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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: 4013471" data-attributes="member: 317"><p>Glad to be of help. Flynn brought up many of the major positive points of SW, but there are a few things I feel I should point out, espeically if your players have mostly d20-based games before.</p><p></p><p>I have been a huge fan of Pinnacle for a long time. I got in on Deadlands when it came out, and I love the game design and mechanics of Shane Lacy Hensley's games- hands down he's the best game designer out there now. That said, some of the core assumptions of SW can be a little jarring to d20 players. Namely using cards for initiative order, the "simplicity" of the system, and while the characters are tough, one lucky shot can take them down, even from a mook.</p><p></p><p>The cards aren't a big deal once you get used to them- they greatly speed up play and give the a fast, cinematic feel to fights. Drawing a Joker is always a "wahoo" moment, and creates excitement for the PCs or groans if the villian Wild Card gets the joker. Its takes a couple fights to get the hang of it, but once you do, I guarantee your players will love it.</p><p></p><p>The "simplicity" of the system did bug a couple of my players at first. They believed they needed more mechanics, edges, spells, and powers to make the characters they wanted. The beauty of SW is that nothing is defined as absolutely set in stone, especially in regards to powers. There is no need for a separate magic missile, firebolt, and lightning bolt spell- its all contained under the Bolt power, and how you describe it is up to your imagination. Once they realized they had free reign to design their characters EXACTLY how they wanted, down to even power descriptions, they loved it. As a consequence, several characters developed signature styles and effects for their powers, and two even developed their own fighting styles by using certain edges and making up a couple of new edges.</p><p></p><p>The reduced mechanical requirements of SW also mean I can stat an NPC on a NOTECARD, and list all the pertinent info needed right there. The advancement process is also much easier on players- its a simple decision of gaining a new edge, improving a skill, or an attribute. You don't have to worry about planning long in advance for qualifying for a skill package or edge you think sounds cool- you just do it. This has lead to a lot of interesting character growth in dimensions that nobody would have anticipated when they started those characters. It took my d20 lovers a few sessions to see SW was just as robust and customizable as d20 (if not more so), but they came around to loving it.</p><p></p><p>The only other advice I'd give is regarding character durability. Its pretty routine to hit someone, but not do enough damage to overcome their Toughness, which is basically a flesh wound. However, if you get a lucky shot on the dice (esp with multiple d6s, or a high-Strength character aces on their damage roll) a PC or NPC can bite the dust pretty quick, even if they are very experienced. In a post-apoc game I ran, a mutant with a spear threw it at a PC who was a Veteran (60 or XP if I remember right, which is enough for 12 advances) and got a whopping 38 points on his 2d6 damage roll due to dice This would have been enough to kill the PC outright, so you have to be generous with bennies- basically think of them as Fate Points or the like- they can be used to soak damage, insure survival on the incapacitation table, or boost rolls in critical situations. Typically, reward a benny for something cool a character says or does, or for good RPing, or whatver strikes you as contributing to everybody's fun. Bennies are the last-ditch defence of PCs against catastrophe, or to make a truly heroic actions.</p></blockquote><p></p>
[QUOTE="Gothmog, post: 4013471, member: 317"] Glad to be of help. Flynn brought up many of the major positive points of SW, but there are a few things I feel I should point out, espeically if your players have mostly d20-based games before. I have been a huge fan of Pinnacle for a long time. I got in on Deadlands when it came out, and I love the game design and mechanics of Shane Lacy Hensley's games- hands down he's the best game designer out there now. That said, some of the core assumptions of SW can be a little jarring to d20 players. Namely using cards for initiative order, the "simplicity" of the system, and while the characters are tough, one lucky shot can take them down, even from a mook. The cards aren't a big deal once you get used to them- they greatly speed up play and give the a fast, cinematic feel to fights. Drawing a Joker is always a "wahoo" moment, and creates excitement for the PCs or groans if the villian Wild Card gets the joker. Its takes a couple fights to get the hang of it, but once you do, I guarantee your players will love it. The "simplicity" of the system did bug a couple of my players at first. They believed they needed more mechanics, edges, spells, and powers to make the characters they wanted. The beauty of SW is that nothing is defined as absolutely set in stone, especially in regards to powers. There is no need for a separate magic missile, firebolt, and lightning bolt spell- its all contained under the Bolt power, and how you describe it is up to your imagination. Once they realized they had free reign to design their characters EXACTLY how they wanted, down to even power descriptions, they loved it. As a consequence, several characters developed signature styles and effects for their powers, and two even developed their own fighting styles by using certain edges and making up a couple of new edges. The reduced mechanical requirements of SW also mean I can stat an NPC on a NOTECARD, and list all the pertinent info needed right there. The advancement process is also much easier on players- its a simple decision of gaining a new edge, improving a skill, or an attribute. You don't have to worry about planning long in advance for qualifying for a skill package or edge you think sounds cool- you just do it. This has lead to a lot of interesting character growth in dimensions that nobody would have anticipated when they started those characters. It took my d20 lovers a few sessions to see SW was just as robust and customizable as d20 (if not more so), but they came around to loving it. The only other advice I'd give is regarding character durability. Its pretty routine to hit someone, but not do enough damage to overcome their Toughness, which is basically a flesh wound. However, if you get a lucky shot on the dice (esp with multiple d6s, or a high-Strength character aces on their damage roll) a PC or NPC can bite the dust pretty quick, even if they are very experienced. In a post-apoc game I ran, a mutant with a spear threw it at a PC who was a Veteran (60 or XP if I remember right, which is enough for 12 advances) and got a whopping 38 points on his 2d6 damage roll due to dice This would have been enough to kill the PC outright, so you have to be generous with bennies- basically think of them as Fate Points or the like- they can be used to soak damage, insure survival on the incapacitation table, or boost rolls in critical situations. Typically, reward a benny for something cool a character says or does, or for good RPing, or whatver strikes you as contributing to everybody's fun. Bennies are the last-ditch defence of PCs against catastrophe, or to make a truly heroic actions. [/QUOTE]
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