Pinnacle's Savage Worlds

Crimson_Blade

First Post
Has anyone tried Pinnacle's Savage Worlds game? I downloaded their fast play rules off the internet, and they intrigued me. How does the game play out?
 

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Very fast and loose, from the two times I've ever played it. You focus on what they CAN do, rather than what they CAN'T do, because even if you aren't worth crap in a given skill, you still have your wild card die to aid you.

The initiative system is truly cool in a way, and defines the character of the game as much as the core concepts.
 


Savage Worlds is a great game- it plays fast, and combines many of the best elements of D20 with Pinnacle's innovative rules. One big strength is it can be used for any genre, and the times I have run it, my prep time is VERY low. As Henry said, the initiative system is great (modified version of Deadlands), and really adds a lot to a combat. Character creation takes maybe 20 min, and advancement is a breeze. My only complaint with it is that some of the skills are perhaps too braod (melee applies to ALL weapons), but that can easily be remedied by making sub-classes of the melee skill (axes, swords, etc). Overall, a great little system for fast and simple play, with enough options and possible complexity to keep you busy for years. Buy it- you won't regret it.
 

Barendd Nobeard said:
I played it at GenCon. It was fun and fast.

But was it furious? :)

I've read that it's very concentrated on using miniatures, especially with its wargaming roots. Does this really add anything to the gameplay?

Any other thoughts?
 

Crimson_Blade said:
But was it furious? :)

I've read that it's very concentrated on using miniatures, especially with its wargaming roots. Does this really add anything to the gameplay?

Any other thoughts?

It's not critical that you use miniatures, though they certainly do help visualize complex scenes. It has less need for miniatures than, say, d20, as there are no complications like attacks of opportunity to futz with.

And, yes, when I ran it the game was both fast and furious. It's biggest plus is the fact that you can design adventures very, very quickly. The game I did up for the Dallas Game Day took me a bit under 1/2 hour to stat up and probably twice that long to nail down the story ideas and whatnot.

It's cool. Really, really cool.

Sam
 

What everyone else has said. Plus, it's just freakin' awesome. :D It has an old-school game feel with a lot of newer mechanics that streamline play and pull it all together. It's extremely adaptible and flexible. Miniatures are not required at all, but I think it's part of the game's charm.
 

I love the Savage Worlds system.

I plug it every chance I get ;) hehehe!

One thing that can help portray how much it may or may not be tied to the use of miniatures is the rule for multiple opponents.

Basically you don't flank the enemy, you gang up on them.
"Each additional attacker adds +1 to all the attackers' Fighting rolls up to a maximum of +4."

So minis are not required to show that they are occupying opposite squares adjacent to an enemy fig. You just pile in.

I would say that SW can be used as a Rules set for a Miniatures combat game or as "pen and paper" as Basic D&D. Just depending on how you like to play.

Measurements are given in inches, ("Movement:Player characters have a 'Pace' of 6, meaning they can move that many inches in a combat action."
But then just a little further down the page it states that "every inch on the table top equals two yards in the real world." All the measurements are just converted over as needed.


[/plug] ;)
 

Gothmog said:
My only complaint with it is that some of the skills are perhaps too braod (melee applies to ALL weapons), but that can easily be remedied by making sub-classes of the melee skill (axes, swords, etc).
Well, the melee skill's not as broad as BAB...
 

Savage Worlds is all that & a bag of chips. :D

I highly recommend the system. It blows d20 out of the water IMO.

I would recommend the use of tacticals & minis, but they're no more necessary than in 3.X. I find it helps a lot because things change FAST in the fight. Manuevers, Tricks, etc. also are easier to figure out when you have the tactical in front of you.

Check out the free Test Drive rules on Pinnacle's site and give one of the free adventures a whirl.

EDIT: I also meant to respond to the comment about broad skills. It's intentionally designed that way to keep things moving. The game is meant for a "pulp" feel. The last thing you want to do is get bogged down in overly specific skills sets. If it's that important, the GM can specify a narrower focus of skills in his House Rules (i.e. "Shooting (Rifle)" v. "Shooting"). If you want a system built from the ground up to be that specific, play GURPS. Good luck running a combat with over 30 combatants, firearms, explosives, fortified positions, called shots, sword fighting & giant lizards in under an hour, though! :D (40 minutes, and it rocked from start to finish!)
 
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