As the saying goes, converts make the best zealots, and my group and I have become fairly zealous about Savage Worlds. Which is a good thing, because it revitalized our interest in RPGing and got us back to the gaming table. Savage Worlds is not exactly rules-light, but is not nearly so complicated as 3.5e or 4e D&D. The emphasis is not on having a rule for every possibility, nor ensuring balance or parity for all elements of the game, but relies instead on a fair GM who ajudicates on the fly to keep the action moving. This being the case, it is not a game for groups who have an adversarial relationship with their GM, but more for those who view the GM as a referee or story-teller.
SW comes out of a miniatures background, but it works flawlessly without miniatures as well, something I find increasingly difficult to say about D&D. It is a skill-based, classless system. It uses the full standard array of RPG dice, and incorporates exploding dice (open-ended rolls) to create "miracle" rolls. Character generation is fast, even at high levels, and fairly free of fidgity details like hit points or skill points. Skills are rated by die type (bigger=better), and success is generally achieved whenever you roll a 4 or higher. Edges are the equivalent of feats, but there are fewer and they cause fewer min/max exploits.
Combat mechanics are the same as any other skill check, and is generally grim 'n' gritty. Without HP, combat isn't a accountant/resource management exercise -- badly wounded characters can survive against incredible odds, while unwounded characters can be incapacitated with a single well-placed blow. "Bennies" (SW's hero points/action points) are seamlessly integrated into the system, including for the GM (which is a nice touch), and help take the worst of the brutal edge off of the combat system. For rules geeks out there, armor absorbs damage and skills (including combat capabilities) degrade with fatigue and injury.
Finally, I have found it incredibly easy to convert 1e, 2e, 3e, and 3.5e to Savage Worlds on the fly. Pinnacle games provides a 2-page conversion guide that provides 90% of the conversions you'll need. The rest, mostly feats or monstrous special abilities, can usually be adapted right at the table.
Overall I have to give the highest marks to Savage Worlds. It is fast, it is furious, and most of all, it is fun. The emphasis is squarely on the players and their characters, and prep time for the GM is minimal.
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Savage Worlds Explorers Edition (S2P10010) Perfect Paperback – August 6, 2007
by
Staff
(Author)
Savage Worlds is a Fast! Furious! and Fun! rules system for any genre of roleplaying game. Create your own setting, convert an existing one, or pick up one of our amazing worlds like Deadlands, Slipstream, or Weird War II. The rules give players plenty of depth to create their characters and keep bookkeeping to a minimum for the game master. If you're looking for a game that's fast and easy to set up, run, and play, Savage Worlds is for you! This is a full-color Explorer's Edition-sized book (6.5x9). This is a copy of the third printing. 160 pages.
- Print length160 pages
- LanguageEnglish
- PublisherPinnacle Entertainment
- Publication dateAugust 6, 2007
- ISBN-100979245567
- ISBN-13978-0979245565
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Product details
- Publisher : Pinnacle Entertainment (August 6, 2007)
- Language : English
- Perfect Paperback : 160 pages
- ISBN-10 : 0979245567
- ISBN-13 : 978-0979245565
- Item Weight : 10.4 ounces
- Best Sellers Rank: #4,011,732 in Books (See Top 100 in Books)
- #222,154 in Fantasy (Books)
- Customer Reviews:
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Reviewed in the United States on November 7, 2008
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Reviewed in the United States on January 20, 2011
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I love this product!! I've played D&D since 2nd Edition, GURPS, and even Basic Role- Playing by Chaosium, but this one takes the cake. The ease of character creation, and the emphasis on role- playing, and quick combat resolution make this a must for anyone tired of convoluted rules systems that take forever to play. The innovative, initiative card deck usage, Skill Sets, Hindrances, and Edges give this rule system a unique flavor. This is one of the best universal, role playing systems out there. I place it right up there with BRP, FATE, and GURPS. If you love pen- and- paper, role -playing games, and you're looking for something to rekindle that magic that made you love the hobby in the first place then run, don't walk, to purchase this inexpensive, little, gaming book. There are also many products to support Savage Worlds if you don't like to create your own homebrew settings and adventures. I know I sound like a fanboy, because that's how good Savage Worlds is. It made me love to play RPGs all over again.
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Reviewed in the United States on November 27, 2009
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For $10, who could resist giving this system a spin? Geared to require as little rules look up as possible, Savage Worlds allows your games to move along at a frenzied pace. Character creation is also simple, although too simple for my tastes. I've always been a big fan of having enough skills that two characters of the same type will look nothing alike. Unfortunately, that's the one area in which Savage Worlds is lacking.
The flaw mainly comes from the over-simplification of skills. Take the shooting skill in a time travel campaign that starts in the modern era, with a background that your character is a gun-nut. Oh look! We're in medieval times, so I'll just pick up that crossbow and use it. Yes, knowing how to use a pistol means you can shoot a crossbow equally well--or an alien laser, or a bazooka, or a TOW missile, or--well you get the idea. If you shoot it, it's one skill to rule them all!
Leveling up is far different from what you get in most games, requiring a bit of adjustment. Typical XP awards are 1-3 points every session, with 5 points getting you an "advance"--an extra bonus such as a stat, skill, or perk. Every so many advances, you gain a level, which actually unlocks new perks.
You will want a sourcebook to work with unless you want to take the time to make an entire world. Fortunately, this turns out to be relatively easy to do. While this book is inexpensive, the sourcebooks are not, typically running $30 - $40, putting them in the same range as many other games.
For the money, Savage Worlds is hard to beat. The information provided for the GM makes it easy to use any of the published worlds, or create one of their own with a little more work. The only shortfall of the system for me is the rather limited skillset, but there's nothing that says the GM can't make changes...
The flaw mainly comes from the over-simplification of skills. Take the shooting skill in a time travel campaign that starts in the modern era, with a background that your character is a gun-nut. Oh look! We're in medieval times, so I'll just pick up that crossbow and use it. Yes, knowing how to use a pistol means you can shoot a crossbow equally well--or an alien laser, or a bazooka, or a TOW missile, or--well you get the idea. If you shoot it, it's one skill to rule them all!
Leveling up is far different from what you get in most games, requiring a bit of adjustment. Typical XP awards are 1-3 points every session, with 5 points getting you an "advance"--an extra bonus such as a stat, skill, or perk. Every so many advances, you gain a level, which actually unlocks new perks.
You will want a sourcebook to work with unless you want to take the time to make an entire world. Fortunately, this turns out to be relatively easy to do. While this book is inexpensive, the sourcebooks are not, typically running $30 - $40, putting them in the same range as many other games.
For the money, Savage Worlds is hard to beat. The information provided for the GM makes it easy to use any of the published worlds, or create one of their own with a little more work. The only shortfall of the system for me is the rather limited skillset, but there's nothing that says the GM can't make changes...
4 people found this helpful
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Top reviews from other countries
Parsec
5.0 out of 5 stars
FAST, FURIOUS & FUN - der Slogan passt perfekt
Reviewed in Germany on May 23, 2014Verified Purchase
Mit SAVAGE WORLDS wurde ein weiteres universelles Rollenspielsystem vorgelegt, welchem im Kern eine u.a. auch in Deutschland mit dem grandiosen "Dungeonslayers" populäre Designphilosophie zu Grunde liegt: weniger ist mehr.
Die SAVAGE WORLDS Regeln sind daher kurz, bündig und auf zügige Spielbarkeit ausgelegt. Das System ist in wenigen Minuten (!) jedem erklärt und fast frei von Tabellen, die Skills sind nicht in hunderte von Arten unterteilt, Proben gehen sehr flott, und auch im Kampf ist mit wenigen Würfelwürfen alles erledigt. Diese Designphilosophie spiegelt sich auch ganz klar in dem wieder, was mit SAVAGE WORLDS, wenn es auch ein universeller Hintergrund ist, gespielt werden soll... nämlich cinematische, furiose und schnelle Action.
Genau dieses Ziel erreichen die Regeln ausgezeichnet. Das System begünstigt dank einiger recht innovativer Mechanismen die Spielercharaktere als Helden (und die wichtigsten Antagonisten als ihre Gegenspieler) und fördert gewagte cinematische Aktionen.
Gleichzeitig, und hier kriegt das Spiel eine ziemlich eigene Note, sind Verbündete, im Kampf von den Spielern gelenkte NSCs wichtiger Teil des Grundkonzepts. Nicht nur werden so Charaktere mit Führungs-Skills plötzlich sehr interessant, das Spiel erlaubt es, dank schneller Regeln auch Kämpfe mit dutzenden Beteiligten in Rekordzeit abzuhandeln - und genau diesen Vorteil macht man zum Teil des Konzepts.
Was die Hintergründe angeht (welche separat erworben werden müssen) bleibt man diesem Grundkonzept treu und setzt ebenfalls auf cinematische Hintergründe abseits allzu ausgetretener Pfade. Besonders gut gefällt mir hier der Flash-Gordon-mäßige Pulp SF Hintergrund "Slipstream", die sehr gelungene Umsetzung von Robert E. Howards "Solomon Kane" sowie das finstere und abgedrehte Fantasy-Setting "Sundered Skies".
Der Schreibstil des hier vorliegenden Regelwerks ist erfreulich klar und gleichzeitig sympatisch, und das System wird, ohne das sich nicht innerhalb weniger Augenblicke klärbare Fragen bleiben, sehr anschaulich vermittelt. Das Regelwerk deckt dabei Grundregeln für sämtliche Hintergründe ab und liefert auch auf wenigen Seiten Regeln für Massenschlachten und Fahrzeugkämpfe (vom Streitwagen bis zum Raumkreuzer).
Alles in allem: SAVAGE WORLDS ist ein sympatisches, furioses und sehr cinematisches Universal-Regelsystem mit jeder Menge innovativer Ideen. Weniger ist mitunter tatsächlich mehr.
Die SAVAGE WORLDS Regeln sind daher kurz, bündig und auf zügige Spielbarkeit ausgelegt. Das System ist in wenigen Minuten (!) jedem erklärt und fast frei von Tabellen, die Skills sind nicht in hunderte von Arten unterteilt, Proben gehen sehr flott, und auch im Kampf ist mit wenigen Würfelwürfen alles erledigt. Diese Designphilosophie spiegelt sich auch ganz klar in dem wieder, was mit SAVAGE WORLDS, wenn es auch ein universeller Hintergrund ist, gespielt werden soll... nämlich cinematische, furiose und schnelle Action.
Genau dieses Ziel erreichen die Regeln ausgezeichnet. Das System begünstigt dank einiger recht innovativer Mechanismen die Spielercharaktere als Helden (und die wichtigsten Antagonisten als ihre Gegenspieler) und fördert gewagte cinematische Aktionen.
Gleichzeitig, und hier kriegt das Spiel eine ziemlich eigene Note, sind Verbündete, im Kampf von den Spielern gelenkte NSCs wichtiger Teil des Grundkonzepts. Nicht nur werden so Charaktere mit Führungs-Skills plötzlich sehr interessant, das Spiel erlaubt es, dank schneller Regeln auch Kämpfe mit dutzenden Beteiligten in Rekordzeit abzuhandeln - und genau diesen Vorteil macht man zum Teil des Konzepts.
Was die Hintergründe angeht (welche separat erworben werden müssen) bleibt man diesem Grundkonzept treu und setzt ebenfalls auf cinematische Hintergründe abseits allzu ausgetretener Pfade. Besonders gut gefällt mir hier der Flash-Gordon-mäßige Pulp SF Hintergrund "Slipstream", die sehr gelungene Umsetzung von Robert E. Howards "Solomon Kane" sowie das finstere und abgedrehte Fantasy-Setting "Sundered Skies".
Der Schreibstil des hier vorliegenden Regelwerks ist erfreulich klar und gleichzeitig sympatisch, und das System wird, ohne das sich nicht innerhalb weniger Augenblicke klärbare Fragen bleiben, sehr anschaulich vermittelt. Das Regelwerk deckt dabei Grundregeln für sämtliche Hintergründe ab und liefert auch auf wenigen Seiten Regeln für Massenschlachten und Fahrzeugkämpfe (vom Streitwagen bis zum Raumkreuzer).
Alles in allem: SAVAGE WORLDS ist ein sympatisches, furioses und sehr cinematisches Universal-Regelsystem mit jeder Menge innovativer Ideen. Weniger ist mitunter tatsächlich mehr.

