Re: [RPG]: Savage Worlds Explorer's Edition, reviewed by Shining Dragon (5/3)
You are one of the few who seem to like Savage Worlds a lot just from reading it. In my experience most people don't really 'get it' until they play it.
I do think your 'substance' grade is a little low. For what it is, a generic rules set, it is very complete. You noted the gear, magic, and special situations chapters but there is also a vehicles chapter and a mass combat system to round it out.
I would have liked a couple of fantasy races and a couple of sci-fi races as examples but that is all I would say is missing.
Mitch
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Re: [RPG]: Savage Worlds Explorer's Edition, reviewed by Shining Dragon (5/3)
Quote:
Originally Posted by mitchw
You are one of the few who seem to like Savage Worlds a lot just from reading it. In my experience most people don't really 'get it' until they play it.
I don't know why. As I mentioned I prefer games that come wit their own setting.
Quote:
Originally Posted by mitchw
I do think your 'substance' grade is a little low. For what it is, a generic rules set, it is very complete. You noted the gear, magic, and special situations chapters but there is also a vehicles chapter and a mass combat system to round it out.
I was tempted to give a better substance score. But comparing SW to a game that has a setting and/or character archetypes/classes/splats then I couldn't really justify it.
Quote:
Originally Posted by mitchw
I would have liked a couple of fantasy races and a couple of sci-fi races as examples but that is all I would say is missing.
Mitch
Me too. If it did then I could have given it a higher Substance.
Re: [RPG]: Savage Worlds Explorer's Edition, reviewed by Shining Dragon (5/3)
I think if anyone is curious to see how well the mechanics conform to a specific setting only need to pick up one of many settings for SWEX. With the cost of many RPGs these days, you can pick up at least one of many settings along with the core book for the equivalent price.
As a generic system it does it's job adequately in regards to translating a specific published setting but because it simplifies everything, it doesn't translate some of the heavy mechanics or mechanics specific to that setting well enough IMO. A good example of what I'm talking about is Deadlands. If you have ever played Deadlands classic and tried Deadlands Reloaded, you will know what I mean. Also because of it's pulpy feel and wound system, it can change the feel of a published setting.
In regards to being able to emulate many genres, I feel it is weak on superhero and martial arts right out of the box. Necessary Evil proved me wrong in regards to SWEX being able to do comic book feel of superheroism but I have yet to see the system do martial arts justice.
Othere than that, I have enjoyed the settings I have bought for the system; my favorite being the Rippers setting.
Re: [RPG]: Savage Worlds Explorer's Edition, reviewed by Shining Dragon (5/3)
A game store clerk actually pointed me in the direction of this game when I told him I wanted a low-to-no-fantasy setting for a Mad Max inspired game. So that's cool.
I'm looking over the discussion thread here, and in light of having watched the entire 2nd season of Venture Brothers yesterday, I think that a genre-mashing, pulpy take on SW would be really awesome. The fact that VB actually had two characters face off in a magic v. science contest (Dr. Orpheus and Dr. Venture both have to develop a shrinking-power, in their respective arenas) is a premise to crib from, definitely!
The idea that different characters might have "equivalent" abilities, but those powers might come from very different places, has been one of the defining characteristics of superhero gaming, in my experience. City of Heroes asks that question, too: what is the source of your character's power? The fact that SW asks you that same question is just too cool!
On the issue of creating a setting (unless you want to buy a source book), I say that'll always be a lot of work, no matter how much the developers might give you. I usually get stuck with GMing games, and I've noticed that, even in the notoriously meta-heavy World of Darkness games, it's the story itself that requires a lot of work. Settings can be tough if you're mapping out a whole different world, but if you use Earth at least as a premise for the game, it's really the story that requires most of the work.
Re: [RPG]: Savage Worlds Explorer's Edition, reviewed by Shining Dragon (5/3)
I admit I love Savage Worlds, although I use it more for skirmish games rather than straight roleplaying. That said, I think your substance score was too low because you wanted SW to be something that its authors never intended it to be. The Explorer's Edition is meant to be a set of generic rules that people can adapt into any setting they want. It is not meant or advertised as a game setting onto itself -- that's available, for example, in The Savage World of Solomon Kane, which has both the rules and the setting.
Reviews should be based on whether the creators of a particular work achieve what they set out to achieve or if they failed at their own goals. I mean, why pick up what was clearly marked as a setting-neutral, generic rulebook if you specifically wanted a book with clearly defined rules and setting?! That's sort of like criticizing Lord of the Rings because you're a science fiction fan and you wanted to see more spaceships...
Re: [RPG]: Savage Worlds Explorer's Edition, reviewed by Shining Dragon (5/3)
First of all, welcome to the Savage fold. :-) I know some are concerned about your low rating. I'm biased, and would have given it a higher rating, but that's me. I'm glad you have given SW a chance. It's a wonderful system. Admittedly, uber-powerful supers are hard to do with SW, and original Deadlands is better than Deadlands Reloaded. That said, it has to be (bar none) my favorite overall RPG. I'm a couple of years away from 40, and don't have to time bone up on all of the overly-crunchy systems. Plus, my memory, while good at remembering Star Wars dialogue, or names of Doctor Who actors, is not so good at absorbing 5 million pages of combat rules, etc. That's the great thing about Savage Worlds. It keeps everything simple. I realize you had a problem with the lack of a setting. With a little more investment, you'll find some wonderful pdf, and print plot points. I own them all. Not to mention Pinnacle Entertainment has some fantastic pdf toolkits, covering sci-fi, fantasy, pulp, and horror. Not to mention, cardstock character and screen insert pdf's. The online support for SW is tremendous. Most of the writers, and other company folk, are online to answer questions. Including the head man himself, Shane Hensley. Nice to see SW get some exposure down under. Anyway, SW is the game I play almost exclusively. Still play the odd licensed game, D&D, and the wonderful old D&D-inspired game, Castles and Crusades. But, Savage is my first choice for most everything else. Enjoy.