Savage Worlds

Is there anything that those who have played the game can point to as faults?

My biggest hang-up with it is the powers system. The powers are all generic, you add the trappings to differentiate them. For example, the Bolt power could represent a magic missile, a lightning bolt, a searing ray of light, etc. The powers generally cover all the bases, but you have some work to do if you want to add distinct flavor to spells vs. psionics vs whatever FX. Some seem to take to this like fish to water. Unfortunately I'm not one of them.

The guys at the Pinnacle forums amaze me with the creative uses of base powers to represent nearly anything.
 

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How about some more elaboration on this part? Just being curious... what do you prefer to see in an RPG?

Bye
Thanee

The method I don't like, which I have dubbed "skill-rollery", is the method by which you solve problems by rolling high using a skill. In this type of game, which has dominated game design for years now, you figure out which skills you have that would solve the problem. Then you pick the most highly-rated one (obvious) and then roll. D20 exemplifies this method. Obviously lots of people like that kind of game, so that's fine.

For me, a fun role playing game is all about player choice. Don't roll dice, instead tell me what you're doing. We'll only roll dice if we have to. To take an example from a recent session of Empire of the Petal Throne, the party defeated an undead thing that rose from a sarcophagus. The sarcophagus was large but apparently empty. One player wanted to know if the sarcophagus looked deep enough or had any unusual features. I said that in the flickering torchlight he could not tell... unless he climbed into the sarcophagus to search. He chose to do so, and so I told him that he found a hidden button. When he pushed it, a secret door was opened.

He made a smart choice because this was a tomb and there was no sign of loot thus far, and they had searched the extent of it. The sarcophagus wasn't full of slime or anything that looked like it would hurt him. So it was a risk, but a smart risk. It turned out to reward the entire party with a new opportunity (though itself fraught with risk). That is interesting to me. Just saying "I make a Search roll" and throwing a d20 is boring to me.

Here's another example, this time hypothetical: a group is traveling along a corridor and one man is poling ahead. The pole thumps a hollow-sounding area so they decide to stop... on examination they see that there is a covered pit here. Since the place is old they assume that the pit is hinged. So they tie together lots of gear and low-value coinage with a rope and toss it onto the pit area. When the pit opens, two men rush forward with poles and jam them into the mechanisms on each side. The rest of the party pull their gear back up with the rope. All that is done without a single die roll.

That is fun to me. Just rolling Search and then rolling Disable Device is not fun for me. It reminds me of a computer game where your man moves up to the trap, does some kung fu with his hands and then a dialogue appears saying if you succeed or fail. That's fine for a computer because it's so limited. But role playing games have almost limitless potential for crazy plans and schemes... why throw all that potential away with a boring shake of the dice? Dice are the side dish, not the main course. If I wanted to play Yahtzee, I'd play Yahtzee. YMMV.
 

For me, a fun role playing game is all about player choice. Don't roll dice, instead tell me what you're doing. We'll only roll dice if we have to.

It sounds to me like you should explore the wide world of indie RPGs. It's filthy with games which encourage talking solutions out over rolling.
 

It sounds to me like you should explore the wide world of indie RPGs. It's filthy with games which encourage talking solutions out over rolling.

Thanks, but I also have absolutely no interest (or should I say an overwhelming negative-interest) in player-created worlds. The whole "it's my turn to narrate so here's what we discover", etc. is the antithesis of anything I want to be associated with. If I'm a player I want to find out what the DM put in the world, I don't want to just take turns giving soliloquies.

For some reason*, and I don't usually get this feisty about aesthetics, "narrative" games take me straight to Defcon 1.



* - by which I don't mean to imply that I don't actually know the reason
 

Korgoth, you DO realize there are a LOT of "indie" games out there that still follow the "classical" designation between DM/players. And some "olde skool" games like Nobilis throw them out of the window.
 

For me, a fun role playing game is all about player choice. Don't roll dice, instead tell me what you're doing. We'll only roll dice if we have to.

I see what you mean. I don't think that this playing style would be a problem with any RPG out there, though. You can always substitute roleplaying for rollplaying in any game.

On a sidenote... you might like the Amber DRPG (diceless roleplaying game). :D
It's highly specific though (to model the world of Roger Zelazny's Amber).

Bye
Thanee
 

Is there anything that those who have played the game can point to as faults?

There are two things I don't like as much (but I have simply house ruled them after some discussion about it on the Pinnacle forums to see if anyone could find any major flaws in my thinking, so everything is good :)).

1) Attributes have no direct influence on skill rolls (only on the cost of skills). I changed the Wild Die to the Attribute Die to fix this. Changes the game a bit, obviously, but it works well enough.

2) Initiative is completely random. I changed this, even though it makes combats a little more complex, so you first roll an Agility roll and then you get one card plus one card for each Success and Raise (i.e. every 4 full points of your result) and can choose one of them for your initiative.

The somewhat overly generic powers are taken care of the setting books, since I don't play Savage Worlds without any of those, anyways. They make power users different and fun (especially fond of Deadland's Hucksters with the "draw a poker hand to decide result" system).


If SW is still too complex for your taste, maybe something like Microlite d20 is for you?

Bye
Thanee
 

2) Initiative is completely random. I changed this, even though it makes combats a little more complex, so you first roll an Agility roll and then you get one card plus one card for each Success and Raise (i.e. every 4 full points of your result) and can choose one of them for your initiative.

If I remember correctly this is what Deadlands "Classic" did, too
 


I adore Savage Worlds. I'm not sure what counts as "smooth" but my daughter (then 6 years old) was able to play the game without much prompting. Anyway, I think the system lives up to the billing as Fast, Furious, Fun.
 

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