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Living Universes in Tabletop. #SWADE
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<blockquote data-quote="Retreater" data-source="post: 8033302" data-attributes="member: 42040"><p>My preferred style of game is probably not widely shared by others, based on anecdote and sales data.</p><p>As a GM I like …</p><p>Class-based mechanics: (if you have a fighter, you know they are tanky and stand in the front line; if you have a cleric, you know they can restore lost HP). </p><p>Absence of lingering injuries. (It's extra note-taking and hampering to a character in the long run. It's best to outright kill a character or say they retired from the adventuring life from their injuries than to have a character who is limping around, missing an eye, with a litany of phobias.)</p><p>Clearly defined, unified mechanics. I want to know how to resolve stuff easily. Savage Worlds hobbles together many rules subsystems. Want to do a chase? Get out a card deck. Want to do a role-playing scene? Card deck. Want to do a skill check? Dice. Want to Initiative? Card deck. Want to attack? Dice. Are you attacking a vehicle? There's a chart to see what happens. </p><p></p><p>I guess my preference to DM would be something like 4E. It's mechanically predictable and well balanced, even if most D&D fans hate it. </p><p></p><p>With Savage Worlds, there's just no telling what's going to happen. I've had a single character solo kill a demon lord. I've had a character die from a lucky shot from a mook. There's too much uncertainty for me to try to build a long running campaign, though it's fine for one-shots.</p></blockquote><p></p>
[QUOTE="Retreater, post: 8033302, member: 42040"] My preferred style of game is probably not widely shared by others, based on anecdote and sales data. As a GM I like … Class-based mechanics: (if you have a fighter, you know they are tanky and stand in the front line; if you have a cleric, you know they can restore lost HP). Absence of lingering injuries. (It's extra note-taking and hampering to a character in the long run. It's best to outright kill a character or say they retired from the adventuring life from their injuries than to have a character who is limping around, missing an eye, with a litany of phobias.) Clearly defined, unified mechanics. I want to know how to resolve stuff easily. Savage Worlds hobbles together many rules subsystems. Want to do a chase? Get out a card deck. Want to do a role-playing scene? Card deck. Want to do a skill check? Dice. Want to Initiative? Card deck. Want to attack? Dice. Are you attacking a vehicle? There's a chart to see what happens. I guess my preference to DM would be something like 4E. It's mechanically predictable and well balanced, even if most D&D fans hate it. With Savage Worlds, there's just no telling what's going to happen. I've had a single character solo kill a demon lord. I've had a character die from a lucky shot from a mook. There's too much uncertainty for me to try to build a long running campaign, though it's fine for one-shots. [/QUOTE]
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