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How do you like (or don't like) the Savage Worlds rpg?
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<blockquote data-quote="Helpful NPC Thom" data-source="post: 8406551" data-attributes="member: 7031378"><p>The rules provided facilitate the game as the designers intended ("it's a feature, not a bug"), but I agree that there is some cruft that could be stripped away--some of the Hindrances and Edges should be revised and the list curated per-campaign--but the vast majority of rules exist to support the game's genre. Although it's marketed as a generic system, it's really "wild west cowboys and Indians" with a coat of paint to make it tenable for multiple genres. I would suggest that the core game could be improved by admitting that the core game is Wild West Cowboys and Indians / Deadlands, writing the rules around that, then revising and tweaking the options in splatbooks for specific settings and genres.</p><p></p><p></p><p></p><p>Bingo. My draw to the game is that it provides a balance of crunch that satisfies both the character builder and the lazy ass GM (I'm both). Is it "lightweight" compared to something like Apocalypse World? Absolutely not. But Apocalypse World is designed to tell specific stories, not throw dice and fan the hammer at a bunch of dastardly good-for-nothings who wandered into the wrong saloon.</p></blockquote><p></p>
[QUOTE="Helpful NPC Thom, post: 8406551, member: 7031378"] The rules provided facilitate the game as the designers intended ("it's a feature, not a bug"), but I agree that there is some cruft that could be stripped away--some of the Hindrances and Edges should be revised and the list curated per-campaign--but the vast majority of rules exist to support the game's genre. Although it's marketed as a generic system, it's really "wild west cowboys and Indians" with a coat of paint to make it tenable for multiple genres. I would suggest that the core game could be improved by admitting that the core game is Wild West Cowboys and Indians / Deadlands, writing the rules around that, then revising and tweaking the options in splatbooks for specific settings and genres. Bingo. My draw to the game is that it provides a balance of crunch that satisfies both the character builder and the lazy ass GM (I'm both). Is it "lightweight" compared to something like Apocalypse World? Absolutely not. But Apocalypse World is designed to tell specific stories, not throw dice and fan the hammer at a bunch of dastardly good-for-nothings who wandered into the wrong saloon. [/QUOTE]
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How do you like (or don't like) the Savage Worlds rpg?
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