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Looking for a more narrative, less combat-centric alternative to D&D
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<blockquote data-quote="innerdude" data-source="post: 8018877" data-attributes="member: 85870"><p>So I feel like I need to chime in on Savage Worlds. </p><p></p><p>For perspective, from 2012 to 2019, I ran three different Savage Worlds campaigns, and participated in two others run by other members of our group. It was the sole game system used by our group in that time. I'm not saying that I have unassailable knowledge of the system or anything, but I've seen just about every component of it at work at some point in that time. </p><p></p><p>Here's the thing about Savage Worlds --- it's not a "narrative" system. At least, it's not a narrative system in the same sort of category as you might consider Fate or Cortex+ / Cortex Prime. At it's heart, it's actually a fairly "traditional" sort of RPG. In play it feels very much like my early days playing the D&D Rules Cyclopedia / Red+Blue Box / BECMI sets---only the rules are 4x more flexible, elegant, and cohesive, with more player character options than early D&D, without veering into the extreme character optimization of D&D 3.</p><p></p><p>The effect of the elegance is that it leads to a much more open, active, "improvisational" style than you'd see in any version of D&D since the year 2000. In fact, that's probably the best way of describing the feel; it's an "action improv" focused game, not a "narrative" focused game. </p><p></p><p>If you're looking for a D&D-style game, only with faster combats, a system that not only supports but enhances player action improvisation, a flatter power curve, and a focus on human-level (or slightly larger than human) combat, it's a beautiful, beautiful system for achieving that. </p><p></p><p>Just don't go into it thinking it's going to evolve into a high-brow character drama. It's still combat + action focused, it's just that it's so elegant and flexible that it allows for low- to zero-prep improvisation.</p><p></p><p>It's also not going to give your players the sense of being world-bending superheroes, like D&D does once you hit level 12+. Characters will definitely be larger than life, and clearly among the "best of the best" of their in-game world, but they're never going to feel invincible, and the baseline magic system at its most powerful would only reach what a level 8 or level 9 wizard in D&D is capable of.</p></blockquote><p></p>
[QUOTE="innerdude, post: 8018877, member: 85870"] So I feel like I need to chime in on Savage Worlds. For perspective, from 2012 to 2019, I ran three different Savage Worlds campaigns, and participated in two others run by other members of our group. It was the sole game system used by our group in that time. I'm not saying that I have unassailable knowledge of the system or anything, but I've seen just about every component of it at work at some point in that time. Here's the thing about Savage Worlds --- it's not a "narrative" system. At least, it's not a narrative system in the same sort of category as you might consider Fate or Cortex+ / Cortex Prime. At it's heart, it's actually a fairly "traditional" sort of RPG. In play it feels very much like my early days playing the D&D Rules Cyclopedia / Red+Blue Box / BECMI sets---only the rules are 4x more flexible, elegant, and cohesive, with more player character options than early D&D, without veering into the extreme character optimization of D&D 3. The effect of the elegance is that it leads to a much more open, active, "improvisational" style than you'd see in any version of D&D since the year 2000. In fact, that's probably the best way of describing the feel; it's an "action improv" focused game, not a "narrative" focused game. If you're looking for a D&D-style game, only with faster combats, a system that not only supports but enhances player action improvisation, a flatter power curve, and a focus on human-level (or slightly larger than human) combat, it's a beautiful, beautiful system for achieving that. Just don't go into it thinking it's going to evolve into a high-brow character drama. It's still combat + action focused, it's just that it's so elegant and flexible that it allows for low- to zero-prep improvisation. It's also not going to give your players the sense of being world-bending superheroes, like D&D does once you hit level 12+. Characters will definitely be larger than life, and clearly among the "best of the best" of their in-game world, but they're never going to feel invincible, and the baseline magic system at its most powerful would only reach what a level 8 or level 9 wizard in D&D is capable of. [/QUOTE]
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