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Cheliax (Pathfinder Adventure Path Subscriber)

Hello all was wondering if people here have had tried out any of the Savage Worlds games. Specifically any thoughts on the system itself? I've seen a few of their setting books like Solomon Kane and Ragnarok (which I'm tempted to pick up just for the heck of it. Nazis brought about Ragnarok, the Jorumungand serpent wipes out a good chunk of Europe and Africa, 1950s post-apocalypse. Got my attention). Do you need a Core book or does each of their settings come with the needed rules?


We've been doing a Savage World 50 fathoms campaign for over a year now and it's still going reasonable strong. The rules are decently crunchy and fun to play with without being too simple or lite. There are a very levels of PC death danger you can run things at, which is nice if you want more or less realistic action.

The settings include all of their own rules, but you still need the Savage World book. Which isn't so bad since they've got a soft cover little one for about $10 US most places. The hardcover book is still the usual 20-30 bucks, but the little rule book has everything in it.

All in all I recommend it. It's not the same kind of heavy math game that say, older editions of D&D or Shadowrun were, but it has a place in the world despite that.

(Pathfinder Adventure Path Subscriber)

I've never GMed the system but I'm in an ongoing (monthly) game. So far its been a lot of fun, I think its a good game for begginers as the rules are not lite persay, but everything works the same way so you start to get the hang of it fast.

As too the game itself, I'll tell you from what I've seen in terms of settings, its a great system. We are playing something call Rippers, think league of extrodaniary gentlmen, in fact thats what we are playing in effect. The system is a dice increase d4's to d6 so on and so fourth as you get better, very much like the cortex system. I don't have any issue with the system, I wont say its the best or even the simplist outthere but it works fine and is fun.

On a side note my GM did not like the magic system in the core book. As I was playing Lord Greystoke (tarzan)didn't matter to me but he ported the magic system from something called the WitchGirl Adventure game and from what I can see in the book its agame for 12 year old girls, and it uses the savage worlds system, or cortex, but with a somewhat differnt magic system that he likes better. The magic user in the game agrees but really, I've never seen a player try to hide his grimore so much from his fellow players.

In any case hope this helps a little.

TTFN DRE


My group has been playing both the Rippers campaign and Deadlands: reloaded. The system is great and simple to learn. But also has depth that we like.

Also, other adventures are simple to convert to it. We are getting ready to run Legacy of Fire under the Savage Worlds rules.

Plus all the campaign books have a different feel to it.

I would recommend it as a system to play.


B_Wiklund wrote:
Hello all was wondering if people here have had tried out any of the Savage Worlds games. Specifically any thoughts on the system itself? I've seen a few of their setting books like Solomon Kane and Ragnarok (which I'm tempted to pick up just for the heck of it. Nazis brought about Ragnarok, the Jorumungand serpent wipes out a good chunk of Europe and Africa, 1950s post-apocalypse. Got my attention). Do you need a Core book or does each of their settings come with the needed rules?

I'm currently a player in a Ravaged Earth campaign, which is a 3PP for Savage World. I like the system: not too simple, not too complex (ala Goldilock's syndrome).

You need the core book. Setting books like Ravaged Earth, Solomon Kane, and Ragnarok only provide campaign-specific additional rules and modifications. But at $10 a pop, the core book's a bargain.


Speaking of Solomon Kane...will there be any other books beyond the Corebook and the little softcover that was released last year?

Cheliax (Pathfinder Adventure Path Subscriber)

Thanks for the info and thoughts. Will probably pony up for the core and Ragnorak to start and then see what other settings they've put out.


Lord Raptor wrote:
Speaking of Solomon Kane...will there be any other books beyond the Corebook and the little softcover that was released last year?

Any announcements would be found here.

(Pathfinder Campaign Setting Superscriber)

joela wrote:
Lord Raptor wrote:
Speaking of Solomon Kane...will there be any other books beyond the Corebook and the little softcover that was released last year?
Any announcements would be found here.

If I remember correctly, several months ago on peg's website they mentioned they were going to do a Solomon Kane naval supplement. Something along the lines of their Pirates of the Spanish Main game.

Peg drives me crazy because they have no real release schedule....


Blood stained Sunday's best wrote:


Peg drives me crazy because they have no real release schedule....

My understanding is that PEG is, like, a 2-4 man operation, none of whom do games full-time like the Paizo staff. It's one of the reasons they don't provide an absolute release schedule.


IMO Triple Ace Games produces the BEST savage worlds games.

Production value and art are awesome, rules are balanced, editing is generally spot on, and their customer service is fantastic on the forums.

I own Hellfrost, Necropolis 2350, and Sundered Skies from their savage lineup, and all 3 are outstanding settings.

Just need to get a group together to play now :P

Andoran (Pathfinder Roleplaying Game Subscriber)

Other than the initiative system are cards used for anything else? Can you play without cards? I just have this thing with the use of cards in an RPG, I prefer dice.

S.


Stefan Hill wrote:

Other than the initiative system are cards used for anything else? Can you play without cards? I just have this thing with the use of cards in an RPG, I prefer dice.

S.

Nope. And probably. Check the Pinnacle boards for suggestions to use of dice for initiative. Personally, I can guesstimate a few changes would need to be made to accommodate the change (e.g., "Wild Card", certain Edges, etc.) but don't think it would be difficult.


Pop'N'Fresh wrote:


I own Hellfrost, Necropolis 2350, and Sundered Skies from their savage lineup, and all 3 are outstanding settings.

I heart Sundered Skies and am eagerly awaiting the rest of the Hellfrost books.


Stefan Hill wrote:

Other than the initiative system are cards used for anything else? Can you play without cards? I just have this thing with the use of cards in an RPG, I prefer dice.

S.

the cards do tie into some of the edges and can grant bonuses if a joker is drawn. Other than that you don't NEED them. I've played with the cards and my group did not mind them. The Joker really opens up heroic opportunities for the players and makes them trmble in fear when the bad guys get one.

Andoran (Pathfinder Roleplaying Game Subscriber)

Next silly question...

Are miniatures required to play? Looking at the quick start rules it seem intimate.

S.


Pop'N'Fresh wrote:
The Joker really opens up heroic opportunities for the players and makes them trmble in fear when the bad guys get one.

That is so true!

(Pathfinder Adventure Path Charter Subscriber; Roleplaying Game, Campaign Setting, Companion, Modules Subscriber)

Stefan Hill wrote:

Next silly question...

Are miniatures required to play? Looking at the quick start rules it seem intimate.

S.

From what I've played, I don't think they are required. SW provides mechanics to use with miniatures, but the game can operate fine without them, use them only for the important battles, etc.


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