What is it?:
Savage Worlds is a multi-genre RPG by
Pinnacle Entertainment Group, the good folks who created Deadlands.
In addition to their own Slipstream setting, PEG has Flash Gordon as well |
The setting:
Savage Worlds doesn't have a campaign
settings per say. They did convert Deadlands and Weird Wars to the
system and created some new ones for the system, like Slipstream.
They also have books for genres, like Sci-Fi, Fantasy, and Super
Powers. Other companies have used the system for their own settings.
They also got a license to do RIFTS. I assume they made a deal with
the devil to get that one. The core book has guidelines for creating
your own worlds, anything from super heroes to high fantasy with a
lot of different things thrown in for good measure.
You can do some crazy shit with Savage Worlds, just saying... |
The system:
While loosely based on the classic
Deadlands system, Savage Worlds is much more simple and streamlined.
Which is both good and bad.
In order to streamline the system,
there's only three “wounds” your character can take before he's
down for the count.
Rather than having a number of dice for
each stat (2d6, 4d10, 3d12, etc), you instead have one of whatever
die type (d6, d8, d10, etc). Each stat starts at a d4, with a handful
of points to increase them. When you select skills, they're based on
the die type of your stat. Let's say you have a Vigor based stat and
your Vigor is a d8. To have that skill at a d4 is only one point, two
for a d6, but it would cost five points for a d10.
They also have Edges and Hindrances,
but they work a little different than in Deadlands. In the Classic
Deadlands setting (which I've written about), you got character
points to spend on your skills and Edges, and you could take
Hindrances to give you more points. In Savage Worlds, Hindrances can
give you a few points to increase a stat or some more points for
skills or you can take an Edge. All of this depends on if the
Hindrance is Minor or Major, of which you can only take two or one
respectively.
Another major change is how the system
handles experience. Unlike most systems I'm familiar with, it doesn't
use straight point buy or leveling, instead picking something that's
almost in between. As you earn character points, you can spend them
to improve your character, but when you get a certain amount, you
achieve a new “rank.” And you keep gaining ranks as you earn more
experience. When you reach the new rank, you can pick new skills or
get new Edges, but there are some Edges you can't get until you reach
a certain rank. Which means there are some paths you need to follow
when making your character and probably want to stick with that path
as you advance in ranks. If you've picked one that isn't useful in
the campaign or isn't very powerful, tough cookies.
Another interesting thing is the Wild
Die. Every time you make a roll for your stat or skill, you also get
to roll a d6 and pick which one to take. Given how all rolls have a
Target Number of 4, this makes is a little easier to get a success
when all you're rolling is a single d4. Thankfully, only major
villains get to roll a Wild Die, too.
Is it worth it?:
The “Explorer's Edition” of the
book is only $10 for a physical copy or PDF. No matter how iffy the
system can be, it's a good buy as something to keep in reserve for
when you need something different to play.
So, yes, it's worth it.
But, from what I've seen, the game
seems to be more of a “Beer and Pretzels” game rather than
something you run long term. It doesn't mean that you can't, just be
aware that it's not going to replace your more advanced systems like
Dungeons and Dragons or GURPS.
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