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Savage Worlds - Experiences?
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<blockquote data-quote="BluSponge" data-source="post: 3216223" data-attributes="member: 916"><p>Love it! I've been playing it since it's release and it quickly became my go-to game. It's perfectly suited to my style of play. I will admit I was a bit concerned when I originally read the prerelease Test Drive rules, as the Shaken/Wounded system sounded very wonky, but that has since been put at ease. I was also concerned that powerful (Legendary) characters would walk all over an adventure. A brief sojourn to the Hall of the Fire Giant King by my players cured that misconception right up.</p><p></p><p>What are its strengths? It's designed for gamers who don't have a lot of free time on their hands, and succeeds. Combats are generally fast. Designing characters, even very seasoned ones, takes hardly any time at all. And designing NPCs takes scarely a few minutes. As a GM, I spend more time working on the evening's plot points than mucking with rules and stat blocks. Furthermore, the game itself is fun to play. It is solid enough to give players plenty to chew on, but light enough that it doesn't dominate play. The external fiddledy bits -- bennies, initiative cards, etc. -- add fun elements to the game. It's actually fun to deal out initiative while the players are eagerly watching to see if a joker comes up on their end. One of the biggest strengths is that the system is light and intuitive enough that most players can grasp and master it relatively quickly, as in within a few game sessions. Don't get the wrong idea, though. SW is definitely NOT a rules light game.</p><p></p><p>The weaknesses? The game does have a few, but how bad they are depends on what you want out of your game. It's very pulpy, with PCs being obviously superior to the average joe on the street. Combat can sometimes come down to a lucky roll of the dice, or drag on forever if you aren't careful (for beginners. Once you get the hang of it, you won't have to worry much). The powers system, while wonderfully versitale, does not lend itself to DnD-esque wandering spell arsenal type characters. And though generic, the game does not do four-color supers out of the box (for that, you'll want to invest in the Necessary Evil Player's Guide). </p><p></p><p>Something important to keep in mind is that SW plays much better than it reads. The rules text is very stripped down, and isn't very colorful. Going only by the text, the game may appear simplistic and shallow. Give it a few tries with your group and you discover you have no reason to switch back. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Really, its a damn fun RPG with a great online presence and a wide body of support. Give it a shot, see what you think after you play it.</p><p></p><p>Tom</p></blockquote><p></p>
[QUOTE="BluSponge, post: 3216223, member: 916"] Love it! I've been playing it since it's release and it quickly became my go-to game. It's perfectly suited to my style of play. I will admit I was a bit concerned when I originally read the prerelease Test Drive rules, as the Shaken/Wounded system sounded very wonky, but that has since been put at ease. I was also concerned that powerful (Legendary) characters would walk all over an adventure. A brief sojourn to the Hall of the Fire Giant King by my players cured that misconception right up. What are its strengths? It's designed for gamers who don't have a lot of free time on their hands, and succeeds. Combats are generally fast. Designing characters, even very seasoned ones, takes hardly any time at all. And designing NPCs takes scarely a few minutes. As a GM, I spend more time working on the evening's plot points than mucking with rules and stat blocks. Furthermore, the game itself is fun to play. It is solid enough to give players plenty to chew on, but light enough that it doesn't dominate play. The external fiddledy bits -- bennies, initiative cards, etc. -- add fun elements to the game. It's actually fun to deal out initiative while the players are eagerly watching to see if a joker comes up on their end. One of the biggest strengths is that the system is light and intuitive enough that most players can grasp and master it relatively quickly, as in within a few game sessions. Don't get the wrong idea, though. SW is definitely NOT a rules light game. The weaknesses? The game does have a few, but how bad they are depends on what you want out of your game. It's very pulpy, with PCs being obviously superior to the average joe on the street. Combat can sometimes come down to a lucky roll of the dice, or drag on forever if you aren't careful (for beginners. Once you get the hang of it, you won't have to worry much). The powers system, while wonderfully versitale, does not lend itself to DnD-esque wandering spell arsenal type characters. And though generic, the game does not do four-color supers out of the box (for that, you'll want to invest in the Necessary Evil Player's Guide). Something important to keep in mind is that SW plays much better than it reads. The rules text is very stripped down, and isn't very colorful. Going only by the text, the game may appear simplistic and shallow. Give it a few tries with your group and you discover you have no reason to switch back. :) Really, its a damn fun RPG with a great online presence and a wide body of support. Give it a shot, see what you think after you play it. Tom [/QUOTE]
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