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Savage Worlds Deluxe (S2P10014)
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Product details
Hardcover: 160 pages
Publisher: Pinnacle Entertainment (August 15, 2011)
Language: English
ISBN-10: 1937013049
ISBN-13: 978-1937013042
Product Dimensions:
8.5 x 0.6 x 11.3 inches
Shipping Weight: 1.9 pounds
Average Customer Review:
4.7 out of 5 stars
203 customer reviews
Amazon Best Sellers Rank:
#443,415 in Books (See Top 100 in Books)
I GMed Pathfinder for a group of college guys and a gal until they gained ninth level, after which I became a little disenchanted with the constant rules-digging. As none of us felt inclined toward DnD 4.0, we picked this up, and I have become totally sold on it.As a GM, what I ESPECIALLY appreciate:+Making NPCs or creatures is a breeze, allowing for much more time spent on the plot, cool settings, etc.+The system is elegantly simple, and can easily accommodate any genre or action. (My players prefer it for all genres except medieval fantasy, but acknowledge it does fine there, too; they just prefer Pathfinder for that, and are psyched to be playtesting DnD Next.)+Players aren't pigeon-holed into classes, but can choose to follow an archetype if they desire. (Oddly, some of my players DO like Pathfinder's/DnD's forced specialization.) With Savage Worlds, there's also such freedom in designing characters to fit a particular protagonist from books or movies, and anyone can be meaningful, which is emphatically FALSE for many other systems.+Anyone can die quickly. Granted, this isn't what all players are looking for, but I find that this keeps players grounded and exploring options other than combat (or at least, mindless whacking) when things get dicey. They actually consider ducking and employing sound tactics from time to time!+The game is designed to be kept flowing without too much prep before OR paperwork during the game session. I love not having to keep track of hit points or many different short-term effects. This aspect has freed me up to enjoy the game as much as my players. (Admittedly, some of my players HATE not having hit points; it frustrates them to score an apparently-solid hit, only to find that that hit only skids off armor or traces a scratch down a villain's thigh. They accept it, but enjoy bemoaning the situation.)+On-line support is without peer.Long and short, I haven't found a system that better combines cross-genre playability, adaptability, efficiency, and sheer enjoyment, nor one that comes close.
Having played ADnD 2.5 for many years, I took a break and came back to a Pathfinder Campaign. About a year later a friend called and said he wanted to try to run a Cyberpunk Savage World's campaign. I was hesitant at first to try to learn an entirely new rules system, so I bought this book to learn the basics.I was very surprised at the simplicity of the rules and the open ended method of character creation. You really could build your character into just about anything the campaign accommodates. I wanted to play a combat medic type... the archetypes were doctor or ex military but with the simplicity of the game rules, I was able to easily build the exact character I had in mind. I also liked that there was a lot less math involved in this game system because it allowed me to bring in people who hadn't played PnP games before and they were able to very easily pick up on the system structure.Any DM (or GM) can easily make this as simplistic or complex as they desire, but there is a lot of freedom in this structure that I really enjoyed. I still love my old ADnD books, and Pathfinder - but Savage Worlds allowed us to run a high energy combat focused game that was an absolute blast.The book itself was highly detailed and contained excellent artwork. I found that everything was explained in enough detail that even those who had never played before were able to pick up the concepts very quickly.
If you want to get someone into RPGs and want to keep it simple, but don't want to pay for multiple rules bloated books like Pathfinder, etc. This is your game. It's a Core system for less than $10. No additional supplements needed, though of course you can always buy them if you like different settings. Only other things you need is a pack of playing cards, pennies or something to use as tokens for bennies, and a set of standard polyhedral dice and you are good to go. Very GM friendly with little prep time. Very player friendly, easy to learn. Fast Furious and Fun!As a side note: to learn about Savage Worlds, visit the Jerrod Gunning channel on YouTube, where they have a Weekly Wednesday Savage GM Hangout. There are LOTS of videos (at least 2+ years worth) of different topics on how the mechanics, settings, etcetera work....
I have been roleplaying for a long time either playing in or game mastering a number of titles such as D&D 2nd Edition, 3e, 3.5, White Wolf's Vampire the Masquerade and Werewolf the Apocalypse, Palladium's Rifts, Teenage Mutant Ninja Turtles, Crafty Games SpyCraft 2.0, Mutants & Masterminds and more.In my younger days, I enjoyed very crunchy, detailed rulesets that covered everything and a player's handbook with 300, 400 or even 500+ pages (like Pathfinder) was acceptible to me. But as I got older, I really started looking at the combat systems, most notably the D20 System after a single dragon fight took more than an hour to complete with a well geared, highly skilled party. I wanted something faster that still covered most situations and that is when I discovered Savage Worlds. The system does a wonderful job with balancing the rules against the storytelling, offers players a chance to be truly heroic while roleplaying their characters and adds to the story instead of having to whittle down hundreds of hit points. It also has a sense of real danger to the characters because even the lowest of creatures can get a really lucky shot and kill them. It is rare but it can happen. Plus Savage Worlds covers a huge variety of genres so if the group wants to switch from fantasy to futuristic, post apocalyptic, gothic horror or superheroes, Savage Worlds has it covered. This is a huge bonus for anyone that gets tired of having to learn new rule systems every time they want to play something different.
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