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The New Savage Worlds Is Storming Kickstarter

At nearly $200K after one day since launch, the new Savage Worlds Adventure Edition is pretty much smashing it on Kickstarter.


swae.jpg


This is a new edition of the popular multi-genre tabletop RPG ruleset, updated to a new edition after 15 years of advancements. This includes new narrative play elements, and updates to every aspect of the game.

"We've taken everything we've learned over the last 15 years...all the feedback you've given us via our forums, social media, store, convention, and personal play...to make it faster, more furious, and more fun!

We're especially proud that this version combines the tactical nature of the original system with the best elements of narrative play.

Every aspect of the game has been reviewed and playtested, from all new Chase rules to Setting Rules, Edges & Hindrances, character creation, powers, creatures, and more.

This is also the most beautiful version of the game we've ever done, with full-color chapter headers and interior pages by incredibly talented artists from all over the world."


The hardcover book costs $50 (black leatherette collector's edition for $100) with additional rewards at higher pledge levels. The hardcover will be 192 pages, full colour, in the graphic novel sized format.

New to Savage Worlds? It was launched back in 2003 by Pinnacle Entertainment Group, and designed by Shane Hensley. It's a generic rules system, and over the last 15 years has had tons of support in the form of various setting books, games powered by the Savage Worlds system, and more covering a wide range of genres. It's very much a go-to for multi-genre gaming with a fast, light system. It has powered things like Deadlands, Flash Gordon, The Last Parsec, Rifts, and more.

The Kickstarter page says that this new edition is highly compatible with previous editions; but there will also be a free conversion guide for those who need it.
 
Russ Morrissey

Comments

TerraDave

5ever
Not surprised they are doing well. Though it is cool that there are so many big RPG kick-starters going right now.

Very tempting...the box set looks great...
 

Von Ether

Explorer
I know it's sacrilege but I wish SW had an option for HP. While I had no problem with Wild Card Wounds and Soak rolls, too many players couldn't seem to wrap their head around them. Worse yet, I think some of them were doing it on purpose because they thought SW "math" was wrong, i.e. too swingy for them.

Otherwise, can't wait to get my hands on a copy.
 

werecorpse

Villager
I thought one of the significant positive & differentiating thing about the explorer& even deluxe set compared to other games was the low price of the core rules. I’m disappointed that’s changed. I’m not sure whether I’ll jump on board.
 

Kelly Foote

Villager
Backing at $150 level. Why? Savage Worlds is the best game system ever. Addicted to several of their worlds from Deadlands to Rippers.
 

barasawa

Explorer
I know it's sacrilege but I wish SW had an option for HP. While I had no problem with Wild Card Wounds and Soak rolls, too many players couldn't seem to wrap their head around them. Worse yet, I think some of them were doing it on purpose because they thought SW "math" was wrong, i.e. too swingy for them.

Otherwise, can't wait to get my hands on a copy.
Savage Worlds grew out of the system used for the original Deadlands, which did use hit points.

I agree that some people have trouble dealing with the shaken/wounds system, it's definitely a different way to deal with combat results.

None of them are perfect, but HP allows you to whittle away at the opponent and eventually take them down even with small hits, S/W, not so much. If you want to fight godzilla, those rifles just will NOT do enough damage to even catch his attention.

Another factor is if the opponents usual damage is high enough vs your character, you are on the fast train to coffinville. Sure you can spend bennies to TRY and soak, but large damages usually aren't soaked because their target numbers are equally high. Also, you have a very limited number of bennies per game session. Most players have a max of 3 in a game session. (Those that don't know, you can't "save" bennies for the next session, and they are also used in many other ways than just soaking damage, so you might not even have the 3 to use in combat when it happens.)

It boils down to the simple fact that no combat system is perfect, but the S/W system does have less upkeep to track, but I'm not going to claim either one is better or worse.

Off the top of my head, and mind you it has been many years, if I recall correctly, in the original version of Deadlands you did damage which took off hit points from the health track. If the damage exceeded your toughness, you took 1 wound for every multiple of your toughness. Spend a bennie to soak and reduce wounds by 1 per success and raise. I know there was a bit more too it, but that's all I can recall, and it might have mistakes in it. Also, run out of hit points, unconscious, too many wounds, and no hit points left you're dead.
Ok, that's all I can dredge from the dusty recall sector right now on that subject.

Of course, the GM can change the system, that's what houserules are for after all. But some things will be made to take advantage of the official system, and won't work right when used with a different one.

If you really want to use the old system, find an old copy of Deadlands someplace. Mind you that will definitely not be "Reloaded" or anything that has the Savage Worlds logo.

Sorry for babbling so much on this. Hopefully it was helpful or at least somewhat interesting ;)
 

Henry

Autoexreginated
Does anyone know what are the biggest differences between this and the Explorer’s Edition?
 
D

dco

Guest
Looks more of the same to me, from art to small rules tweaks that you could do yourself, but more expensive. It seems the things I dislike will continue there:
- The wild die and its quirks, 63% for a d4 and 88% for d12 and sometimes a better die is worse.
- Open rolls that make the game very swingy and slower.
- Lack of uniformity or consistency, I have the sensation of playing minigames for some rules and others are disjointed.
- It claims to be fast but it isn't.

Will check it when it is released, perhaps it surprises me improving a lot of little things but the last edition had some negatives compared to the previous one.
 

ajevans

Explorer
Tempted but $75 for a core book including postage is on the steep side. Shame they couldn't line up any decent international fulfillment arrangements.
 

CubicsRube

Registered User
It's the core rulebook with a bunch of pdf content for stretch goals. It's not well listed on the campaing page.

It will go to retail and you'll be able to buy the pdf or hardcover from retail channels (officially announced). I believe they will be a decent bit cheaper than that
 

Azgulor

Adventurer
Looks more of the same to me, from art to small rules tweaks that you could do yourself, but more expensive. It seems the things I dislike will continue there:
- The wild die and its quirks, 63% for a d4 and 88% for d12 and sometimes a better die is worse.
- Open rolls that make the game very swingy and slower.
- Lack of uniformity or consistency, I have the sensation of playing minigames for some rules and others are disjointed.
- It claims to be fast but it isn't.

Will check it when it is released, perhaps it surprises me improving a lot of little things but the last edition had some negatives compared to the previous one.
Different strokes, different tastes, etc. Savage Worlds isn't for everyone, so no worries if you don't like it. However, the game plays fast. If you're saying it doesn't, I'd say that's a user issue rather than a system issue.
 
Looks more of the same to me, from art to small rules tweaks that you could do yourself, but more expensive. It seems the things I dislike will continue there:
- The wild die and its quirks, 63% for a d4 and 88% for d12 and sometimes a better die is worse.
- Open rolls that make the game very swingy and slower.
- Lack of uniformity or consistency, I have the sensation of playing minigames for some rules and others are disjointed.
- It claims to be fast but it isn't.

Will check it when it is released, perhaps it surprises me improving a lot of little things but the last edition had some negatives compared to the previous one.
You should find an experienced group to try it with. None of the problems you identify manifest at my table, and the game is definitely fast (and furious).
 

Retreater

Explorer
I'm a little disappointed in myself that I never got around to using any of my previous SW products, including Explorer's Edition, Deluxe, Solomon Kane, or Rifts, before this new edition has been announced.
 

Dr. Bull

Explorer
Doctor Futurity:

I completely agree with you. As an example of the fast nature of combat in SW, I ran a siege scenario with 3 experienced players and 2 inexperienced players. Each experienced player ran 1 captain and 4 soldiers and the inexperienced players were in control of 2 soldiers (for a total of 19 characters controlled by players). I attacked their castle with a group of 40 hobgoblins. It was an epic battle filled with twists, turns, and heroics. In the end, about 7 or 8 hobgoblins limped away in defeat. The players lost about half of their characters.

I didn't use the "mass combat" rules. Every pc and npc acted individually (an important distinction).

Each round only took about 8-10 minutes. The entire battle lasted about 100 minutes. I can't think of any system that could come close to handling such large number of adversaries. If that's not fast, I don't know what is...

- Dr. Bull
 
D

dco

Guest
Different strokes, different tastes, etc. Savage Worlds isn't for everyone, so no worries if you don't like it. However, the game plays fast. If you're saying it doesn't, I'd say that's a user issue rather than a system issue.
You should find an experienced group to try it with. None of the problems you identify manifest at my table, and the game is definitely fast (and furious).
Combat: There is initiative that runs faster than it seems but it's slower than avoiding an initiative phase each round like a lot of other games. Anyone can attack up to 3 or 6 times using rapid attack, those attacks are open ended so they can involve more than rolling dice one time for each attack. You still can do more actions on the round like test of wills, etc. Edges can give you more attacks like counterattack and first strike. There are oportunity attacks or rolls to avoid them if you have some edge. Defenders can decide to roll full defense. Damage is open ended and it also can involve more dice rolling. You can add possible re-rolls and soak rolls to resist damage, stun locks that only makes the fight have more rounds, a bit chunk of math with cover, illumination, edges, combat maneuvers...

Compared to this there are games where you don't roll initiative each round, you have 1 or 2 actions, don't roll dice various times, don't have rerolls or rolls to see how much damage do you resist, etc. The only thing that looks fast with Savage Worlds is to give extras only one wound.

That's combat, then you have things like chases, if I remember well you have a x set of rounds, people roll dice, get cards, depending on the cards they have to roll different things or they cant do anything, when the round finish if all stays the same people escaped. That was slow for us and completely looked like a mini game.

Skills: You have to find the type of dice, roll, perhaps roll more times, perhaps reroll...

Magic: Like most systems opposed rolls or attack rolls for attacking spells, but buffs and other spells need a roll to see if you succeed, fail or raise contrary to a lot of other systems where it goes faster.

I only see and experience a bunch of options that don't make the game very fast, perhaps if I compare it to when I played Rolemaster, but we were already fast with it and it would be faster if we made most enemies with 10hp.
 

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