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Savage Worlds with no combat?
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<blockquote data-quote="dbm" data-source="post: 9522484" data-attributes="member: 8014"><p>Dangerous Quick Encounters is the built-in implementation in Savage Worlds for de-emphasised combat. It’s a one-round activity, everyone says how their character is contributing and a skill is selected to cover that. It’s usually used for ‘speed bump’ combat where the outcome is pretty much certain and the only question is ‘at what cost?’. But with a crit-fail a character could be incapacitated / die. There are other non-combat mechanics like the previously mentioned Dramatic Tasks, a debate mechanic, and also Interludes which I can best describe as like those campfire scenes you get in BioWare games where people just sit around and talk. </p><p></p><p>I think Savage Worlds is pretty good for low-combat play. We had a session just this week with three heavy social encounters using the Dramatic Task system and they were really challenging. In our other current Savage Worlds campaign, where I am GM, the players are investigating a derelict space ship and there was no combat at all in a 10 hour session but it was still great fun. And that adventure isn’t completed yet and there is really only one potential combat encounter to come in the next 5-10 hours. </p><p></p><p>The system has a reasonable number of non-combat skills (there are only two or maybe three purely combat skills in the system) and a fair number of edges to differentiate characters more, though the majority are combat related. <em>Pinebox Middle School</em> is a Pinnacle campaign setting in the ‘kids on bikes’ genre but set in the modern day. Combat is intended to be down-powered as, in these types of scenario, kids don’t typically reach for weapons as an immediate response to the things they are confronted with. And one of the things I really like is that being younger is mechanically implemented rather than just re-fluffing everything. There are also rules for things like mobile / cell coverage and helicopter parents, too. <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></blockquote><p></p>
[QUOTE="dbm, post: 9522484, member: 8014"] Dangerous Quick Encounters is the built-in implementation in Savage Worlds for de-emphasised combat. It’s a one-round activity, everyone says how their character is contributing and a skill is selected to cover that. It’s usually used for ‘speed bump’ combat where the outcome is pretty much certain and the only question is ‘at what cost?’. But with a crit-fail a character could be incapacitated / die. There are other non-combat mechanics like the previously mentioned Dramatic Tasks, a debate mechanic, and also Interludes which I can best describe as like those campfire scenes you get in BioWare games where people just sit around and talk. I think Savage Worlds is pretty good for low-combat play. We had a session just this week with three heavy social encounters using the Dramatic Task system and they were really challenging. In our other current Savage Worlds campaign, where I am GM, the players are investigating a derelict space ship and there was no combat at all in a 10 hour session but it was still great fun. And that adventure isn’t completed yet and there is really only one potential combat encounter to come in the next 5-10 hours. The system has a reasonable number of non-combat skills (there are only two or maybe three purely combat skills in the system) and a fair number of edges to differentiate characters more, though the majority are combat related. [I]Pinebox Middle School[/I] is a Pinnacle campaign setting in the ‘kids on bikes’ genre but set in the modern day. Combat is intended to be down-powered as, in these types of scenario, kids don’t typically reach for weapons as an immediate response to the things they are confronted with. And one of the things I really like is that being younger is mechanically implemented rather than just re-fluffing everything. There are also rules for things like mobile / cell coverage and helicopter parents, too. :) [/QUOTE]
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