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<blockquote data-quote="scourger" data-source="post: 2613858" data-attributes="member: 12328"><p>I find <em>Savage Worlds</em> to be the kind of game you're seeking. It really is fast, furious & fun. I've run it a few times, and it is very minimal prep time & effort, especially as compared to d20 (I agree with the idea above about the magic being the complicating factor in d20). I read the articles at the old peg inc. site about the design goals. When someone reposted them, I grabbed them for my virtual <em>SW</em> folder. Here they are.</p><p></p><p>As a Game Master:</p><p></p><p>1) I want a game that it's easy to make up monsters, NPCs, magic items, weapons, etc. on the fly. If I have to look up lots of charts and tables, add up points (as a GM, not a player), and so on, it's too complicated.</p><p></p><p>2) I want a game where "mooks" are either up, down, or off the table. I don't want to keep track of wounds for lesser NPCs--only important bad guys, villains, dragons, and so on.</p><p></p><p>3) I want a game that easily handles vehicles. The vehicle rules in many games require a PHD to decipher.</p><p></p><p>4) I want a game a non-gamer friend of mine can look at and understand *at a glance.* The basic rules for Savage Worlds can be described in one sentence.</p><p></p><p>5) I want a game that has a "spine" capable of gaming any genre, but allows me to insert special rules to tailor specific genres. Horror needs detailed fright tables, for instance, and a pulp heroes game needs to be less gritty and deadly than World War II.</p><p></p><p>7) As a GM, I want to roll *one* attack die for my bad guys to see if they hit, and I don't want to do any math to it. If three orcs gang up on a hero, I want to roll 3 dice, look for hits, and be done.</p><p></p><p>As a player I want:</p><p></p><p>1) I want a game that provides real depth for characters. I want to see my character grow, gain new special abilities, and even increase my skills and attributes.</p><p></p><p>2) I want a game that handles large battles fast. If my sergeant in World War II persuades the villagers to fight beside him, I want them on the table-top, not glossed over.</p><p></p><p>Update: After going round and round on this one a bit, what I was really after was reasonable speed--but more importantly--ease. I just don't want to do a lot of bookeeping during a fight.</p><p></p><p>3) I want my NPC allies to have names and at least a "personality" trait for each. If my Lt. in Vietnam needs to send someone to scout a hill, I want to know who's "Gung Ho," "Reliable," "Shifty," "Lazy," and so on.</p><p></p><p>4) I want a little control over the dice--like Fate Chips or bennies--so the hero I've been working on for a year doesn't drop dead because of one bad die roll. Two or three I can handle, but not one.</p><p></p><p>5) "Open ended die rolls." If I get lucky and roll that high number, I want to keep rolling and feel like I just conquered the world.</p><p></p><p>I would love to try more settings for <em>SW</em>, but there just isn't enough time right now (although I <strong>will</strong> get <em>Deadlands: Reloaded</em>!). I've got 3 d20 games and 1 <em>SW</em> game on hold, and there are at least 2 more d20 mini-campaings that I would like to run. </p><p></p><p>You can check out a free Test Drive of <em>SW</em> here:</p><p></p><p><a href="http://www.peginc.com/Games/Savage%20Worlds/Savage%20Worlds.htm#Savage%20Worlds%20Downloads" target="_blank">http://www.peginc.com/Games/Savage Worlds/Savage Worlds.htm#Savage Worlds Downloads</a></p><p></p><p>Another great lite system is presented in <em>ORK!</em> </p><p></p><p><a href="http://www.greenronin.com/catalog/grr1001" target="_blank">http://www.greenronin.com/catalog/grr1001</a></p><p></p><p>I would love to use it for a game with a more serious tone. I had designs on doing ORK! of the Rings as a reverse-side of the story, but my players were done with <em>ORK!</em> after 1 bout. Open-ended rolls against fixed target numbers would probably help give the game more longevity. But it's still on my shelf, whereas many other products are not. </p><p></p><p>I bought <em>WFRP</em> for a friend as a birthday present hoping that he will try something other than <em>D&D</em> for a change. Sadly, I doubt it will happen. I would love to pick it up if just to read it. The reviews were good for the core book, and I played a prior version in years past. </p><p></p><p>Another thing I'm investigating is <em>HARP</em>. You can download a free lite version of the rules and ICE even has a d20 for <em>HARP</em> trade-in program (if you're like me, you can find the extra d20 books lying around to trade-in!). Here's another link.</p><p></p><p><a href="http://www.harphq.com/" target="_blank">http://www.harphq.com/</a></p></blockquote><p></p>
[QUOTE="scourger, post: 2613858, member: 12328"] I find [I]Savage Worlds[/I] to be the kind of game you're seeking. It really is fast, furious & fun. I've run it a few times, and it is very minimal prep time & effort, especially as compared to d20 (I agree with the idea above about the magic being the complicating factor in d20). I read the articles at the old peg inc. site about the design goals. When someone reposted them, I grabbed them for my virtual [I]SW[/I] folder. Here they are. As a Game Master: 1) I want a game that it's easy to make up monsters, NPCs, magic items, weapons, etc. on the fly. If I have to look up lots of charts and tables, add up points (as a GM, not a player), and so on, it's too complicated. 2) I want a game where "mooks" are either up, down, or off the table. I don't want to keep track of wounds for lesser NPCs--only important bad guys, villains, dragons, and so on. 3) I want a game that easily handles vehicles. The vehicle rules in many games require a PHD to decipher. 4) I want a game a non-gamer friend of mine can look at and understand *at a glance.* The basic rules for Savage Worlds can be described in one sentence. 5) I want a game that has a "spine" capable of gaming any genre, but allows me to insert special rules to tailor specific genres. Horror needs detailed fright tables, for instance, and a pulp heroes game needs to be less gritty and deadly than World War II. 7) As a GM, I want to roll *one* attack die for my bad guys to see if they hit, and I don't want to do any math to it. If three orcs gang up on a hero, I want to roll 3 dice, look for hits, and be done. As a player I want: 1) I want a game that provides real depth for characters. I want to see my character grow, gain new special abilities, and even increase my skills and attributes. 2) I want a game that handles large battles fast. If my sergeant in World War II persuades the villagers to fight beside him, I want them on the table-top, not glossed over. Update: After going round and round on this one a bit, what I was really after was reasonable speed--but more importantly--ease. I just don't want to do a lot of bookeeping during a fight. 3) I want my NPC allies to have names and at least a "personality" trait for each. If my Lt. in Vietnam needs to send someone to scout a hill, I want to know who's "Gung Ho," "Reliable," "Shifty," "Lazy," and so on. 4) I want a little control over the dice--like Fate Chips or bennies--so the hero I've been working on for a year doesn't drop dead because of one bad die roll. Two or three I can handle, but not one. 5) "Open ended die rolls." If I get lucky and roll that high number, I want to keep rolling and feel like I just conquered the world. I would love to try more settings for [I]SW[/I], but there just isn't enough time right now (although I [B]will[/B] get [I]Deadlands: Reloaded[/I]!). I've got 3 d20 games and 1 [I]SW[/I] game on hold, and there are at least 2 more d20 mini-campaings that I would like to run. You can check out a free Test Drive of [I]SW[/I] here: [url]http://www.peginc.com/Games/Savage%20Worlds/Savage%20Worlds.htm#Savage%20Worlds%20Downloads[/url] Another great lite system is presented in [I]ORK![/I] [url]http://www.greenronin.com/catalog/grr1001[/url] I would love to use it for a game with a more serious tone. I had designs on doing ORK! of the Rings as a reverse-side of the story, but my players were done with [I]ORK![/I] after 1 bout. Open-ended rolls against fixed target numbers would probably help give the game more longevity. But it's still on my shelf, whereas many other products are not. I bought [I]WFRP[/I] for a friend as a birthday present hoping that he will try something other than [I]D&D[/I] for a change. Sadly, I doubt it will happen. I would love to pick it up if just to read it. The reviews were good for the core book, and I played a prior version in years past. Another thing I'm investigating is [I]HARP[/I]. You can download a free lite version of the rules and ICE even has a d20 for [I]HARP[/I] trade-in program (if you're like me, you can find the extra d20 books lying around to trade-in!). Here's another link. [url]http://www.harphq.com/[/url] [/QUOTE]
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