Monday, August 13, 2012

Chronicle 012: Savage Worlds - A Review

SAVAGE WORLDS

About a year or so ago I bought the Savage Worlds: Explorer's Edition. This thin, soft cover, inexpensive sourcebook was my first look into this game. I had seen it several times on the shelves last year, but knew absolutely nothing about it. Tony, at Neverland Games, brought my attention to it when I was looking for a new system to run. The groups I played in, at that time, were playing several different games, but the systems were all the same. To me, the system was specific for that genre, and there wasn't much give and take with the world in which you wanted to play. Sure you could hand wave the setting and make a fantasy game take place in modern times, but that thought had never occurred with these groups (at least, not to my knowledge).

So Tony told me about Savage Worlds, especially pushing the price and versatility of the system. At the time he was looking for someone to run a weekly game (well any game really), but I was unavailable due to life. I went home and read the book once through (more liked skimmed) and downloaded a couple one sheet adventures.
----Side Note: Savage Worlds is awesome for this alone. They offer an entire adventure that is printed on the front/back of one sheet of paper. All the fluff is pulled out; there are no descriptions, no stat blocks, just the critical information that you (the GM) need to run the game. Everything else you could need is in the main sourcebook----
The thought of running  the game excited me (as does any new system that I pick-up) and I informed one group that I was willing to run a game or two. Alas, life got in the way. The sourcebook soon found a place on my shelf and the adventures went MIA.

Fast-forward to a couple months ago with the release of: Savage Worlds: Deluxe Edition. I snagged a copy of the online pdf and took a read. The rules once again sucked me in. What I found fascinating was their use of a single target number to determine a dice roll success or failure. Target Number: 4. All you have to do is roll at or above this, and pretty much no matter what it is you succeed. There can be conditional modifiers to this number, but otherwise, you just need to a roll a 4.

So, which die do you roll to try and hit this TN? That depends. There are no d20 rolls. NONE. The dice used are the d4 to the d12. Your stats are based off of one of these five die types (much like in the Firefly RPG). There are five abilities (Dexterity, Smarts, Strength, Vigor, and Spirit), and there are skills tied into those skills (like is all other systems). Each of which are bought with points (5 for the abilities and 15 for the skills) when the character is created. Picking out some Edges (aka Advantages) and some Hindrances (aka Disadvantages) help round out your character. And then finally there are some Derived Stats that come from all the above. And POOF! you have a character ready to play. Or you could have skipped all that a used one of the archetypes that are brilliantly presented in the book. Regardless of your character building option you are now ready to play Savage Worlds.

There are many "savage" settings for this system, including Deadlands, 50 Fathoms, and Weird Wars. Each have a unique twist to them that sets them apart, but maintains the same game mechanics. The rules allow you to also play in a high fantasy setting similar to D&D. Or play super villains in a setting called Necessary Evil where all the super heroes have died defending Earth from an alien invasion, and the only people left to fight are the villains. You can also have games set in the modern era, like d20 Modern or Call of Cthulhu.

This past Friday I was finally able to run a game for two brothers, Chris and Tim. Both have years of gaming experience and are great at analyzing rules, as they are R-O-L-E players first and R-O-L-L players second. What's going to make the game more enjoyable, is a common idea for them. First let me point out that Savage Worlds presents their One Sheet adventures in such a way that you could possibly play an adventure with one person. While this wouldn't be as fun, it is plausible. But with two, we were at least able to have a lead character (Tim) and a major support character (Chris). I didn't feel there was a need to have any NPCs, as the rules are written to tell a story.

Neither had played a Savage World game before so there was some introduction required. However, I was greatly assisted by this with a beginner's character sheet, aka Training Wheels. This sheet explained where stats were derived from and presented a summary of actions, all while maintaining a front only character sheet. There was no flipping from front to back, it was all right there on page one. As well, to get to the game quicker I had them choose which archetypes they wanted to play. These are great as they allow for some customization -- permitting the player to choose their own Edges and Hindrances. Tim took advantage of this and let his choices dictate who his character would become. Where Chris had a preconceived notion of who he wanted to play and made his choices based on that concept. In the end Tim played Manny Mans an investigator, and Chris played Joan Earhart, a Fencing Fighter.

Chris' choice in character slightly altered my perception on the overall feel of the canned game that I was going to run (which was in the core rulebook). So instead of having a straight up Detective/Horror story it became more Pulp Horror, which was completely fine. I set the adventure in 1944 Hagerstown (where I live) and set the events in motion in which the heroes discovered that a vampire was feeding on workers in a renovated theater.
----Reminder: when pitting monsters against heroes, be sure to know how that monster can be killed----
When the heroes faced off against the vampire and his youngling, the heroes wiped the floor with them. Tim killed the youngling in one shot, and Chris flashed his blade and brutalized the elder in two rounds. Which shouldn't have happened. One of the descriptors I missed was that vampires can only be killed in several ways. Holy Water, Holy Symbols, a Stake through the Heart and something else were the ONLY ways to cause wounds. While Chris had Holy Water, he never used is, as I had mistakenly permitted him to kill the foul creature with a mundane weapon. So what should have been a hard fought battle, turned into a ass-whooping. Oh well, I know better now.

One of the other cool things that I enjoyed about Savage Worlds was how combat initiative was handled. Instead of rolling dice, as it is in most rpgs, you are dealt a card (from a standard deck of cards). Higher card goes first, and in the result of a tie the tie breaker is determined by suit: Spade, Heart, Diamond, Club. And while in other rpgs the order of combat never changes, in each round of Savage Worlds a new card is dealt. This way no one person has to go last each round. As well, if a Joker is dealt, then that person can go at anytime and even interrupt another character from going. Once a Joker is dealt, the deck is reshuffled.

I think this system is fantastic! Compared to recent play tests of Sword's Edge and the Dresden Files, this game ranks very high on my replay list. It's versatility for settings is great, and it's ease of use is nearly perfect. I highly recommend you at least pick-up the pdf version of this game on DriveThruRPG. It is my opinion that this system would easily replace the systems used for Star Wars, Shadowrun, or Dungeons & Dragons or Legend of the Five Rings.

Until next time gamers.

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2 comments:

  1. When I played Savage Worlds I found combat to be rather annoying, yeah hitting was easy but you had to over come the enemies Damage threshold to "stun" them for a round. Then you had to do that again to deal damage! was very annoying...esp when the dmg threshold is higher then the dice your rolling...

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  2. Actually that was a canteen full of normal water that Joan was planning on claiming was holy water as a bluff. Apparently the bluff worked on the GM, heh. On the other side of what Brandon mentioned, I saw opportunity for breaking the combat system in favor of melee focused players. My parry was something crazy like 10 without trying that hard, so a boss monster has only two chances in twelve to land a hit on my character where I had something like nine in twelve to hit the boss. By comparison Tim's character would have been shredded because his character was geared toward investigation instead of melee combat with a parry and attack of like 4. Not that that isn't a common failing of just about every system - two characters of the same level being vastly different in the ability to survive. I may not play WoW any more, but it had one thing going for it: all the classes could hold their own solo. Savage Worlds would need some house ruling to keep things fair methinks.

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