Tell me tales of Savage Worlds!

Zoatebix said:
I'm thinking about starting another thread on The Riddle of Steel and maybe one on HARP.

HARP: You know that I.C.E. is located in C'ville, right? Rasyr, who wrote the book and works there, posts here fairly often. So if you want to know about HARP, you are in the right town!
 

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I do know! Rasyr gave me walking directions to their offices from the downtown mall in another thread somewhere around here...
 
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My copy of Savage Worlds came - the stuff I've read so far is great! Would anyone else like to say anything about the game or give me suggestions on how to run a good SW game?
 

I got into Savage Worlds a few months ago. It's an awesome system and I 100% disagree with those that say it's too rules-lite to create more than one dimensional characters. You could create any character you could imagine with the system, and if you're really pining for more Edges (Feats) make your own (though that will dilute things somewhat). There are also TONS of fan-created Edges, and extras.

Savage Worlds is also VERY gritty. It's pretty easy to die if you aren't smart and hedge your bets. Combat is fun with the system, and my players love the exploding dice (except when it happens to them).

Whenever I've DMed combats for d20, it bogs down in hit point record-keeping, not to mention figuring out how or which spell or special ability to use (half the time forgotting what everyone has). This hasn't happened with Savage Worlds. A few combats have become slugfests (trying to beat that Parry number or Toughness) but that's mostly because of bad tactics. Overall, the combats really are fast, furious and fun, especially if you understand the rules and the possibilities open to you. The system also lends itself VERY WELL to role-playing.

It's a fantastic game for the Game Master especially if you hate lots of book keeping for hit points. The settings are unique and interesting too. I've started converting my d20 campaign over to it, and it puts the creativity back into DMing rather than the book keeping. I can't sing it's praises enough.

As a GM I'd rather spend my time creating cool magic items and having them do what I want them to do rather than trying to make them fit into a set of mind-numbing magic construction rules. I'd rather build NPC's quickly and smoothly than follow a bunch of time-absorbing and strict rules for making characters. I'd rather spend my time creating exotic locales and cool campaign background. Savage Worlds has been graet for that.
 
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As a GM, it allows you to create a full adventure without spending hours statting up all the opponents, giving you more time to focus on the plot or locations. In play, you won't need to spend time cross-referencing stat blocks and bookeeping hit points and spells, so you can focus your entire attention on the PCs and the action.

I'm not crazy about the magic/powers system, but there are a bunch of workable alternatives in the Shark Bytes and Shark Nibbles zines. The ritual magic system in Shark Bytes #2 is particularly good for modern occult and sword and sorcery fantasy games, and the shadowrun conversion in Shark Nibbles #1 is good for any higher magic setting.
 


I bought and read my copy of Savage Worlds this past week. Having played Deadlands and Hell on Earth, I can see how this game evolved from those earlier efforts. It does look like a great system lighter then d20. I was impressed that it is 1/10 of the core d20 D&D books; yet it covers any genre. One selling point for me is that it can be used for multpile genres--I've had mixed results trying this with d20 (the D&D version). The thing that tips the scales in favor of d20 right now is that I and my fellow gamers know it so well.

It seems to me that Savage Worlds ranged combat is a little tiled since the target number is a basic 4 instead of some figure based on the actual target's abilities. This is a sharp contrast to melee attacks. I think firearms, if available, would be the dominant technology because of that mechanic.

I am looking forward to Deadlands Reloaded now. Our old DL DM is gone, as is the other wannabe; so there would be no competition for me to run it. The new setting book i ssupposed to contain an adventure arc, which is always a good selling point for me.
 

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