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True20 vs Savage Worlds?
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<blockquote data-quote="ragboy" data-source="post: 3027494" data-attributes="member: 4151"><p>I'm piping in, even though I don't have any True20 experience. I've read the T20 book, but haven't played/run a game. </p><p></p><p>For my personal situation, Savage Worlds has been the perfect game. My situation may be relatively unique, though. I've been playing with my kids (D&D, AD&D, Star Wars d20, some old Star Frontiers), and Savage Worlds is the best I've seen for keeping younger kids interested in gaming and interested in developing their own adventures (which is really my main goal). Here are my top 5 reasons why: </p><p></p><ul> <li data-xf-list-type="ul"><br /> Paperwork - Savage Worlds has very little book keeping. With kids, I was either doing it all or trying to convince them that the book keeping was 'a fun part of the game.' <br /> <br /> Supplements / Character Options - Everyone (from 5 to 50) understands what Improved Parry means without really reading about it. No one understands what God's Underpants means unless they pick up the "Complete Book of Dieific Skivvies." <br /> <br /> Development - It fits the way I build adventures/campaigns much better than any d20 version. I come up with a detailed story that doesn't necessarily 'fit' the rules and I can massage SW and squish it into all the various corners with ease. And I can do it FAST. d20 is slow, ponderous and detailed. I like that complication for some games; I like it for long D&D campaigns (Age of Worms, etc), but SW is the king of "let's game now." <br /> <br /> Support - The game has a ton of support. From PEG's Fantasy, Sci Fi and now Pulp toolkits to fan developed stuff. For a game this 'small' there's a big fan base and true developers. And as mentioned, we have Soloman Kane coming, which I'm very interested in.<br /> <br /> No Limits - I haven't found a single genre that I couldn't make work quickly and logically. From straight up roleplay (granted, there aren't a lot of 'mechanics' for roleplaying, but that's sort of the whole point, yeah?), to action to horror, etc. I've used it for everything and tried real hard to break it. Haven't played it with adults yet, so I could be totally off base.<br /> </li> </ul><p></p><p>Don't get me wrong, I don't think SW is only for kids and I love d20, especially Grim Tales, Modern, Star Wars and D&D, but for fast, furious fun, I'm pretty sold on SW...in case that wasn't apparent.</p></blockquote><p></p>
[QUOTE="ragboy, post: 3027494, member: 4151"] I'm piping in, even though I don't have any True20 experience. I've read the T20 book, but haven't played/run a game. For my personal situation, Savage Worlds has been the perfect game. My situation may be relatively unique, though. I've been playing with my kids (D&D, AD&D, Star Wars d20, some old Star Frontiers), and Savage Worlds is the best I've seen for keeping younger kids interested in gaming and interested in developing their own adventures (which is really my main goal). Here are my top 5 reasons why: [list] Paperwork - Savage Worlds has very little book keeping. With kids, I was either doing it all or trying to convince them that the book keeping was 'a fun part of the game.' Supplements / Character Options - Everyone (from 5 to 50) understands what Improved Parry means without really reading about it. No one understands what God's Underpants means unless they pick up the "Complete Book of Dieific Skivvies." Development - It fits the way I build adventures/campaigns much better than any d20 version. I come up with a detailed story that doesn't necessarily 'fit' the rules and I can massage SW and squish it into all the various corners with ease. And I can do it FAST. d20 is slow, ponderous and detailed. I like that complication for some games; I like it for long D&D campaigns (Age of Worms, etc), but SW is the king of "let's game now." Support - The game has a ton of support. From PEG's Fantasy, Sci Fi and now Pulp toolkits to fan developed stuff. For a game this 'small' there's a big fan base and true developers. And as mentioned, we have Soloman Kane coming, which I'm very interested in. No Limits - I haven't found a single genre that I couldn't make work quickly and logically. From straight up roleplay (granted, there aren't a lot of 'mechanics' for roleplaying, but that's sort of the whole point, yeah?), to action to horror, etc. I've used it for everything and tried real hard to break it. Haven't played it with adults yet, so I could be totally off base. [/list] Don't get me wrong, I don't think SW is only for kids and I love d20, especially Grim Tales, Modern, Star Wars and D&D, but for fast, furious fun, I'm pretty sold on SW...in case that wasn't apparent. [/QUOTE]
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