Post originally by Robert Calder at 2003-10-17 08:14:20
Converted from Phorums BB System
Hey there,
I'm the "Robert" from Big Dan D's review.
I'd like to highlight Dan's comments on "utility". To get there will be a bit round-about, but if you care, perservere.
SW was a poor fit for the game I recently ran with our local group for three primary reasons.
First, though the setting I designed for it called for above average heroes, it was farther above average than Savage Worlds can handle with the provided ruleset. For example, some characters can do things such as tear doors off of bank vaults, or fall from the top of a highrise while only spraining an ankle.
By default, SW doesn't handle "super" human attributes very well. For one thing, you can't exceed the human maximum in a trait (d12) as a starting character. Additionally, even if you *could*, the recommended method of modelling leaves something to be desired - you simply add. (d12+1, d12+2, etc). My assumption is that the eventual release of the Savage Worlds superhero setting will offer something more workable, but for now, it's a bit unwieldy. The problem is worsened because there isn't a hard link between attributes and skills. Your Doctor character might have a d12+20 intelligence trait, but that's not much help when it comes time to roll for an application of your setting's equivalent of Medicine.
Secondly, the power system. (Dan mentioned that I had to try redoing this from scratch for my game.) The system, as is, makes it troublesome to design powers that don't have a direct tactical impact on gameplay. Now, in truth, this isn't actually a fault of the system, which supports a very tactical mindset. But when you're dealing with powers that have potentially sweeping effects in a narrative sense rather than a tactical sense, Savage Worlds has troubles.
Also, the way the power system works (with respect to building a character with powers) feels very limiting to me. It attempts to differentiate the utility/impact of powers based on power point cost and the character level necessary to purchase each power. You get a number of starting powers based upon the type of Arcane Background edge you take, and are able to take additional powers later on by using the "New Power" edge.
My problem with this approach is that, since the powers are very tactically-oriented, the powers themselves are very specific. "Light", "Blast", etc. The kinds of things I wanted characters in my game to do were much broader. Differentiating the powers based on usage cost and character level bothered me - my preference would be to have the actual purchase price of the powers vary, so a character could buy one broad/hi-power ability OR two more specific/lower-power abilities, without a limit on purchases based on character level. (Again, this isn't necessarily a problem with the system. Varying power purchase costs would give the players more choices/options, which always increases the time spent making characters.)
The last problem I encountered trying to run my SW game was that, due to a combination of my inclinations as a GM and the sorts of characters made by the group, the game could not have been LESS tactically oriented. There was no fighting, just investigation and character interaction. So, in the end, SW was not a good match up for our game.
Now, this brings me full circle to the point I actually wanted to make.
Despite my issues in trying to make SW work for the setting and characters we put together, I still contend that this game has A LOT of utility.
If the group needs to toss together a game with very little prep time, and without the need for the system to model a wide range of metaphysical nuances, I feel that Savage Worlds is (for now, at least!) the final word.
In a setting where the PCs are uniformly just a step or two above the normal, and where the tactical impact of the things they can do can be very clearly defined, and the group has a desire to focus on their tactical side for an evening or two, Savage Worlds is good stuff.
Following my recent experience with SW as a GM, I can now think of any number of things I wouldn't go anywhere near SW with. But, at the same time, I can think of a whole army of things I WOULD us it with.
Anyway, just wanted to chime in with my 45 cents.