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Alastor04 Ensign
Joined: 05 Nov 2013 Posts: 48
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Posted: Sat Sep 21, 2024 1:02 pm Post subject: Impressions of Savage Worlds for Star Wars? |
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Have any of you played Savage Worlds? I feel like it has some similarities to WEG Star Wars.
If you have played both systems does WEG still feel like best Star Wars version? |
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ThrorII Lieutenant Commander
Joined: 12 Jul 2019 Posts: 203
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Posted: Sat Sep 21, 2024 5:34 pm Post subject: |
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I played a Savage Worlds Star Wars game ten or more years ago.
Savage Worlds is not my thing. I really dislike the system, and I feel like I'm the only one in the world who doesn't like it. _________________ "The internet is a pathway to many abilities, some considered to be unnatural." - Sheev Zuckerberg |
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jtanzer Lieutenant
Joined: 01 Mar 2023 Posts: 97
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Posted: Sun Sep 22, 2024 12:56 am Post subject: |
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Not having played the system before, what made you not like it? _________________ The best villians are the ones the PCs create. |
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ThrorII Lieutenant Commander
Joined: 12 Jul 2019 Posts: 203
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Posted: Sun Sep 22, 2024 4:55 pm Post subject: |
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Like I said, it has been a decade or longer.
I know that even after a mid-length campaign (several months), I still couldn't figure out how combat/soak/damage worked. I'm not dumb, I've played dozens of rpgs, but somehow I could not grok Savage Worlds.
Also, I am not a fan of "dice improving" mechanics. A d4 ability can be improved to a d6, then a d8, etc.
It sells itself as "rules light", but it really isn't.
I'm sure there are a dozen people who could jump in and "explain" it to me. I just don't care anymore. _________________ "The internet is a pathway to many abilities, some considered to be unnatural." - Sheev Zuckerberg |
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jtanzer Lieutenant
Joined: 01 Mar 2023 Posts: 97
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Posted: Sun Sep 22, 2024 5:30 pm Post subject: |
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That fits with what I read. The biggest complaint seems to be the toughness system which is vulnerable to the "naked dwarf" syndrome. The second biggest complaint was that combat was far too swingy. One review I read noted that his players tabled a supposedly tough monster easily, and then got TPK'd by basic guards without being able to deal any return damage. _________________ The best villians are the ones the PCs create. |
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raithyn Lieutenant
Joined: 24 Jun 2023 Posts: 80
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Posted: Sun Sep 22, 2024 6:59 pm Post subject: |
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Yeah, every fight can be deadly for all combatants. That's part of the selling point but doesn't work for all narratives.
I generally like playing Savage Worlds but don't enjoy running it as much as don't other systems. The goal of the system is fast, cinematic play with a pulp action feel. It is much crunchier than advertised, especially for the GM, so if you don't have an experienced player to run a game or two it can be very hard to pick up. That crunch is a barrier until it becomes intuitive. Every new edition has lowered that barrier and improved the action economy but the problems are largely inherent to the system.
I've seen two sets of fan-made Star Wars rules (and many other IPs). They are generally quite easy to integrate once you have the core rules down.
D6 is simpler in almost every way outside the Force. High experience advancements and Jedi powers are smoother in Savage Worlds. Overall, I like D6 better but I can certainly see a use case for Savage Worlds we're I running a multi-year campaign instead of shorter adventures. (Although, life's been busy and I haven't run anything or even plan adventures for several weeks.) |
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Whill Dark Lord of the Jedi (Owner/Admin)
Joined: 14 Apr 2008 Posts: 10402 Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy
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Posted: Wed Sep 25, 2024 12:51 am Post subject: |
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I have Savage Worlds, but I've never read it other than cursory glances. From what I am reading here, the system sounds awful.
Here is the reason I bought it in the first place... I know a former WEG Star Wars GM who switched to Savage Worlds for Star Wars and raved about how Savage Worlds is better for running Star Wars than D6. I bought it and then told the guy I did based on his comments. He immediately started backpedaling, saying that the system plays better than it reads, etc. Star Wars D6 has room to be tweaked for improvement, including to get a little more crunchy to handle more nuance. I still see no reason to chuck D6 completely and switch to a wacky system with a steep learning curve. I'm wondering if he was in a Savage Worlds group and the only way to get them to play Star Wars was to use Savage Worlds. _________________ *
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DougRed4 Rear Admiral
Joined: 18 Jan 2013 Posts: 2272 Location: Seattle, WA
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Posted: Thu Oct 17, 2024 6:14 pm Post subject: |
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I don't think the horror stories are fair, even if it's got its weaknesses and not for everyone.
I think it could do SW (Star Wars, not Savage Worlds) decently. But I think d6 handles the pulpiness better. _________________ Currently Running: Villains & Vigilantes (a 32-year-old campaign with multiple groups) and D6 Star Wars; mostly on hiatus are Adventures in Middle-earth and Delta Green |
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jtanzer Lieutenant
Joined: 01 Mar 2023 Posts: 97
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Posted: Thu Oct 17, 2024 7:53 pm Post subject: |
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Whill wrote: | I'm wondering if he was in a Savage Worlds group and the only way to get them to play Star Wars was to use Savage Worlds. |
I think you'd be surprised at how often this occurs. A lot of times groups get so used to a particular system that they begin to overlook it's flaws. Traveller, despite what people say, is a very crunchy, hard sci-fi, simulation-type game, which makes it difficult to get into. SW D6 does have it's own flaws (power creep), however it's rather tolerant of tampering, which is not something Traveller and most other game systems can say. _________________ The best villians are the ones the PCs create. |
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