innerdude
Legend
So I'm thoroughly enchanted with Savage Worlds Traveller's Edition rules, and I'm excited to try a fun pulp action campaign sometime at the end of this year, or early next year.
But for those of you who have played it, what are some of the big "gotchas" to avoid?
For example, how hard/easy is it REALLY to switch genres using the core rules? (Fantasy to modern pulp action to sci fi).
How do you balance challenges with characters with wildly different Benefts/Hindrances, or skill dice?
For example, a long, long time ago we started a Serenity-based campaign using D20 modern, but from what I've read, the Savage Worlds rules seem like a lot more fun to try a campaign like that again.
Would that be something really "do-able," or would we be fighting the "rules lite" approach too much, and want something more codified?
But for those of you who have played it, what are some of the big "gotchas" to avoid?
For example, how hard/easy is it REALLY to switch genres using the core rules? (Fantasy to modern pulp action to sci fi).
How do you balance challenges with characters with wildly different Benefts/Hindrances, or skill dice?
For example, a long, long time ago we started a Serenity-based campaign using D20 modern, but from what I've read, the Savage Worlds rules seem like a lot more fun to try a campaign like that again.
Would that be something really "do-able," or would we be fighting the "rules lite" approach too much, and want something more codified?