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Old 01-15-2008, 05:44 PM
Spectral Knight Spectral Knight is offline
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Re: [RPG]: The Savage World of Solomon Kane, reviewed by Benedict (5/5)

Quote:
Originally Posted by manifold View Post
Savage Worlds is only as bland as the group that plays it. It's expected that the players and GM will provide descriptive substance (called 'trappings') for their actions. So, while it may seem to lack detail, SW actually distills the end result of many Stunts, Maneuvers, Combat Rites, Feats, and other d20 crunchy bitz into a few combat options. With the rules for tricks and tests of will, for example, SW does in a few paragraphs what took The Book of Iron Might several chapters.

Savage Worlds encourages vivid description, both in and out of combat. How much swashbuckling flavor that description contains is up to the players.
This is very true. Some of the most interesting (and fast) games I've ever played were in the 50 Fathoms setting at conventions. Yet though they were fast, none of those sessions lacked for detail or entertainment value, and the dice part of the game took only a few seconds to resolve.

It is ultimately the preferences of your roleplaying group that will determine whether or not you like Savage Worlds. Players that enjoy vivid descriptions will probably like the system, as it encourages them to go into detail but keeps the dice factor down. The ones that stop at 'I hit him again' probably will prefer other systems.
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