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General Tabletop Discussion
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How do you like (or don't like) the Savage Worlds rpg?
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<blockquote data-quote="Vaslov" data-source="post: 8409940" data-attributes="member: 37953"><p>I got into SW years ago. I ran an Accursed campaign and came to really enjoy the rule set. Very easy to pick up and tweak. Others at my table liked the rules and they ran a SciFi homebrew setting, Deadlands and The Day After Ragnarok. All have been well received.</p><p></p><p>Some of the things that read poorly actually work out fine at the table. If coming from D&D while there is a great fan made Eberron option and the new Pathfinder option I would suggest leaving fantasy and doing something else. It helped everyone at my table get out of the D&D rules mindset and learn the new system. Also look up the Combat Survival Guide. It's a one page summary that is helpful for new players to sort out the basics of combat.</p><p></p><p>As for the discussion above on cards for initiative while it might read poorly it does work well. Some of the edges in the system do very interesting things with the cards (e.g. get multiple cards, tweaking you teams cards, etc.). Not to mention the happy table sounds when a joker is pulled and bennies are passed out. From my own experience the biggest challenge was due to the extra long table my group plays on. Dealing and card collecting was a bit awkward. Was solved by moving our seating around to more centrally locate the dealer and table help in collecting cards as each player finished up their turn. As with most games give it a try at an actual game before tweaking it. You might miss something special about the system hard to see when just reading rules.</p></blockquote><p></p>
[QUOTE="Vaslov, post: 8409940, member: 37953"] I got into SW years ago. I ran an Accursed campaign and came to really enjoy the rule set. Very easy to pick up and tweak. Others at my table liked the rules and they ran a SciFi homebrew setting, Deadlands and The Day After Ragnarok. All have been well received. Some of the things that read poorly actually work out fine at the table. If coming from D&D while there is a great fan made Eberron option and the new Pathfinder option I would suggest leaving fantasy and doing something else. It helped everyone at my table get out of the D&D rules mindset and learn the new system. Also look up the Combat Survival Guide. It's a one page summary that is helpful for new players to sort out the basics of combat. As for the discussion above on cards for initiative while it might read poorly it does work well. Some of the edges in the system do very interesting things with the cards (e.g. get multiple cards, tweaking you teams cards, etc.). Not to mention the happy table sounds when a joker is pulled and bennies are passed out. From my own experience the biggest challenge was due to the extra long table my group plays on. Dealing and card collecting was a bit awkward. Was solved by moving our seating around to more centrally locate the dealer and table help in collecting cards as each player finished up their turn. As with most games give it a try at an actual game before tweaking it. You might miss something special about the system hard to see when just reading rules. [/QUOTE]
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How do you like (or don't like) the Savage Worlds rpg?
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