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Savage Worlds for Fantasy?

Started by Spinachcat, May 04, 2018, 04:24:06 PM

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Spinachcat

I've mostly used Savage Worlds for modern / scifi. I was looking at Savage Worlds of Lanhkmar and it looked interesting.

What's been your experience using Savage for fantasy?

What have you done with it?

Any of Pinnacle's books particularly good?

Pyromancer

I ran two campaigns with over 100 sessions and numerous one-shots in the setting of the German fantasy game Midgard. We used just the core rules (the German "Gentlemen's Edition"). I only customized the arcane backgrounds and spell lists, mostly just reskinning existing spells from the book. It worked great!
"From a strange, hostile sky you return home to the world of humans. But you were already gone for so long, and so far away, and so you don\'t even know if your return pleases or pains you."

Christopher Brady

I once ran a Sword and Sorcery-ish High Fantasy game for about three sessions using it.  One of the players was an 'alchemist', it was more 'pulpy' as bad guys were falling over like tenpins but when you have 4 against 10 bandits, sorta expected, yes?
"And now, my friends, a Dragon\'s toast!  To life\'s little blessings:  wars, plagues and all forms of evil.  Their presence keeps us alert --- and their absence makes us grateful." -T.A. Barron[/SIZE]

Rhedyn

Quote from: Spinachcat;1037560I've mostly used Savage Worlds for modern / scifi. I was looking at Savage Worlds of Lanhkmar and it looked interesting.

What's been your experience using Savage for fantasy?

What have you done with it?

Any of Pinnacle's books particularly good?

I've trapped players in a Fantasy VRMMO before. So it was basically fantasy.
It worked great for me and the players really liked it. Savage Worlds starts and stays at where a lot of people called "the sweet spot" for the 3.X editions. The fantasy and horror companions add some crunch and more importantly more monsters to work with. The Fantasy companion is getting updated next after the core rules, which is good since it is the oldest book right now and much of the arcane background information is part of the core rules, but it includes other things that are not in the core rules like other arcane backgrounds, siege rules, and an extensive list of magic items and tools to make and price your own as a GM (though no player magic item crafting rules, that would be setting dependent and most settings don't include magic item crafting).

Brand55

I ran a Hellfrost campaign for 2+ years, and while that setting uses magic that's a lot stronger than typical Savage Worlds settings I didn't have too much trouble with it. I could see using the Fantasy Companion and core rules (plus rules and subsystems nabbed from other settings) for a more traditional fantasy game easily. My game had a lot more over-the-top moments -- less dungeon-raiding and more, "Hey, 500 gold says I can ride the zombie marsh dragon we're fighting for at least three rounds before it can buck me off."

DocJones

Our group played 'Beasts & Barbarians' for about 30 sessions, which is virtually identical to RE Howard's Conan setting.
Yes it works for fantasy too.  However, our group moved on (or back) to other systems (more crunch).

Bloody Stupid Johnson

https://www.therpgsite.com/showthread.php?27495-Campaign-Log-The-Necromancer-s-Secret
Campaign log from a campaign I ran awhile back. It actually ran for quite a few sessions after that, I just stopped updating.
I think you can build reasonably interesting characters with SW and it runs OK (particularly mass combat). Dungeon exploring I found was sometimes a bit flat (just 'roll a notice check' instead of describing how you're searching for the secret door), magic I'd often end fudging a bit to allow the wizard to do something beyond just their 3 spells or to have finding spellbooks be meaningful.  
Oh also, I did run into some problems with the magic item costs in Fantasy Companion. Linear cost rather than exponential and I needed to be a lot more stringent than I ended up being (going in using 3.x assumptions).

Dave 2

Quote from: Spinachcat;1037560What's been your experience using Savage for fantasy?

Overall positive.  I have one complaint about running fantasy in Savage Worlds, as compared to any other genre.  Somehow when we play a fantasy game there's always one player at the table trying to play it like D&D, trying to swing his sword or cast his spell every round, and not engaging with tricks and tests of will, then getting frustrated when their d12 casting wizard or d12 fighting warrior isn't as effective as they expected them to be.  You can blame the players for that, and considering they had the combat cheat sheets I kind of do, but I've seen it with several different players, so it's not a one-off mismatch.  More swashbuckling genres seem to do a better job setting up the expectation that you shouldn't push one skill to d12 and expect to coast on niche protection.

It's also worth being aware that all the spells/powers are scaled down to fit on a battlemat.  So teleport is always short range, charm is 3 rounds, etc.  Using the core book alone you can't build any of the grander spells of fantasy, whether of fiction or of other game systems.  There are rules somewhere to change that, but I forget which book.

Neither of those should be a problem for Lankhmar, since "real" wizards are NPCs and Fafhrd and the Grey Mouser are both warriors and thieves, so if you make a "single class" character you're kind of doing it wrong, they're just things to be aware of.  (I don't actually have SW of Lankhmar, so I don't know how they address it, I'm just talking about the stories here.)

Quote from: Spinachcat;1037560What have you done with it?

Played in Shaintar, Sundered Skies, and Hellfrost.  Hellfrost was the best campaign, but I credit the GM more than the setting, since what he pitched was not open-book character creation but a Viking-inspired campaign with everyone from the same human village.  That was one of the better campaigns I've ever played in.  Sundered Skies was fun, but more of a kitchen sink thing going on, with fantasy races mixed in with steampunk and dark post-apocalypse.  It's also got a lot of very high-Toughness monsters in the bestiary, which is not best practice for SW.  Shaintar felt aggressively vanilla; I'm told the GM-facing material comes across better, but that was how it felt in play.