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<blockquote data-quote="Qualidar" data-source="post: 4846814" data-attributes="member: 13388"><p>That's solid advice, right there.</p><p></p><p></p><p></p><p></p><p>Other than what I'm quoting, I agree with VGH.</p><p></p><p>But...I feel like VGH is talking about a completely different game than what I've played: for us, Savage Worlds is all about swashbuckling / pulp action. I've seen a character stand toe-to-toe in melee with a dragon and win. I've taken out T-rexes with one shot from a rifle. We swing on ropes and curtains. Fear our improvisation, time-traveling SkeleCogs! </p><p></p><p>Granted, those were more advanced characters, but I don't think of it as "a gritty and dangerous system". But that might be the scale of perception. A high-level (legendary) character in SW is Zorro, or Conan, or Captain Jack Sparrow. He's not Superman, or a 15th level D&D character, or someone from Exalted. One of the campaigns I'm playing in is Necessary Evil, which is a supers game. I don't find the system a good match for that: we're "SuperVillains", but it really only makes what M&M would call street-level characters. I'm giving up a lot in my tribute to the Lizard. By the time I'm legendary I'll be able to afford my vision of what he should be, but in the meantime he's a bit lacking. </p><p></p><p>So: not necessarily the best system for everything, but a great system for swashbuckling / pulp action, IMO. And apparently good for gritty and dangerous for ValhallaGH's group too. I look forward to using it for my WeirdWildWildWest game soon. </p><p></p><p>Good luck!</p></blockquote><p></p>
[QUOTE="Qualidar, post: 4846814, member: 13388"] That's solid advice, right there. Other than what I'm quoting, I agree with VGH. But...I feel like VGH is talking about a completely different game than what I've played: for us, Savage Worlds is all about swashbuckling / pulp action. I've seen a character stand toe-to-toe in melee with a dragon and win. I've taken out T-rexes with one shot from a rifle. We swing on ropes and curtains. Fear our improvisation, time-traveling SkeleCogs! Granted, those were more advanced characters, but I don't think of it as "a gritty and dangerous system". But that might be the scale of perception. A high-level (legendary) character in SW is Zorro, or Conan, or Captain Jack Sparrow. He's not Superman, or a 15th level D&D character, or someone from Exalted. One of the campaigns I'm playing in is Necessary Evil, which is a supers game. I don't find the system a good match for that: we're "SuperVillains", but it really only makes what M&M would call street-level characters. I'm giving up a lot in my tribute to the Lizard. By the time I'm legendary I'll be able to afford my vision of what he should be, but in the meantime he's a bit lacking. So: not necessarily the best system for everything, but a great system for swashbuckling / pulp action, IMO. And apparently good for gritty and dangerous for ValhallaGH's group too. I look forward to using it for my WeirdWildWildWest game soon. Good luck! [/QUOTE]
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