Savage Worlds

I was reading about the initiative systems in SW just earlier and was a bit put off by the card based system, Does it actually play out really well? It seems like extra work and a little too random?
 

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I thought they got rid of that in the latest edition of the rules anyway. No?

It is in the Explorer Edition (at least it is in mine).

My houserule for the game that we are in right now... each game session I give out 2 xp, plus everyone gets to roll for the Bennies spent. I don't understand the idea of a 'pulply-fast-paced' game, where you save your 'luck points'???
 

I was reading about the initiative systems in SW just earlier and was a bit put off by the card based system, Does it actually play out really well? It seems like extra work and a little too random?

Yea I am running a Savage World game right now (session 18 last week), and yea we use Cards. It is one thing I am kind of shaky on and have never really loved. I hated it back in Deadlands, but I just really have not seen or figured out anything better. Its not terrible, as everyone sees and knows when they are going in the round...
 

I was reading about the initiative systems in SW just earlier and was a bit put off by the card based system, Does it actually play out really well? It seems like extra work and a little too random?

I had similar thoughts when I first started, but I like the system quite a lot now. I do recommend assigning a player the "card monkey" job of dealing everyone's initiative, but it actually works quite well, and the randomness it adds to combat keeps players interested.

The Joker(s) can come up at any time, and initiative order varies widely, so players always pay attention, rather than just sitting there until someone says "you're up"
 

I really got to thank you, Kunimatyu. I'm plowing through the SW book. I've never enjoyed reading all the rules for a system so much.
 

I actually wasn't a big fan of reading Savage Worlds, at least the first time, probably because it's so condensed. :)

IMO, it's a game that needs to be played in order for things to "click". When I ran my first combat (ninjas vs pirates!) it just felt like d20 with different dice. Then a pirate used an Agility Trick to cut some rigging and entangle a ninja, and things started to click.

Shaken, Tests of Will, Tricks, and Called Shots are all key components of the system, in my opinion - once you start using them, the game will start to feel much more distinct from d20.
 

For me just reading it showed me how different it was. My mind was already flooding with campaign/combat/npc ideas, and I know my players are going to be overjoyed with the condensed rules.

I really love to spend time on the nitty gritty of world building details, so not having to worry about crunch nearly as much is a huge burden off my back.
 

I was reading about the initiative systems in SW just earlier and was a bit put off by the card based system, Does it actually play out really well? It seems like extra work and a little too random?

It was one of the things that some of my new players really liked. They liked that they had a visual representation sitting right in front of them on when they go. No whose next and they can just look at the table and tell who going next and so on.
 

It was one of the things that some of my new players really liked. They liked that they had a visual representation sitting right in front of them on when they go. No whose next and they can just look at the table and tell who going next and so on.

That's an interesting point. With most initiative systems, the GM keeps track of it, so players often don't know exactly when they're about to go, but having playing cards on the table makes it obvious.

The other nice thing is that everyone's looking for that Joker, so initiative can be quite suspenseful at times.
 

I was reading about the initiative systems in SW just earlier and was a bit put off by the card based system, Does it actually play out really well? It seems like extra work and a little too random?

I love it. Much easier for me to track as a GM. I may port it over to several other games. It feels more dynamic, too.
 

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