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View Full Version : [Savage Worlds] Any Savage Worlds players?


fmitchell
Thursday 08-23-2007, 05:13 PM
Just curious. I wasn't that impressed with it -- it reminded me of GURPS with a different dice mechanic -- but some people I've met enthusiastically confirm the "Fast, Furious, and Fun" slogan.

PhishStyx
Thursday 08-23-2007, 05:25 PM
I have a copy, but I've never had the chance to play it unfortunately.

Skunkape
Friday 08-24-2007, 06:53 AM
I bought a 1st edition copy of the rules and have read through them twice. I haven't run it yet, but it does appear to be a very quick and easy system. One of the main things I like about it is that you don't have levels per say like DnD and you don't have classes either.

I know they have a 'levels' system in the game, but it's not quite the same as the DnD version and you get to enhance your character every x number of experience points, I think it's every 5, but my memory isn't always the best!:D The level system is more to allow you to choose better edges (their 'feats' system) as you improve, not that your character gets better as they level. It's kind of hard to explain in a short post.

Anyway, for the most part it looks to me to be a good system, and I'll be running a game in October. It's a one shot that takes place in the Deadlands setting. If my players really like the game, I might run more than just the one shot, but I'll make some world modifications if it becomes a continuing game.

From looking at the rules though, they're fast and furious claim appears to be pretty accurate. Oh yeah and the other thing I really like about the game is that so far, when they've done a new edition, I think we're at 2nd right now, they aren't changing the rules, they're editing them. Nothing really changes from rules edition to rules edition, they end up tweaking the current system to fill holes in the rules.

And they release a free PDF of what's different between each edition. But like I said, they don't really change the rules so much as edit them! That's worth a whole lot of points to me!:D

trechriron
Sunday 06-29-2008, 04:38 PM
I LOVE Savage Worlds. :cheer2::tea::first::humble:

I didn't like the idea at first when reading the first edition and or the online "test drive" (about 2 versions of the Test Drive ago...), and I didn't particularly enjoy the first incarnation of Deadlands (from what SW was derived somewhat), but I have ran it many times now and this is one truth...

It is freaking BRILLIANT in actual play. It plays exactly as they say, Fast! Furious! Fun!! It is a breeze to prep, has just the right balance of rules, and every player who sits at a game comes away having really enjoyed the experience.

If you live in the South Puget Sound or are willing to travel to Tacoma, I am starting a game in July (see my campaign post here on P&PG).

If you can, hit a demo at a local con or find a local group and play it. It really is a solid game system that just works.

I still use all my other books for reference, ideas, etc. But I am pretty much all Savage Worlds now as far as system goes...

Also, in my experience, the fiddly-bits that are included in some systems relating to corruption, insanity, terror, emotions, humanity, plot-changing, et al don't work very well. They are generally not recieved well by the various players I have ran a game for. I guess in the end I am more of the "these things come out in the game in roleplaying" versus having to have a mechanical representation in the system. YMMV of course!

Savage Worlds provides the basic resolution framework that then fades behind the story and the interaction. Because it's fast, you don't have to pay the system much attention.

Just my two cents... :D

trechriron
Sunday 06-29-2008, 04:51 PM
...

I know they have a 'levels' system in the game, but it's not quite the same as the DnD version and you get to enhance your character every x number of experience points, I think it's every 5, ...

Oh yeah and the other thing I really like about the game is that so far, when they've done a new edition, I think we're at 2nd right now, they aren't changing the rules ...

First, for every 5 XP you get an Advance. With that you can;



Gain a new Edge
Increase a skill that is equal to or greater than it's linked attribute by one die type.
Increase two skills that are lower than their linked attributes by one die type each.
Buy a new skill at d4.
Increase one attribute by a die type. (but only once per Rank).


Heroes (called Wild Cards in the system jargon) have Ranks showing how experienced your Wild Card is;

0-19 XP = Novice
20-39 XP = Seasoned
40-59 XP = Veteran
60-79 XP = Heroic
80+ XP = Legendary

As your character increases in Rank,this can open up new Edges with special rules that make your character more capable. Not to mention all the Advances that just make you more capable to begin with.

It's also a good measuring stick to determine the character group's capabilities for encounters, etc.

The only major differences from 1st to 2nd is in how wounding\dying works and weapon damage. They simplified the wounding system and weapon damage is listed as a die type (you roll) + attribute (if applicable) instead of a set bonus (so a sword does STR + d6 instead of STR +2). The STR would be the die type of your STR attribute.

trechriron
Sunday 06-29-2008, 05:30 PM
I thought I would add the basic system summary:

A character is composed of Attributes, Edges, Hindrances, and Skills. Attributes are rated by a die type (d4, d6, d8 , and d12, then d12+1, d12+2, etc). Skills are related to an attribute in that they cost less if you buy a die below the attribute die, and cost double for each die over your attribute die type.

The Attributes are Agility, Smarts, Spirit, Strength, and Vigor.

Edges are those special abilities, talents, and training that set you apart (kind of like d20 feats.). You can take one major and two minor Hindrances that you can then trade for additional skills, attribute dice, or edges. (I really like how the hindrances are limited and controlled. It makes playable characters with some charm and doesn't take all day to make the characters).

Skills are a manageable (short and concise) list with some customization possible for setting\genre specific applications as desired.

Action\Conflict Resolution: If you have a skill use that die. If not use the attribute the skill is based on but you make the roll with a -2 modifier. Wild Cards (them is you hero types) also get a special Wild Die (a extra d6) to throw. You choose the highest result (it's one or the other). Now being special and all that you also get to be especially dangerous. If you roll a 1 on both your dice, you have done something specially bad and critically failed. :D

(Note: Unskilled attempts apply a -2 to any die you choose for that attempt)

die roll + modifiers = result. Your target number is a 4 (usually). For every 4 you get over the target number, you get a raise (which can do extra damage or determine extra success).

In melee combat your TN is the parry score of your opponent. In ranged combat the TN is 4 with modifiers for range.

In combat, initiative is determined by an Action Deck (a regular deck of playing cards). You act in card order with ties resolved in reverse alphabetical order of suit (Spades, Hearts, Diamonds, Clubs). If you draw a Joker (yes you leave both in), then you can act at any time in the order and get a +2 bonus to ALL your rolls. Whenever a Joker is drawn, you reshuffle the deck. I use the oversize card deck from PEG and they are super awesome. It makes combat order super easy to determine. There are edges that allow you to draw 2, keep 1 and eventually draw 3, keep 1.

The Action Deck is used for other purposes in many of the Plot Point campaigns to determine encounters, or treasures, or all kinds of random stuff (all optional but can add a flair of random fun).

There you go. The Savage Worlds system in a nut shell. From a Nut. :biggrin:

Webhead
Monday 06-30-2008, 09:27 AM
I've been intrigued by Savage Worlds ever since it was first released. I used to play the old Deadlands system upon which Savage Worlds is roughly based. From what I've read, Savage Worlds cleans up a lot of what made the original Deadlands slow and clunky.

When the new Explorer's edition came out, I came dangerously close to buying it for the $10 price tag, but I've managed to talk myself out of it as I don't need "yet another system" and probably wouldn't be able to talk my group into playing it.

Thanks for the info though. I've heard a lot of people have good things to say about the game. I may get around to picking it up someday.

MortonStromgal
Wednesday 07-23-2008, 04:51 PM
Its ok but... I have other systems I like better for everything I've tried with it so far. Though I'll admit the fan created star wars book is awesome.

Neal5x5
Saturday 08-23-2008, 11:42 PM
The real benefit of Savage Worlds is the fact that prep time is cut to a bare minimum. For my D20 games, I usually require at least one evening ahead of time to get ready for a session. With Savage Worlds, I can put together an entire adventure in less than an hour without sacrificing any of the important details.

This easy prep gives me more time to think about story and how I'm going to fill in the character's five senses in a scene. Instead of trying to put together a villain with a complete set of feats, attacks, spells, equipment, etc., I can think about what the villain is like and why he/she is a villain.

Plus, the plot point system in the world books is great for a long-running campaign. The heroes start off as low-level characters and work their way up in levels while advancing the overall storyline of the world itself. It guarantees that the heroes are part of a larger picture while still magnifying their roles.