Sell me on Savage Worlds -- for Fantasy

ragboy said:
If it were realistic, you'd spend a lot more time healing and a lot less time doing anything else. And it would hurt a lot more, regardless of whether it was sword & sorcery or guns & terrorists.
Or there would be very few actual casualties, because most combatants would cower behind cover or flee rather than risk their own death.
 

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mmadsen said:
Or most bullets would miss, which is what happens in real life. Actually, most bullets miss, and most that hit don't hit anything vital -- the guy might bleed out, but he probably won't die if he receives medical attention.

Also, keep in mind that SW is pretty vague as to what "Shaken" means.

You can be Shaken by taking damage from a weapon.
You can be Shaken by supressive fire.
You can be Shaken by Intimidation.
You can be Shaken by sand in your face (a trick).
You can be Shaken by fear.

However, only damage can leave a character wounded.

So you can play pretty fast and loose with the condition.

Tom
 

mmadsen said:
Or there would be very few actual casualties, because most combatants would cower behind cover or flee rather than risk their own death.

This happens in Savage Worlds a lot, at least in modern and SciFi games. Getting cover is very important when bullets start flying. Also, ranged fantasy combat can be deadly with someone who knows their way around a bow; put Aim and Called shot together with the standard TN of 4, and you can put the hurt on someone pretty quickly (especially with the right Adventure card).

I haven't had the same experience with high Toughness enemies, except of course for the enemies you're supposed to have a hard time hitting (Dragons, Demons, etc). At least then, in SW, you have a variety of other means to help your group take down a big baddie (gang-up bonus, Tricks, Taunts, etc).
 

catsclaw227 said:
OK -- I have been seeing a lot of mention of Savage Worlds in DM bBurnout threads, in "is D&D 3.x too complex" threads and in "d20 lite" threads.

I would like to consider it for a Fantasy game, not really HIGH fantasy, not really grim 'n gritty either I guess

I know it's not d20, but is it OGL? What are it's strengths? Weaknesses? Should I pony-up and get it? How easy is it for d20 players to get onboard?

Are there good fansites? Who is doing most of the good supplements for it? I saw the Fantasy Toolkits on RPGNow (Fantasy Bestiary, Fantasy Gear, Fantasy World Builder, Fantasy Character Generator). Are they worth it?

I'd like to hear from fan-boys, haters and anyone in between, but please don't just say: "It sucks" without telling me why with some supplemental backup.

Thanks!

Cat'sclaw. The answer to your question is a question. what type of game are you and your group looking for? The strengths of Savage Worlds are also it's weaknesses. Just like some complaints about d20 some find are the game's strengths.

Yes Savage Worlds is fast to prep for, however some find it too simple. Yes combat are fast, some however find them too fast without substance. Savage Worlds is applauded for it's simpicity, for others this means the game is too shallow.

Savage Worlds appeals to certain crowds. You might be sold on Savage worlds, however make sure it's what your group also wants or else your gonna be wasting your money.

I'd go into pros and cons...however others in this thread have done a good job already.
 

Gundark said:
Cat'sclaw. The answer to your question is a question. what type of game are you and your group looking for? The strengths of Savage Worlds are also it's weaknesses. Just like some complaints about d20 some find are the game's strengths.
This is what I am starting to see.

I will get the explorer's PDF when it comes out, and then take it from there. I will expose my players to it, and then we can see if they like it.

We prefer the RP aspects of the game over the combat aspects, but some tactical combat is fun. I would love to see how Age of Worms would play with SW.
 

Gundark said it, well, perfectly. "The strengths of Savage Worlds are also it's weaknesses. Just like some complaints about d20 some find are the game's strengths." I don't think I've ever seen that thought expressed better.


I'll add something about SW. It plays better than it reads (and it reads well, at least it did the first time I read through it). It is definitely a game that merits playing at least once before making a decision on it. Despite its rule-lightness, there are some subtleties to the rules and mechanical interactions that don't become apparent until you play (and when you notice how it all works together ... its damn cool).
 

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