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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="Gothmog" data-source="post: 4012838" data-attributes="member: 317"><p>Sounds like your experiences with Savage Worlds mirror my own. My group LOVES SW. The pacing of the game, rules complexity, and the vulnerable but cinematic characters really appeal to us.</p><p></p><p>We've been playing it since it came out, and have used it for fantasy, sci-fi, space opera (Star Wars and Fading Sun specifically), weird western (Deadlands), post-apocalyptic (converted Darwin's World/Deadlands: Hell on Earth game), Soloman Kane, horror (kind of a cross of Cthulhu and Kult), Pirates of the Spanish Main, Runepunk, and a one-time conversion of Ravenloft. In every case, SW handled the genre without a hitch, with NO need for houserules or tinkering with the system. </p><p></p><p>Your experience is similar to ours with the mass combat system. Its rough on the PCs, but it makes sense. Its very easy to get overwhelmed in a surge of combatants, and PCs have to really use some tactics, especially terrian, to come out ahead. A few times, I've also allowed Generals to use Persuasion or Taunt on rolls to gain a +1 effect (+1 per raise, up to +3 total) for particularly stirring speeches/bravery or very clever tactical tricks. It helps to reward some creative thinking, and can turn the tide of a battle.</p><p></p><p>My players are also huge fans of combat tricks and tests of will. These are two things D&D and most other systems don't have, but they can make a huge difference in the way the fights play out, and allow for some really fun and flavorful action that isn't just always swinging a sword or shooting at someone.</p><p></p><p>In various games, we've taken characters up to Heroic level. My players usually opted to increase skill dice or stat dice, but picked up one or two new edges per rank. Most of the time, the new edges don't make a big power difference, but a few do. Frenzy, level-headed, no mercy, fervor, dead shot, and might blow can make a HUGE difference in character power level. </p><p></p><p>In running SW, I've found my prep time for statting up NPCs is almost nothing, and 99% of the time, running those NPCs in fights is a really simple matter. A few enemies (like the vampires you describe) have numerous powers or edges that require a little more work, and for them I find making a little cheat sheet helps. I'm surprised your group didn't have more trouble with the ent though- IME really big critters tend to be horrendously hard on PCs- they are easy to hit, but VERY hard to hurt, and do a ton of damage. When you play, are you using fixed damage (for example, a dagger does Str die +1), or the newer rules where a dagger would do Str + d4? I prefer the latter, even though its a little more deadly because in the previous incarnations of SW, melee weapons kinda sucked. The only thing I had to change a little was to give an extra benny on average to make up for the occasional very high damage roll when both dice aced.</p><p></p><p>Overally, we've found SW is the perfect system for us- easily customizable, versatile and elegant mechanics, simple, fast, and my players say its the most fun they have ever had with a RPG! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Gothmog, post: 4012838, member: 317"] Sounds like your experiences with Savage Worlds mirror my own. My group LOVES SW. The pacing of the game, rules complexity, and the vulnerable but cinematic characters really appeal to us. We've been playing it since it came out, and have used it for fantasy, sci-fi, space opera (Star Wars and Fading Sun specifically), weird western (Deadlands), post-apocalyptic (converted Darwin's World/Deadlands: Hell on Earth game), Soloman Kane, horror (kind of a cross of Cthulhu and Kult), Pirates of the Spanish Main, Runepunk, and a one-time conversion of Ravenloft. In every case, SW handled the genre without a hitch, with NO need for houserules or tinkering with the system. Your experience is similar to ours with the mass combat system. Its rough on the PCs, but it makes sense. Its very easy to get overwhelmed in a surge of combatants, and PCs have to really use some tactics, especially terrian, to come out ahead. A few times, I've also allowed Generals to use Persuasion or Taunt on rolls to gain a +1 effect (+1 per raise, up to +3 total) for particularly stirring speeches/bravery or very clever tactical tricks. It helps to reward some creative thinking, and can turn the tide of a battle. My players are also huge fans of combat tricks and tests of will. These are two things D&D and most other systems don't have, but they can make a huge difference in the way the fights play out, and allow for some really fun and flavorful action that isn't just always swinging a sword or shooting at someone. In various games, we've taken characters up to Heroic level. My players usually opted to increase skill dice or stat dice, but picked up one or two new edges per rank. Most of the time, the new edges don't make a big power difference, but a few do. Frenzy, level-headed, no mercy, fervor, dead shot, and might blow can make a HUGE difference in character power level. In running SW, I've found my prep time for statting up NPCs is almost nothing, and 99% of the time, running those NPCs in fights is a really simple matter. A few enemies (like the vampires you describe) have numerous powers or edges that require a little more work, and for them I find making a little cheat sheet helps. I'm surprised your group didn't have more trouble with the ent though- IME really big critters tend to be horrendously hard on PCs- they are easy to hit, but VERY hard to hurt, and do a ton of damage. When you play, are you using fixed damage (for example, a dagger does Str die +1), or the newer rules where a dagger would do Str + d4? I prefer the latter, even though its a little more deadly because in the previous incarnations of SW, melee weapons kinda sucked. The only thing I had to change a little was to give an extra benny on average to make up for the occasional very high damage roll when both dice aced. Overally, we've found SW is the perfect system for us- easily customizable, versatile and elegant mechanics, simple, fast, and my players say its the most fun they have ever had with a RPG! :D [/QUOTE]
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