies', its in the rules 4. It is dead easy. make it up as you go along is not a problem. Mosts baddies have 'flavour' and roll a d6 5. hellfrost is dark fanasty with snow elves, ice orcs, etc. Tommorrow i run the next session of something i made up called 'Chapter House Chronicles' Its a lot like Dune. The game isnt suitable for star trek. heroes solve the problems, not McGuffins n tech. PLEASE ask if you need more answers. genres I have Played SW: cowboys renniasance pirates 'the mummy' zombies dark fantasy dark age Britain necropolis 2350 dune-ish [/QUOTE]
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