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Savage Worlds: Pros and Cons?

Started by Shrieking Banshee, December 06, 2019, 06:29:06 PM

Previous topic - Next topic

tenbones

I'm still not sold on them (the SWADE version). I've yet to use them. I think it's just how they read, more than how they operate in practice.

I always thought the Spycraft chase rules were very good, and I kinda think my reaction was that this is what they were kinda going for? (I don't know since I'm not looking at them both side by side right now). But when it comes to crossing that bridge I'll deal with it.

nope

#46
What are some of the more 'essential' or useful/cool SWADE supplements? I've currently got a shopping cart including the following:
Core book
Savage Rifts Tomorrow Legion Field Manual + Player's Manual
Eldritch Weapons

Curious if there are any other goodies one would consider worth grabbing (aside from "everything"). Something fantasy or futuristic/cyberpunk might be nice. I could look for stuff for the last edition too but I'd prefer to be more familiar with the current edition before I go looking to do conversions.

Rhedyn

Quote from: Antiquation!;1116284What are the most 'essential' or useful/cool SWADE supplements? I've currently got a shopping cart including the following:
Core book
Savage Rifts Tomorrow Legion Field Manual + Player's Manual
Eldritch Weapons

Curious if there are any other goodies one would consider worth grabbing (aside from "everything"). Something fantasy might be nice. I would look for stuff for the last edition too but I'd rather be more familiar with the current edition before I go looking to do conversions.
When I started, I took just the deluxe edition, ran a couple of one-shots and then I bought all the companions and a bunch of supplements.

So I recommend just taking SWADE, run something with it and then see if you are "in".

A lot of stuff has updated to SWADE, so I recommend sticking with that stuff if you have just started. The conversion isn't hard for older material, but it can be a little off putting and you can do it wrong (for example many settings have bad stuff happen on a "1" on the arcane die, well with the new rules those things should only happen on a critical failure "snake eyes" because you use to be able to benny out of rolling a "1" so it being more common was fine). It's not that big of a deal, but I am an enthusiast about this.
Savage Rifts should have a good chunk of PDFs out that are really good for SWADE. Flash Gordon is last edition, but is close enough that it is proto-SWADE, those books are pretty good too.

My favorite SWD (last edition stuff) are Hellfrost, Nova Praxis, The Last Parsec, and Rippers Resurrected for both player crunch and GM materials. Shaintar is less useful now since a lot of its cool magic things were just pulled into core. Of the current companions, the Sci-fi companion is the most useful (it has tech and rules that are useful for Sci-fi campaigns). Horror is functional but you do not need anything in it to run horror games. The Fantasy companion has some magic items, rules to price them, and tools for the GM to make them that are worse than what is in Savage Rifts, this companion is the least useful and most out of date. The Superpowers Companion 2e is functional as-is, but a supers Savage Worlds game is a different kind of game and I am hoping SWADE fixes some issues with the SPC. That companion demands comic book like stories where having a "good build" is less important.

nope

Quote from: Rhedyn;1116287When I started, I took just the deluxe edition, ran a couple of one-shots and then I bought all the companions and a bunch of supplements.

So I recommend just taking SWADE, run something with it and then see if you are "in".

A lot of stuff has updated to SWADE, so I recommend sticking with that stuff if you have just started. The conversion isn't hard for older material, but it can be a little off putting and you can do it wrong (for example many settings have bad stuff happen on a "1" on the arcane die, well with the new rules those things should only happen on a critical failure "snake eyes" because you use to be able to benny out of rolling a "1" so it being more common was fine). It's not that big of a deal, but I am an enthusiast about this.
Savage Rifts should have a good chunk of PDFs out that are really good for SWADE. Flash Gordon is last edition, but is close enough that it is proto-SWADE, those books are pretty good too.

My favorite SWD (last edition stuff) are Hellfrost, Nova Praxis, The Last Parsec, and Rippers Resurrected for both player crunch and GM materials. Shaintar is less useful now since a lot of its cool magic things were just pulled into core. Of the current companions, the Sci-fi companion is the most useful (it has tech and rules that are useful for Sci-fi campaigns). Horror is functional but you do not need anything in it to run horror games. The Fantasy companion has some magic items, rules to price them, and tools for the GM to make them that are worse than what is in Savage Rifts, this companion is the least useful and most out of date. The Superpowers Companion 2e is functional as-is, but a supers Savage Worlds game is a different kind of game and I am hoping SWADE fixes some issues with the SPC. That companion demands comic book like stories where having a "good build" is less important.

Awesome, thanks for the advice and recommendations. :) I'll dig in!

tenbones

Yeah Rhedyn is spot on. With the arrival of SWADE... *most* stuff out there needs to be modified. Savage Rifts, Flash Gordon are pretty much 99% there.

SWADE already has most of those changes in the book - they have a little cheat-sheet. But you can also download a most robust and updated copy on their site.

The *vast* majority of older material can be converted with very little effort. Shaintar was already pretty fringe even by the old Explorer Edition rules... as Rhedyn mentioned, SWADE pretty much guts a LOT of those rules that made Shaintar different by incorporating the essence of them into the new Core rules with a some twists.