Sell me on Savage Worlds -- for Fantasy

I'll echo pretty much everything Savage Robby said- Savage Worlds is an incredible game, and has completely revitalized my love of gaming. I haven't used it for as much fantasy as I have other genres, but we have done some swords & sorcery style fantasy (similar to Conan), as well as dark horrific fantasy with it, and it worked flawlessly. I had a little bit of a hard time selling it to my D&D die hards, but after they tried it, we left D&D behind and play Savage Worlds almost exclusively now.

Basically, SW can do everything D&D can, and then some- with LESS work! My players and I really like Tricks in combat, which reward creative tactics in combat by giving some pretty serious advantages over foes, and it discourages the stand and slug combat that seems common in D&D. SW doesn't play like D&D- so if your players' only experience is with D&D, it might take some adjustment. SW characters start out more competent than a D&D character, but at the peak of their power, they are skilled mortals, not superheroes. Also, a lucky shot by a random goblin can take a skilled character down, so I've noticed characters being slightly more cautious in SW.

If your players are used to D20, the areas they will be most frustrated with is it is less crunchy than D20- but in a really good way. You don't have to agonize over character development decisions like PrCs and feat chains, and it leads to less metagaming on the part of players. My players balked at first, but after 2 or 3 sessions, they loved it.

The other thing, like Savage Robbie mentioned, is magic. The magic system doesn't have hundreds of spells, and magic isn't as potent as it is in D&D at high levels. SW sorts spells by their effect- so a Bolt spell could be a ray of arcane energy, a short lightning strike, or a small swarm of insects that bite and sting the target- its up to however your player wants to describe it. It takes a little getting used to, but using it makes magic feel, well...magical again. Magic items also don't tend to be as common, so the Christmas tree of magic items common in D&D doesn't tend to happen so much in SW- you simply don't need that much magic.

If you're wanting to run a SW fantasy game, I'd definitely get the SW Fantasy Toolkit, World Builder, and Bestiary. I also picked up the Horror Toolkit and Horror Bestiary, since I like to take things a littler darker with my games.

I can't say enough positive about Savage Worlds- its the most revolutionary game system I've ever tried since it combines the customizability of D20 with simplicity and speed of play. It has revitalized my gaming group, taken the focus of the game off powergaming and mechanics and put it on character and story, and I can prep an 8 hour gaming session in under 1 hour! :eek: That just simply can't be done with D20 IME. I can happily say for me and my group, we won't be going back to D20 for any of the games I run. I'll still play the occasional D20 game, but I won't ever be running it again. SW scratches all my GMing itches perfectly with a fraction of the work of any other game system (with the exception of Warhammer Fantasy Roleplay 2, which we play a lot of as well). Give Savage Worlds a try- you won't regret it! :D
 

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I've run "Generic" Savage Fantasy twice now and can say we had a blast! And for most of the reasons listed above. A lot of the success was the players getting into their roles and the roleplaying; but the system helped make the "crunch" part of the game a breeze.

My suggestion is to visit the Pinnacle site and download the test drive rules and the free adventure "Against the Orcs" located here. Its' a decent way to get a good feel for the game and how it runs.

BluSponge said:
Currently there are no plain vanilla fantasy settings for SW because Pinnacle is looking to fill a niche that DnD doesn't already fill.

Let me add here that It seems Pinnacles strategy is to do settings we already know with something "a little different" added to them. 50 Fathoms, for example, is a Fantasy/Pirate setting; but the humans are all from 15th/16th century Earth that accidentally travel to this fantasy world via inter-dimensional portals...The Bermuda Triangle being a big one. And their settings (for the most part) have Plot Points which are a series of adventures that lead to an end that finishes the campaign; in 50 Fathoms case the players get involved in the battle to stop the plots of evil forces. Except for the toolkits, generic is something Pinnacle doesn't do.
 

Just wanted to add my vote that SW is a great system for any genre. It fixes many of the pet peeves I've had with d20.

The ease of bookkeeping is really great. There are no papers with scribbled and crossed out numbers for various things. The whole game can be played with poker chips and a deck of cards. d20 initiative can be slow - in our group the DM usually has to have a player track initiative and volunteers can be tough to come by.

Also, time savings. Not just the preparation time for both DM and player but also the fact that a d20 dungeon crawl that a group may spend a year playing through can be played through with SW in a fraction of that time and conversion is easy.

Some folks of course prefer to have a couple of thousand character options. They like the strategy and thinking that goes into planning your character 10 levels in advance. As for me, I'm an aging gamer with a family so time and getting through the story is more important to me in a game rather than table-top combat.

I think it is a matter of taste - so go on give it a try.
 

There are also rules in the book about converting campaign settings and NPC's that were created for other systems... Right now our group is playing Savage Scarred Lands, and it is awesome. Our GM is taking everything from Serpant Amphora (I know I spelt that wrong..Writing this at work so no time to spell check) and using it with the Savage Worlds rules. It has worked out great for us. I would highly recomend it to anyone who asks about it.

Not a fantasy game but the "Pirates of the Seven Seas" book is awesome as well. It is the book for creating pirate games with the SW system.
 

This thread has sold me (I'm not the original poster, btw). I got a copy of the rules last night, and I've looked over the fast play rules some months ago.

I'll likely try it out with my group at some point in the future. The basic book suffers from the universal flaw of universal systems books - there's not really enough genre specific information in it to run ANY of the genres described. However, a basic type of fantasy game would be possible.

So, I'll probably get a copy of the Fantasy world builder toolkit as well. The total price for that would edge up to $30 or so, which is about what I'm willing to pay for a new game setup. It's all pdf, which I don't like much, but c'est la vie. I'll get it spiral bound at Office Depot if it looks like we're going to use it. My players can get the Explorer book for $10 rather than pay the $20 I paid for the pdf (which is a bit annoying, too).

Nevertheless, this looks like a rocking system (I ran 2 test combats of two characters vs. 2 and then 3 orcs). The pace of combat - I don't mean the speed, I mean the frequency of wounding and dying and hitting - is quite different from AD&D or 3e. I can't exactly explain why. Perhaps more combats will let me pin down what's different. One thing is for sure; hits are frequent, but you need to use called shots in order to get enough damage to take down foes like orcs (which are tougher than most other easy critters, it's true).

Very, very interesting. Certainly quicker than 3e, about the speed of AD&D but with a somewhat higher tactical element due to the use of edges and the potential for taunting and intimidating (which I didn't try out in my test combats). My guess is also that players will try much harder to avoid combats if they can achieve their goal by other means; combat certainly has the risk of messing you up if the enemy suddenly lucks out; much worse than you can get suddenly messed up in D&D.

I'd recommend it from what i've seen, but with the caveat that at least one additional book is going to be necessary, which drives up the price. Not complaining (D&D takes 3 books at a higher price, and AD&D takes 3 for at least $20 total on Ebay or Amazon, although OSRIC is free for a 1e starter), but just taking note.

Four-point-eight stars. :)
 

I think the big thing is deciding to wait on the Explorer's version or getting the Revied PDF now. But from what I understand the Explorer's version IS the revised rules and then some.

I think I can wait about a week or two to get the new version, but I will certainly get it and test out the rules before I talk to my players about it.
 

The Explorer's edition will probably make use of a melee combat damage variant called "The Way of the Brave" from Deadlands Reloaded. It's a very simple change in the way melee damage is generated, but I believe they've stated that it is the new default method. Other than that, I can't tell you what's different in the Explorer's Edition vs the Revised Ed.
 


I play Savage Worlds (almost) every week, but that's because some of the people that I game with like it. I don't hate it by any means, but I'm not a big fan. We play a pulp setting, so I can't comment on Savage Worlds in the fantasy genre, specifically. But there are some parts of the game system that bug me.

In, frex, D&D attacks that hit reduce a foe's hit point totals. In SW attacks that hit, but fail to equal/exceed a foe's toughness do nothing. Against high toughness foes, or foes that take half damage from some sorts of weapons, many attacks that hit will do nothing at all. This bothers me in two ways: 1) it's frustrating to make attack after attack and have no effect and 2) it seems bizarre that I could shoot a submachine gun at someone and hit him - repeatedly - and do nothing at all to him.

Of course, this bothers no one else in the group but me, so maybe I'm just weird :D

The game is a little too granular and a little too limited for my tastes, also. An example: my current PC is a weird scientist who designed a ray gun (very appropriate for the pulp genre that we're playing). Along those lines I'd like to build a jet pack or a robot bodyguard (also pulpy, no?). I could make a jet pack, but I can't fly any faster than I can run; not much like a jet pack, is it? And apparently there's no way to do make the robot . It seems setting-appropriate, but the rules (at least in the main book) don't allow it.
 

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