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I don't like Savage Worlds because...

Started by mcbobbo, June 26, 2013, 05:07:47 PM

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Ronin

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Quote from: talysman;665956I think he's referring back to the "d12 in one setting is different than a d12 in another" feature. GURPS tries to rate skills, advantages and powers in a way that allows them to be compared, so that you can mix features from more than one source; SW doesn't follow that rule, and the result is a problem when mixing some settings.

Yeah, this is what I was trying to say. Sorry about the confusion.
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Just Another Snake Cult

I hate the weirdly complex and clunky sub-system for vehicle combat that seems to have wandered in from another game.  

But other than that, it's a solid, fast game. I like how in firefights combatants can get "Pinned down" and you can "Cover" buddies, important factors in war and action movie fight scenes that few RPG combat systems do well.
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mcbobbo

Personally I thought I would hate the cards for initiative, too.  It seemed like a forced-in thing from Deadlands.

But in practice I actually do like it for one reason: there's one of each card in the deck, and you don't shuffle til you get a joker.

So you get a more even distribution of random order, instead of similar results each turn.

As for the setting incompatibility,  that cheesed me off too.  I didn't learn about it until after I bought a bunch of pdf s...

I also chafe at some of their fans.  Things like 'never use this system for D&D' just make me want to do it more.
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Quote from: Bloody Stupid Johnson;665910I find the detailing of minor skills (what 4rries called the CraPPer skills - Craft, Profession, Perform) to be not really detailed enough for what I want. Also spellcasters don't seem to get enough spells to really detail what they can do out of combat.

Not a fan of giving big monsters only 1 wound either.

An actually awesome skill mechanics is what's found in L5R 4E. The Mastery abilities associated with skill level break points are awesome and incentivizing to my PCs. Games with CraPPer skills can do well to look at what L5R 4E does.
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Running Savage Worlds is on my to do list. It has been since Savage Worlds first came out, but in the end I always wimp out and using Fudge, Fate or D6 instead because I already know those systems and I don't actually enjoy learning new games.

It is a shame because Savage Worlds has got a great selection of cool campaign settings, something Fudge and D6 are a bit short on. And as much as I like Fate, it does come with a lot of baggage. No other game caused people to stress and worry about how it's really meant to be played than Fate.

Maybe I'll get to it this year. I already have some people express interest in a Savage Worlds Daring Tales from the Sprawl (cyberpunk) game, but it might not be till Fall.
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Benoist

Quote from: mcbobbo;665891That's a bit dishonest.   I do basically like SW, but I get the impression that a lot of others don't.  Anyone got any axes of this sort to grind?
I don't have any axe to grind with Savage Worlds.

I just don't get the appeal. It seems to be this RPGnet-darling, or GURPS dX type game for people who'd like to play d20-but-not-really. I can't really explain why some people seem to like it so much. I guess I'm missing something. I do like the Solomon Kane RPG though.

jadrax

Quote from: Benoist;666188I just don't get the appeal. It seems to be this RPGnet-darling, or GURPS dX type game for people who'd like to play d20-but-not-really. I can't really explain why some people seem to like it so much. I guess I'm missing something. I do like the Solomon Kane RPG though.

I think its biggest advantage is that there's a ton of support for pretty much ever genre, and its relatively simple.

If you want to run 'My Little Pony crossed with Vampires with Exalted' which seems to be 99% of games on TBP, your choices are pretty much Savage Worlds or GURPS.

My only real issue with it is the core maths is really, really bad, as in 'even worse than oWoD bad'.

Tetsubo

I don't like bennies. Or action points of any type in any system actually.

Xavier Onassiss

I tend to agree with the 'downsides' of Savage Worlds mentioned in this thread, but I still have a helluva lot of fun playing/running/writing for it. Overall, the pros outweigh the cons for my gaming efforts.

talysman

Quote from: Tetsubo;666258I don't like bennies. Or action points of any type in any system actually.

Forgot about that. Add that to my list.

jibbajibba

#26
Quote from: jadrax;666202I think its biggest advantage is that there's a ton of support for pretty much ever genre, and its relatively simple.

If you want to run 'My Little Pony crossed with Vampires with Exalted' which seems to be 99% of games on TBP, your choices are pretty much Savage Worlds or GURPS.

My only real issue with it is the core maths is really, really bad, as in 'even worse than oWoD bad'.

I played with the core math a bit and its not that bad actually. I was looking for situations where worse was actualy better and they don't occur its just he growth curve isn't linear and its not all ways intuitive.

Generally SW is great for something that would work well in a comic book. Superheroes, Kelly's Heroes style war stories, Strontium Dog, Judge Dredd, Flash Gordon.

Don't work so well for stuff that would be better in a novel.

One of the best things is the Pinnacle guys themselves. Having hung round a few cons with Sean, Evil Mike, and a few of the other guys they are a really good bunch of people.
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Silverlion

I don't like it because no one runs it for me, so I can't "try it out," without running it.
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It's alright. Really dig the settings, and it does play fast (as advertised). Just characters feel the same, don't really like powers/magic. The math is wonky. Love Interface Zero cyberpunk setting!!
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jeff37923

Quote from: Benoist;666188I don't have any axe to grind with Savage Worlds.

I just don't get the appeal.

I'm in the same boat. I just don't get why some people do like it. I tried it and just went, meh.
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