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Notes from a Savage Worlds fantasy campaign (updated with 05/28/08 session notes!)...
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<blockquote data-quote="Flynn" data-source="post: 4011751" data-attributes="member: 1836"><p>The fight lasted less than an hour, and the resolution was quick and painless. It was 11 bad guys vs five PCs. As you can see, the encounter took almost as long as a D20 encounter, but still somewhat faster than I expected, and there were more turns and thus more action over the course of the encounter. With initiative, I dealt out cards for the wolves, the bandits and Rendrus, as well as each of the PCs. The only person I had to track wounds for was Rendrus (the enemy wild card) and I did this by stacking a different colored token on his initiative card. Because of the rapid cycle, I felt like more was accomplished in the encounter, and I did have more team work and extra efforts for coolness during the combat. It just felt better, but that's purely a subjective reaction to the elements I've listed above.</p><p></p><p></p><p></p><p>The players like it. I average two XP a session, with an extra XP on sessions when an adventure is completed. The players have gone through three advancements so far as a result (every 5 XP is an advancement), and I've seen some interesting development. Most of them focused on skill and stat improvement, although a few have picked up a new Edge here and there.</p><p></p><p>For four of the five players, their next advancement allows them to start picking up Seasoned Edges instead of just Novice Edges, as they will have hit 20 XP and thus be considered Seasoned rank. That may cause a little change in the purchasing pattern, but all in all, I like that they are boosting skills instead of diving into more combat abilities and that kind of thing. (One of them is four XP behind, having missed two sessions.)</p><p></p><p>Several of the players have made comments that while they have a soft spot in their hearts for D&D, Savage Worlds is quickly becoming the "Go-To" system for any of their future efforts, because of the character development and ease of prep and play.</p><p></p><p>As an aside, to show you how versatile the system can be, one of my players ran a game based on the movie Tron as a One Shot at the Austin Savage Worlds Game Day last weekend, and it worked with no rules changes, complete with light cycles and derezzing the bad guys. It was pretty awesome, and a lot of fun to boot.</p><p></p><p>Please let me know if you have any other questions, and I'll do what I can to answer them.</p><p></p><p>With Regards,</p><p>Flynn</p></blockquote><p></p>
[QUOTE="Flynn, post: 4011751, member: 1836"] The fight lasted less than an hour, and the resolution was quick and painless. It was 11 bad guys vs five PCs. As you can see, the encounter took almost as long as a D20 encounter, but still somewhat faster than I expected, and there were more turns and thus more action over the course of the encounter. With initiative, I dealt out cards for the wolves, the bandits and Rendrus, as well as each of the PCs. The only person I had to track wounds for was Rendrus (the enemy wild card) and I did this by stacking a different colored token on his initiative card. Because of the rapid cycle, I felt like more was accomplished in the encounter, and I did have more team work and extra efforts for coolness during the combat. It just felt better, but that's purely a subjective reaction to the elements I've listed above. The players like it. I average two XP a session, with an extra XP on sessions when an adventure is completed. The players have gone through three advancements so far as a result (every 5 XP is an advancement), and I've seen some interesting development. Most of them focused on skill and stat improvement, although a few have picked up a new Edge here and there. For four of the five players, their next advancement allows them to start picking up Seasoned Edges instead of just Novice Edges, as they will have hit 20 XP and thus be considered Seasoned rank. That may cause a little change in the purchasing pattern, but all in all, I like that they are boosting skills instead of diving into more combat abilities and that kind of thing. (One of them is four XP behind, having missed two sessions.) Several of the players have made comments that while they have a soft spot in their hearts for D&D, Savage Worlds is quickly becoming the "Go-To" system for any of their future efforts, because of the character development and ease of prep and play. As an aside, to show you how versatile the system can be, one of my players ran a game based on the movie Tron as a One Shot at the Austin Savage Worlds Game Day last weekend, and it worked with no rules changes, complete with light cycles and derezzing the bad guys. It was pretty awesome, and a lot of fun to boot. Please let me know if you have any other questions, and I'll do what I can to answer them. With Regards, Flynn [/QUOTE]
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