Sell me on Savage Worlds


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The Sci-Fi Companion plus Fantasy Companion gives you all the tools you need for Shadowrun in my opinion, especially if you are adapting it and don’t need an additional pre-made world.
 

Having run a severl month Savage Worlds Deluxe + Deadlands Reloaded...
Fast: only if players know what they're doing.
Furious: more at the whiff than the implied hectic pace of "Fast Furious Fun"
Fun: yes, it is. In spite of the slog that combats can be.

Will I run it again? Probably, but not deadlands.
 



Having run a severl month Savage Worlds Deluxe + Deadlands Reloaded...
Fast: only if players know what they're doing.
Furious: more at the whiff than the implied hectic pace of "Fast Furious Fun"
Fun: yes, it is. In spite of the slog that combats can be.
This got me thinking of implementing 13th Age's rising ToHit bonus somehow next time I run a SW game. Maybe after each whiff you get an accumulated +1? Then once you do hit, you reset to normal. That way each roll you feel like you're at least building to something.
 

Based on a post I saw on reddit, the author removed his products from sale because of the Shane controversy from a couple of weeks ago.
This is correct. The author of Sprawlrunner pulled his material from Drivethru in response to the incident. I believe he was also leaving the Ace program as did a couple other creators.
 

This got me thinking of implementing 13th Age's rising ToHit bonus somehow next time I run a SW game. Maybe after each whiff you get an accumulated +1? Then once you do hit, you reset to normal. That way each roll you feel like you're at least building to something.
I find it’s frequently not the ‘to hit’ piece that’s an issue, it’s the feeling of being pillow-fisted. You can hit all day long but if you can’t beat the targets Toughness it doesn’t feel great. Feels less great when the GM soaks it all away.

The two best pieces of advice I can give a fledgling SW GM:
(1) make sure the Bennies flow if you are bad about remembering it put yourself in a schedule. I hand one out after every scene just to make sure there are enough in play.

(2) use GM Bennies to soak very sparingly. My general rule of thumb is universal GM Bennie’s never get used to soak while a mobs own Bennies can be used to soak but generally aren’t.
 

The two best pieces of advice I can give a fledgling SW GM:
(1) make sure the Bennies flow if you are bad about remembering it put yourself in a schedule. I hand one out after every scene just to make sure there are enough in play.

(2) use GM Bennies to soak very sparingly. My general rule of thumb is universal GM Bennie’s never get used to soak while a mobs own Bennies can be used to soak but generally aren’t.
I agree with this but I haven't been able to put it into action yet – likely because I'm running an East Texas University campaign, which generally doesn't have the kind of fights that work best in SWADE. SWADE wants fights with one or two wildcards on the opposing side plus a bunch of minions, because that's what gives PC fighter-types a good workout and lets them feel like they're doing something useful by taking out minions without ending the encounter. But most ETU adventures, at least so far, have been a lot of investigating that's maybe followed by a fight against a single adversary that's not super-powerful – and when the PCs can bring gang-up bonuses and support and test into play, they generally don't last long. It might change later in the campaign as things develop.
 

I find it’s frequently not the ‘to hit’ piece that’s an issue, it’s the feeling of being pillow-fisted. You can hit all day long but if you can’t beat the targets Toughness it doesn’t feel great. Feels less great when the GM soaks it all away.

Though that should only be a problem if the weapons choices and the Toughness numbers are way out of sync routinely (if the dice just hate you that won't help, but that can make you feel ineffectual in pretty much any game that uses them to resolve combat).
 

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