Thursday, October 30, 2008

Savage Worlds

First things first.

First - I'm a gaming whore and I know it. Knowing is half the battle.
Second - I'm not dropping the 4e campaign. I like it and hope to run it for a very long time.

With those caveats out of the way, let me speak a moment about the Pinnacle Entertainment's Savage Worlds: Explorer's Edition. I picked up down at Meta-Games during WARMACHINE Weekend. It was dirt cheap, $9.99 for the book, normal retail. It is a 160 page booklet style format that is crammed with what appears to be a great little rules system. Art is good as well, I would love to have a poster size print of the Rocket Man picture on page 5!

Why this sudden interest in the game? I have heard of folks playing in the past and been given some abstract descriptions. I had also heard that it was uber easy to convert a setting to fit the rules structure, plus it utilized a minion type system to ease the combat with the grunts of the world. I had heard folks used it to create an Iron Kingdom's setting and since I am a card carrying member of the Privateer Press Fan Boy Association I thought it would be cool to utilize it for that reason.

Well... Since reading it, I'm not sure I want to just do that! The possibility of running some interesting settings is just too cool. Two that I am thinking of tinkering with in my 'oh so available' free time are...
  • Modern (Near Modern) Horror/Conspiracy like X-Files and Fringe
  • Fictional High Magic Pirate Setting
Either of these might be way too cool to develop into a playable format. When would I have a chance to develop and run? Who knows... Maybe after the guys get in the apartment, a week night might present itself for a bi-monthly shing-ding. Only time will tell.

With that bit of an introduction let me tell you a bit on how the system works.

Each character has a set of five attributes (Agility, Smarts, Spirit, Strength, & Vigor) and skills (many). Each level is represented by a die type. You buy more levels in each, increasing your die type with each purchase... D4 -> D6 -> D8 -> D10 -> D12. Each time you attempt to do something you roll the die type for that skill an/or ability. If you get '4' or over you succeeded. Players and big bad guys are 'wild cards' and always get to roll a D6 as well as the stat/skill die and take the best of the two. The target number can be modified by in game situations (cover/concealment/etc.). Players control their own minion/followers during combat, which frees up the GM to run the bad guys. Lackeys are either up, shaken, down. Easy peasy. Wild Cards have a toughness stat that keeps them up longer.

The book has rules for vehicles, chases, mass combat, and much more.

I just re-read that and I feel I did it no justice. The game just seems real easy to play, despite my horrible attempt to explain the character.

Any Hoo... I may start to work on the Modern Horror setting for S&G, just to come up with some ideas in case I can squeeze in the time with the guys! :)

jp
I'm John, and I'm a gaming addict.

2 comments:

Eric said...

John, you are the poster child of a gaming whore. I think the game companies need to start paying you to plug their games.

JP's RPG Blog said...

True. It would be nice to get a kick back once in awhile. :)

jp