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Grade the Savage Worlds System
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<blockquote data-quote="thullgrim" data-source="post: 9118587" data-attributes="member: 8103"><p>Love it! I run alot of Savage Worlds. As [USER=467]@Reynard[/USER] says it can't be beat for cinematic games. I like Cinematic games.\</p><p>I'm kind of fan boy.</p><p></p><p>Currently Running: Night's Black Agents/Zalozhniy Quartet in Savage Worlds using the Core rulebook and Horror Companion.</p><p></p><p>Other Games I've run:</p><ul> <li data-xf-list-type="ul">Masks of Nyarlathotep - Call of Cthulhu investigative horror Savage Worlds style. I ran it using the Achtung! Cthulhu supplement and the Masks of Nyarlathotep books. Game was fantastic. My players loved.</li> <li data-xf-list-type="ul">Achtung! Cthulhu - Weird War II game using the Shadows of Atlantis campaign for 2d20 A!C. Again fantastic.</li> <li data-xf-list-type="ul">Savage Pathfinder</li> <li data-xf-list-type="ul">Rippers</li> <li data-xf-list-type="ul">Coriolis</li> <li data-xf-list-type="ul">Deadlands</li> </ul><p></p><p>Savage Rifts is the crunchiest end of the Savage Worlds spectrum, maybe Interface 0 is crunchier, even then with a little practice the game works better than it's native system.</p><p></p><p>I've run Savage Pathfinder using converted Adventure Paths - Iron Gods, and Wrath of the Righteous. Running book 1 in for each game. I love 3.x D&D. Savage Pathfinder gives me everything I want in a traditional D&D style game.</p><p></p><p>The game has great tools for Dramatic Tasks (Skill Challenges), social conflict, chases, quick encounters and other GM facing tools to allow the game to run faster.</p><p></p><p>If you need online tools start at Savaged.us</p><p></p><p><strong>The Best Parts</strong></p><p>(1) If you want to play it, there's probably a Savage Worlds supplement out there for it, and just from Pinnacle. There is a vibrant community of creators for SW developing products. 90% of the time the products play well together too. For instance my Rippers and Deadlands games exist in the same world. RIFTS doesn't really play well but it's for power scale reasons rather than outright mechanical ones.</p><p style="margin-left: 20px">Savage Pathfinder - licensed PF1 conversions</p> <p style="margin-left: 20px">Deadlands - probably the definitive Weird Western style game</p> <p style="margin-left: 20px">Rippers - Victorian Monster hunters with a twist</p> <p style="margin-left: 20px">Zeta Complex - Paranoia Savage Worlds Style</p> <p style="margin-left: 20px">Agents of Oblivion - Modern Espionage/Horror/Arcana toolbox</p> <p style="margin-left: 20px">Titan Effect - Near Future Cyber Super Heroes</p> <p style="margin-left: 20px">Wise Guys - Goodfellas or the Sopranos style mob goodness</p> <p style="margin-left: 20px">Necessary Evil - Evil Superheroes have to save the day because the alien invaders killed off the good Supers!</p> <p style="margin-left: 20px">Sprawlrunners - Shadowrun Homage that actually works and doesn't make everyone wait for an hour while the Decker does their thing.</p> <p style="margin-left: 20px">Eberron for Savage Worlds - it's the best version of Eberron. Period. Full Stop.</p><p>I could go on all day.</p><p></p><p>(2) The game scales well. The final episode of my Deadlands mini-campaign had over 60 miniatures on the table acting. It worked. </p><p>(3) Conversion is easy. Like I said I've run Masks of Nyarlathotep and Wrath of the Righteous in the system. It's dead simple to convert material into Savage Worlds from just about anywhere. And given the huge catalog of material available it's probably already mostly done.</p><p>(4) Great VTT support. The game is well supported with official content on Fantasy Grounds and Foundry, and Roll20 as well (I think)</p><p>(5) The game is still Fast, Furious, and Fun. It's not as fast as it used to be, but even in a a VTT, where everything is slower, it's fast to resolve.</p><p>(6) It's a game where a non-combat character can still be useful in combat. You can actually built a leader/social character and impact both combat, and the social side of the game. The game also plays well with player cohorts and squads of extras, with Edges (think Feats) support for it.</p><p>(7) Savage Worlds gets out of the way. Once you understand it (and the learning curve isn't all that steep) it just faded into the background and let's you chew through content. We get more done in one session of Savage Worlds than we get done in any other system. In a three hour session that's important.</p><p></p><p>I'm fan 'gasming and I'll stop.</p><p></p><p><strong>Common Complaints</strong></p><p>The most common complaints your gonna hear are </p><p></p><p>(1) it's swingy. This is either a feature or bug depending on your view point. For me it's a feature. In spite of the swingy nature of exploding dice, it is actually really, really hard to kill a Savage Worlds character. You can put them out of a combat but it's dificult to actually kill them. There are optional rules that can make it easier or harder if you want to utilize them.</p><p></p><p>(2) High Toughness opponents can be difficult. In some respects this is accurate. There are things you can do to lessen the issue. It can be frustrating for players to swing, hit, and then fail to penetrate the armor/toughness of the bad guy. In my mind it's not different than attritioning meaningless hit points, but I get that it <em>feels</em> different because when hit points are attritioned at least the attacker is doing something.</p><p></p><p>(3) Math Bugs - there are some interesting corner case issues with the exploding dice. Notably the d4. It's easier to roll a 5 on a d4 in Savage Worlds than it is on a d6 or any other dice. When the the base difficulty number is a 4, it feels funny. I'll grant that it's a real issue, in that it exists. I don't think it matters because so often you're looking for the raise (+4 over the difficulty number of the roll) to gain an extra effect.</p><p></p><p>Anyhow. I could go on but I'll stop here. It's just a really solid mid-crunch system that plays fast. It's the best convention or one-shot game you are ever going to find and you can teach it in under 10 minutes. Great GM tools, great system support. Lively and creative community. Excellent VTT options and solid digital tools if you need them.</p></blockquote><p></p>
[QUOTE="thullgrim, post: 9118587, member: 8103"] Love it! I run alot of Savage Worlds. As [USER=467]@Reynard[/USER] says it can't be beat for cinematic games. I like Cinematic games.\ I'm kind of fan boy. Currently Running: Night's Black Agents/Zalozhniy Quartet in Savage Worlds using the Core rulebook and Horror Companion. Other Games I've run: [LIST] [*]Masks of Nyarlathotep - Call of Cthulhu investigative horror Savage Worlds style. I ran it using the Achtung! Cthulhu supplement and the Masks of Nyarlathotep books. Game was fantastic. My players loved. [*]Achtung! Cthulhu - Weird War II game using the Shadows of Atlantis campaign for 2d20 A!C. Again fantastic. [*]Savage Pathfinder [*]Rippers [*]Coriolis [*]Deadlands [/LIST] Savage Rifts is the crunchiest end of the Savage Worlds spectrum, maybe Interface 0 is crunchier, even then with a little practice the game works better than it's native system. I've run Savage Pathfinder using converted Adventure Paths - Iron Gods, and Wrath of the Righteous. Running book 1 in for each game. I love 3.x D&D. Savage Pathfinder gives me everything I want in a traditional D&D style game. The game has great tools for Dramatic Tasks (Skill Challenges), social conflict, chases, quick encounters and other GM facing tools to allow the game to run faster. If you need online tools start at Savaged.us [B]The Best Parts[/B] (1) If you want to play it, there's probably a Savage Worlds supplement out there for it, and just from Pinnacle. There is a vibrant community of creators for SW developing products. 90% of the time the products play well together too. For instance my Rippers and Deadlands games exist in the same world. RIFTS doesn't really play well but it's for power scale reasons rather than outright mechanical ones. [INDENT]Savage Pathfinder - licensed PF1 conversions[/INDENT] [INDENT]Deadlands - probably the definitive Weird Western style game[/INDENT] [INDENT]Rippers - Victorian Monster hunters with a twist[/INDENT] [INDENT]Zeta Complex - Paranoia Savage Worlds Style[/INDENT] [INDENT]Agents of Oblivion - Modern Espionage/Horror/Arcana toolbox[/INDENT] [INDENT]Titan Effect - Near Future Cyber Super Heroes[/INDENT] [INDENT]Wise Guys - Goodfellas or the Sopranos style mob goodness[/INDENT] [INDENT]Necessary Evil - Evil Superheroes have to save the day because the alien invaders killed off the good Supers![/INDENT] [INDENT]Sprawlrunners - Shadowrun Homage that actually works and doesn't make everyone wait for an hour while the Decker does their thing.[/INDENT] [INDENT]Eberron for Savage Worlds - it's the best version of Eberron. Period. Full Stop.[/INDENT] I could go on all day. (2) The game scales well. The final episode of my Deadlands mini-campaign had over 60 miniatures on the table acting. It worked. (3) Conversion is easy. Like I said I've run Masks of Nyarlathotep and Wrath of the Righteous in the system. It's dead simple to convert material into Savage Worlds from just about anywhere. And given the huge catalog of material available it's probably already mostly done. (4) Great VTT support. The game is well supported with official content on Fantasy Grounds and Foundry, and Roll20 as well (I think) (5) The game is still Fast, Furious, and Fun. It's not as fast as it used to be, but even in a a VTT, where everything is slower, it's fast to resolve. (6) It's a game where a non-combat character can still be useful in combat. You can actually built a leader/social character and impact both combat, and the social side of the game. The game also plays well with player cohorts and squads of extras, with Edges (think Feats) support for it. (7) Savage Worlds gets out of the way. Once you understand it (and the learning curve isn't all that steep) it just faded into the background and let's you chew through content. We get more done in one session of Savage Worlds than we get done in any other system. In a three hour session that's important. I'm fan 'gasming and I'll stop. [B]Common Complaints[/B] The most common complaints your gonna hear are (1) it's swingy. This is either a feature or bug depending on your view point. For me it's a feature. In spite of the swingy nature of exploding dice, it is actually really, really hard to kill a Savage Worlds character. You can put them out of a combat but it's dificult to actually kill them. There are optional rules that can make it easier or harder if you want to utilize them. (2) High Toughness opponents can be difficult. In some respects this is accurate. There are things you can do to lessen the issue. It can be frustrating for players to swing, hit, and then fail to penetrate the armor/toughness of the bad guy. In my mind it's not different than attritioning meaningless hit points, but I get that it [I]feels[/I] different because when hit points are attritioned at least the attacker is doing something. (3) Math Bugs - there are some interesting corner case issues with the exploding dice. Notably the d4. It's easier to roll a 5 on a d4 in Savage Worlds than it is on a d6 or any other dice. When the the base difficulty number is a 4, it feels funny. I'll grant that it's a real issue, in that it exists. I don't think it matters because so often you're looking for the raise (+4 over the difficulty number of the roll) to gain an extra effect. Anyhow. I could go on but I'll stop here. It's just a really solid mid-crunch system that plays fast. It's the best convention or one-shot game you are ever going to find and you can teach it in under 10 minutes. Great GM tools, great system support. Lively and creative community. Excellent VTT options and solid digital tools if you need them. [/QUOTE]
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