Stefan Hill
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So I just need the Savage worlds explorers edition and any toolkit,world setting I chose and I am good to go?How do the plot points work exactly? They sound a cool idea on how they work like Oblivion or Morrowind,but I don't see how you cant do that with your story and need a rule
Grab the Explorers edition first - you can almost do anything to get a feel of things before splashing out for the more expensive world books.
S.
| @stroVal |
You can get by with just the core book (explorers edition)but a Plot Point book (world setting) sure helps if you find one you like. What do you mean they work like Oblivion or Morrowind? Fan of both but I'm not making the connection.
Quest resolution wise not setting/story wise.
In that you can abandon the main quest at any point and pursue other goals in-between and resume again at any point further in time.I read it in a review and it reminded me of most good crpgs out there.My question though remains: how is that special? The GM can do it with any system descriptively...
| MysticNumber ServitorOfAsmodeus |
Could you sell Savage worlds to me?
What is it that makes it worthwhile and unique?
For instance picking up cards for initiative doesn't sound very good...
Thanks beforehand :)
A deck of playing cards is less then $2, or probably free (if you got some lying around). The initiative system is actually really simple and exciting. You deal a new card each round, so initiative order changes every round, and the joker does special stuff. There are also "edges" (think "feats") that allow you to make better use of the cards (like drawing twice and taking the better). It is easy and awesome once you get used to it.
You really should give it a try, for $10 there really isn't much of a risk, at the very least you can use it on a rainy day to whip something together. The system is simple, but it plays elegantly, and is fast to use. It does play-out more realistically than you would think just by looking at the rules, but has a more pulpy and cinematic feel. Your players will be heroic, but on a more reasonable level then a lot of RPGs. The difference between a "low-level" character, and a "high-level" character (SW doesn't use levels) is not all that great, which IMO gives it a much more realistic feel.
The Savage Worlds Explorer's Edition book contains all you will need to resolve any action, even mass battles or car chases. With these simpler rules you may find your players roleplaying more (if they are used to games like D&D/PF), because there "non-rules" tactics will have much more impact during battle.
That said, the one downside for me was the magic system. If you want to do D&D, forget about it. If you want to do ANYTHING else, your golden. I own the Fantasy Companion, and found it worth the money. The FC has new powers, magic items, monsters, and other traditional fantasy elements (like half-orcs and elves, and seige rules). I heard that the other Companions are really good (like the Supers or Pulp Companions).
Another cool thing about Savage Worlds, is that it is very easy to customize. You can usually just re-skin things for whatever feel you want, but it is also easy to make up new things (even on the fly). If you don't want to use cards for initiative, use something else- like agility rolls or something, really you could use a d20 if thats what you like.
Anyway, you should check out their website, it has lots of free add-ons, a message board, a link to their store, and other cool stuff.
| @stroVal |
@stroVal wrote:Could you sell Savage worlds to me?
What is it that makes it worthwhile and unique?
For instance picking up cards for initiative doesn't sound very good...
Thanks beforehand :)A deck of playing cards is less then $2, or probably free (if you got some lying around). The initiative system is actually really simple and exciting. You deal a new card each round, so initiative order changes every round, and the joker does special stuff. There are also "edges" (think "feats") that allow you to make better use of the cards (like drawing twice and taking the better). It is easy and awesome once you get used to it.
You really should give it a try, for $10 there really isn't much of a risk, at the very least you can use it on a rainy day to whip something together. The system is simple, but it plays elegantly, and is fast to use. It does play-out more realistically than you would think just by looking at the rules, but has a more pulpy and cinematic feel. Your players will be heroic, but on a more reasonable level then a lot of RPGs. The difference between a "low-level" character, and a "high-level" character (SW doesn't use levels) is not all that great, which IMO gives it a much more realistic feel.
The Savage Worlds Explorer's Edition book contains all you will need to resolve any action, even mass battles or car chases. With these simpler rules you may find your players roleplaying more (if they are used to games like D&D/PF), because there "non-rules" tactics will have much more impact during battle.
That said, the one downside for me was the magic system. If you want to do D&D, forget about it. If you want to do ANYTHING else, your golden. I own the Fantasy Companion, and found it worth the money. The FC has new powers, magic items, monsters, and other traditional fantasy elements (like half-orcs and elves, and seige rules). I heard that the other Companions are really good (like the Supers or Pulp Companions).
Another cool thing about Savage Worlds, is that it is very...
Interesting so far.Though I still wonder how that plot points system works(it was not referenced in the free pdf)
| KnightErrantJR |
Here is Pinnacle's own explanation of Plot Points:
In general, for some of the setting books, there aren't fully fleshed out adventure paths, like, for example, Pathfinder, but the plot points will explain things like:
"To set the tone for the campaign, you should have the PCs encounter X and learn Y."
"When you are ready to jump back into the main plot, you should have them meet Z."
"Sometime after they have done A and B, have them hear about C happening."
That sort of thing, but with a bit more detail fleshed out.
| @stroVal |
Here is Pinnacle's own explanation of Plot Points:
In general, for some of the setting books, there aren't fully fleshed out adventure paths, like, for example, Pathfinder, but the plot points will explain things like:
"To set the tone for the campaign, you should have the PCs encounter X and learn Y."
"When you are ready to jump back into the main plot, you should have them meet Z."
"Sometime after they have done A and B, have them hear about C happening."
That sort of thing, but with a bit more detail fleshed out.
Hmm thats good..Basically what I do but a bit more mechanically designed/organized than just a few notes.
Especially helpful for new gamers or GMs with no time on their hands and maybe people without imagination(though the later shouldn't be playing really)| @stroVal |
Savage World Plot Points = Pathfinder Adventure Path.
I can't overstress the fundamental similarity.
To be fair its not something any company can put a little cocktail sword in and declare as their own territory.There was always this sort of thing in many systems(apart from most d20 supplements...hence the originality of Pathfinder*)
*=that and the fact that they have the best people working on every aspect of those products: from map-making to writing and even layout
| @stroVal |
That said what I missed in my early years(and still haven't seen fully realized aside from Mr Baur's line of guidebooks to publishing/writing)
was tips or rules on how to actually implement hooks...
I always had a dozen ideas for every town etc but I had trouble translating them into the game...now I don't need it though.
On the other hand this was ridiculously easy with rules lite systems.
Basically you could use the fluff you prepared as is
| John Kretzer |
I know alot about Savage World...have a friend who wants to run it...but never gets to it...he like to talk about it but never actualy gets to the implemation part.
It is...ok. I was not that impressed with it. It is too simple and to story driven railroady type of way that I dislike. I have not play it more than once though. Some of the campaign worlds for it are pretty awesome. But really I would just convert them to Pathfinder.
If you and your group like it...it works fine...but I would not just buy it and run it. Use the test drive rules first for a couple of one shots.
The problem with games like this (the generic games) is their are often meh at everything I have noticed.
| bugleyman |
What does the Fantasy Companion have to offer on the base Savage worlds magic system?
Just more powers. Which is fine, but if you're looking for an entirely new system, I've heard good things about Hellfrost.
As for Savage Worlds in general -- I've not played much, but I was impressed with what it could do.
| CunningMongoose |
What does the Fantasy Companion have to offer on the base Savage worlds magic system?
What you get:
Races: Dwarves, Elves, Half-Elves, Half-Folk, Half-Orcs, Rakashan (cat people), Saurians, Rules for languages and templates for creating new races.
Edges: Noteworthy: Rules for familiars, Adepts (Monks), Troubadours (Bards), and things like berserker rage for half-orcs, adaptability for humans, sunder, trick shots, natural attacks, etc.
Gear: more weapons / armor, ships, land and sea travel rules, mass combat for sieges and fortifications rules.
Arcana: Deific templates (Gods with spell list and morality codes), New arcane backgrounds (Alchemy, Sorcery and Ritual magic), Rules for trappings (acid, cold, darkness, electricity, fire, light, necromantic, sound), 25 new spells (and reprint of the core spells, for convenience)
Treasure : 1/3 of the book. You got it all, from scrolls to relics.
Bestiary : covers almost everything you'll need in a fantasy game, from the ratman to the hobgoblin, including your demonic black knight and your golems.
Basically, it's the best from the fantasy toolkits put together and sold in a printed edition.
If you need more magic powers, take a look at the Superpowers Companion - the powers are very easy to adapt to the magic system.
| Here4daFreeSwag |
@stroVal wrote:What does the Fantasy Companion have to offer on the base Savage worlds magic system?What you get:
Races: Dwarves, Elves, Half-Elves, Half-Folk, Half-Orcs, Rakashan (cat people), Saurians, Rules for languages and templates for creating new races.
Edges: Noteworthy: Rules for familiars, Adepts (Monks), Troubadours (Bards), and things like berserker rage for half-orcs, adaptability for humans, sunder, trick shots, natural attacks, etc.
Gear: more weapons / armor, ships, land and sea travel rules, mass combat for sieges and fortifications rules.
Arcana: Deific templates (Gods with spell list and morality codes), New arcane backgrounds (Alchemy, Sorcery and Ritual magic), Rules for trappings (acid, cold, darkness, electricity, fire, light, necromantic, sound), 25 new spells (and reprint of the core spells, for convenience)
Treasure : 1/3 of the book. You got it all, from scrolls to relics.
Bestiary : covers almost everything you'll need in a fantasy game, from the ratman to the hobgoblin, including your demonic black knight and your golems.
Basically, it's the best from the fantasy toolkits put together and sold in a printed edition.
If you need more magic powers, take a look at the Superpowers Companion - the powers are very easy to adapt to the magic system.
Some of the material found in the Fantasy Companion can also be found in this free download here (probably helped to inspire the Fantasy Companion since this came out first). The Superhero Companion can be used as a stand-alone character creation thing whereas the Fantasy Companion definitely presumes the use of the Explorer's Edition.
Iron Sentinel
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@stroVal wrote:What does the Fantasy Companion have to offer on the base Savage worlds magic system?Just more powers. Which is fine, but if you're looking for an entirely new system, I've heard good things about Hellfrost.
I found the Companion to be quite useful, especially with the chapter on treasure. As for Hellfrost, I like it a lot. To me, it has just the right blend of high fantasy and grimdark elements.
| J.S. |
J.S. wrote:To be fair its not something any company can put a little cocktail sword in and declare as their own territory.Savage World Plot Points = Pathfinder Adventure Path.
I can't overstress the fundamental similarity.
To be clear, that's not the point I was trying to make - quite the opposite in fact. I assume that, since it's the Pazio boards, everyone here "speaks Pathfinder," so I can put something in Pathfinder terms. I felt the conversation was tending to overstate the distinction between the two. It wasn't about laying claim, but trying to simplify the discussion.
| @stroVal |
@stroVal wrote:To be clear, that's not the point I was trying to make - quite the opposite in fact. I assume that, since it's the Pazio boards, everyone here "speaks Pathfinder," so I can put something in Pathfinder terms. I felt the conversation was tending to overstate the distinction between the two. It wasn't about laying claim, but trying to simplify the discussion.J.S. wrote:To be fair its not something any company can put a little cocktail sword in and declare as their own territory.Savage World Plot Points = Pathfinder Adventure Path.
I can't overstress the fundamental similarity.
No worries I just felt it should be said so that this statement won't be twisted to another direction...
But about the ''speak pathfinder'' whilst I like the boards, am happy with the company in general,admire the people who work here etc:
I don't like pathfinder as a system,nor do I think its something revolutionary.
But that's another thread...
| CunningMongoose |
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whilst I like the boards, am happy with the company in general,admire the people who work here etc:
I don't like pathfinder as a system,nor do I think its something revolutionary.
I can relate - d20, as a system, I find clumsy and too heavy for my taste. But it's like VHS and Beta. Everybody use VHS, so if you want to play movies, you need it, even if you know Beta is better. Pathfinder is VHS done right, still not Beta, but at least, less tracking problems and a slightly better picture.
It's the main reason I like Savage Worlds - quick to learn, so if you can convince you friends to learn only one easy system, then you can play every style, from sci-fi to steampunk and supers. No more "I don't wanna learn another ruleset, so let's play D20!" It's the game to get out of DnD and explore new genres with people who won't (or can't) invest time in learning rules.
| CunningMongoose |
@stroVal wrote:I don't like pathfinder as a system, nor do I think its something revolutionary.Given that one of the largest selling points was "3.5 compatible" I don't think it was trying to be revolutionary.
I think he meant to include all d20 OGL compatible variants. I think d20 is a fine system, the problem (IMO) being it's more fun to create a character than to play one. Don't get me wrong - I play and love Pathfinder, it does what it does really well, but the difficulty is that it's a long system to learn and master, and once you've done it with a group, nobody wants to invest time to learn a new one, so you are stuck to play medieval fantasy forever.
Savage Worlds, because it has a very smooth learning curve and can be used for almost any genre, seemed nice to me as a secondary system. And soon my players were asking to do even medieval fantasy using Savage World.
| @stroVal |
Kthulhu wrote:@stroVal wrote:I don't like pathfinder as a system, nor do I think its something revolutionary.Given that one of the largest selling points was "3.5 compatible" I don't think it was trying to be revolutionary.I think he meant to include all d20 OGL compatible variants. I think d20 is a fine system, the problem (IMO) being it's more fun to create a character than to play one. Don't get me wrong - I play and love Pathfinder, it does what it does really well, but the difficulty is that it's a long system to learn and master, and once you've done it with a group, nobody wants to invest time to learn a new one, so you are stuck to play medieval fantasy forever.
Savage Worlds, because it has a very smooth learning curve and can be used for almost any genre, seemed nice to me as a secondary system. And soon my players were asking to do even medieval fantasy using Savage World.
I agree with most of Mongoose's points.
@Kthulu: Yes I kind of meant all the d20 like Mongoose said; but also by revolutionary I mean:
in being a better version of 3.5 like a lot of people claim...It essentially *is* 3.5(also same amount of books you d need to buy to play)Its meant for somebody who wants to start playing now and have everything in one neat package.
or the ones that wanted to keep going with 3.5 and have a system of support via adventures and the like(kind of what the Marvel Ultimate series tried to do for their respective titles: retcon)
Fantasycraft is the one that actually improved/evolved the d20 system imo.
But I digress and because its the Ruleset made by Paizo,a site and publisher I've come to respect and depend upon for my rpg needs I prefer to avoid expressing my opinions
(I regret saying anything already.Its unkind to our host in a way)
PS: the adventure paths,maps accessories remain kick-ass and probably the best writing/work/drawing in the business and I will keep buying novels and paths to use with my system of choice.
PS2:Also given the transactions with WOTC(ie how they used Paizo and then dropped them) the timing and year and the effort that had already gone into 3.5, I understand exactly why they did it and I am with them in how they 'fought' the rpg ''monopoly'' of DND.I merely don't like it as a system for my group.
Bavin Badgerheart
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deluxe is hard back has more but not sure off hand.
if you are just trying get the 10 small book then get a fan convert of a setting.
savage heroes got a good collection of settings.
Savagepedia Wiki also a good place.
if you want to try a game online fantasy grounds has an active savage world community. you can probably get in a game with someone that has an unlimited license. so you do not need to pay for anything.
| Johnico |
The Deluxe Explorer's Edition is how I got into Savage Worlds. I don't know what they changed between the original Explorer's Edition and this one, but here's what I can tell you.
It's still only $10.
The art is good and colorful. The whole book is glossy and colorful.
I believe they added in some of the races from the companions (the Rakasha and Elves and stuff, for example, in the book).
It's got the errata and updates the system has received since it came out.