RPGnet
Reviews | Game Index | Forums | Press | Wiki | Columns | Store
 

Go Back   RPGnet Forums > RPGnet Appendix > RPGnet Reviews

Reply
 
Thread Tools Rate Thread Display Modes
  #1  
Old 10-17-2003, 01:00 AM
RPGnet Reviews
Guest
 
Posts: n/a
[RPG]: Savage Worlds, reviewed by Dan Davenport (4/4)

http://www.rpg.net/reviews/archive/9/9798.phtml

Dan Davenport's Summary:

The action is as fast, furious, and fun as advertised, although the choices made to get there may not appeal to everyone. It's a great choice for those who enjoy the tactical aspects of gaming but not the onerous time requirements.

Go to the full review for more information.
Reply With Quote
  #2  
Old 10-17-2003, 07:55 AM
RPGnet Reviews
Guest
 
Posts: n/a
Edges.

Post originally by Thunder_God at 2003-10-17 06:55:12
Converted from Phorums BB System


How many do you begin with?
Reply With Quote
  #3  
Old 10-17-2003, 08:01 AM
RPGnet Reviews
Guest
 
Posts: n/a
Dan Davenport

Post originally by Ron Fricke at 2003-10-17 07:01:12
Converted from Phorums BB System


Dan Davenport is my favorite reviewer. Despite the fact that ithis was not a product he liked very much, the review never turned into a slam or even a slight.
Yay Dan, I say!
Reply With Quote
  #4  
Old 10-17-2003, 08:33 AM
RPGnet Reviews
Guest
 
Posts: n/a
RE: Dan Davenport

Post originally by Wulf Corbett at 2003-10-17 07:33:02
Converted from Phorums BB System


Very individual and readable, I agree. It certainly feels like he played the game, and even tells you HOW he did, in case it might influence your decision (I have not the slightest interest in pirates, for instance...).

Put me off buying it right away though. I'll fit it in somewhere, I guess...

Wulf
Reply With Quote
  #5  
Old 10-17-2003, 08:46 AM
RPGnet Reviews
Guest
 
Posts: n/a
RE: Edges.

Post originally by aiwendel at 2003-10-17 07:46:40
Converted from Phorums BB System


Humans start off with one edge, other races start with none (though they have racial abilities instead).

You *purchase* edges by taking hinderances. By taking one major and two minor hinderances (the maximum amount), you are have four "points" which may be spent as following:

One Point:
----------
*Advance skills (either two or one, depending on the relevant trait)
*Double starting cash

Two Points:
-----------
*Increase an attribute by one die type
*Take an edge

(I might be wrong about these-- I don't have a copy of the rulebook here at work. Still, you get the idea, I hope)
Reply With Quote
  #6  
Old 10-17-2003, 09:01 AM
RPGnet Reviews
Guest
 
Posts: n/a
Regarding starting level(s)

Post originally by PowerGamer at 2003-10-17 08:01:17
Converted from Phorums BB System


Nice review, Dan. The fact that you don't slam the game just because it isn't to your personal taste(s), but actually articulate your grievances AND concede that these percieved flaws may well be just what others are looking for, puts you squarely on top of the review heap. :^)

Quote:
Originally Posted by Dan Davenport
In play, I didn't notice a whole lot of difference in their degree of ability so much as the range of their abilities. And that points out my biggest problem with the game's advancement system: it's inherently limiting to character concepts. For example, one player wanted his character to be a sharpshooter, but the Marksman Edge isn't available until the character reaches Seasoned. In other words, there's no such thing as a first-level sniper. Considering how dependent the system is upon Edges to distinguish characters, I'm of the opinion that this method is simply too restrictive.
Although it isn't expressly written out in the book, that is what Ranks are for -- even, say, a green paratrooper would probably be of at least Seasoned, if not Veteran rank. So if (for example) you want to run a badass Delta Green campaign set in the Iron Triangle around 1967, you will want your players to start out at at least Seasoned rank, if not higher. SW does not demand that you start at the first level; that is for the GM to decide.

Best regards,
C.
Reply With Quote
  #7  
Old 10-17-2003, 09:14 AM
RPGnet Reviews
Guest
 
Posts: n/a
Indeed!

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.
Reply With Quote
  #8  
Old 10-17-2003, 09:31 AM
RPGnet Reviews
Guest
 
Posts: n/a
Oh, and Dan...

Post originally by Robert Calder at 2003-10-17 08:31:53
Converted from Phorums BB System


...as usual, great review.

-R.
Reply With Quote
  #9  
Old 10-17-2003, 09:46 AM
RPGnet Reviews
Guest
 
Posts: n/a
RE: Edges.

Post originally by Bob at 2003-10-17 08:46:48
Converted from Phorums BB System


Generally, i think every character gets one, plus one for being human, and Hindrances can earn another.
Reply With Quote
  #10  
Old 10-17-2003, 09:59 AM
RPGnet Reviews
Guest
 
Posts: n/a
RE: Indeed!

Post originally by Jon at 2003-10-17 08:59:44
Converted from Phorums BB System


Thank you! That post made the review twice as useful to me in trying to decide whether to purchase the game or not.
Reply With Quote
Reply

Thread Tools
Display Modes Rate This Thread
Rate This Thread:

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -7. The time now is 09:35 AM.


Powered by vBulletin® Version 3.8.3
Copyright ©2000 - 2009, Jelsoft Enterprises Ltd.
© 1996-2006 RPGnet® and individual posters. Compilation copyright RPGnet.