My "Savage" Experience

1. First, you have a fair bit of repletion; after telling them the basic process for trait tests, you shouldn't need to repeat it every time.
I thought it would be helpful so they could look under a specific entry and not have to read the whole sheet from top to bottom.
Also, the rolls are very confusing to the group when they're slightly different.
For example:
  • You add weapon damage rolls but don't add the wild die to trait rolls
  • You are always looking at a 4 for success, unless you're fighting, then it's the enemy's Parry
  • Also unless you're rolling damage, then it's Toughness
  • Attack rolls can basically explode only once (for the purposes of extra damage)
  • Or any of the various other rules that have caused the game to stop over their sheer frustration
2. Though it might be necessary given the specific campaign you were running, explaining autofire is not a basic mechanic; in the majority of non-military campaigns its either difficult or impossible to acquire autofire weapons.
They all have autofire weapons. And it's extremely confusing to them.
(assuming what you posted is structurally similar to the handout you're preparing).
It is not. All the formatting was lost when I pasted it onto the board.
 

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I thought it would be helpful so they could look under a specific entry and not have to read the whole sheet from top to bottom.

I can understand the thought process, but I can't help but think people should be expected to not skip around at least on the first reading. But from the sound of it you may need considerably greater handholding with your group than seems entirely reasonable.

Also, the rolls are very confusing to the group when they're slightly different.
For example:
  • You add weapon damage rolls but don't add the wild die to trait rolls

I can understand making a clear difference between damage rolls and trait rolls, but there's still a lot of what I'd normally consider unnecessary repetition in repeating how trait rolls are done three times and damage rolls twice.

  • You are always looking at a 4 for success, unless you're fighting, then it's the enemy's Parry
  • Also unless you're rolling damage, then it's Toughness

Like I said, I'm hard pressed to see why people would expect success mechanics and damage mechanics to work exactly the same way; the latter is very much a rarity, and might be odd to people who've never played an RPG before, but not people who have.

  • Attack rolls can basically explode only once (for the purposes of extra damage)

Okay, I'll give you that one.

  • Or any of the various other rules that have caused the game to stop over their sheer frustration

They all have autofire weapons. And it's extremely confusing to them.

I get that, I just have to note it is an advanced rule.


It is not. All the formatting was lost when I pasted it onto the board.

Disregard my third point, then.
 

I thought it would be helpful so they could look under a specific entry and not have to read the whole sheet from top to bottom.
Also, the rolls are very confusing to the group when they're slightly different.
For example:
  • You add weapon damage rolls but don't add the wild die to trait rolls
  • You are always looking at a 4 for success, unless you're fighting, then it's the enemy's Parry
  • Also unless you're rolling damage, then it's Toughness
  • Attack rolls can basically explode only once (for the purposes of extra damage)
  • Or any of the various other rules that have caused the game to stop over their sheer frustration

They all have autofire weapons. And it's extremely confusing to them.

It is not. All the formatting was lost when I pasted it onto the board.
Decent combat cheat sheet:

I print those two pages and put them in sheet protectors double sided and hand one to each player.

Simplest explanation of the rules around:
 

If they're going to be humoring my tastes, then I'm going to go all in on my tastes and make this game more light-hearted and fun. More aliens, over the top action. Guardians of the Galaxy kinda stuff.
Go for it. The more clear that YOU are having fun, the more likely it is that they're going to enjoy it...
Unless you get your jollies by being a jerk. That you're even asking the question implies you're not the jerk GM.

More importantly, tho', get some feedback from them.
And, if you're not having fun as is, explain why to them.
 




A few of the players and I went to see Nosferatu on New Years Day. One of them mentioned, off-hand, "I'm really enjoying the system." They didn't specifically call out enjoying the characters, the adventure, the setting, etc.
If the system I'd a hit, then it's just a matter of finding the right adventure/campaign/game. And SWADE has tons of options available, first party, 3rd party and fan created.

Talk to your group and find out what genre or setting they are interested in. Whatever it is, I will bet there is a Savage Worlds setting that fits.
 

If the system I'd a hit, then it's just a matter of finding the right adventure/campaign/game. And SWADE has tons of options available, first party, 3rd party and fan created.

Yeah, I've probably got somewhere between 30-50 campaign setup books I've picked up over the years in PDF. Not all of them are great quality, but enough are it shows its usually pretty possible to get an at least adequate game out of SW in a lot of genres (I'm still super-dubious about it for supers, though).
 

Honestly, I'm not comfortable in most settings beyond fantasy. Sci-fi is a big stretch and it should probably be space-fantasy.
I can't think of many successful campaign I've run that haven't been fantasy. I suppose there was one Call of Cthulhu game.
 

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