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Talislanta Savage Lands for 5e - Liking what I see so far

Started by Marchand, July 28, 2019, 09:10:14 AM

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Marchand

Just picked this up on a whim, drawn in by the promise it would indulge a couple of my niche preferences: classless chargen and a very low magic / sword and sorcery feel. Looks like there are other versions for d6 system (I guess as in WEG not Traveller) and for their own rules.

Just had a quick skim but I'm liking what I see so far. For character generation, it basically gives you a single "adventurer" class and fillets the PHB for non-magic-using class features that become available as you level up. Simples really. You can also play with 5e classes although magic-using classes and archetypes within classes are discouraged. Magic is supposed to be a lost art but I get the idea from the book it can be rediscovered in game. This feel is going to change if you let people be casters out of the gate.

I really like the alternative alignment system that is defined relative to your tribe's beliefs rather than some absolute cosmic standard and runs True Believer, Unbeliever, Radical, Amoral, Neutral.

There are a bunch of setting-specific species/cultures, weapon and tool proficiencies, and gear/weapons, as well as a selection of magic or quasi-magic items.

I was aware of the existence of Talislanta before I picked up the book, but my knowledge was limited to the fact they used to advertise it as "no elves". I understand from the book this is a dial-back from the setting in the older books, which they say was kind of Renaissance in feel, to the dawn times after the big collapse.

Faction play with tribes seems to be well supported. There are mass combat rules.

Production values are very high (in pdf), equal or better than the 5e core books, in my opinion.

Overall, pleased with my purchase so far. Interested to hear from others with more Talislanta-fu what they think of it.
"If the English surrender, it'll be a long war!"
- Scottish soldier on the beach at Dunkirk

tenbones

Well I'm stoked you liked the 5e version!

I didn't do any of the work on converting to 5e. But making it 5e and remain "authentic" to the context of Talislanta and this specific time-period required some radical departures from the assumptions of bog-standard 5e D&D and Nocturnal did a bang-up job.

I would love to see more 5e products adopt some of these mechanics and expand them outward for other settings - or recodify it an "alternative" 5e system. All said, the 5e version is pretty much as faithful as you're going to get on the 5e chassis.

My preferred edition is the "classic Talislanta" system. But d6 is *very* serviceable. The benefit of using the "classic Talislanta" system is that effectively it is virtually completely compatible with all the other editions of Talislanta (which are *free* on the website) with a few tweaks depending on how you want to handle magic. The core task-resolution is exactly the same.

so you can mix-and-match stuff pretty easily, take inspiration from etc. Hell you can pull characters from the modern era - into the past (via the Gyre) And vice-versa if you want!


tenbones

#3
Quote from: S'mon;1097704Linky?

Talislanta: The Savage Lands

D&D 5e Edition
https://www.drivethrurpg.com/product/238719/Talislanta-The-Savage-Land-5e-d20-Edition?src=hottest_filtered

Classic Edition
https://www.drivethrurpg.com/product/233187/Talislanta-The-Savage-Land-Original-Edition?src=hottest_filtered

Open D6 Edtion
https://www.drivethrurpg.com/product/244446/Talislanta-The-Savage-Land-D6-Edition?src=hottest_filtered


POD editions should be incoming. They're completing KS fulfillment for Europe right now for the KS print editions. I assume POD versions will happen after. The KS physical copies are awesome, and really top-notch quality.

rhialto

I picked up the Classic Tal Savage Lands PDF recently: still one of my all-time favorite systems, and Savage Lands looks interesting.

SavageSchemer

I'm familiar with 5e and I'm familiar with D6. Not for this game, but in general. What's the "classic" system like?
The more clichéd my group plays their characters, the better. I don't want Deep Drama™ and Real Acting™ in the precious few hours away from my family and job. I want cheap thrills, constant action, involved-but-not-super-complex plots, and cheesy but lovable characters.
From "Play worlds, not rules"

rhialto

Quote from: SavageSchemer;1097811I'm familiar with 5e and I'm familiar with D6. Not for this game, but in general. What's the "classic" system like?

Roll d20, modify for attribute, skill/talent, difficulty and compare to the Action Table, which gives the degree of success/failure: very simple. Check out the free PDFs for more detail, but that's basically it.