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Sell me on Savage Worlds -- for Fantasy
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<blockquote data-quote="Dragon Snack" data-source="post: 3674778" data-attributes="member: 9810"><p>One of the groups I'm in uses Savage Worlds. We switched to it after having too many problems with FUDGE. We made it through the 50 Fathoms campaign (which I ended with a Bolt spell) and are currently playtesting <a href="http://azathoth.co.uk/" target="_blank">Wonderland No More</a> (Alice is gone and things have taken a turn for the worse). We did have a couple of non-starter games using SW though. I also used to run an alternating 3.0 D&D game with the group. Basically, there is no huge anti-D&D sentiment and this group is willing to try out new systems (there is also interest in a Serenity game, which I also play with yet another group).</p><p></p><p>I like it, but I'm not totally sold on it. While magic is one of my issues (my mage in 50 Fathoms was just as effective - and sometimes MORE effective - with a sword), oddly I see it as more of a powergaming system than D&D (despite what more than one person above has posted). Because you can pick and choose your edges instead of taking fixed class abilities, it's pretty easy to min/max.</p><p></p><p>Despite the drawbacks I think it would be a good match for my D&D group. One of the players would be all for it and another player has been flipping through my SW books waiting for game to start (it wasn't left out under ulterior motives, both of those groups meet at my house). Unfortunately 2 of my players are resistant to the idea, oddly enough they are the 2 that I think would like it the best (one thinks that he has too many D&D books to play any other game, the other just seems to be stubborn).</p><p></p><p>It's fast, easy, and customizable. While I would never leave D&D completely, I wouldn't mind playing in (or running) another Savage Worlds game (it's much better for 'low magic' game, IMO).</p></blockquote><p></p>
[QUOTE="Dragon Snack, post: 3674778, member: 9810"] One of the groups I'm in uses Savage Worlds. We switched to it after having too many problems with FUDGE. We made it through the 50 Fathoms campaign (which I ended with a Bolt spell) and are currently playtesting [URL=http://azathoth.co.uk/]Wonderland No More[/URL] (Alice is gone and things have taken a turn for the worse). We did have a couple of non-starter games using SW though. I also used to run an alternating 3.0 D&D game with the group. Basically, there is no huge anti-D&D sentiment and this group is willing to try out new systems (there is also interest in a Serenity game, which I also play with yet another group). I like it, but I'm not totally sold on it. While magic is one of my issues (my mage in 50 Fathoms was just as effective - and sometimes MORE effective - with a sword), oddly I see it as more of a powergaming system than D&D (despite what more than one person above has posted). Because you can pick and choose your edges instead of taking fixed class abilities, it's pretty easy to min/max. Despite the drawbacks I think it would be a good match for my D&D group. One of the players would be all for it and another player has been flipping through my SW books waiting for game to start (it wasn't left out under ulterior motives, both of those groups meet at my house). Unfortunately 2 of my players are resistant to the idea, oddly enough they are the 2 that I think would like it the best (one thinks that he has too many D&D books to play any other game, the other just seems to be stubborn). It's fast, easy, and customizable. While I would never leave D&D completely, I wouldn't mind playing in (or running) another Savage Worlds game (it's much better for 'low magic' game, IMO). [/QUOTE]
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