boogeyman wrote:Thanks for the helpful reply Balance. What about game play? Is it like Deadlands at all? I remember using a deck of cards with all the dice.
Savage Worlds originally started as a modification of the Deadlands minis rules, actually... So in a weird way, Deadlands (
RPG) begat Great Rail Wars (Minis rules, so very trimmed down) which begat Savage Worlds (
RPG, lighter than Deadlands).
Initiative is card-based, but much simpler than Deadland's system (where you rolled a stat, then got a number of cards based off that roll, so could have multiple actions per round in many cases). In
SW, every Wild Card (A major character, like a
PC or a named opponent) or group of mooks gets a single card. Some Edges tweak this, such as allowing a redraw if you don't like your initial card. Everyone acts once in almost all cases.
Rolls are simpler as well. In general, you have a Skill or Attribute which is a die type (
d4,
d6, etc) and roll that die against a target number that is generally 4. Wild Cards (As above,
PCs, major opponents, etc.) also get a 'wild die' which is a
d6. You take the highest die roll, and dice 'explode' if the max is rolled. Many rolls are changed by figuring the number of 'raises' on the roll, so while rolling a 4 might hit, rolling an 8 hits for more damage, etc...
I was not happy with Savage Worlds at first but have come around and like it now. it's a lot simpler than Deadlands: a character's stats can be written up on an index card isntead of requiring a two-sided character sheet. it's a very 'tinker friendly' system
I have the first minis rules for Rippers somewhere. Never got the
RPG book. I know the minis rules have a few easter eggs that refer to Deadlands, although they're not technically the same setting.
Automatically Appended Next Post: Oh... Wounds in
SW are kind of 'warhammer-ish' in that mooks have 1 'wound' while named characters have 3. Wild Cards also have bennies (Deadland's 'Fate Chips') that can be used for rerolls or to 'soak' a wound (still requiring a toughness roll) to make them a bit tougher.
One of the neat things about
SW is it has a lot of rules for commanding mooks, so a situation where
PCs command a squad of troops is totally playable. Mooks have abstract ammo rules so record keeping is minimal,
The default magic system is something of a rough point. The designers intentionally went the opposite direction from Deadland's books and books of magic spells and variant systems. Instead there's a simple 'power point' system and spells are intentionally vague. A spellcaster might take the Blast power, and it's up to the
GM and player to say if the Blast is a traditional Fireball or some other effect. Either way, it has listed damage and area of effect, and the
GM is encouraged to use the agreed-upon details, or
trappings to add extras. For example, if two mages have a blast spell, the ice mage might be able to put out a fire with their Snow Blast while the fire mage could melt an ice wall.
Some settings go into more detail with this. Deadlands Relaoded, for example, adds some special rules to make the generic spell caster more like the classic Deadlands huckster. I believe the newer version adds back a version of the much-loved "form a poker hand to see how well the spell goes off' mechanic.