Space 1889 to get Savage Worlds treatment

Didn't care much for the system, but loved the setting. The closest I got to playing it was a GURPS pulp adventure I put together allowing the PCs to build their own skyship. But they never did get to Mars. Or even off the Earth! (The planet, not the ground. ;))
 

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I actually used Space: 1889 as the campaign backdrop for a supers campaign I ran in Austin in the early 1990s...but I used HERO as the system.

Quite simply one of the best campaigns I ever ran...and judging from the feedback, my players had nearly as much fun as I did!

(And FWIW, not only do I have Sky Galleons, I have a complete set of the original adventure guides and probably 4 copies of the basic rulebook.)
 


I'm taking a break from running those right now but I'll relaunch the series when this comes out. Fo sho!

All right, since this is official now, I'm calling dibs on a slot in one of your future Sky Galleons SW games. :D
 




Rel, do you happen to know of any online games using Savage Worlds? I'd absolutely love to get a couple of sessions in to see how the system works.

Or anyone else for that matter. I'm a newbie to the system, and I'd love to see it in action.
 

Rel, do you happen to know of any online games using Savage Worlds? I'd absolutely love to get a couple of sessions in to see how the system works.

Or anyone else for that matter. I'm a newbie to the system, and I'd love to see it in action.

I don't know of any. But I'm probably not the person to ask since PbP type games aren't really my thing.

However I will say that there are few games that are more friendly and easy to "dip your toe in the water" with than Savage Worlds. First go get the Test Drive rules...

http://www.peginc.com/Downloads/SWEX/TD06.pdf

If you like what you see there you can take the next (cheap) step and buy a Savage Worlds Explorer Edition book for TEN DOLLARS. That's the core rules of a very cool RPG for ten bucks! Can't beat it!

I've only run a few sessions of Savage Worlds so there are people who are much more qualified to comment on the strengths of the system than me. But I will say that I find it to live up to the tagline: Fast, Furious, Fun! The mechanics are fairly simple and very flexible. The game seems to flow very well and leave plenty of room for narrative input from all parties. And I love the "bennies" system (they are like action points that the GM hands out for cool stuff). If it weren't for the fact that 4e turned out to be such a good fit with the playstyles of most of my group, I'd definitely be running a fantasy Savage Worlds game right now.
 


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