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Savage Worlds vs 13th Age
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<blockquote data-quote="Matchstick" data-source="post: 9344049" data-attributes="member: 217"><p>I'll preface by saying I really like both of these systems. A lot. <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=":)" /></p><p></p><p>I think for me the flow is better in SW. I improvise better and keep things moving better. I'm more comfortable with not worrying about if there's a specific rule for something when I GM SW. Combat is faster in SW, and more dynamic, with exploding dice providing an element of danger that hit points just don't allow. Bennies offer a meta-currency way to adjust the deadliness and tone of an SW adventure; if the bennies are flowing the adventure will tend more toward the pulp, with chandelier swinging and narrow escapes. Fewer bennies mean the characters will (should) slow down and weigh their options carefully. I like being able to adjust that feeling. </p><p></p><p>GMing overhead is far out in favor of SW for me, but that may just be a comfort thing. 13th Age has wonderful unique classes, but that also means that the GM probably is going to need to be familiar with all those classes' unique setups and abilities. I don't feel that same kind of load with SW. </p><p></p><p>As far as setup time, well, SW wins for me there as well. There are plenty of sessions that I run where I don't prepare at all.</p><p></p><p>So much of this boils down, I think, to confidence with the system. I approach SW with more confidence, so I feel less load in terms of flow and preparation etc. 13th Age is, without hesitation, my choice for a d20 fantasy campaign; I love the unique classes and enjoy the default setting a lot. I love the way 13th Age handles skills, and the escalation die, and the One Unique Thing. SW would be my choice everywhere else though. The more I GM SW the more confidence I build, and that confidence then applies to anything from Flash Gordon to Deadlands to 50 Fathoms to Sprawlrunners. That's a pretty dang cool thing.</p></blockquote><p></p>
[QUOTE="Matchstick, post: 9344049, member: 217"] I'll preface by saying I really like both of these systems. A lot. :) I think for me the flow is better in SW. I improvise better and keep things moving better. I'm more comfortable with not worrying about if there's a specific rule for something when I GM SW. Combat is faster in SW, and more dynamic, with exploding dice providing an element of danger that hit points just don't allow. Bennies offer a meta-currency way to adjust the deadliness and tone of an SW adventure; if the bennies are flowing the adventure will tend more toward the pulp, with chandelier swinging and narrow escapes. Fewer bennies mean the characters will (should) slow down and weigh their options carefully. I like being able to adjust that feeling. GMing overhead is far out in favor of SW for me, but that may just be a comfort thing. 13th Age has wonderful unique classes, but that also means that the GM probably is going to need to be familiar with all those classes' unique setups and abilities. I don't feel that same kind of load with SW. As far as setup time, well, SW wins for me there as well. There are plenty of sessions that I run where I don't prepare at all. So much of this boils down, I think, to confidence with the system. I approach SW with more confidence, so I feel less load in terms of flow and preparation etc. 13th Age is, without hesitation, my choice for a d20 fantasy campaign; I love the unique classes and enjoy the default setting a lot. I love the way 13th Age handles skills, and the escalation die, and the One Unique Thing. SW would be my choice everywhere else though. The more I GM SW the more confidence I build, and that confidence then applies to anything from Flash Gordon to Deadlands to 50 Fathoms to Sprawlrunners. That's a pretty dang cool thing. [/QUOTE]
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