1 of 1 people found the following review helpful:
5.0 out of 5 stars
Villainy has never looked so good, March 23, 2008
This review is from: Necessary Evil (Savage Worlds; S2P10006) (Hardcover)
I purchased Necessary Evil simply because I was excited about the concept, and having played a few games of it, wanted to get it for myself.
The biggest thing, and best, is the detailed power conversion for the Super Powers Arcane Background, instead of the low-power Pulp feel, gives us the completely feeling of four-color comics.
And, as a comic book lover, I love reading all the fluff in the material, and pointing out the references to some awesome comics (my favorite is pretty heavy in the spoiler, but if you're a DC fan, you'll recognize the reference to the Anti-Monitor).
If you love comics, and love RPGs, and enjoy the Savage Worlds book, I highly recommend this setting and plot point, just for the sheer fun factor. Is it the most serious setting? No. But it is fun.
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1 of 1 people found the following review helpful:
5.0 out of 5 stars
Very original, September 23, 2007
This review is from: Necessary Evil (Savage Worlds; S2P10006) (Hardcover)
The concept behind the book is brilliant. Aliens attack; super heroes go out to save the planet and lose badly; it's up to the super villains to save the planet. Very well executed and fun.
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1 of 4 people found the following review helpful:
3.0 out of 5 stars
Great Concept, Rules Can't Hold It, February 27, 2008
This review is from: Necessary Evil (Savage Worlds; S2P10006) (Hardcover)
I think the idea for this game is absolutely brilliant. It encourages a different style of role-playing and even gives those gamers among us (you know who you are) who would like to play on the "evil" side of the fence a little breathing room.
The problem is in the rules. The Savage Worlds system is wonderful for what it does - give a quick system for making interesting characters. The problem is one of scope: a super-hero system needs to be able to take in everyone from Aunt May to the Incredible Hulk and that's a problem that a lot of game systems simply can't handle. With a die-system running from d4 to d12, Savage Worlds has to bend a lot to fit in even such low-tier muscleheads as one would find in, say, the Rhino. It's a problem most generic RPG systems run into sooner or later and SW is no different.
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