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Pen & Paper Roleplaying Central => Pen and Paper Roleplaying Games (RPGs) Discussion => Topic started by: NYTFLYR on February 25, 2013, 02:45:09 PM

Title: Savage Worlds vs. True20
Post by: NYTFLYR on February 25, 2013, 02:45:09 PM
if available I would like to hear some actual play opinions on these two systems. Personally I am more familiar with 3.5 than Savage Worlds, but I have played more SW recently, albeit in a convention setting.

I have a shelf full of old 3.5 books, but I also have quite a few of the SW splats as well.

our group likes minis and I know true20 doesn't necessarily use them, they can be tacked on via standard 3.5 rules. we don't mind crunchy rules

the game will be pulp action, with everything from zombies and gangsters to dinosaurs and nazis

so help me make up my mind.
Title: Savage Worlds vs. True20
Post by: Spinachcat on February 25, 2013, 02:52:28 PM
I enjoy both systems, but SW is the clear winner if you want lots of minis on the table in a fast combat. If your idea of a cool scene is a two squads nazis and their 13 mind controlled velocoraptors fighting the PCs and their loyal gang of ninjas, then SW is the choice.
Title: Savage Worlds vs. True20
Post by: NYTFLYR on February 25, 2013, 03:14:39 PM
Quote from: Spinachcat;631713I enjoy both systems, but SW is the clear winner if you want lots of minis on the table in a fast combat. If your idea of a cool scene is a two squads nazis and their 13 mind controlled velocoraptors fighting the PCs and their loyal gang of ninjas, then SW is the choice.

anything faster then Hero system is fast in my book :)
Title: Savage Worlds vs. True20
Post by: Kaz on February 25, 2013, 05:22:16 PM
I think Savage Worlds will fly for you. I find 3.5 ponderous and slow.

I have read True20, but never played it. I have played/run enough Savage Worlds to know that I like, but also what its limitations are. It's a lot of fun and with minis can really offer a lot of tactical choices (in particular with leadership edges with Extras on the good guys' side).

Something to remember, and its something I see SW GMs forget from time to time. If there are allies running around with the players, let the players control and roll dice for those guys. You can still assume control when the story wants it, but I can't stand see a GM roll dice for a battle between an ally Extra and an opponent Extra. Blah.

So the battles can play out a little more like tactical battles between the players and the GM.

But if you decide to not use the minis, Savage Worlds still stands up as a fun, quick RPG.
Title: Savage Worlds vs. True20
Post by: Silverlion on February 25, 2013, 06:59:49 PM
While I prefer True 20,  for what you are wanting it sounds like Savage Worlds is far better for your aims.
Title: Savage Worlds vs. True20
Post by: selfdeleteduser00001 on February 26, 2013, 07:06:52 AM
Lots of minis, lost of fights? Savage Worlds.
More roleplaying, less fighting, more relaxed game? True20.

For what you want, it's SW all the way.
Title: Savage Worlds vs. True20
Post by: mcbobbo on February 26, 2013, 05:41:21 PM
SW offers free fast play rules on their website. Grab them and run a game or two.

That's the beauty of a quick and dirty system. Not a huge investment.

If you need stats for a creature and can't find it online, PM me.
Title: Savage Worlds vs. True20
Post by: RPGPundit on February 27, 2013, 04:52:12 PM
True20, for sure.
Title: Savage Worlds vs. True20
Post by: Veilheim on February 27, 2013, 11:18:46 PM
Quote from: Spinachcat;631713I enjoy both systems, but SW is the clear winner if you want lots of minis on the table in a fast combat. If your idea of a cool scene is a two squads nazis and their 13 mind controlled velocoraptors fighting the PCs and their loyal gang of ninjas, then SW is the choice.

Holy shit, that is the best scene ever.  I now must write a scenario around it!
Title: Savage Worlds vs. True20
Post by: gleichman on February 27, 2013, 11:20:36 PM
Quote from: NYTFLYR;631721anything faster then Hero system is fast in my book :)

HERO system can be ran very fast, I've done hundreds of figures on the table at a time.

It's all in how you build the characters and the weapons.
Title: Savage Worlds vs. True20
Post by: Silverlion on February 27, 2013, 11:26:39 PM
I've run True20 a good number of times, honestly its fast, and conviction can make it feel pulpier, but it is a bit tighter mechanically than SW.  I'm still having issues getting to run SW myself to try it, however, that may soon change.

I just need to find the rest of the Justifiers conversion...
Title: Savage Worlds vs. True20
Post by: NYTFLYR on February 28, 2013, 08:31:21 AM
Quote from: Silverlion;632648I've run True20 a good number of times, honestly its fast, and conviction can make it feel pulpier, but it is a bit tighter mechanically than SW.  I'm still having issues getting to run SW myself to try it, however, that may soon change.

I think that's my biggest hurdle as well, because of personal matters we haven't gamed in a while. The group is familiar with 3.5 (D&D, and StarWars mostly), while Ive only played in a few Savage Worlds game, and as a player I like the game
Title: Savage Worlds
Post by: Malistyr on March 01, 2013, 07:46:11 AM
The best advice I got when starting to run Savage Worlds is play the game and don't worry if you don't get it all right at first.  Try some of the one sheets at first and like the previous poster said, let the Players control the extras.  It really does play better than it reads.

Also get the cheat sheets from the site and encourage the players to use tactics and stunts and remind them about using bennies.  Also let the bennies flow as that is what brings the awesome.  It took me about 4 sessions to get comfortable and we enjoy playing it.

I also like True20 and my group is familiar with various incarnations of d20 but we all got sour on D&D 3 and haven't went back.

Good luck whichever you choose and Happy Gaming!
Title: Savage Worlds vs. True20
Post by: Zachary The First on March 01, 2013, 08:00:55 AM
Quote from: Malistyr;633158The best advice I got when starting to run Savage Worlds is play the game and don't worry if you don't get it all right at first.  Try some of the one sheets at first and like the previous poster said, let the Players control the extras.  It really does play better than it reads.

Also get the cheat sheets from the site and encourage the players to use tactics and stunts and remind them about using bennies.  Also let the bennies flow as that is what brings the awesome.  It took me about 4 sessions to get comfortable and we enjoy playing it.

I also like True20 and my group is familiar with various incarnations of d20 but we all got sour on D&D 3 and haven't went back.

Good luck whichever you choose and Happy Gaming!

That's really good advice as far as not worrying too much about getting it right. We're in Session 4 this week of our 1867 Savage Worlds campaign, and I think we're just now really clicking on combat flow. That said, it didn't seem to be a big deal.

I'm not sure how much I'll run SavWo in the future--I'm missing my percentile systems right now--but once a group gets the terminology, use of bennies, and flow of the game, it goes quickly.