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Savage Worlds - I don’t “get” it

Started by weirdguy564, September 19, 2024, 10:25:03 PM

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Wisithir

Savage Worlds is one of two go to systems for the regular group I play in, and we have never used a grid or a tape measure. Tokens on a white board get used to indicate relative positions with no scale when there are enough participants to warrant it. The only annoyance is the default unit being grid inches instead of in world units, but it's trivial to double and record yards. 

oggsmash

Quote from: Spinachcat on October 31, 2024, 06:59:12 PMIf I have a group who loves toys, aka a table full of minis and terrain, then Savage Worlds is probably their best choice. It really does rock when you have 6 PCs vs. a dozen monsters, vehicles, etc and boom, the combat is done in 30 minutes and everybody did kewl stuff with the toys.

However, I don't enjoy SW for Theater of the Mind games.

  I have played a good bit of it both ways (with the mat/map and minis and without), probably a 50/50 split and I see no real difference regarding enjoyment past personal preference (I like the minis and so forth, but players are take em or leave em and we seem to have a good to great game both with or without them).  So I am unsure as to the rules difference that makes it make much difference. 

weirdguy564

I have a version of the Sci-Fi companion.  It has a woman fleet officer on her bridge during a space battle on the cover. 

It has a pre-generated Jedi Knight analog character in it. 

Is this how you would run a Savage Worlds Jedi?

I'm glad for you if you like the top selling game of the genre.  Me, I like the road less travelled, and will be the player asking we try a game you've never heard of.

Hzilong

I think the version of the sci-fi companion you have is for the previous edition. That said, I think this pregen still works with SWADE.
Resident lurking Chinaman

oggsmash

I think there are better analogs for a jedi in the SWADE rifts (cyber knight-which IMO got a BIG upgrade from standard rifts in power, and the psi warrior and to a degree the mind melter - though melter feels pretty "sith") but I think that version in the Sci fi book is a good template to run with or to build from. 

  Personally I think you can build a few custom edges, Precognitive parry - allows you to use parry against ranged attacks, and maybe reflected shot - parried energy blasts with a raise can be directed back towards a target in front of the parry. 

   Those last two will make your Jedi pretty beast mode though...but isnt that the point? 

tenbones

Quote from: weirdguy564 on November 07, 2024, 07:01:22 PMI have a version of the Sci-Fi companion.  It has a woman fleet officer on her bridge during a space battle on the cover. 

It has a pre-generated Jedi Knight analog character in it. 

Is this how you would run a Savage Worlds Jedi?



As an NPC? Sure. It would be a "generic" Jedi.

For PC's? No. I'd have a much deeper set of rules. But if you look at that stat-bloc, it covers all the basics you'd expect of a "Jedi" you'd see in 99% of any content showing Jedi in movies and TV.

Emulating things they *don't* show in the Star Wars movies is the thing where Savage Worlds can shine. You can create all the Jedi fighting styles as Edges. You can structure the acquisition of Jedi powers from the Power List as a formal training regimen driven by actual roleplaying. You can create rules for Holocrons, Lightsaber creation - including differences in crystal performance. And all of this is purely arbitrary, but the Savage Worlds rules give you all the mechanics you need to plug as much mechanical detail and context as necessary.

Some people just want to do basic stuff and don't need all the EU detail. That's fine. But if you do, Savage Worlds can cover whatever tropes you require.