A generic roleplaying system for those who don't like tons of bookkeeping or lugging around a backpack filled with sourcebooks. Savage Worlds is fast and easy to learn and allows novices and experts a chance to play in any genre.
Post originally by Mike Zebrowski at 2003-05-09 16:11:19
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First,I really like Savage Worlds.
However, this review reads more like an ad than a review. Very little information is given about the actual game rules and how they work. While delving into the origins of the game is interesting, it doesn't do much to inform the reader about how the game turned out.
Post originally by Oni no Won at 2003-05-09 21:16:13
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Skimming through the book, I found the game rules to be too similiar to Deadlands RPG only that it is expanded to include fantasy races and bit pieces for modern and sci-fi stuff.
I already own two generic systems, d20 being the most used because many companies including Pinnacle, are using it with their flagship games (The other is Palladium). I already have the means to convert my players' Deadlands characters to d20 system to allow them to visit other game worlds made by other companies (I'm thinking of sending them to Iron Kingdoms by Privateer Press). Anyway, the biggest selling point for Savage Worlds is the faster combat and the ease of use. D20 is already easy for many of us because at it's core, it is still D&D and combat for either Deadlands or d20 has never really been bogged down (for us)especially if you use the group method.
Post originally by Nilus at 2003-05-09 21:24:47
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Actually it is really not that similiar to Deadlands. The only similiarties I see are that it uses Cards for initiative(although its a much simplier way of doing that) and that it uses Die types for stats and skills instead of fixed numbers.
The system really play completely different then Deadlands IMHO.
Combat might not be that bogged down for your group and actually for my group it isn't a really problem. But Savage Worlds speeds up combat so much, that it leaves a lot of extra time for actual Role Playing, and it does that without sacrificing a lot of detail in combat. It just runs smoother. Of course this is all just my opinion, so others might think different.
Post originally by Timothy Daly at 2003-05-10 08:33:14
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I've played both Deadlands and Savage Worlds, and I have to say that if you can do the same battle in Savage Worlds with, lets say 30 characters, and do the same battle in Deadlands and *not* take at least twice time, I will eat my shorts! It just can't be done no matter what kind of "group method" you use. Not that I'm trying to beat up on Deadlands, it's a great game.
Post originally by Mike Zebrowski at 2003-05-10 09:16:56
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<B>Skimming through the book</b>
Skimming is not the same as reading.
Reading is not the same as playing.
SW is not Deadland warmed over. It was built from the ground up with a specific set of goals in mind. You really have to play it to understand just how fast the system is.
Post originally by Crimson_Tiger at 2003-05-10 13:11:29
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You could also read the review that Pyramid gave it. It's an honest review of the Savage Worlds system and gives a better insight of the game. It's pretty positive as well.
Post originally by Vibropod at 2003-05-10 14:43:04
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Ya know, I'm the *last* person that will complain about how "expensive" RPG books are. I've tried to explain to other people that you're not just paying for the cost of actual production, but the R&D and the designer's salaries and whatnot. Dollar per hour, they are an exceptional bargain. I think for the most part they are very fairly priced... with some exceptions. Bastion Press books, for example, are far too pricey for what you get.
It seems I have to add another exception to my list. $30 US for a 144 page book? I don't care if it's in full color with glossy pages, I just won't be buying it. If the whole group was going to switch to this system, fine, but for a collector or someone who just wants to check out the system, that's out of reach. And I'm *extremely* interested in it too
Post originally by Blacksteel at 2003-05-10 15:17:01
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Oh please.
First - How many core rulebooks for systems can you get for less than $30 nowdays? Note this isn't one of 3 books, like d20 or GURPS, this is one book. 144 pages, Hardback, Black & White interior.
Second - How much should it cost? $20? $25?
A year from now, are you going to care whether you spent $5 or $10 more on the book than what you thought it should be? If you are "Extremely Interested" I can't see how this piddily amount of $$$ difference would stop you for a second. Check out the test drive rules on the website for free if you need to, but don't whine about a cost difference of a movie ticket or a cheap lunch.
Note: I have a ton of both d20 and GURPS stuff, no slight to those systems intended.
Additional note: I remember when the PHB cost $12 and the DMG was $15. Books cost more now, as does everything else. Maybe it's a good sign that this is the biggest complaint about the game.
Final note - All that said, this review is pretty thin. Hope we get another one with more "review" and less "summarizing the design diary"