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Savage Worlds vs 13th Age
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<blockquote data-quote="Magean" data-source="post: 9343945" data-attributes="member: 6896297"><p>Hey,</p><p></p><p>The title probably sounds like one of those idiotic computer-generated online comparisons, but I don't have any better idea.</p><p></p><p>13th Age 2e's Kickstarter campaign is ongoing and I've long considered giving this game a try, but never had a chance and likely won't during the coming weeks.</p><p></p><p>As far as I know, it's a sort of spiritual derivative of D&D 4e that went all in on the crunchy, gamey side while ditching the infamous MMO / wargame influence, focusing instead on the fun in the crunch, with the escalation die speeding up 4e's combat slugfest.</p><p></p><p>Meanwhile, I tried Savage Worlds, which seems to cater to a similar audience: a classic, non-narrative, crunchy game with a "fast & furious" design principle, where rolling and rerolling exploding dice is part of the fun, and a natural fit for pulp stories.</p><p></p><p>So, am I right to compare those two systems? Maybe I'm wrong and they've little in common. And if they do overlap in purpose, then where do they differ, where do they converge? I'm not asking about specific rules or mechanics (such as their handling of skills or classes), but about feeling and "fitness" to various playstyles and stories. Which one is indeed the "fastest and most furious"? Ideally, crunch in TTRPGs (at least for me) should only include what a computer couldn't handle without taking the fun out of the game. Pure Pathfinder-style bookkeeping can be delegated to a computer; whereas the thrill of rolling dice, not so.</p><p></p><p>Btw, how constraining is 13th Age's setting, given the Idol mechanic in particular and the way it's embedded in the rules, and how easily can it be adapted to other settings ? SW is in fact a generic system and you're supposed to pick the variant fitting your setting (e.g. Deadlands, Pathfinder, Lankhmar...).</p><p></p><p>Thanks in advance.</p></blockquote><p></p>
[QUOTE="Magean, post: 9343945, member: 6896297"] Hey, The title probably sounds like one of those idiotic computer-generated online comparisons, but I don't have any better idea. 13th Age 2e's Kickstarter campaign is ongoing and I've long considered giving this game a try, but never had a chance and likely won't during the coming weeks. As far as I know, it's a sort of spiritual derivative of D&D 4e that went all in on the crunchy, gamey side while ditching the infamous MMO / wargame influence, focusing instead on the fun in the crunch, with the escalation die speeding up 4e's combat slugfest. Meanwhile, I tried Savage Worlds, which seems to cater to a similar audience: a classic, non-narrative, crunchy game with a "fast & furious" design principle, where rolling and rerolling exploding dice is part of the fun, and a natural fit for pulp stories. So, am I right to compare those two systems? Maybe I'm wrong and they've little in common. And if they do overlap in purpose, then where do they differ, where do they converge? I'm not asking about specific rules or mechanics (such as their handling of skills or classes), but about feeling and "fitness" to various playstyles and stories. Which one is indeed the "fastest and most furious"? Ideally, crunch in TTRPGs (at least for me) should only include what a computer couldn't handle without taking the fun out of the game. Pure Pathfinder-style bookkeeping can be delegated to a computer; whereas the thrill of rolling dice, not so. Btw, how constraining is 13th Age's setting, given the Idol mechanic in particular and the way it's embedded in the rules, and how easily can it be adapted to other settings ? SW is in fact a generic system and you're supposed to pick the variant fitting your setting (e.g. Deadlands, Pathfinder, Lankhmar...). Thanks in advance. [/QUOTE]
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