This is part one of a review originally printed in Utah Geek Magazine. Part two was posted to their website. I will publish the web part of the review on my next publishing date.
Savage Worlds role playing game (RPG) has been around for a while. I had heard very little about the system, simply it was a good system, so I picked up the basic book, recently when I had the opportunity. What I was told was correct, and here is why.
The first words after the table of contents are, "Fast! Furious! Fun!" And, with that as the motto for their RPG, it delivers. The concept of the system is to get people past the rules and into the storyline of the game. Savage Worlds' basic game book is less than 150 pages. Within the space provided you get the basic rules for creating characters, adventures, etc. for any genre.
Character creation is simplified. There are 5 attributes to work with and the attributes are based on the common dice gamers use. Everything starts at a 4-sided die (d4). Players then have 5 point to spend on improving their attributes—1 point for 1 die, a d4 to a d6, etc.—a d6 is considered average, and no attribute can go above a d12.
After attributes you have 15 points for skills. They're based against the attributes and work in the same progression. Skills are presented in broad scope so you don't have to maintain a long list of skills some systems require. Then you can choose hindrances end edges. These are balanced out for beginning characters, you can't get an edge unless you have a hindrance. These flaws and innate traits are common to other games, some of the edges have prerequisites in rank, so you can't start with them.
Characters advance in levels, using a two-step approach. All characters start out in the rank of novice and advance up through four other ranks. Each rank effectively has four levels (except the last, legendary, which is open ended). With each level advancement, you choose between several ways of improving your character.
You don't need this many, but we wants them |
One aspect I like about this system is you don't need to figure out conversions to determine success. Everything is based on the die your attribute or skill are at. There are modifiers based on your edges and conditions, but to determine success you roll the appropriate die and if it is a 4 or greater, you succeed. Main characters (on both sides) have additional benefits because they are heroes.
Initiative is done by using a deck of playing cards, including the two jokers. The highest card decides to go first are holds their action for later in the round. Jokers are wild cards giving special advantages for the round.
The system also provides guidelines for followers and doing larger miniature style battles. This provides the ability to run a mass combat with the characters involved, or on the sideline of the adventurers, which they could still effect.
Savage Worlds, from Great White Games/Studio Publishing, developed by Shane Lacy Hensley strives for, and delivers, a quick learning, and quick play system. For more, check online at Utah Geek Magazine for more (or hold on until my next article).
If you have a comment, suggestion, or critique please leave a comment here or send an email to guildmastergaming@gmail.com.
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