Post originally by Tim Gray at 2004-09-06 09:36:28
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A review as positive as that is probably going to attract the usual nay-sayers. I'm just glad you found something you really like.
I wouldn't agree with Octopons as PCs, mainly because there's some stuff connected with them that should be discovered as part of the arc. But I'm sure it could be made to work.
Post originally by Ben Rogers at 2004-09-06 10:20:34
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Dan,
I was hoping someone would notice.
Yes, "Swabbing" is a skill in <i>Promised Sands</i>, though, if people understood the philosophy behind the skills, I'd have to explain that a lot less!
I find myself reading over <i>50 Fathoms</i> quite a bit since I wrote this review a week ago. It's a constant companion on my desk next to the computer. I wasn't joking when I said it was chock full of ideas and well worth the purchase price!
Post originally by jay verkuilen at 2004-09-06 13:02:02
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The reason that races, equipment, etc., are in the front of the book is because GWG clearly separates player and GM sections of their books. This was a feature of Deadlands books I always liked and it's been carried over into the Savage Worlds line. I *really* like this as it keeps GM secrets strictly marked as such. I've been disappointed more than once when a cool idea for a plot arc was "busted" in text I'd otherwise have liked players to read as background for their characters. <sigh>
Also, you can purchase the player's section as a PDF from rpgnow.com for a few bucks, which will certainly save the spine of your book.
Post originally by AP at 2004-09-06 14:04:49
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I have never played Savage worlds or anything else by this company before. After clicking on the link to the hardcover book, it makes it sound like an expansion, but the review made it sound like a complete game. What else if anything do you need to play? Thanks for the help and for the very informative review.
Post originally by Tim Daly at 2004-09-06 14:15:47
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It's a stand alone campaign, but you need the Savage Worlds rule book to run it with the Savage Worlds system. You shouldn't need any other books, however.
Post originally by Ben Rogers at 2004-09-06 19:53:47
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The way that <i>Savage Worlds</i> works is sorta like <i>GURPS</i>: You buy the main rulebook for the mechanic, then you buy the "worldbooks" for your campaign settings.
So, yes, you do need another book for the rules--but you need no other books for the world.
Post originally by Tim Gray at 2004-09-07 01:14:41
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Yes, for anyone interested in getting a feel for 50F without paying for the whole book the Player's Guide is a good buy - the first 40-something pages, including all the chargen stuff, and you can print as many copies as you like for your group.