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Design, Development, and Gameplay / Talk about what you're Actually Playing
« on: December 15, 2006, 05:06:35 pm »
I just finished up a Deadlands:Reloaded game that ended quite well, tying up all the loose ends in one nice, neat package.
Now I'm two sessions into what's being referred to as a "bar code fantasy" game, with elves, dwarves, and orcs (but no damn halflings) in a somewhat standard European medieval setting. It's a far cry from my previous fantasy campaign that borrowed heavily from Maori, Mayan, and Chinese cultures where three out of four of the nonhuman races had scales (the fourth had an exoskeleton).
I play and run nothing but Savage Worlds, not because I think it's a superior system, but because it's one that I know and my players know, and it requires very little game prep, allowing me to spend my time working on settings and stories, and not statting NPCs. If I wasn't so lazy and my players weren't so drunk, I'd probably be more willing to try out other systems.
Now I'm two sessions into what's being referred to as a "bar code fantasy" game, with elves, dwarves, and orcs (but no damn halflings) in a somewhat standard European medieval setting. It's a far cry from my previous fantasy campaign that borrowed heavily from Maori, Mayan, and Chinese cultures where three out of four of the nonhuman races had scales (the fourth had an exoskeleton).
I play and run nothing but Savage Worlds, not because I think it's a superior system, but because it's one that I know and my players know, and it requires very little game prep, allowing me to spend my time working on settings and stories, and not statting NPCs. If I wasn't so lazy and my players weren't so drunk, I'd probably be more willing to try out other systems.