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| #1strudel_lumpycakesMay 29, 2009 3:31:10 | I ran a game of it over the weekend. The whole thing was very off the cuff, and we started late at night, so I'm not sure how representative it was of how the system usually works. I let the players have anything they wanted out of the book. The game involved pineapple-maimings, monkeys with katanas, flamethrower-wielding sharks, and a gay black french vampire police officer and his vestigial necromancer twin. And no, it wouldn't make any more sense if I explained it. Anyway, combat seemed to flow VERY fast, with the mooks typically going down in one hit, and even the big bads only took a couple of rounds. I liked the speed at which combats where handled, although it seems like a PC could go down just as fast in dire circumstances. The "Target Number Is Always 4" rule helped out a lot, and made for easy improvisation. Unfortunately we had to stop before the final fight because one of the players started vomiting everywhere, but all-in-all fun was had. What have other people's experiences with Savage Worlds been? |
| #2NovacatMay 29, 2009 20:23:15 | I used to play in a bi-weekly Deadlands Reloaded game (which uses the Savage Worlds system), until my work schedule got in the way. Hopefully I'll be able to rework my schedule to be able to rejoin that game. Overall, I like the system for what it does. Some parts of it seem a little clunky to me, but the whole package is real tidy. A good and experienced GM (or "Marshal") is basically required for a long-term, quality campaign, even more-so than in most systems, because there's very little leg-work done for the GM ahead of time. Pros: Very flavorful system, especially with the interaction of cards and dice. Quick, very dynamic combat makes action sequences more accessible to the casual game. Plenty of character customization options. Cons: Character options are not well balanced, and it will take a knowledgeable GM to ferret out which options are trouble and which are not. Combat can be unreasonably lethal under the wrong circumstances, so (again) it will take an experienced GM to build fun encounters without making them deathtraps. |