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Brawler
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It's good to be back!

#1 Postby Brawler » Tue Sep 09, 2008 11:25 pm

I've been a Savage Worlds enthusiast for a very long time. It's been my game of choice for years. I haven't always gotten the opportunity to run it, but when I have I've always thoroughly enjoyed it. Well I have to admit that I was recently tempted away by a shiny new fantasy rpg. And I'll admit, it was a blast at first. I'm the DM and the flashy new mechanics reeled me and my gaming group in. It wasn't long before all it's luster was lost. Overcomplicated tactical combat, a tedious hit point system and overpowered character abilities made running the game no fun at all. The players got bogged down in all of the minutia and unnecessary crunchiness that, frankly, wasn't really adding anything at all.
Well after 6 weeks of personal torture I FINALLY got my group to switch to Savage Worlds! They're LOVING IT! They were amazed at how Fast! Furious! and FUN! the rules were. After one of the players had his paladin bum rush a pair of goblins knocking them to the ground and then finishing them off the next round, he looked up at me and said "I love this game!" I knew I had them hooked! Now there's no turning back!
After I finish this campaign, one of the players was planning to run a game in another system. After our session last night he asked me to borrow my Explorer's copy. He's seriously considering running his game using SW!
I've learned my lesson. I'll never look at another hopelessly tedious rpg again! Make mine SAVAGE! It's good to be back!

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Adam Baulderstone
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#2 Postby Adam Baulderstone » Tue Sep 09, 2008 11:58 pm

I know how you feel. Anytime I run a game with hit points, even if I otherwise love the system, I now find it a tedious chore to handle combat. Fortunately I've always found it as easy as you did to convert players over to Savage Worlds. Welcome back.

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#3 Postby longarms » Wed Sep 10, 2008 12:19 am

Further to getting rid of hit points, can we get rid of power points? I read one proposal, I came up with one myself based thereon, but there has got to be more.

and yes from on SW fan site member to another SW fan site member, it is a great system :)

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PEGShane
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#4 Postby PEGShane » Wed Sep 10, 2008 10:09 am

(blush)

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DaRealJudas
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Location: Officially Bremen, Germany but mostly my own little world inside my head (soo peaceful & pretty)

#5 Postby DaRealJudas » Wed Sep 10, 2008 10:13 am

PEGShane wrote:(blush)


No need to blush. It just the truth. An' my momma used to say, there' no shame in the Truth!
"So, how much Experience do I get for the bard?"

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Lord Inar
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#6 Postby Lord Inar » Fri Sep 12, 2008 12:18 pm

Look at Shane's avatar!

Exactly *how* does a pasty undead blush anyway?

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Wendigo1870
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#7 Postby Wendigo1870 » Fri Sep 12, 2008 2:00 pm

By injecting fresh blood directly into his cheeks? :)
He who fights with monsters should look to it that he himself does not become a monster. And when you gaze long into an abyss the abyss also gazes into you.
— Friedrich Nietzsche, Beyond Good and Evil

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ron blessing
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#8 Postby ron blessing » Fri Sep 12, 2008 2:10 pm

My group has just dropped our 4E game, in favor of Solomon Kane. I'm very excited.

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Lord Skudley
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#9 Postby Lord Skudley » Fri Sep 12, 2008 11:19 pm

A group of us Savages just started playing 4e, I kinda like it. It's an improvement over 3.5, but nothing beats 2e... Except Savage Worlds that is.

Anyhoo during the game one of the guys stared at his sheet for a long time then said "What frikkin die size is my 'Healing' skill?"

You can take a gamer out of Savage Worlds, but you cant take the Savage outta the Gamer!
Proud co-creator of the 1,000+ Random Encounter Generator found here!

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Brawler
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A fun way to run combat

#10 Postby Brawler » Wed Oct 08, 2008 2:23 am

I had a great game with my group last night. I've got a large group and in the past it's been a bit of a chore trying to keep everyone on track (which is one of the reasons we switched systems to Savage Worlds). Now while SW is helping TONS, things were still dragging as some players were trying to figure out what they wanted to do. So we tried something new. We worked it out so that the players all declared their actions before the cards were dealt out. Any sort of special actions were to be declared at the beginning then resolved after cards were dealt out for initiative. If something happened that changed what the player wanted to do they could change actions as a -2 penalty. That might seems a bit harsh, but it worked out perfectly. It made the combats a lot more focused and intense. We're going to try again next session and then decide whether we're going to make it a house rule. But so far I'm sold!

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#11 Postby Wendigo1870 » Thu Oct 09, 2008 1:25 pm

While my group isn't going totally savage (we've played many diverse game systems, so SW is 'just another system' for most of them, and my over-entousiastic approach backfired in the beginning), apparently SW is the system we're using the most right now. That's because of the uncomplicated rules, cool settings, ease of play (especially for a GM in our group of 9), and the fact most of us have a rulebook (2nd Ed. or SWEX), which wouldn't be the case if SWEX weren't so cheap.

So, while not too enamored with SW, my group does see its benefits. Just like any system has its pro's and cons.
He who fights with monsters should look to it that he himself does not become a monster. And when you gaze long into an abyss the abyss also gazes into you.

— Friedrich Nietzsche, Beyond Good and Evil


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