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Savage Worlds with no combat?
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<blockquote data-quote="Bedrockgames" data-source="post: 9522587" data-attributes="member: 85555"><p>I like Savage Worlds. It just has a great feel. It is the type of game that you don't have to think too much about the system for. Everything is pretty straightforward and relatively simple. And it is rules light but not too rules light (I think by current standards it might not even be rules light anymore). On non-combat stuff it still has plenty of options but if you are looking for deep subsystems or mini-games, rather than just making a skill roll or things like chasing rules, it might not be a good fit. Though it can vary. I remember the Pirates of the Spanish Main book pretty quite robust and offering a lot of stuff like ship rules. Other supplements seem lighter. I have heard the complaints of NPCs not being distinct enough. For me I haven't found this. Though I find I also don't need games to be super granular in that respect. </p><p></p><p>Generally it is a game designed for use with miniatures. That is not typically my preference, and I think it can be played either way. But you will get more out of the rules if you use miniatures I think. It is basically a great system for genre and pulp. And it has some really cool settings like Necessary Evil. I have only really been a player in Savage Worlds. We have a GM in my gaming circle who likes to run it. Also some people have criticisms about corner cases with the math related to dice. I personally haven't really notice any big issue here in practice but it is one of the two big complaints I usually see (the other being the NPC issue you mentioned).</p></blockquote><p></p>
[QUOTE="Bedrockgames, post: 9522587, member: 85555"] I like Savage Worlds. It just has a great feel. It is the type of game that you don't have to think too much about the system for. Everything is pretty straightforward and relatively simple. And it is rules light but not too rules light (I think by current standards it might not even be rules light anymore). On non-combat stuff it still has plenty of options but if you are looking for deep subsystems or mini-games, rather than just making a skill roll or things like chasing rules, it might not be a good fit. Though it can vary. I remember the Pirates of the Spanish Main book pretty quite robust and offering a lot of stuff like ship rules. Other supplements seem lighter. I have heard the complaints of NPCs not being distinct enough. For me I haven't found this. Though I find I also don't need games to be super granular in that respect. Generally it is a game designed for use with miniatures. That is not typically my preference, and I think it can be played either way. But you will get more out of the rules if you use miniatures I think. It is basically a great system for genre and pulp. And it has some really cool settings like Necessary Evil. I have only really been a player in Savage Worlds. We have a GM in my gaming circle who likes to run it. Also some people have criticisms about corner cases with the math related to dice. I personally haven't really notice any big issue here in practice but it is one of the two big complaints I usually see (the other being the NPC issue you mentioned). [/QUOTE]
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