We just finished our campaign arc for a Savage Worlds campaign. The setting was steampunk in the Old West, cobbled together from various resources. I avoided Deadlands, as I didn't want the horror element (although I did use a heavily modified Deadlands adventure).
First, let me say that I'm thoroughly impressed with the Savage Worlds system. It's not so clunky (like GURPS) as to get in the way of story, it's intuitive, has plenty of chunky bits for that geek in all of us, and most importantly, it's fun! I love the idea that with the "Aces" system in dice rolling, anyone can succeed, although it may sometimes be a long, long shot. "Aces" also allow for crazy, powerful -- and fun -- stuff to happen. Dealing playing cards out for initiative is also crazy fun. And if you want a character who has more control over his initiative order, there are edges you can buy.
The setting was pretty great too. The final battle on the airship, as the heroes raced literally against a ticking time bomb, was pulse-racing excitement.
In our next campaign, probably in a different genre, I hope to ensnare the characters in more character-building elements. I may even borrow some help from Spirit of the Century which is so good at that.
First, let me say that I'm thoroughly impressed with the Savage Worlds system. It's not so clunky (like GURPS) as to get in the way of story, it's intuitive, has plenty of chunky bits for that geek in all of us, and most importantly, it's fun! I love the idea that with the "Aces" system in dice rolling, anyone can succeed, although it may sometimes be a long, long shot. "Aces" also allow for crazy, powerful -- and fun -- stuff to happen. Dealing playing cards out for initiative is also crazy fun. And if you want a character who has more control over his initiative order, there are edges you can buy.
The setting was pretty great too. The final battle on the airship, as the heroes raced literally against a ticking time bomb, was pulse-racing excitement.
In our next campaign, probably in a different genre, I hope to ensnare the characters in more character-building elements. I may even borrow some help from Spirit of the Century which is so good at that.
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