Savage Worlds and Too much originality
Introduction
Random Ape Encounter and To be Resolved have started a small bandwagon about generic systems. I am covering Savage Worlds. Although side note, Shane Hensley did make unfavorable comments on Charlie Kirk's death. I am aware of this but this is approaching the game from a mechanical angle. I recommend Googling with care if you want to find more.
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| From Pinnacle Entertainment |
My history with it was that I saw Oxventure do a series on Savage Worlds Deadlands. (it's really good I highly recommend). I saw it and wanted to mess with it myself. I played a short solo campaign and tried to make a game for my friends. I found it okay. If someone offered to run me a savage worlds game, I would happily play it.
Pros and Cons
First, the positives. I like the core resolution. Beat 4, you get a success. Every 4 points over what you need is a raise. So say if I rolled an 8, I would get a success with a raise. I also like how little rules you need to have a functional savage worlds game. The actual play I mentioned earlier had very little interactions with the rules outside of combat. Lastly, it gives you so much support and example on how to change savage worlds making it incredibly homebrew friendly. It feels like a guide to make your own game without feeling like a SRD.
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| From the Savage Worlds section of DrivethruRPG |
So how I evaluate generic systems is their "Legoability". Does the games give you tools to make the game you are looking for or does the GM have to create something to emulate their chosen genre. For instance GURPS is the most legoable game on the market while FATE has very little legoablity as there are no pieces to work with. Savage worlds is very legoable. 90% of rules can be applied without anything extra. there are a few cases like how chases assume you use a driving skill but they are a surprise when they show up.
Here are the negatives. Savage Worlds has a few assumptions that you can't ignore and have to factor in when making a setting/game. It firstly assumes characters will be getting into combat. This is okay for most genres but if your genre doesn't involve combat then a significant chunk of the benefits of savage worlds become blockades. Secondly the game assumes characters are somewhat powerful and can handle a fight or two without issue. With bennies (the meta currency which is really good) and all the different ways to heal wounds it's near impossible to make a gritty combat game like dark fantasy or post apocalypse without heavy system modification.
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| An example of bennies from Pinnacle |
Lastly, Savage Worlds tries to stay away from dungeons and dragons as much as possible. Sometimes it works, like in the case of the skill system but on the other hand you get health. Health is handled as wounds. most creatures are one hit KOs, elites can take a wound and bosses can take 3. PCs can take three wounds. If monster run out of wounds they die, if PCs run out of wounds they bleed out and will die within an hour unless the bleeding is treated. Sounds simple right? Well that's not all. The first time anyone is hit they are shaken. On the start of their turn they roll Spirit. on a success they can do their turn. On a fail, they can't do anything. If you hit a shaken creature it becomes a wound. This adds a lot of tracking for little benefit that could be replaced with hit points.
Conclusion
I like the savage worlds. Savage worlds is the game I come to if I can't find a focused game to play what I want. I played a solo western game and it worked really well. I tried to make a post apocalpyse setting and just couldn't make it work. I can see how it's a great game for trad people as you can go more simulation or more story focus or stick with it half way. I wrangle with it on occasion thinking that this time is different.
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