The Anti-d20 game?


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I've heard they've devoloped the definitive system:

The d10+d12-2 system

With a natural 0 your character realizes he's just an imaginary being in the players' mind and ceases to work until his situation is somehow legalized.

It's a true revoulution in the RPG world;)
 


Re: Re: The Anti-d20 game?

Xeriar said:

Their original system for Deadlands rarely used the d20, I don't see why their new one should be significantly different or even a big deal.

Well, I have never played Deadlands and I don't have the complete rulebook for Savage Worlds yet either. But from what I have read from their website and other places online, I think that their new system will be a big deal. As one who has struggled with trying to run D20 games, I have been on the look out for something quicker and easier to dm. Here's the bit from their website that sold me-



Is Faster Really Better?

If I were you and I was reading this far, I'd think "Boy. This Shane guy just wants fast combats. That's all this game is about." Here's where I'll prove otherwise.

Yes, I do want faster combat than anything I've played yet. But I also want the depth of character creation that games like Deadlands and D20 allow. I think feats are great, for example, and I love our own Edges and Hindrances. But I don't want to have to rely on a computer program to make my character for me. Nor do I want to have to hand-hold a new player through every step of the process.

And the single greatest reason new gamers don't try new games is they're afraid to learn a new system. So a new game has to be understandable in about 1 page of instructions.

So is it possible to make a game that does all that?

Yes. Note that I very definitely did not say what came of all this is "The Perfect Game." There will never be such a thing because different people like things different ways--believe me--I've read thousands of submissions over the years and you wouldn't believe some people's take on things.

But what Savage Worlds does do is exactly what I, as a player AND a Game Master, want.

Specifically:

As a Game Master:

1) I want a game that it's easy to make up monsters, NPCs, magic items, weapons, etc. on the fly. If I have to look up lots of charts and tables, add up points (as a GM, not a player), and so on, it's too complicated.

2) I want a game where "mooks" are either up, down, or off the table. I don't want to keep track of wounds for lesser NPCs--only important bad guys, villains, dragons, and so on.

3) I want a game that easily handles vehicles. The vehicle rules in many games require a PHD to decipher.

4) I want a game a non-gamer friend of mine can look at and understand *at a glance.* The basic rules for Savage Worlds can be described in one sentence.

5) I want a game that has a "spine" capable of gaming any genre, but allows me to insert special rules to tailor specific genres. Horror needs detailed fright tables, for instance, and a pulp heroes game needs to be less gritty and deadly than World War II.

7) As a GM, I want to roll *one* die for my bad guys, and I don't want to do any math to it. If three orcs gang up on a hero, I want to roll 3 dice, look for hits, and be done.

As a player I want:

1) I want a game that provides real depth for characters. I want to see my character grow, gain new special abilities, and even increase my skills and attributes.

2) I want a game that handles large battles fast. If my sergeant in World War II persuades the villagers to fight beside him, I want them on the table-top, not glossed over.

3) I want my NPC allies to have names and at least a "personality" trait for each. If my Lt. in Vietnam needs to send someone to scout a hill, I want to know who's "Gung Ho," "Reliable," "Shifty," "Lazy," and so on.

4) I want a little control over the dice--like Fate Chips or bennies--so the hero I've been working on for a year doesn't drop dead because of one bad die roll. Two or three I can handle, but not one.

5) "Open ended die rolls." If I get lucky and roll that high number, I want to keep rolling and feel like I just conquered the world.

Does Savage Worlds do all that?

Yes. And I'll show you how next.

Read the full text here-
http://www.peginc.com/SavageWorlds/MakingofPt03.htm
 

Yup, this one looks interesting. Especially since LA does not seem to be my cup of tea, and I am still on the lookout for a quicker game.

Thanks for the link, scarymonkey!
 

Here's another great reason to take a look at this game- no endless treadmill of splat books! Here's a quote from Shane he posted to the Savage Worlds Yahoo group-

http://groups.yahoo.com/group/Savage_Worlds/


I want SW to be nice and thin. Unintimidating. And I think
you'll find the powers cover most everything *useful* and still allow room for
individual genres to flesh out the very rick skeleton presented within.

Remember the goal. FFF. Also, two books to your next game. Rule book, setting
book. You should *not* bring the Savage West to your Evernight game, and
vice-versa. If you're cobbling something together yourself, that's your
perogative--but official stuff stays clean and self-contained. You'll *never*
need a "third" book to play. Rules and setting, rules and setting, rules and
setting. No hand cart full of rule books to cart around.
 

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