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Review of Savage Worlds


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INTRODUCTION

The name's Davenport. I review games.

And speakin' of names, there're some names in the business that make a guy sit up and take notice. You'd better believe Shane Lacy Hensley, Mr. Deadlands himself, is one of'em. So you can imagine how happy I was to have Shane stop by in person for a visit.

"Shane!" I says. (He lets me call'im 'Shane'.) "Good to see ya! Listen, great job on Fistful o' Zombies!"

His reaction wasn't exactly what I was expectin'.

"Zombies??" he blurts out like an auctioneer on speed. "HA!! Zombies are slow! I'm here to talk fast!"

"Fast?"

"FAST!"

"But-"

"You like fun?"

"Yeah, I-"

"You like fast fun?"

"That's none of your bus-"

"You like furious fun? "

"Why would I be mad ab-"

"Then you'll like Savage Worlds!!" he says. "Fast... Furious... FUN!!"

"Now, waitaminute," I says. "Look, Shane, you know I love ya, but I've played Deadlands. Great setting, but 'fast' it ain't. How fast could this Savage Worlds thing possibly be?"

"You want fast??"

"I just said th-"

"You got fast!! How'd you like to fight 27 orcs, 13 trolls, and a dragon with 31 elves, 16 paladin/assassins, and a weresquid??"

"'Weresquid'...?"

"TOO LATE!! With Savage Worlds, the fight'd be over by now! That's fast!! That's furious!! That's FUN!!"

"Yeah, that's... Hey!! Get off the desk!"

"FAST!!"

*THUMP!*

"FURIOUS!!"

*THUMP!*

"FUN!!"

*THUMP!*

"WOOHOO!!!"

Then, after he got done treatin' my desk like a trampoline, he jumped right out the window.

Which made me glad about two things:

First, that my office is on the first floor.

And second, that Shane remembered to drop the book first.

So, after sweepin' up the glass, I called some buddies and played a couple of games – one with me as GM, another with my buddy Robert at the wheel.

I also made a mental note to start brewin' decaf at the office.

CONTENT

Introduction

In addition to introducing the reader to roleplaying in general and Savage Worlds in particular – which, we're assured, is revolutionary in concept – the book begins with the Test Drive Rules, which are also found here on the Pinnacle web site.

The system is based on the Great Rail Wars miniatures game, which in turn was based on Deadlands. I've never played the former but am quite familiar with the latter, which made me somewhat skeptical going in about claims of speedy play.

The book divides the rules between this section and the actual Game Rules chapter. For simplicity's sake, I'll cover all of the rules in my discussion of the latter.

Chapter One: Character Creation

Character creation is a simple 5-step process:

  1. Race
  2. Traits
    • Attributes
    • Skills
    • Derived Statistics
      • Pace (6" by default)
      • Parry (2 + ½ Fighting + shield and weapon parry bonuses)
      • Charisma (0 by default)
      • Toughness (2 + ½ Vigor + armor)
  3. Edges & Hindrances
  4. Gear
  5. Background Details

Races

The chapter offers ten sample races:

  • Atlantean (water-breathing Aquaman types)
  • Avion (bird-men)
  • Dwarves
  • Elves
  • Half-Elves
  • Half-Folk (a.k.a. "Hobbits")
  • Half-Orcs
  • Mantids (insect-men)
  • Rakashans (cat-men)
  • Saurians (lizard-men)

It's a decent selection, especially since the Atlanteans, Avions, Mantids, Rakashans, and Saurians could work for either a fantasy or sci-fi campaign. (Well, I suppose they all could, really…)

Each race gets at least one special ability – including humans, who get a bonus Edge (see below) – and a majority have some form of weakness as well. On the whole, it's a pretty bare-bones approach to races. Dwarves, for example, have low-light vision, a Vigor bonus, and a penalty to their Pace.

I didn't care for the fact that regardless of Attribute bonuses, d12 remained a hard ceiling for all races. Nor did I like the fact that no race got any sort of Attribute penalty.


Playtest: Because I was using Nia, the setting of Arrowflight, for my playtest, I could have used the dwarves, elves, and orcs; however, as presented here, they really weren't a good fit. Anything beyond the simplest presentation of standard fantasy stereotypes will require a trip to the race creation rules at the other end of the book.

Attributes

Characters have five attributes – Agility, Smarts, Spirit, Strength, and Vigor – rated as single die types from d4 to d12, with d6 being the human average. Superhuman attributes start at d12+1 and increase from there, but such levels aren't available at character creation. All attributes start at d4, and players get 5 points to raise scores by one die type per point up to a maximum of d12.


Playtest: That's a pretty stingy total. In Robert's game, I wanted to create an average guy. A good thing, too, since spreading out those five points between the five attributes starting at d4 gave me d6's across the board – completely average. Needless to say, character creation isn't off to a very cinematic start.

Skills

Like attributes, skills are rated by die type, also with a d12 cap. Characters get 15 points with which to purchase skills on a 1/1 basis up to the level of the linked attribute and 2/1 after that. (For example, Fighting is linked to Agility. If Agility is d6, buying d8 of Fighting would cost 4 skill points.)

The book offers a mere 24 skills, most of which are wildly generic and generalized. For example, there are only two combat skills: Fighting, for all hand-to-hand combat – armed or unarmed – and Shooting, for all ranged combat.


Playtest: Due to the generality of the skills, we found that skills alone don’t do much to distinguish a character. The characters in my playtest were swashbuckling privateers, but based strictly upon skill, they could have been almost any sort of fighter.

On the other hand, I discovered as a player in Robert's game that even with the broad skills, the low starting skill totals and linked attribute cost issue strongly biased starting skill scores toward the average. It was reasonably easy for me to make a "jack of all trades," so long as I didn't want the character to be particularly good at anything.


The most specific skill by far is Knowledge, which requires a focus of some sort, such as Electronics or a specific language. Foci can be more or less general, with bonuses going to the more specific ones when applicable.


Playtest: We found that this makes language ability extremely expensive. Consider that you are deciding between knowing how to use every hand weapon, or shoot any ranged weapon, or drive any vehicle… and knowing how to speak French.

An excellent addendum to the skill list is the Common Knowledge roll, which allows characters to make a Smarts roll to recollect information that anyone in their situation would be likely to know, with bonuses or penalties applied based upon the specific character's background. It puts me in mind of Call of Cthulhu's Know roll.

Hindrances

Hindrances come in two varieties: Major and Minor. Players may select one Major Hindrance for two points and up to two Minor Hindrances for one point each. For two points, a character can increase an attribute or choose an Edge, and for one point, a character can gain an additional skill point or additional starting funds.


Playtest: As you might expect, this is some serious incentive to take Hindrances, given the blandness of characters based upon skills alone and upon the relatively small number of starting skill points.

Edges

Edges are broken down into nine categories:

  • Background
  • Combat
  • Leadership
  • Power
  • Professional
  • Social
  • Weird
  • Wild Card (activated when a Joker comes up during combat)
  • Legendary (available only to characters of this Rank)

Each Edge has one or more prerequisites listed – the required Rank (level), if nothing else.

As previously mentioned, characters are pretty bland up to this point. Edges add the missing flavor.

For example, Shooting is Shooting is Shooting. But if you want to make a sniper or a machine gunner, you could give your character the Marksman or Rock and Roll!Combat Edges, respectively.


Playtest: To add a swashbuckling flair to his character, for example, one of my players took Ambidextrous and Two-Fisted, allowing him to fight with a weapon in each hand completely without penalty. I noticed, however, that in some cases, seemingly related abilities are split into separate Edges – Ambidextrous and Two-Fisted gave him an advantage when attacking with a weapon in both hands, but to get any advantage for defending with two weapons, he'd have had to take the Florentine Edge.

Leadership Edges smartly take advantage of the player-controlled allies mechanic (see below) in order to make tacticians and charismatic types into forces to be reckoned with.


Playtest: For example, one character in my game had the Command Edge, which gave all allies in his vicinity a +1 on their rolls to recover from Shaken conditions. That proved to be a useful, if not pivotal, advantage during the massed combat.

Professional Edges are as close as the game comes to character classes, providing additional abilities related to the character's job. If it's a roguish type you're after, for example, you could take Thief, which adds +2 to all Climb, Lockpick, and Stealth rolls. Or if you want to play a ranger, Woodsman adds +2 to Tracking, Survival, and Stealth rolls made in the wilderness.


Playtest: To further cement his swashbuckler status, the aforementioned player took Acrobat, giving him +2 to all Agility rolls for acrobatic maneuvers and +1 to his Parry score.

Legendary Edges illustrate a limitation of the system's level-based advancement. If you want a sidekick or superhuman attributes or skills, for example, you'll have to wait until reaching Legendary rank (see below). (Unless your GM is starting the PCs at Legendary rank, of course.)

The chapter concludes with useful tables summarizing character creation, races, skills, Hindrances, leveling, load limits, and Edges.


Playtest: The limited number of points and choices involved in character creation do have a definite upside, insofar as character creation is extremely quick and easy. With focus, I'd say it takes around 30 minutes on the outside.

Chapter Two: Gear

The equipment list covers a broad range of weaponry, from primitive to ultra-tech. Weapon stats include cost, minimum strength, and notes regarding such information as any bonuses or penalties to Parry, armor piercing ability, and two-hand requirements.


Playtest: Costs seem awfully steep, considering the default $500 in starting funds. My players got off relatively easy, as it just so happens that their weapons of choice – the flintlock pistol and the rapier – were on the low end of the price scale at $150 each. But if they'd wanted a crossbow ($500), they wouldn't have been able to afford bolts for it. And if they'd wanted any armor heavier than leather – which would be a chain hauberk, for $300 – they'd have had to do without a long sword ($300) to go with it.

The coarseness of the attribute scale results in some pretty harsh Strength requirements. Some of the PCs' allies were wild forest elves. At first, I figured I' d have these elves be slightly weaker than the average human but deadly shots with a bow. No can do. The Strength requirement for a bow is d6.

Given the expense of armor and its impracticality for pirates, my players had plenty of incentive to up their PCs' Parry scores. They found a remarkably effective solution: using a rapier (Parry +1) in each hand, for a total Parry bonus of +2. While that may be impractical in the real world, I didn't see anything precluding it in the rules. A dirk in the off-hand might have made more sense, but that wouldn't have offered any advantage unless the characters had the Florentine Edge.


Vehicles

Vehicles get ratings in Acceleration/Top Speed, Toughness, Crew, and Cost, with a Climb rating added for air vehicles. In addition, there's a nice selection of special vehicle abilities, such as stealth technology, weapon stabilizers, and heavy armor. (And, in a wise move, a vehicle with the latter ability cannot be damaged by a weapon with an Armor Piercing rating of less than that of a .50 caliber machine gun. This prevents characters from wrecking panzers with pistols.)

Note that there's no Maneuverability or Handling rating. Keep that in mind, because it will become important below.

The selection of vehicles starts out strongly but runs out of steam as it moves from land to air to water transportation. Land vehicles get a large selection of general classes of civilian vehicles, then a list of specific modern, WW2-era, and futuristic military vehicles. But the aircraft section offers fewer samples and no futuristic vehicles, and the watercraft section features only three small civilian boats, two ancient warships, and three modern military boats – no destroyers, no battleships, no subs, and no futuristic watercraft. (And there are no spacecraft, real or science fictional, of any kind.)


Playtest: So, I was pretty limited when it came to piracy. The only warship offered from the age of piracy is the galleon.

The lack of costs for military vehicles bugged me. Yes, generally speaking, players will be unable to buy such things… but it could come up. And besides, if you're not going to provide costs for military vehicles, why provide costs for military weaponry (which the book does)?


Playtest: Once again, I got the piratical shaft. Okay, so given the resources at hand, I gave both the privateer PCs and their foes a galleon each. Well, the PCs captured the enemy galleon and wanted to sell it. I'm afraid I'm not really up on the market value of such craft, and so was at a loss.

Chapter Three: Game Rules

As previously mentioned, attributes and skills are rated by die type. To use an attribute or skill, the player makes an open-ended roll of the appropriate die type – attributes and skills do not stack – and tries to beat a 4. Every multiple above 4 is a "raise", indicating a better success. Unskilled attempts are made at d4-2.

The twist is that the PCs and significant NPCs are "Wild Cards". Such characters get to roll an extra d6, called the "Wild Die," along with the appropriate attribute or skill die, taking the higher of the two. Non-Wild Card characters are "Extras".


Playtest: The Wild Die mechanic somewhat mitigated my usual distaste for games in which attributes have no bearing on skill use, inasmuch as the Wild Die serves as a kind of replacement for an attribute default. Consider that unskilled Wild Cards forced to roll d4-2 still get that d6 Wild Die as well, making them superior to Extras with a skill of d6. (Knowing that would be the case based upon my previous game as GM, I found myself factoring in Wild Card status when considering which skills to leave at d4 or to ignore altogether during character creation.)

In practice, being a Wild Card with mediocre skills made my character in Robert's game much more competent than the average Extra. Certainly, this level of ability fits with the game's high-action theme... but somehow, it just didn’t feel right. It felt as though I had to lean too strongly on that Wild Card status to make my character remarkable, rather than making him remarkable on his own merits. (Compare this to Feng Shui, in which a PC without that game's special PC status would remain a noteworthy "mook" based upon ability levels alone.)

The system also makes it difficult to give the players NPC allies who are really worth having outside of combat. For example, those tribal elven archers I mentioned earlier by all rights should have been very good trackers. Unfortunately, "very good" by Wild Card standards becomes just "okay" for Extras without that Wild Die to boost rolls and add a curve.


Wild Cards have a further advantage in the form of "bennies," with which they can purchase as many re-rolls of attribute and skill rolls as they like. They can also be used to automatically remove a Shaken condition or to make Vigor rolls to reduce wounds from a single hit (see below). PC Wild Cards get three bennies at the start of each session, gaining more through clever moves and good roleplaying and losing any that go unspent by the end of the evening. (Each unspent bennie does, however, give the character an experience point on a 1d6 roll of 5-6.) The GM gets a pool of one bennie per PC and two for each Wild Card NPC.


Playtest: Bennies seemed to get more use outside of combat. That didn't surprise me. A character may have multiple chances to hit an opponent, but only one chance to leap across a chasm.

Initiative is almost completely random, based upon single draws of a playing card for each individual or group involved in the combat. (All Wild Cards get a single card, and any allies they may have act on that card.)

I say "almost" because two Edges can affect initiative: Quick, which lets the player redraw on a 1-5, and Level Headed, which lets the player draw two cards and take the highest. (Or the best of three, with Improved Level Headed.) And the two Edges can combine, allowing a Level Headed and Quick character to draw two cards and re-draw on both of them if they both come up 1-5.


Playtest: I really, really despise this method in concept, since it means that by default, all characters have the exact same reaction time – a slow, stupid zombie could just as easily win initiative as could a graceful elf, barring the appropriate Edges. In practice, however, it really does speed things up. It was particularly nice to have the cards as "cheat sheets" to remind me who goes when.

On a Joker, the characters get +2 to both trait tests and damage and may act whenever they choose during the round.


Playtest: This is probably the biggest argument for not going with Agility rolls, which a sidebar offers rather dismissively as an option. I have to admit, it does add still another layer of excitement, and some potentially startling results. In my first trial combat, for example, the enemy ship's crew got a Joker right off the bat and destroyed about 1/3 of the PCs' allies in a barrage of musket balls.

Characters can "Hold" an action to wait and see what happens until later in the round, attempting to interrupt another character's action by making opposed Agility rolls; e.g., if Ben gets a King, he could hold his action in an attempt to shoot the first person coming through a doorway. If Frank, on a Six, tries to come through that doorway, Ben and Frank would make opposed Agility rolls to see whether Frank can get through the doorway before Ben shoots him. I like the idea, but conceptually it seems odd. Why is Agility irrelevant to quickness for normal initiative, but not for interrupts?

The chance to hit an opponent in hand-to-hand combat depends upon the target's Parry score. Parry is ineffective against ranged combat, but factors such as range and cover apply negative modifiers to the attacker's roll.


Playtest: I found it mildly annoying that difficulty in melee combat takes the form of an increasing target number, while difficulty in ranged combat takes the form of a roll penalty. I'd have preferred it to be one or the other for both.

Damage is random and open-ended, using a range of die types and quantities. (On the weapons list, the highest damage I saw was 5d10, for 125mm AP tank shells.) Each raise on an attack adds an additional +2 to the damage. On a hit, a character is either unhurt (for attacks less than Toughness), Shaken (for attacks equal to or greater than Toughness), or wounded (for raises on the damage roll, or for additional hits on an already-shaken opponent). Shaken characters can't do anything other than move at half-speed and try to "snap out of it". Wounded Extras are out of the fight (and may or may not be dead), while Wild Cards have three wound levels with a cumulative -1 penalty.


Playtest: In the large combat I ran – a piratical boarding action – the damage rules did keep things moving along quickly. The open-ended damage rolls accentuated the chaos and uncertainty of combat, with the heroes surrounded by allies one moment and standing in a pile of bodies the next. The Shaken rule did create a kind of odd "clean up" impetus, however, that's completely logical given the rules but that may seem unsporting. When an Extra was Shaken, the players tended to take the opportunity to "kick him while he was down" in order to put him out of the fight.

On the other end of the scale, attacking a high-Toughness opponent, Wild Card or not, can be a little tedious. Hits that don't meet the foe's Toughness do absolutely nothing aside from some scratches and bruises for effect. Since the players know that an effective hit will at least cause a Shaken condition unless the NPC spends a bennie, it won't be long before they'll figure out what the Toughness score is that they need to beat. And if that score is high enough, it may take an open-ended roll to do the job.

Also note that big, tough monsters that aren't Wild Cards – in my playtest, a very large alligator, for example – will take a very quick death spiral if they're on their own. It may be hard to hurt, but once it's hurt, it's either Shaken (in which case everyone will take the opportunity to dogpile it) or out of action.


In the test drive rules, a Wild Card taking more than 3 wounds must make a -2 Vigor test or die; in the standard rules, taking such damage calls for a roll on the Knockout Blow table. Depending upon how many wounds are caused by the blow that sends the character to the Knockout Blow table, he may have had anything from the wind knocked out of him (1 wound) to a mortal wound (4+ wounds). In addition, two or more wounds on the Knockout Blow table send the character to a random roll on the Injury Table, with a Vigor roll determining whether the damage is permanent.


Playtest: Again, this made combat against a high-Toughness NPC drag a bit. Once the enemy captain had taken three wounds, their effect ceased to accumulate. And because cumulative 1-wound results on the Knockout Blow table have no effect after the first, there was almost a feeling that damage against the captain hit an odd sort of "plateau": 1st wound = -1 penalty, 2nd wound = -2 penalty, 3rd wound = -3 penalty, 4th wound = wind knocked out, 5th wound = no effect, 6th wound = no effect, etc.

One clever concept introduced by the game is the idea of players controlling – and rolling for – their characters' NPC allies during combat.


Playtest: The boarding action combat took about two hours. However, that was due mostly to our inexperience with the system. Without the players handling the friendly NPCs, I suspect it would have taken much longer, given the large number of combatants involved – around 30 altogether. (And, in fact, I wouldn't have even attempted such a combat with any other system I've used. At least, not without handling the overall tide of battle narratively.)

I'd also have to say that the game definitely shows its roots as a miniatures game. While it does deftly handle large combats, it does so at the price of a heavy dependence upon maps and figures. Even the battle with the single alligator would have been difficult without them.


Combat takes into account a wide array of fixed modifiers, as opposed to the more freewheeling approach taken by games such as Feng Shui.


Playtest: That led to battles having an extremely tactical feel, very much like a board or miniatures game. After our first combat, I realized that every player should probably have a copy of the Attack Options Summary for quick reference.

I'm not going to bore you with recounting every single modifier. Just trust me when I say that the rules have all the based covered – aiming, cover, double taps, suppressive fire, you name it. There are, however, some that particularly stood out to me.

For example, characters are allowed one Fighting attack per hand, factoring in off-hand and multi-action penalties. So, if a character is fighting with a sword in one hand and the other hand empty, he could, theoretically, strike with both the sword and a punch, but not with two sword strokes. (I suppose a sword stroke, punch, and kick would be acceptable as well.)


Playtest: Again, this put Ambidextrous (to eliminate the off-hand penalty) and Two-Fisted (to negate the mult-action penalty) high on my players' shopping lists for Edges. I suspect that these will be popular choices of most any player of fighter types. The one-two combination is pretty handy for dealing with Extras – get them Shaken with the first blow and take them out of the fight with the second.

Also, as is the case in the Buffy RPG, ganging up is an extremely effective tactic, adding a +1 to hit per additional attacker, up to a maximum of +4.


Playtest: This proved to be a great way to get the most out of allied Extras when tackling an enemy Wild Card. (Or even an Extra with a high Parry.) Given the flat die roll-based resolution mechanic, a guaranteed +4 from a 5-on-one attack – and added to all five (or more) attacks – can be devastating. (And a powerful argument for the Sweep Edge, which allows all adjacent targets to be attacked at once.)

Shane Hensley's love of Torg comes through in his application of tricks and tests of will. Successful tricks give the target a -2 penalty to Parry in the following turn, successful tests of will give the attacker a +2 bonus to his next action, and both leave the target Shaken on a raise. Tricks can be pretty much whatever the player describes; however, unlike Torg, there's no "Player's Call" result. In other words, the most a trick can do is leave the target confused, but it can't get him to take any particular action (e.g., tricking the foe into running off the edge of a cliff).


Playtest: It took us a while to get just how potent these actions really are – despite the lack of a "Player's Call" – and so they didn't end up seeing as much use as they probably should have. In fact, I'd go so far as to say that on average, Savage Worlds tricks are more powerful than their Torg counterparts – remember that a Shaken condition is just one step away from out of the fight for Extras.

Advancement

Savage Worlds is a level-based (but not class-based) system. Characters get 1-3 experience points every adventure and "level up" every 5 experience points, at which point they can:

  • Gain a new Edge.
  • Increase a skill one die type that is equal to or greater than its linked attribute.
  • Increase two skills by one die type as long as they are not higher than the linked attribute.
  • Buy a new skill at d4.
  • Increase one attribute by a die type (once per Rank only).

I assume the idea regarding skill increases is that skills below the level of the linked attribute should advance more quickly; however, the rules only accomplish this by giving the player a "two for one" deal – you can't increase an individual skill by two die types at once. This actually could force players to buy skill levels contrary to their character concepts and/or common sense – consider what would happen if every skill the player considered relevant were above the linked attribute save one. To raise that skill, the player would have to purchase a skill level in a less relevant skill as well.

In addition, every four levels, the character increases in Rank: Novice, Seasoned, Veteran, Heroic, and Legendary. Rank determines the Edges and Powers (see below) to which the character has access.


Playtest: One player was satisfied with his character at 1st level, but I bumped the other two characters up to Seasoned characters. In play, I didn't notice a whole lot of difference in their degree of ability so much as the range of their abilities. And that points out my biggest problem with the game's advancement system: it's inherently limiting to character concepts. For example, one player wanted his character to be a sharpshooter, but the Marksman Edge isn't available until the character reaches Seasoned. In other words, there's no such thing as a first-level sniper. Considering how dependent the system is upon Edges to distinguish characters, I'm of the opinion that this method is simply too restrictive.

Chapter Four: Arcane Backgrounds

Savage Worlds designs paranormal abilities using the same philosophy behind Black Magic in Deadlands: namely, that the important thing is the basic function of the power, and that everything else is just the "trappings".

With this in mind, the book uses the exact same list of semi-generic powers for all five of the Arcane Background Edges: Magic, Miracles, Psionics, Super Powers, and Weird Science. Aside from any setting-specific restrictions on which powers each Arcane Background can use, the difference between the Arcane Backgrounds has to do with the skills required (if any) for use, the number of starting powers and Power Points (to activate the powers) with which the character starts out, and drawbacks (if any).

From a mechanical standpoint, magic and psionics are identical: they get the most starting powers, and practitioners become Shaken when rolling a 1.


Playtest: That seemed to make these powers awfully unreliable. Remember that the highest the relevant skill can be for all but Legendary characters is d12, leaving a 1 in 12 chance of failure. For more typical characters, the odds are much worse.

Miracle-workers start out with one less power than magicians and psionicists and must stay true to their faith to maintain their powers.

Superheroes get only one starting power and require a separate skill for each power, but start with twice as many Power Points as do the other Arcane Backgrounds and have no drawbacks.


Playtest: Given the generic nature of powers in this system, it seemed appropriate to offer the characters in my fantasy game Arcane Background (Super Powers) to simulate innate magic ability. The player who was initially interested eventually decided against it, however, after failing to find a power that fit his character concept.

Weird scientists also get only one starting power and risk malfunctions on an activation roll of 1; however, each device gets its own Power Point "tank" equal to the character's Power Point total.

This, I find, is the weakest of the five Arcane Backgrounds. Weird scientists may only build devices that use the various powers. If you want to create merely anachronistic devices in the tradition of steampunk, for example, you're mostly out of luck. And there's no means to combine devices, either.

More fundamentally, the rationale behind weird science is closely tied to the idea behind Mad Science in Deadlands – that weird science isn't "real" science at all, but just a manifestation of a supernatural power using technological trappings. A lost device, for example, mysteriously quits working. And the rules are just too intrusive: a weird scientist's devices all have the exact same number of uses courtesy of the scientist's Power Points, which mysteriously all increase at once as well.

The powers themselves are as generic as you might expect, given the aforementioned design philosophy: bolts, shields, barriers, flight, shape-changing, healing, telekinesis, and so forth. Each power includes the Rank and Power Point requirements, Range, Duration, and suggested Trappings (visual effects, props, etc.).

The chapter includes some examples of ways to vary the abilities of Powers based upon their Trappings – the inability of a Swarm of Bees spell based upon the Bolt Power to affect targets completely sealed in metal armor, for example. What it does not do is give any guidelines for balancing Trappings-related perks and drawbacks to encourage more onerous requirements in time, material components, etc. – from the game's perspective, the cost of a given Power always will be the same. Nor does the book offer suggestions for creating entirely new powers. As a result, you must either rely upon the 24 powers offered or find yourself on your own.


Playtest: In his game, Robert ended up chunking the power rules altogether and starting from scratch. He just couldn't get to the highly mystical abilities he had in mind from the listed powers, nor did the basic mechanic behind those powers seem appropriate to use in the creation of the powers he wanted.

I should also mention that the book is slightly disingenuous when it comes to the assertion that the rules can cover superheroes. They can, but only of the lower-powered pulp variety. Any superhero with powers that do not require activation or finite power supplies cannot be created with this system.

Furthermore, Rank once again imposes limits on character concept. Want a flying superhero? You'll have to wait until he's at least Seasoned. And a Savage Worlds superhero's powers won't improve, either, unless you count an increase in Power Points; instead, he'll pick up new powers – not really appropriate for all superhero concepts.


Playtest: The Powers list worked well enough for the Novice magician in my group, although if I'd wanted to stay true to the magic of the Arrowflight setting, I'd have been in trouble eventually.

Even though the magician was a Novice and his two fellow PCs were Seasoned, magic – mostly in the form of the Bolt power – seemed to be a powerful equalizer. With sufficient Power Points, the magician could attack up to three foes at once – without penalty – and could boost the damage of those Bolts from 2d6 to 3d6. He couldn't keep that up for more than a few rounds, but that was enough to clear away a good number of Extras. On the other hand, he wouldn't have been all that much more powerful in this regard had he been bumped up to Seasoned like his cohorts, since characters can only take the Power Points Edge – which adds 5 more Power Points – once per Rank.


Chapter Five: Situational Rules

A hodge-podge of miscellaneous rules, including mounted and vehicular combat, allies, fear, fatigue and other environmental hazards, mass battles, and player-vs.-player skirmish games. Again, the scope of the rules impresses me greatly, and the details are quite nice as well.

Some examples...

Allies

In addition to providing generic stats for normal and experienced soldiers and simple rules for tracking ally experience gain and ammo expenditure, this section provides a handy table for generating one-word descriptions of the personalities of individual allies – great for times when a PC starts interacting with a random retainer.

Fear

The fear rules wisely differentiate between a failed Guts skill roll when facing the grotesque and disturbing, which generally results in nausea and Shaken conditions except on a roll of 1, and when facing the truly horrific, which leads to a roll on the Fright Table. The Fright Table, in turn, takes the unusual approach of including a possible positive result from fear: a +2 bonus to all rolls resulting from the "fight" side of the "fight-or-flight" response.

I would have preferred, however, that the bravery of the hero have some relevance on the severity of Fright Table effects. Extreme results like phobias are less likely than panicked or Shaken conditions, but once a Guts check is failed, the bravest hero is just as likely to have his hair turn white as is the most sniveling coward.

Fatigue

Rules for simulating exhaustion from traveling in hostile environments generally make my eyes glaze over, but Savage Worlds keeps them simple and effective. For example, a character traveling in freezing temperatures must make a Vigor roll every four hours at a -1 for every 20 degrees below freezing and with clothing modifiers ranging from -2 for insubstantial garments to +4 or more for advanced arctic attire. Failure results in a level of Fatigue, and the death spiral from Fatigue is actually steeper than that from wounds.

Vehicle Rules

Like many of the rules in the game, vehicle rules are very generalized. Unfortunately, I think that in this case, the rules suffer from that generalization.

First of all, remember that lack of a Maneuverability/Handling stat I mentioned? Here's where that becomes a problem. Performing a barrel roll is no harder in a WW2 heavy bomber than it is in a sleek modern fighter jet. Pulling a "bootlegger reverse" is as easy in a tank as it is on a motorcycle.

And the generality of the damage effects hinder the applicability of the system in certain circumstances as well. Like characters, vehicles take damage when attacks exceed their Toughness and accumulate wounds; however, a roll on the Out of Control Table replaces Shaken status, and each wound also results in a roll on the Critical Hit Table.


Playtest: I had planned on trying out these rules for my pirate game, but the damage effects just didn't apply very well at all. Consider the possible results on the Out of Control Table: Roll Over, Spin, Skid, Slip, and Flip – not really the sorts of things likely to happen to two ships trading broadsides. Granted, this issue may be addressed in the Savage Worlds pirate game, 50 Fathoms. (For which, just for the record, I'd have waited before doing a pirate-themed Savage Worlds game, had I heard about it in time.)

I do, however, appreciate the simplicity of the chase rules. The cards drawn for initiative (per vehicle and all occupants, not per character) determine not only who goes first, but also the relative position of each vehicle that round and whether there is an obstacle in any vehicle's path. Very clever.

Mass Battles

Fast combat or not, at a certain number of combatants, things are still going to get out of hand. Hence, the game includes rules for large-scale battles featuring thousands of combatants.

It does this very simply and efficiently: Assign 10 tokens to the larger side, divide the total number of troops by 10 and assign the result as the value of each token, then use that token value to determine how many tokens the smaller army gets. The generals make Knowledge (Battle) rolls, and each success and raise costs the opposing general a token. The losing general makes a morale roll, and if he succeeds, the battle continues until one side is destroyed or retreats. The relatively small number of modifiers to the roll include the difference between the number of tokens, artillery/air support, terrain, and the quality of the general's battle plan.

In addition, the game finds a nice middle ground for PC involvement in combat between using standard combat rules with the battle happening "in the background" and treating the PCs as just another part of the army. Players make rolls for relevant combat skills and reference the result on a small table to determine the fate of the character that round and whether his actions will give a bonus to his side's Knowledge (Battle) roll.

The one hitch in the system is that it leaves the relative value of specific parts of an army entirely up to the players and GM. Is a Sherman tank the equivalent of 10 troops, for example? 20? 30?

The chapter acknowledges this issue and directs those wanting more complexity to Pinnacle's web site, where they can download a .pdf of the Savage Worlds Troop Builder. However, I must warn you that doing so takes you from pulling figures out of thin air to nickel-and-diming every aspect of the units in question, right down to the Edges and Hindrances.

Skirmish Rules

As previously stated, Savage Worlds is based upon a miniatures game. Nowhere is that more obvious than it is in this section, which shows how to use the game pretty much as-is for competitive miniatures battles. The only real changes have to do with balancing opposing forces (again, using the Savage Worlds Troop Builder), unit cohesion and morale, and determining victory.

Chapter Six: Game Mastering

The obligatory "GM advice" chapter, obviously. This one really is full of practical suggestions, though, for everything from scheduling game times to dealing with mood breaking player behavior during horror games. It comes across as exactly what it is: tips from a GM speaking from long experience.

It also covers campaign and adventure types, world creation, and the unique aspects player-controlled allies bring to the game (such as the players' temptation to let their allies do all the dirty work).

Race Creation

Here are those race-creation rules that really ought to have been up front with the sample races. This is a matter of giving each race one free Major Ability (e.g., a free +1 attribute step) and balancing a variable number of other Major or Minor Abilities (e.g., free d6 in one skill) with Major (e.g., -1 Toughness) or Minor (e.g., -1 Pace) Penalties.


Playtest: These rules didn't help me adapt the races from Arrowflight much more than did the sample races at the front of the book. The main problem was the lack of an option to boost/penalize attributes to super-/subhuman levels. I ended up tossing out the caps on both ends, allowing some attributes to start at d4-1 or rise to d12+1 and beyond. As it turns out, that's not too far out of line with what's done for certain races in 50 Fathoms, based upon the sample races posted at Pinnacle's web site. There is, however, nothing in the rulebook itself to suggest that this is acceptable. On the contrary, we're told that d12 is a hard ceiling on all traits until a character reaches Legendary Rank.

Chapter Seven: Villains & Monsters

Well, the chapter title says "Villains & Monsters," but there aren't any of the former in here who aren't also the latter. In other words, it's simply the bestiary.

The chapter begins with twenty-two powers for monsters. Most of these are pretty basic, like Aquatic, Infravision, or Poison. A couple, however, are more like "package deals," and very handy ones at that. Consider the Undead power: +2 to Toughness, +2 to recover from Shaken, no extra damage from called shots, half damage from piercing attacks, no Wound Modifiers, and immunity from disease and poison. Not only does that cover a lot of the standard undead bases in one shot, but it also simulates those attributes very efficiently: individual shots may slow a zombie down temporarily, and you can blow it to bits, but you won't ever hurt it.

I was a little surprised not to see any kind of generic "energy projection" attack to cover fire breath, death gazes, etc. Those are left up to the individual entries, apparently.

And speaking of which, here are those entries now:

Alligator/Crocodile Bear, Large Bull Dire Wolf Dog/Wolf Drake
Dragon Giant Worm Ghost Goblin Horse, Riding Horse, War
Liche Lion Minotaur Mule Orc Orc, Chieftan
Ogre Shark, Great White Shark, Medium Maneater Skeleton Snake, Constrictor Snake, Venomous
Swarm Troll Vampire, Ancient Vampire, Young Zombie

As you can see, the selections are skewed even more strongly towards fantasy than are the sample races. Further, these fall very much according to the stereotypes: trolls regenerate, vampires can change into bats and have to be invited into private dwellings, zombies die when shot in the head, etc. Still, the stereotypes make a decent starting point, and overall I'd say it's a good selection. (But no amorphous blobs? *tsk!*)

STYLE

Every visual aspect of this 8-1/2" x 11" hardback, from the multi-genre montage of comic book-style characters on the cover to the snake-infested "lost world" page borders to the pulpy "swoosh" font of the section headers, seems designed to convey action and high adventure. While this does give the book a strongly unified look, it just didn't quite work for me somehow. I can't say exactly why, except that it seemed more "gaudy" than "pulpy" – like the exterior of a carnival adventure ride. (Of course, carnival adventure rides can be goofy fun.)

The layout, however, is extremely open and easy on the eyes. And aside from some issues I have with the splitting of rules between the quick start and full rules sections and with the distance between the example races and the race creation rules, the book's organization is very strong. The back of the book includes an index, reprints of multiple useful tables, templates for vehicle turns, bursts, and cone effects for use with miniatures, and character sheets for both PCs and allies.

The writing is remarkably clear and error-free – at no point did I find myself having to re-read for comprehension. And while the writing really does sound like the voice of gaming experience, this comes across without seeming smug.

I do think I could have done without the wisecracking sidebar commentary of Smilin' Jack, the Savage Worlds skeletal spokesharlequin. That whole Obnoxio the Clown/New York Cabbie from Hell insult comic schtick amuses me for about 5 minutes before getting annoying.

CONCLUSION

In the end, Savage Worlds is one of those games that does a good job of something that isn't really my thing.

While I'm a big fan of light, quick game mechanics, I lean more towards the Over the Edge approach: a simple basic mechanic that allows lots of room for narrative interpretation to cover specific circumstances. Savage Worlds, by contrast, tries to anticipate as many of those specific circumstances as possible, discarding the ones deemed unimportant and whittling the remainder down to the barest essentials to enhance speed of play – especially at the tactical level. When in doubt, Savage Worlds errs on the side of making the rules fast and fun at the occasional expense of logic and/or narrative freedom. (I'd prefer to stay away from the G/N/S debate, but if you want to call this approach "Gamist," I won't argue.)

While I don't personally care for that approach, Robert was quite taken with it after my game, buying the book and running a game himself. Once on the GM side of things, however, he, too, started leaning towards using a different system, citing a preference for that narrative flexibility I mentioned.

I think that in both cases, what the game does best – fast, furious combats, just as advertised – wasn't worth the trade-offs for us. That in no way detracts from the game's worth, however. On the contrary: if you're a big fan of the tactical aspects of gaming, I suspect that you'll be in Heaven. Battles that could take hours using d20 can take a fraction of the time using Savage Worlds.

I should also say a word about the value issue. From a page count standpoint, Savage Worlds inarguably suffers in comparison to many other core rulebooks in the same price range. (And I do not buy into the concept that RPGs are underpriced and that the pricing of Savage Worlds is therefore realistic. The proper price for this or any other product is for the market to decide.)

However, while quantity is one thing, utility is quite another. Fans of the system will find plenty here to keep them busy for a long while to come, thereby increasing the value. That, combined with the ease-of-use philosophy I'm told governs the Savage Worlds setting books, such as Evernight, increases the likelihood that the core book will provide a lot of entertainment for the money.

So, again, while Savage Worlds isn't really my thing, it might well be yours. If you've been itching to lead your faithful sidekicks/stalwart knights/tough space marines into battle against hordes of Nazis/orcs/xenomorphs, and if you don't want to spend all night doing it, This may be the game for you.

SUBSTANCE:

  • Setting
    • Quality = 3.5
    • Quantity = 3.5

  • Rules
    • Quality = 4.0
    • Quantity = 4.0

STYLE:

  • Artwork = 3.5

  • Layout/Readability = 4.5

  • Organization = 4.0

  • Writing = 4.0

  • Proofreading = 0.0

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