Roleplaying: Why I suggest Savage Worlds
Apr. 12th, 2019 01:01 pmHi,
I suggest the Savage Worlds rules for roleplaying games. A new edition, Savage Worlds Adventure Edition, is coming out this summer.
Some advantages:
* It's easy to create characters. You aren't limited by character classes, you don't need to worry about the dice, and you don't need to worry about as much math as in some other games.
* As a player, that makes it a bit easier to create the character you want to play.
* As a gamemaster, that makes it a bit easier to create or at least fudge the characters the player-characters encounter.
* It's easier to create disabled characters. Although a lot of the hindrances are invented for character traits, such as "heroic," or "greedy," some are for disabilities, and the basic approach can be applied to others. Although I still haven't figured out good rules for photo- or phonosensitivity.
* I haven't stumbled across any particularly obnoxious slurs in the *Savage Worlds* core rules. Unlike in the *Cortex Classic* core rules. I may have missed something.
* It's relatively easy to handle combat, especially with miniatures. The game system derives from the *Great Rail Wars* miniatures rules.
That said, it does have some weaknesses:
* It's strongly biased towards the player characters. Certain "Wild Cards" get an extra wild die, and extra wound levels. There are playability issues with giving everyone these advantages, and I'm interested in hacks to narrow the gap between "Wild Cards" and other characters.
* My current idea is to allow a wild die for every named individual, and for each group. And to allow extra wounds for wild determination, such as when people are trying to protect their loved ones from immediate danger. And to assume that people out-of-play due to wounds usually survive.
* It's more narrative-based than *Basic Roleplaying* or *Mythras*, and less so than *Fate*. It's comparable to *Cortex*. A lot of the flow depends on "bennies."
* It's kinda weird mathematically. Because the highest roll on each die allows players to add another die, a d4 has a slightly better chance of reaching a 6 than a d6, a d6 has a slightly higher chance of reaching an 8 than a d8, etc. It doesn't bother me because a d4 always has a higher chance of a fumble and a lowerf chance of a raise than a d6, a d6 always has a higher chance of a fumble and a lowerf chance of a raise than a d8, etc.
* It's perhaps too dependent on edges, instead of the core skills. One sugestion was to drop skills and *only* use attributes and edges.
I suggest the Savage Worlds rules for roleplaying games. A new edition, Savage Worlds Adventure Edition, is coming out this summer.
Some advantages:
* It's easy to create characters. You aren't limited by character classes, you don't need to worry about the dice, and you don't need to worry about as much math as in some other games.
* As a player, that makes it a bit easier to create the character you want to play.
* As a gamemaster, that makes it a bit easier to create or at least fudge the characters the player-characters encounter.
* It's easier to create disabled characters. Although a lot of the hindrances are invented for character traits, such as "heroic," or "greedy," some are for disabilities, and the basic approach can be applied to others. Although I still haven't figured out good rules for photo- or phonosensitivity.
* I haven't stumbled across any particularly obnoxious slurs in the *Savage Worlds* core rules. Unlike in the *Cortex Classic* core rules. I may have missed something.
* It's relatively easy to handle combat, especially with miniatures. The game system derives from the *Great Rail Wars* miniatures rules.
That said, it does have some weaknesses:
* It's strongly biased towards the player characters. Certain "Wild Cards" get an extra wild die, and extra wound levels. There are playability issues with giving everyone these advantages, and I'm interested in hacks to narrow the gap between "Wild Cards" and other characters.
* My current idea is to allow a wild die for every named individual, and for each group. And to allow extra wounds for wild determination, such as when people are trying to protect their loved ones from immediate danger. And to assume that people out-of-play due to wounds usually survive.
* It's more narrative-based than *Basic Roleplaying* or *Mythras*, and less so than *Fate*. It's comparable to *Cortex*. A lot of the flow depends on "bennies."
* It's kinda weird mathematically. Because the highest roll on each die allows players to add another die, a d4 has a slightly better chance of reaching a 6 than a d6, a d6 has a slightly higher chance of reaching an 8 than a d8, etc. It doesn't bother me because a d4 always has a higher chance of a fumble and a lowerf chance of a raise than a d6, a d6 always has a higher chance of a fumble and a lowerf chance of a raise than a d8, etc.
* It's perhaps too dependent on edges, instead of the core skills. One sugestion was to drop skills and *only* use attributes and edges.