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Review of Suzerain


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Introduction

Suzerain is a Savage Worlds setting released by Savage Mojo. Unlike other Savage Worlds settings Suzerain introduces rules and background information that allow the game master to develop a multi-genre campaign. These rules allow the players to jump between anything their game master can envision from high fantasy to gritty cyberpunk to epic space opera. Suzerain also encourages time travel.

Suzerain is a full color hard-back released in 2010 that contains both the setting specific rules of Suzerain, a plot point campaign (adventure path), and many savage tales, which, if you are unfamiliar with Savage Worlds, are small adventures that can be inserted into any ongoing campaign.

It is worth noting that Savage Mojo has also released a version of Suzerain using their own rules system called Mojo Rules. This review will concentrate on the 2010 hard-back release of Suzerain using the Savage Worlds rules system.

Setting

The Suzerain setting could really subsume every other Savage Worlds setting released. That’s because it is really treated as a meta-setting that allows for many sub-genres to be experienced by the player characters.

The various magic and super natural effects of Savage Worlds settings are explained through a pervasive energy source called Pulse. Pulse is represented by the Savage World’s power point system and every player character begins with 10 power points representing their starting potential.

Suzerain separates reality into the three separate layers or states. The first is the mortal realms where the characters will begin and where they will have most of their adventures during the early ranks of their careers (Novice thru Veteran). The mortal realms are best exemplified by the standard Savage Worlds genres (cyberpunk, fantasy, horror, etc.).

The second realm is the Spirit realm where, you guessed it, the spirits dwell. Suzerain introduces some new mechanics for interacting with Spirits to Savage Worlds.

The third realm is the Maelstrom that is inhabited by the gods. The Maelstrom consists of many separate realms forged by the gods and are surrounded by the chaos of pure Pulse.

Time in Suzerain is fluid. High ranking characters can use portals to not only hop realms but to go back or forward in time.

Rules

Suzerain changes the standard Savage Worlds mechanics in many subtle but interesting ways: • All characters start with 10 power points (referred to as Pulse). These points can be utilized by the powers of arcane backgrounds or by various new edges provided by the setting. The standard Savage Worlds arcane backgrounds are replaced by four of Suzerain’s own (called Pulse Paths): Empowered (Spirit), Enabled (Strength), Gifted (Smarts), and Sighted (Vigor). • Bennies are referred to as Karma. • All characters begin as human but race may be selected as a starting edge (a character may also change race once during their career). • Fatigue is extended to 3 levels. • All characters begin play with a special intelligent device called a Telesma. This is the character’s link to the gods and allows them to jump through space and time. • The addition of the Demigod rank after Legendary (120+ experience). • Bennies, shaken condition recovery, soak rolls, and wild die all receive bonuses or increases at the Heroic and Demigod ranks.

Personally, I think these rules tweaks are great and I look forward to trying out these extensions to the base Savage Worlds rules.

Style

The prose of Suzerain consists of a nice conversational style. The creators of Suzerain are proud of their creation and it evident in the subtle patting of the back they give themselves throughout the text. There is a bit of emphasis on the “its the game master’s game and he can do whatever he wants” line of thinking throughout as well. I think this is because genre hopping games are harder to swallow. Some gaming groups might not prefer science fiction mixed with their fantasy (or what have you).

Despite the laid back style rules can be dry and the text does dip into a text book style when iterating through the many new edges available within the setting.

Production

The production value of Suzerain is top notch. The hard back is a 192-page full color affair with many cool and inspiring illustrations. There a few full-page illustrations sprinkled throughout the book as well. The text is not too small which is welcome for those with tired eyes (like my own). The binding is saddle stitched and looks like it will last many years.

Cons

The included plot point campaign is really presented as more of a side story to be added to a game master’s own campaign plot. As an independent side story it probably will not mesh well with the main plot of the campaign and feels quite disjointed. I will probably not use it.

Suzerain does add a bit more complexity to the Savage Worlds system. Mind you, its not a lot, but I could see some gaming groups not appreciating the tweaks to their well loved rule system. Also, I would warn against mixing Suzerain characters with standard Savage Worlds characters. Suzerain characters will have more power at all levels of play.

Conclusion

I plan on running at least one campaign using Savage Suzerain. I feel it offers a compelling meta setting, great additions to the Savage Worlds rules, and interesting new choices for character creation and development.

If you play Savage Worlds and it is starting to feel a little tired or you would like to try something a little different without veering widely out of your comfort zone I would recommend giving Suzerain a try.

Recent Forum Posts
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Re: [RPG]: Suzerain, reviewed by Rustin (4/4)SavageMojoSeptember 22, 2012 [ 11:28 am ]

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