Savage Worlds on sale


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Drat it, I have the cards, I have Evernight and I have 50 Fathoms. I have the orginal Savage World but not revised. Still, a good deal for someone looking to get into the game.
 



I've had my eye on Savage Worlds since it came out, but this nudged me to finally buy it. I agree with almost all of Shane's design goals:
As a Game Master:

1) I want a game that it's easy to make up monsters, NPCs, magic items, weapons, etc. on the fly. If I have to look up lots of charts and tables, add up points (as a GM, not a player), and so on, it's too complicated.

2) I want a game where "mooks" are either up, down, or off the table. I don't want to keep track of wounds for lesser NPCs--only important bad guys, villains, dragons, and so on.

3) I want a game that easily handles vehicles. The vehicle rules in many games require a PHD to decipher.

4) I want a game a non-gamer friend of mine can look at and understand *at a glance.* The basic rules for Savage Worlds can be described in one sentence.

5) I want a game that has a "spine" capable of gaming any genre, but allows me to insert special rules to tailor specific genres. Horror needs detailed fright tables, for instance, and a pulp heroes game needs to be less gritty and deadly than World War II.

7) As a GM, I want to roll *one* attack die for my bad guys to see if they hit, and I don't want to do any math to it. If three orcs gang up on a hero, I want to roll 3 dice, look for hits, and be done.

As a player I want:

1) I want a game that provides real depth for characters. I want to see my character grow, gain new special abilities, and even increase my skills and attributes.

2) I want a game that handles large battles fast. If my sergeant in World War II persuades the villagers to fight beside him, I want them on the table-top, not glossed over.

Update: After going round and round on this one a bit, what I was really after was reasonable speed--but more importantly--ease. I just don't want to do a lot of bookeeping during a fight.

3) I want my NPC allies to have names and at least a "personality" trait for each. If my Lt. in Vietnam needs to send someone to scout a hill, I want to know who's "Gung Ho," "Reliable," "Shifty," "Lazy," and so on.

4) I want a little control over the dice--like Fate Chips or bennies--so the hero I've been working on for a year doesn't drop dead because of one bad die roll. Two or three I can handle, but not one.

5) "Open ended die rolls." If I get lucky and roll that high number, I want to keep rolling and feel like I just conquered the world.​
And I love the new cover art:
10000SWRev.jpg
 

I'll agree with all that mmadsen. I read Shane's journal in the old Shooting Blind portion of the old web site and saw those points. But, I only recently got Savage Worlds (second printing--the art is great). It does look simple but powerful in the ways described. I can't wait to try it out. I find that I want to spend more time playing and less time preparing to play these days. D&D d20 is a great system, and I have enjoyed it immensely, including for genres other than swords & sorcery (which have been some of my favorite games); but it gets too complex. A friend describes it as being like a computer game, which is probably as good an analogy as any. I can't wait to try Savage Worlds.

Sadly, the sale was revised to omit Necessary Evil. I will pass on it, but I will try Savage Worlds in some setting--perhaps Tour of Darkness.
 

scourger said:
I find that I want to spend more time playing and less time preparing to play these days. D&D d20 is a great system, and I have enjoyed it immensely, including for genres other than swords & sorcery (which have been some of my favorite games); but it gets too complex.
If you want to stick with d20, Blue Rose offers a simpler alternative to D&D, and Mutants & Masterminds allows really, really powerful characters without the complexity of high-level D&D.

Still, Savage Worlds looks custom-designed for what you want. I know those design goals struck a chord with me.
 

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