A
amerigoV
Guest
Here are my few cents.
On why Savage Worlds Rocks (and some differences between D&D and SW):
https://lab.obsidianportal.com/wikis/sw-versus-dnd
Thoughts on how SW worlds for fantasy after running a Ravenloft game:
https://savage-ravenloft.obsidianportal.com/wikis/running-savage-worlds
Before Savage Worlds I was purely a D&D guy. I thought I did not like other genres. That turned out to be false -- I am a system mastery guy and I did not want to have to learn new systems every time I had a new idea. SW is good enough across most genres (and runs the same) that I can use it for about anything. In the last couple of years I have run the following:
I am itching to run Hellfrost (fantasy - more Greyhawk with "Winter is Coming" theme). Shaintar angles to hit that more high fantasy angle, but that means different things to different folk obviously.
To illustrate its flexibility, at a recent Con I knew one of the GMs and he had to cancel. I quickly printed the WW2 pregens (a squad) and had that Point Du Hoc scenario in the back of my mind. I ran it off the cuff (no figs, no stats for enemies) and it flowed like dream.
Before, it was always "how could I stuff this idea I saw on TV into D&D?" Now its, "the rules are easy, how do I find the time to run this cool idea I just got from reading/TV/video game/random funny words together, etc." I am completely stuck with more game than I have time now.
On why Savage Worlds Rocks (and some differences between D&D and SW):
https://lab.obsidianportal.com/wikis/sw-versus-dnd
Thoughts on how SW worlds for fantasy after running a Ravenloft game:
https://savage-ravenloft.obsidianportal.com/wikis/running-savage-worlds
Before Savage Worlds I was purely a D&D guy. I thought I did not like other genres. That turned out to be false -- I am a system mastery guy and I did not want to have to learn new systems every time I had a new idea. SW is good enough across most genres (and runs the same) that I can use it for about anything. In the last couple of years I have run the following:
- Fantasy/Horror (Ravenloft - campaign)
- 50 Fathoms - Pirates of the Caribbean meets D&D (ongoing campaign)
- My own take on Olde Skoole gaming (old D&D modules at cons) - The Moathouse, a segment of the Caves of Chaos, and Tomb of Horrors, segment of White Plume Mountain
- Played in a long Ptolus campaign (used SW plus a bit from Fantasy Companion)
- Two Star Wars one-shots - one was young Jedi escaping from the Temple when Vadar/501 attacked, and the other were people playing Stormtroopers on Endor (more horror/Vietnam style)
- Weird War 2 (why did the Germans pull their guns out of Point du Hoc right before D-Day? Well to summon a demon to wreck the landing, of course!)
- Pulp several times
- Horror (I ran the Wild Hunt twice - what out for the church/graveyard scene -- D&D players never run from anything and that is a TPK waiting to happen).
I am itching to run Hellfrost (fantasy - more Greyhawk with "Winter is Coming" theme). Shaintar angles to hit that more high fantasy angle, but that means different things to different folk obviously.
To illustrate its flexibility, at a recent Con I knew one of the GMs and he had to cancel. I quickly printed the WW2 pregens (a squad) and had that Point Du Hoc scenario in the back of my mind. I ran it off the cuff (no figs, no stats for enemies) and it flowed like dream.
Before, it was always "how could I stuff this idea I saw on TV into D&D?" Now its, "the rules are easy, how do I find the time to run this cool idea I just got from reading/TV/video game/random funny words together, etc." I am completely stuck with more game than I have time now.