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Tell me about your Savage World Fantasy Campaign experiences
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<blockquote data-quote="Azgulor" data-source="post: 6292829" data-attributes="member: 14291"><p>I purchased Savage Worlds a few months ago primarily out of a desire to have a good RPG for running sci-fi games and have been very impressed with the game and its ability to balance character detail with speed-of-play. One of the things that really impressed me, however, is its “flexible, but simple” mechanical structures for customizing things: Setting rules, trappings to differentiate spells, etc.</p><p></p><p>Now, one of the oft-cited SW recommendations is “don’t play fantasy as your Savage Worlds intro genre to SW”. This is typically done to avoid a new SW GM or player falling into the “trap” of trying to learn SW through a lens of D&D or Pathfinder expectations. I get it. It’s good advice.</p><p></p><p>Now, let’s throw it out the window for this thread.</p><p></p><p>I recently had some time to tinker with the fantasy-side of Savage Worlds. I wanted to familiarize myself with some of the fantasy character-building options, especially the interaction of Experience tiers as it related to character abilities. I chose to create some characters based on video game characters from cRPGs like Dragon Age, Skyrim, and the Witcher series. What I discovered was that not only could I build reasonable pen-n-paper versions of these characters but that they reflected their computer version counterparts far better than if I had tried to convert them into a system like D&D or Pathfinder (which many correctly deem its own sub-genre of fantasy).</p><p></p><p><strong><em>Note: </em></strong><em>This is <u><strong>not</strong></u> a knock D&D or Pathfinder thread. I love Pathfinder and it’s my go-to fantasy RPG.</em></p><p></p><p>So my resulting character conversions got me thinking, <em>“If Savage Worlds can translate video game characters with fewer compromises and provide a different experience – i.e. ‘feel’ like the source material, what differences does it offer from an actual play perspective compared to the “D&D/Pathfinder” genre of fantasy?”</em></p><p></p><p>So, SW fantasy fans, tell me of your campaigns and games! What did SW bring to the table that a “traditional” D&D-style game doesn’t? </p><p></p><p><strong><em>Final Note: </em></strong><em>I’m not looking for “which is better”; rather “SW offers X, which D&D/Pathfinder can’t offer or require compromises”, etc.</em></p></blockquote><p></p>
[QUOTE="Azgulor, post: 6292829, member: 14291"] I purchased Savage Worlds a few months ago primarily out of a desire to have a good RPG for running sci-fi games and have been very impressed with the game and its ability to balance character detail with speed-of-play. One of the things that really impressed me, however, is its “flexible, but simple” mechanical structures for customizing things: Setting rules, trappings to differentiate spells, etc. Now, one of the oft-cited SW recommendations is “don’t play fantasy as your Savage Worlds intro genre to SW”. This is typically done to avoid a new SW GM or player falling into the “trap” of trying to learn SW through a lens of D&D or Pathfinder expectations. I get it. It’s good advice. Now, let’s throw it out the window for this thread. I recently had some time to tinker with the fantasy-side of Savage Worlds. I wanted to familiarize myself with some of the fantasy character-building options, especially the interaction of Experience tiers as it related to character abilities. I chose to create some characters based on video game characters from cRPGs like Dragon Age, Skyrim, and the Witcher series. What I discovered was that not only could I build reasonable pen-n-paper versions of these characters but that they reflected their computer version counterparts far better than if I had tried to convert them into a system like D&D or Pathfinder (which many correctly deem its own sub-genre of fantasy). [b][i]Note: [/i][/b][i]This is [u][b]not[/b][/u][b][/b] a knock D&D or Pathfinder thread. I love Pathfinder and it’s my go-to fantasy RPG.[/i] So my resulting character conversions got me thinking, [i]“If Savage Worlds can translate video game characters with fewer compromises and provide a different experience – i.e. ‘feel’ like the source material, what differences does it offer from an actual play perspective compared to the “D&D/Pathfinder” genre of fantasy?”[/i] So, SW fantasy fans, tell me of your campaigns and games! What did SW bring to the table that a “traditional” D&D-style game doesn’t? [b][i]Final Note: [/i][/b][i]I’m not looking for “which is better”; rather “SW offers X, which D&D/Pathfinder can’t offer or require compromises”, etc.[/i] [/QUOTE]
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