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<blockquote data-quote="amerigoV" data-source="post: 5633170"><p>Well, before it becomes a pissing match, lets be direct. SW is NOT D&D. It is not a D&D clone like Pathfinder and C&C (and any other retroclone). Therefore, it is not trying to clone the D&D experience. It has its own goals and experience. </p><p></p><p>D&D has evolved into its own form of fantasy genre (which, of course, even the D&D people can not agree on what system works best for it). "D&D Fantasy" is not SW sweet spot. It can run it nicely and I have run/am running/am playing in D&Dish campaigns using SW. It gives Fast Furious and Fun but it does sacrifice some of the deep crunch of D&D (of 3e and on, of course). There are subtle things about the system that one has to keep in mind to make it work, and it does not always come off "as D&D." On the other hand, if you just cannot wait for the next book of player/PC options, then D&D is for you and SW is not. </p><p></p><p>SW does handle what I would call "source fantasy" very well. You look back to the Conan books, or Fahrd and the Grey Mouser, and even Lord of the Rings and SW will shine. Conan crushes hordes of "regular mortals" (ie, extras) then has a tough fight (either physically or has to think his way through) at the end - Wild Cards, and it can be "swingy" so planning is warranted. F & GM is easily supported by the social skills and the hindrances the help roleplaying. LoTR is a group of non-combatants (but brave) mixed in with great warriors. The hobbits always found a way to be useful in combat. That is perfect SW - Agility/Smarts tricks and Test of Wills.</p><p></p><p>If your group is hard core D&D fantasy, then play D&D. Nothing else will scratch that itch. But if you group is more like mine - a couple of powergamers, a storyteller, and a couple that just show up on game night, then SW does a good job covering that spread. SW was built for us old folks that have family, work, and little gaming time.</p><p></p><p>If you want to try out some different genres, then SW gives a great framework to try things out without having to learn a new set of rules. In the last 2 years I have played/run modern horror, Weird War II, Viet Nam, Rippers (see below), Supers, 1930s pulp, and fantasy (including a Ravenloft campaign). If you want to play fanatsy but with more twists, then SW has some nice options (Iron Dynasty - Fantasy in oriental setting with some steampunk thrown in, Sundered Skies - world blew up). Even better is if you want to mash together genres - supers and WWII (Captain America...), Fantasy and Steampunk, Supers and Rippers (Rippers is Van Helsing era stuff).</p><p></p><p>It cannot do everything D&D does, but D&D cannot do everything the SW does either.</p></blockquote><p></p>
[QUOTE="amerigoV, post: 5633170"] Well, before it becomes a pissing match, lets be direct. SW is NOT D&D. It is not a D&D clone like Pathfinder and C&C (and any other retroclone). Therefore, it is not trying to clone the D&D experience. It has its own goals and experience. D&D has evolved into its own form of fantasy genre (which, of course, even the D&D people can not agree on what system works best for it). "D&D Fantasy" is not SW sweet spot. It can run it nicely and I have run/am running/am playing in D&Dish campaigns using SW. It gives Fast Furious and Fun but it does sacrifice some of the deep crunch of D&D (of 3e and on, of course). There are subtle things about the system that one has to keep in mind to make it work, and it does not always come off "as D&D." On the other hand, if you just cannot wait for the next book of player/PC options, then D&D is for you and SW is not. SW does handle what I would call "source fantasy" very well. You look back to the Conan books, or Fahrd and the Grey Mouser, and even Lord of the Rings and SW will shine. Conan crushes hordes of "regular mortals" (ie, extras) then has a tough fight (either physically or has to think his way through) at the end - Wild Cards, and it can be "swingy" so planning is warranted. F & GM is easily supported by the social skills and the hindrances the help roleplaying. LoTR is a group of non-combatants (but brave) mixed in with great warriors. The hobbits always found a way to be useful in combat. That is perfect SW - Agility/Smarts tricks and Test of Wills. If your group is hard core D&D fantasy, then play D&D. Nothing else will scratch that itch. But if you group is more like mine - a couple of powergamers, a storyteller, and a couple that just show up on game night, then SW does a good job covering that spread. SW was built for us old folks that have family, work, and little gaming time. If you want to try out some different genres, then SW gives a great framework to try things out without having to learn a new set of rules. In the last 2 years I have played/run modern horror, Weird War II, Viet Nam, Rippers (see below), Supers, 1930s pulp, and fantasy (including a Ravenloft campaign). If you want to play fanatsy but with more twists, then SW has some nice options (Iron Dynasty - Fantasy in oriental setting with some steampunk thrown in, Sundered Skies - world blew up). Even better is if you want to mash together genres - supers and WWII (Captain America...), Fantasy and Steampunk, Supers and Rippers (Rippers is Van Helsing era stuff). It cannot do everything D&D does, but D&D cannot do everything the SW does either. [/QUOTE]
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