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Savage Worlds: Question for Ari
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<blockquote data-quote="amerigoV" data-source="post: 5266567"><p>Ironically, what you list there is exactly why I despise Cortex vs. SW <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=":)" />. To each his own on that. Although, Attributes are very important in SW - they determine cost advancement of skills and are used in gameplay almost as much as skills (Common Knowledge = Smarts, anything athletic not covered by a skill = Agility, Spirit to recover from Shaken, Vigor to Soak, etc).</p><p></p><p>The thing I really love about SW is it runs most genres very well (some better than others, obviously). We had our annual gamer gathering yesterday - 10 hours of hard gaming with some far-flung friends coming into town. It was all SW. I ran a combo pulp/weird wars II session and another GM ran supers. The players were a mix of veterans (heck, one writes for the some of the SW companies) to complete n00bs to the system. The ease that the system handle both genres still surprises me, and the near seamless transition that the players made between the games is fantastic.</p><p></p><p>On the HP thing - that one can be a shocker to some. The best advice I have heard is to intro players to SW with any genre BUT fantasy. D&D gets so ingrained into the psyche that just hearing the words "wizard, orc, dragon" immediately puts people into a mindset. That said, I run fantasy using SW side by side with another GM using 3.5 and it is holding up just fine.</p></blockquote><p></p>
[QUOTE="amerigoV, post: 5266567"] Ironically, what you list there is exactly why I despise Cortex vs. SW :). To each his own on that. Although, Attributes are very important in SW - they determine cost advancement of skills and are used in gameplay almost as much as skills (Common Knowledge = Smarts, anything athletic not covered by a skill = Agility, Spirit to recover from Shaken, Vigor to Soak, etc). The thing I really love about SW is it runs most genres very well (some better than others, obviously). We had our annual gamer gathering yesterday - 10 hours of hard gaming with some far-flung friends coming into town. It was all SW. I ran a combo pulp/weird wars II session and another GM ran supers. The players were a mix of veterans (heck, one writes for the some of the SW companies) to complete n00bs to the system. The ease that the system handle both genres still surprises me, and the near seamless transition that the players made between the games is fantastic. On the HP thing - that one can be a shocker to some. The best advice I have heard is to intro players to SW with any genre BUT fantasy. D&D gets so ingrained into the psyche that just hearing the words "wizard, orc, dragon" immediately puts people into a mindset. That said, I run fantasy using SW side by side with another GM using 3.5 and it is holding up just fine. [/QUOTE]
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