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<blockquote data-quote="Umbran" data-source="post: 6650491" data-attributes="member: 177"><p>At the moment, it is a group of 5. There is one additional player who seems to want to try to come when his work allows. </p><p></p><p>My physical space would be awkwardly crowded at 7. I'd probably have to consider relocating play to the living room to handle that many, losing us the common table.</p><p></p><p></p><p></p><p>I have Dresden Files. It does have better character growth options than most other FATE-based games. However, one of my players says he isn't much of a fan of FATE. Not so bad that he won't play the Atomic Robo filler-arc I expect to run, but he *loves* Atomic Robo.</p><p></p><p>FATE does have the benefit that it lends itself very well to *creative* combat. The narrative interplay of environment aspects and maneuvers is excellent for creativity.</p><p></p><p></p><p></p><p>If I were to start the previous game today, I might well use the Savage Worlds rules - my wife even (a bit mistakenly) got me a leather-bound, signed copy of the Savage Worlds Deadlands rulebook. I could use *all* the old setting information, with the SW ruleset. The players have said they wouldn't mind returning to Deadlands (or maybe Deadlands Noir) at some point, and I'd probably use the SW rules for that.</p><p></p><p>One thing I have is some time. While I'm churning ideas in my head, I'm making no decisions until after July 7th.</p><p></p><p>Savage Worlds is high on my list if the players say, "We want to play Pirates!!1!" or something similar that I don't have a specific game to deal with.</p></blockquote><p></p>
[QUOTE="Umbran, post: 6650491, member: 177"] At the moment, it is a group of 5. There is one additional player who seems to want to try to come when his work allows. My physical space would be awkwardly crowded at 7. I'd probably have to consider relocating play to the living room to handle that many, losing us the common table. I have Dresden Files. It does have better character growth options than most other FATE-based games. However, one of my players says he isn't much of a fan of FATE. Not so bad that he won't play the Atomic Robo filler-arc I expect to run, but he *loves* Atomic Robo. FATE does have the benefit that it lends itself very well to *creative* combat. The narrative interplay of environment aspects and maneuvers is excellent for creativity. If I were to start the previous game today, I might well use the Savage Worlds rules - my wife even (a bit mistakenly) got me a leather-bound, signed copy of the Savage Worlds Deadlands rulebook. I could use *all* the old setting information, with the SW ruleset. The players have said they wouldn't mind returning to Deadlands (or maybe Deadlands Noir) at some point, and I'd probably use the SW rules for that. One thing I have is some time. While I'm churning ideas in my head, I'm making no decisions until after July 7th. Savage Worlds is high on my list if the players say, "We want to play Pirates!!1!" or something similar that I don't have a specific game to deal with. [/QUOTE]
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