RPG Question
Aug. 5th, 2008 02:42 pmWhat is that new Savage Worlds game like? I was peering at the Solomon Kane hardback at Bayshore on the weekend and almost picked it up, but didn’t want to plunk down the cash on a game line I know nothing about.
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Date: 2008-08-05 06:49 pm (UTC)Our group has never played SW, but we have played the original Deadline rules from which it is distilled. I suspect that I might have similar objections: the multiple dice involved seem a bit clunky (but then, that's not hampering my fun with 4e); I'm not sure I really like systems where character attributes themselves are variable quantities (as a GM, I tend to make ballpark calls a lot, based on the values of character attributes; this is still doable if they're variable, but involves a bit more, or perhaps just different, mental-math than I'm used to).
For that kind of fast-n-loose setting-in-a-box kind of gaming, I'm probably more likely at this point to use one of HERO, Spirit Of The Century/FATE, or Chaosium's BRP, depending upon the sort of feel I want to achieve. (The only reason that HERO qualifies in this list is that our group has a long standing history with the system, and so the math has been burned into our neural pathways.)
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Date: 2008-08-05 06:51 pm (UTC)no subject
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Date: 2008-08-05 07:07 pm (UTC)I was impressed by SoTC, and I do have those rules already... not to mention HERO and various BRP versions.
And yes, re: neural pathways. Time was, I could keep track of movement segments in my head...
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Date: 2008-08-05 07:07 pm (UTC)However, I find it kind of... bland, and lacking detail. Which probably is connected.
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Date: 2008-08-05 07:08 pm (UTC)Have you played 2nd edition Paranoia? 1 twenty-sider, and nothing else!
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Date: 2008-08-05 07:12 pm (UTC)Or, I guess you use some kind of diceless system... or, you know... play Candyland. ;)
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Date: 2008-08-05 07:15 pm (UTC)Most people I know who are into Savage Worlds run it as a sort of GURPS lite.
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Date: 2008-08-05 07:16 pm (UTC)no subject
Date: 2008-08-05 07:27 pm (UTC)Doug.
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Date: 2008-08-05 07:30 pm (UTC)Odd: that's kind of what I thought about "Deadlands". Originally, I thought that I just couldn't really connect to the background, but while we were playing, I kept thinking how I could get a much better feel with the background using a different set of rules.
There is a lot to be said about having a smoothly playing, quick set of rules. But it's also interesting how "system matters", and the really fun games are not only quick to learn and play, but also have that something that's mechanically intriguing as well.
For me, I just look at Savage Worlds and think I can't imagine ever using it because other sets of rules would always get chosen first. But for folks who don't have those other "default" choices, it might be just fine, thank-you-very-much.
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Date: 2008-08-05 07:33 pm (UTC)no subject
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Date: 2008-08-05 07:38 pm (UTC)As to my opinion of Savage Worlds, if I liked a game using the system the system wouldn't sell me off it, but it wouldn't be a positive point in the favour of the game either.
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Date: 2008-08-05 07:39 pm (UTC)From Deadlands came the simplified Great Rail War, and from the Great Rail war was developed SW.
SW uses cards (for initiative, and for some other stuff in things like the new(-ish) SW Deadlands).
SW uses dice ... most PCs roll a skill die (d4 through d12) and a "Wild Die" (d6). All dice open end (Roll again, add results). Take the single highest die as your result.
Most NPCs roll a single skill die. So if you and your squad of peltasts are pinned behind some rocks by six Rhodian (not a Rodian) slingers (Shooting d8) the six slingers roll 6d8 and count each die. But young Phorastrias, an NPC "Wild Card" would roll a d8 and a d6, and count the highest one.
Stats are bought, not randomly generated. There is a very trim little skill set with few social skills (Taunt, Intimidate) ... most social interactions are Stat rolls modified by your Charisma ... which starts at +0 for most characters and can be raised or lowered with Merits and Flaws.
It is exactly what it says: Fun, fast, furious! I do find that it pales a little in extended play, but that's just me.
Doug.
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Date: 2008-08-06 02:02 am (UTC)For that style of play, where I'm simply not willing to put weeks of work into numbers-crunching to "properly" build a new campaign setting, Savage Worlds seems to work well. But then, an added bonus is that I'm a Deadlands veteran, so some of the mechanics are familiar to me.
As for Solomon Kane, it has nice production, and it contains a version of the Savage Worlds rules, along with some rules for magic that interest me, but an awful lot of the book is devoted toward a "plot point" campaign that I sincerely doubt I would ever use. (Why? Because I'm never content to use someone else's plotline; I feel like I need to tailor mine to fit whatever plot hooks the PCs' backstories seem to provide.)
Anyway, the Savage Worlds Explorer's Edition softcover book is $10, and pretty good quality. I recommend also checking out the Pinnacle web site (http://www.peginc.com) for various free downloads of supporting material (PDFs of character sheets, GM screens, sample settings and adventures, etc.). Even though my present campaign is ostensibly a "Pirates RPG" campaign (and the Pirates RPG book is self-standing, with Savage Worlds rules - minus stuff that doesn't fit the setting), I found it beneficial to get a few copies of the SW softcover book, and to put index tabs to mark the chapters and important sections, to have them around the table for easy reference. (Some of my players actually bought their own copies, too ... which seems to be almost unheard-of in my playing group.)
Savage Worlds isn't the best system of all time (and I haven't yet figured out what that is), but it's a fun system and seems especially designed to make things easy for the GM to get things rolling - and to make quick and drastic changes to the plotline if need be (when the PCs do really unexpected things and head off in strange directions).
Useful Savage Worlds Links
Date: 2008-08-06 02:06 am (UTC)"Test Drive" demo, intro to the basic rules (http://www.peginc.com/Downloads/SWEX/TD06.pdf)
General Character Sheet (http://www.peginc.com/Downloads/SWEX/SWEXCharSheet.pdf)
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Date: 2008-08-06 04:21 am (UTC)It seems to run pretty fast, and many of the beginners to the system in attendance that day seemed to pick it up okay. It's a bit quirky with the combo of the variable polyhedral dice (a bit like Iron Claw in fact) and cards (and at times I felt I was playing a game within a game) but its light enough.
I bought an extra copy of the Explorers edition of Savage WorldsI could lend you if you want to read a dead tree copy of the rules.
::B::
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Date: 2008-08-11 04:09 pm (UTC)Today, I can't really imagine letting something like that get in the way of a game. I guess my current GM is a good influence.
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Date: 2008-08-11 04:51 pm (UTC)I'd like that!
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Date: 2008-08-11 04:55 pm (UTC)I wanted to play a man who wrestles androids, not an android who wrestles!
I guess my current GM is a good influence.
Yeah, who was that guy again? Robin Williams or something?