My first Savage Worlds experience...

Have you played Hollow Earth Expedition? Do you know how these two systems compare to one another? I'm getting ready to start a new campaign, and it's a toss up between these two systems.

Is Savage Worlds a fairly "generic" system, or is it tied strongly to a specific campaign world or genre (like D&D is designed for high-fantasy games)?

Nareau
 

log in or register to remove this ad


Nareau said:
Have you played Hollow Earth Expedition? Do you know how these two systems compare to one another? I'm getting ready to start a new campaign, and it's a toss up between these two systems.

Is Savage Worlds a fairly "generic" system, or is it tied strongly to a specific campaign world or genre (like D&D is designed for high-fantasy games)?

Nareau

It's... moderately generic. The setting is very easy to change, but the tone is more difficult. It's very strongly biased towards pulp games (whatever the heck that's supposed to mean), although that's not all it's good for. For example, I'm running Necropolis, which is a more grim, militaristic setting, and there's some horror stuff out there too. However, the game was designed for a pulp feel, and so you can either embrace it or work to quash it, but you can't ignore it.
 



Nareau said:
Is Savage Worlds a fairly "generic" system, or is it tied strongly to a specific campaign world or genre (like D&D is designed for high-fantasy games)?
SW is a generic system, but the way it is written (the terminology) and the Explorer Edition's art and layout suggests a 1930 Pulp Action theme (i.e.: it would fit perfectly for some Indiana Jones game) more than anything else.
 

I ran a bonus session of Savage Worlds using Necropolis for the first time this week. It was great. The heroes & extras numbered about 16. Bad guys around 32. The whole combat took about 3.5 hours. If we hadn't started a little late for character generation and role-playing set-up, we would have finished early. I can't imagine trying a 50 man combat with d20. I can't wait for the next session, although it will probably be next month or next year since our regular game night is full of D&D right now.
 

Good Evening, All:

At the RPG.net Game Day here in Austin today, I was able to play in a Savage Worlds scenario set in the World of Solomon Kane setting. There were five players in the game, and the basic scenario was pretty good, with a varied use of skills both out of combat and in combat. While we, as a group, probably split the party more than we should at times, all in all it was a good gaming experience. The GM had a more laid back style than I am used to with D20 DMs and the like, as we played with no minis or gaming mat (pretty old-style, if you ask me.) However, the scenario proved to me that Savage Worlds does not need minis to be played, another bonus as far as its versatility.

Overall, my experience as a player was a positive one. I had a good time, and enjoyed the level of roleplay to which we were able to rise and still complete the scenario, which demonstrates the caliber of the GM and the other players at the table. I found the system a lot easier to implement with a little experience under my belt, and I really didn't have to look anything up aside form the data on the Combat Survival Guide printout from the Pinnacle website.

With it being only my second experience with Savage Worlds, once again I found the system easy to use and fun, this time as a player instead of as a GM. This time around, with less to worry about in terms of rules mastery, I found that I noticed a heightened degree of randomness that exists with the way die rolls are handled in Savage Worlds. Having a high skill still left room for failure, and with the exploding die, even low dice could attain very high numbers (such as the 32 we saw today in damage, or the d4 notice where I rolled a total of 21). The zone for failure might be system deterrent for some, but there's an easy remedy in terms of picking up edges that grant a +2 bonus to a particular skill. That raises the occasional 1 you might roll to a 3, and since the TN is generally a four, it pretty much means you almost always succeed on anything except a natural one. The system compensates for that error range by offering these edges, so this issue might be self-correcting for those players that would have an issue with it.

Otherwise, Savage Worlds is a great system with light prep work and fulfilling play. I still want one more shot at it as a GM before I can say for a fact that Savage Worlds will be the system of choice for my next campaign, but my mind is pretty close to being made up now that I've at least tried it once from each side of the screen. I just want to see if things improve for me as a GM after removing some of the rules mastery issues from my first effort. Already, I have one volunteer for a One Shot this week. Wish me luck!

With Regards,
Flynn
 

Flynn said:
The zone for failure might be system deterrent for some, but there's an easy remedy in terms of picking up edges that grant a +2 bonus to a particular skill. That raises the occasional 1 you might roll to a 3, and since the TN is generally a four, it pretty much means you almost always succeed on anything except a natural one. The system compensates for that error range by offering these edges, so this issue might be self-correcting for those players that would have an issue with it.
This is why I think Savage Worlds handles magic "poorly" (in quotes because it seems to be intentional). While there are Edges that give you a +2 to a lot of skills, Spellcasting (other than healing) is ignored (unless I'm missing something or the newer books have added it).

In the 50 Fathoms campaign I played, my Mage basically gave up on casting spells for a while. Even with a d12, I was still failing 25% of the time. I managed to "inherit" a decent (but not magical) sword and ended up being just as effective with the sword without having to worry about my power points for spells. It wasn't until I reached Legendary status that I was able to pick up Edges to swing the balance back in favor of spellcasting.

The caster in my current campaign is coming to the same conclusion. Now he save's his power points for healing (he has the Healer Edge) and spends more time in melee combat (it's not a total transformation, but enough to be noticable).

This, of course, isn't necessarily a bad thing if you don't want the casters to overshadow the melee types - but it's a definite consideration when coming from a mindset of automatic casting like D&D.
 

Ive run several Savage Worlds games and love the system. It handled my ALIENS one-shots and my Black Ops flavored mini campaign very well. I have never used it for fantasy but I suspect it would handle that just fine as well. If I had more gaming time available I would run a full length campaign with this system, but time does not permit at the moment.
 

Remove ads

Top