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<blockquote data-quote="BluSponge" data-source="post: 2503816" data-attributes="member: 916"><p>I <strong><em>LOVES</em></strong> me some Savage Worlds. It really is the first game I've played that I've seriously thought could be my mainstay for many years to come.</p><p></p><p><strong>Da Rules:</strong> Savage World isn't rules lite. More rules medium. The general mechanic is pretty simple. Each trait (skill or attribute) is ranked by a die type: d4, d6, d8, d10, d12. Roll the die with imposed modifiers and try to beat a TN of 4. That's it! However, with the inclusion of Edges and Hindrances, fully integrated mass combat and chase rules, the game quickly moves away from its rules lite candy shell. Not that these add-ons complicate things much -- the moniker "Fast! Furious! Fun!" is very accurate. A lot of folks call SW "book keeping lite." I would describe it as rules lite enough for GMs, crunchy enough for players. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p><strong>Characters:</strong> SW sports a point based chargen system. Players get a number of points to put towards attributes and skills, and then flesh out their concept by choosing Hindrances (disadvantages) and Edges (advantages, or special abilities). There are no classes, though there are "Professional Edges" that serve a vaguely similar role (though they are perhaps closer in concept to Prestige Classes).</p><p></p><p><strong>Magic:</strong> SW employs a system of "powers" that encompasses everything from magic to mad science to super powers. Basically, the character has to have a special edge (arcane background) to employ "powers" (spells). The game uses spell points. Unlike 3e and a lot of other FRPGs with a vast spell library, SW goes for a less is more approach. Instead of 20 gradually more powerful variations of magic missile, there is a single "bolt" power. Players may customize these power archetypes by adding "trappings". Consider this, Acid Arrow and Icebolt do more or less the same thing, except that acid arrow employs an acid element and icebolt...ice. Trappings can be anything from physical or metaphysical effects (like the ice arrow and acid arrow example), to required components or just about anything you can dream up, and can even change the effect of the power in slight ways. The upside of this is that you get a LOT of mileage out of the 20+ powers in the core book. The downside is it does not recreate the "walking spell arsenal" DnD-style mage. This may or may not be important to you. (FYI, one of GWG's forthcoming Fantasy Toolkits is going to add some 35+ new Powers to the mix!) </p><p></p><p><strong>Books:</strong> GWG's has held pretty strictly to it's two book rule. All you need to play any SW setting is the core book and a setting book. There are no endless streams of suppliments pouring out to support any of its world books. The sole exception is with the 50 Fathoms (fantasy pirates in a doomed world) for which a companion was published, but is only available in .pdf. As it stands, there are five settings available with more on the way:</p><p></p><p>Evernight (more of a module than a world setting, think apocalyptic fantasy)</p><p>50 Fathoms (PIRATES!)</p><p>Weird Wars: Tour of Darkness (Horror/Supernatural set against the Vietnam war)</p><p>Necessary Evil (Supers setting where the bad guys have to save the world)</p><p>Rippers (Victorian-era horror monster-hunter fantasy!)</p><p></p><p><strong>Compare to d20:</strong> There is no comparison. SW is superior in every way! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p>Ok, seriously though, SW is a different beast than d20 that just happens to like the same brand of shoes. It has crunch, it has tactical combat, it works with minis and without, and it is a roleplaying game. That's about where the similarities end. In my experience, SW handles almost everything faster with less book keeping and more satisfying results than d20. It has a lot of gamist features (card based initiative, bennies, etc.) that add a lot of fun to game play. It's also a snap to design adventures, build or convert settings, and create new elements (powers, npcs, monsters, whatever). The game focuses on a fun gaming experience over excuriatingly detailed features, and succeeds in almost every way. The ONLY complaint I've heard from my group in over a year had to do with the walking-arsenal mage issue I mentioned above. Ultimately, I find it hard to compare the two games. Compared to my experiences with d20 (both as a GM and player), SW is an absolute joy! Naturally, YMMV.</p><p></p><p><strong>Fantasy, Modern, Sci-fi:</strong> Yes, SW does all these things. About the only thing I don't think it would do well is gritty psychological horror, but there are plenty who would tell me how wrong I was. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I can't recommend the game enough.</p><p>Tom</p></blockquote><p></p>
[QUOTE="BluSponge, post: 2503816, member: 916"] I [b][i]LOVES[/I][/B] me some Savage Worlds. It really is the first game I've played that I've seriously thought could be my mainstay for many years to come. [b]Da Rules:[/b] Savage World isn't rules lite. More rules medium. The general mechanic is pretty simple. Each trait (skill or attribute) is ranked by a die type: d4, d6, d8, d10, d12. Roll the die with imposed modifiers and try to beat a TN of 4. That's it! However, with the inclusion of Edges and Hindrances, fully integrated mass combat and chase rules, the game quickly moves away from its rules lite candy shell. Not that these add-ons complicate things much -- the moniker "Fast! Furious! Fun!" is very accurate. A lot of folks call SW "book keeping lite." I would describe it as rules lite enough for GMs, crunchy enough for players. :D [b]Characters:[/b] SW sports a point based chargen system. Players get a number of points to put towards attributes and skills, and then flesh out their concept by choosing Hindrances (disadvantages) and Edges (advantages, or special abilities). There are no classes, though there are "Professional Edges" that serve a vaguely similar role (though they are perhaps closer in concept to Prestige Classes). [b]Magic:[/b] SW employs a system of "powers" that encompasses everything from magic to mad science to super powers. Basically, the character has to have a special edge (arcane background) to employ "powers" (spells). The game uses spell points. Unlike 3e and a lot of other FRPGs with a vast spell library, SW goes for a less is more approach. Instead of 20 gradually more powerful variations of magic missile, there is a single "bolt" power. Players may customize these power archetypes by adding "trappings". Consider this, Acid Arrow and Icebolt do more or less the same thing, except that acid arrow employs an acid element and icebolt...ice. Trappings can be anything from physical or metaphysical effects (like the ice arrow and acid arrow example), to required components or just about anything you can dream up, and can even change the effect of the power in slight ways. The upside of this is that you get a LOT of mileage out of the 20+ powers in the core book. The downside is it does not recreate the "walking spell arsenal" DnD-style mage. This may or may not be important to you. (FYI, one of GWG's forthcoming Fantasy Toolkits is going to add some 35+ new Powers to the mix!) [b]Books:[/b] GWG's has held pretty strictly to it's two book rule. All you need to play any SW setting is the core book and a setting book. There are no endless streams of suppliments pouring out to support any of its world books. The sole exception is with the 50 Fathoms (fantasy pirates in a doomed world) for which a companion was published, but is only available in .pdf. As it stands, there are five settings available with more on the way: Evernight (more of a module than a world setting, think apocalyptic fantasy) 50 Fathoms (PIRATES!) Weird Wars: Tour of Darkness (Horror/Supernatural set against the Vietnam war) Necessary Evil (Supers setting where the bad guys have to save the world) Rippers (Victorian-era horror monster-hunter fantasy!) [b]Compare to d20:[/b] There is no comparison. SW is superior in every way! :D Ok, seriously though, SW is a different beast than d20 that just happens to like the same brand of shoes. It has crunch, it has tactical combat, it works with minis and without, and it is a roleplaying game. That's about where the similarities end. In my experience, SW handles almost everything faster with less book keeping and more satisfying results than d20. It has a lot of gamist features (card based initiative, bennies, etc.) that add a lot of fun to game play. It's also a snap to design adventures, build or convert settings, and create new elements (powers, npcs, monsters, whatever). The game focuses on a fun gaming experience over excuriatingly detailed features, and succeeds in almost every way. The ONLY complaint I've heard from my group in over a year had to do with the walking-arsenal mage issue I mentioned above. Ultimately, I find it hard to compare the two games. Compared to my experiences with d20 (both as a GM and player), SW is an absolute joy! Naturally, YMMV. [b]Fantasy, Modern, Sci-fi:[/b] Yes, SW does all these things. About the only thing I don't think it would do well is gritty psychological horror, but there are plenty who would tell me how wrong I was. :) I can't recommend the game enough. Tom [/QUOTE]
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