| View previous topic :: View next topic |
| Author |
Message |
Paulewauge Seasoned
Joined: 06 Oct 2003 Posts: 474
|
Posted: Mon Nov 10, 2003 3:24 am Post subject: One thing to love about Savage Worlds...Thanks Shane! |
|
|
So I don't know about some of you guys but...
I have played D&D for a looong time. I have spent a lot of money buying the various books, looking for resources and books to fit my campaign world and trying to get things that will help it grow the direction I want.
Hours and Hors trying to get this stuff to fit or buying books I don't have the time and or inclination to use or fining out they don’t' really do what I wan them to...
Anyhow!
I love Savage Worlds because...I can walk in the game store and just take a causal glance over the rpg section. I can go to forums dedicated to playing D&D and d20 and see all of the endless debates over rules and how they work or what they really mean....
And all the pressure is off me now! I can feel more relaxed about my gaming!
I have always valued having a "loose usable system" and making it up off the cuff.
Keeping it fast and loose. I have no problem stretching a few small resources out and giving them a different face. ( I no longer buy Monster books for D&D past the MM! because they offer almost Nothing new! All variations on the same thing....If all I wanted was a cosmetic change I can do that myself!)
So with this game I feel a ,to more relaxed have more time for other kinds of gaming and painting, and ya, know being lazy and watching Tv (yes sorry I'm a big couch potato...! )
I can float around other forums and see all the things people get worked up over and just go.."meh!"
Savage Worlds just rocks!
Sure it's not perfect but IMO t is way above anything else and makes gaming Fun again!
"Fast and furious" and "Doing More with Less" are the words in my gaming vocab now!
Well that’s pretty much what I have to say, thanks for reading!
Cheers!!
[/end fan boy mode]  |
|
| Back to top |
|
 |
DerFinsterling Legendary

Joined: 13 May 2003 Posts: 5670 Location: Vienna, Austria
|
|
| Back to top |
|
 |
jblittlefield Legendary
Joined: 13 May 2003 Posts: 7472
|
Posted: Mon Nov 10, 2003 6:44 pm Post subject: |
|
|
I think you expressed the sentiments of most of the posters here at the forum. Welcome and enjoy  |
|
| Back to top |
|
 |
MadTinkerer Legendary

Joined: 26 May 2003 Posts: 2657 Location: New Jersey
|
Posted: Mon Nov 10, 2003 8:51 pm Post subject: |
|
|
I like it because it has 90% of what I like about d20, a better "core mechanic", easy to write for, easy to "eyeball", easy to convert to, easy to run... I just like it. There are a few things that other systems like d20 and Storyteller seem to do better, but not enough to make me choose them over Savage Worlds.  _________________ "Any sufficiently analyzed magic is indistinguishable from science!" - Agatha Heterodyne
Check out Mad Tinkerer Dot Org! |
|
| Back to top |
|
 |
jblittlefield Legendary
Joined: 13 May 2003 Posts: 7472
|
Posted: Tue Nov 11, 2003 9:04 am Post subject: |
|
|
| MadTinkerer wrote: | There are a few things that other systems like d20 and Storyteller seem to do better, but not enough to make me choose them over Savage Worlds.  |
Care to elaborate?
I've always viewed Savage Worlds as "D6 done right"  |
|
| Back to top |
|
 |
MadTinkerer Legendary

Joined: 26 May 2003 Posts: 2657 Location: New Jersey
|
Posted: Tue Nov 11, 2003 4:31 pm Post subject: |
|
|
1) I still like D&D's magic system. It works in d20, but really doesn't work in SW.
2) D&D's Feat structure is pretty darn elegant considering that it was developed from the Fighter Class's Combat Proficiencies, and developed into something useful to all characters.
3) I really like the Wealth system in d20 Modern. Martial Arts Feats, the Class structure (It's like Savage Worlds would probably look like if it had to have Classes), how damage works (actually kinda like Savage Worlds but with Hit Points added on to provide reverse compatibility with other d20 games), it's all good. It's not as Fast Furious Fun as Savage Worlds, but it comes darn close.
4) Several of White Wolf's "gimmick" systems (Gifts in Werewolf, Magic in Mage, Charms in Exalted) can translate but hurt the FFF-ness when they do. However, those "gimmicks" are essential to the feel of those games. Perhaps some transliteration rather than translation can be worked out, but in the meantime Storyteller is better for most White Wolf games.
5) Feng Shui practcally is Savage worlds minus a good character creation system, but FS has a bunch of things SW doesn't: fantastic martial arts, spontaneous(more or less) magic, the ironic thrill of defending Joe's Pizza Shop from monsters because it's the right shape to channel chi...
6) Marvel Super Heroes Adventure Game*: I'll throw in an underdog here. Sure, it was somewhat unbalanced (not a problem with the right group and GM combination) and it never got the sales it deserved, but it had the greatest card-drawing RPG system of all time and the entire Marvel Universe to draw from. I'd say it was my first encounter with "Fast! Furious! Fun!" and really handled the idea of super powers and super-abilities well. While I'm salivating over Neccesary Evil, in the meantime, SW doesn't have much support for four color super-powered heroics. (Though it is fine for "street level" campaigns.)
*NOT the current Marvel game out now (that thing I wont touch with a ten foot pole) or the original Marvel Super Heroes Basic Set/Advanced set (one of the best super hero RPGs of all time, though I personally liked MSHAG better).
Is that enough elaboration? _________________ "Any sufficiently analyzed magic is indistinguishable from science!" - Agatha Heterodyne
Check out Mad Tinkerer Dot Org! |
|
| Back to top |
|
 |
jblittlefield Legendary
Joined: 13 May 2003 Posts: 7472
|
Posted: Wed Nov 12, 2003 7:03 am Post subject: |
|
|
| MadTinkerer wrote: | | Is that enough elaboration? |
Yep.
They mostly look like "genre" trappings and "feel" mechanics rather than actual core mechanics that could translate to a generic ruleset. |
|
| Back to top |
|
 |
bighara Veteran

Joined: 14 May 2003 Posts: 941 Location: MoCoMD
|
Posted: Wed Nov 12, 2003 10:53 am Post subject: |
|
|
| MadTinkerer wrote: | | 1) I still like D&D's magic system. It works in d20, but really doesn't work in SW. |
It's funny, D&D's magic system (esp. d20) was one of the things that drove me away from 3e. Too many spells, effects & items to keep track of. YMMV of course _________________ "Almost nobody dances sober, unless they happen to be insane." -H.P. Lovecraft |
|
| Back to top |
|
 |
MadTinkerer Legendary

Joined: 26 May 2003 Posts: 2657 Location: New Jersey
|
Posted: Wed Nov 12, 2003 11:46 am Post subject: |
|
|
| jblittlefield wrote: | | They mostly look like "genre" trappings and "feel" mechanics rather than actual core mechanics that could translate to a generic ruleset. |
Yep, that's what I'm saying. I don't actually miss 'em that much, mainly because the Evernight book combined with the ease of the SW rules makes it so much easier on me as a GM.
| bighara wrote: | | It's funny, D&D's magic system (esp. d20) was one of the things that drove me away from 3e. Too many spells, effects & items to keep track of. YMMV of course |
Well if you've got the time, it can be just as rewarding to run a D&D game as to run an Evernight campaign. If you run a pre-fab adventure or a semi-random dungeon that also cuts down on preparation time so you just have to mark off the spells as they're used (not that different from marking of power points), keep note of bad guy HP (there are various ways, we actually use dice next to the figures to track HP) and make sure you're following the rules right (not much of a problem if you have experience as a player).
The thing is, I don't have much time anymore, and the simplicity of Savage Worlds helps a lot. Instead of breaking out the Monster Manual(or my notes) to look up a monster or the Player's Handbook to look up a spell, I can "rule of thumb" a monster into existence without too much worry or time and the Powers are already all memorized.
Evernight has two major weaknesses from a D&D standpoint: few (but interesting) magic items scattered througout the book and some "classic" D&D elements like mechanical and magical traps are completely ignored. But it's still one of the best fantasy campaigns I've ever played or ran as a GM, so that makes up for it. Besides, if the Dragonsfoot folks can get into SW when a good number of them don't like anything published after 1990, it's gotta be good. _________________ "Any sufficiently analyzed magic is indistinguishable from science!" - Agatha Heterodyne
Check out Mad Tinkerer Dot Org! |
|
| Back to top |
|
 |
Balance Seasoned

Joined: 13 May 2003 Posts: 438 Location: Maryland
|
Posted: Wed Nov 12, 2003 12:13 pm Post subject: |
|
|
D&D magic works, for the genre D&D has become. I think 3rd edition tried to make things more generic (no hard line between arcane and divine spells, more spells based of common mechanics (I.E. the whole block of Detect spells, effect-based Magic Item rules).
On the other hand, the SW power system is an interesting concept, but it's not going to please anyone, and i think it is wrong to shoehorn every possible setting into uses for it.
But that's just me. _________________ Still looking for a good steak. |
|
| Back to top |
|
 |
bighara Veteran

Joined: 14 May 2003 Posts: 941 Location: MoCoMD
|
Posted: Wed Nov 12, 2003 12:22 pm Post subject: |
|
|
MINOR EN SPOILERS BELOW
| MadTinkerer wrote: | | Evernight has two major weaknesses from a D&D standpoint: few (but interesting) magic items scattered througout the book and some "classic" D&D elements like mechanical and magical traps are completely ignored. But it's still one of the best fantasy campaigns I've ever played or ran as a GM, so that makes up for it. Besides, if the Dragonsfoot folks can get into SW when a good number of them don't like anything published after 1990, it's gotta be good. |
I thought the first adventure in EN had some traps (Sa Karan ruins). Also, the trolls have the alarm line, not a trap, exactly, but still basically a tripwire. _________________ "Almost nobody dances sober, unless they happen to be insane." -H.P. Lovecraft |
|
| Back to top |
|
 |
MadTinkerer Legendary

Joined: 26 May 2003 Posts: 2657 Location: New Jersey
|
Posted: Wed Nov 12, 2003 1:50 pm Post subject: |
|
|
Yes, but they weren't traps like most seasoned D&D players are used to traps. Of course, most D&D players don't have to go through anything quite like Chapters 3 and 4 of Evernight, either. _________________ "Any sufficiently analyzed magic is indistinguishable from science!" - Agatha Heterodyne
Check out Mad Tinkerer Dot Org! |
|
| Back to top |
|
 |
|