Savage Worlds, playing The Wild Hunt (and a long winded retrospective…)


I have been intrigued by Savage Worlds ever since I first read about it. A system designed to be “fast, furious and fun”, without sacrificing the detailed character creation and the tactical aspects I’ve come to like in RPGs, that’s easy for the GM to prep for and can be used for many genres? Sold!

I got the revised rulebook in early 2006 and tried to read it. While it seemed simple enough there were many bits I found confusing, especially how damaged worked (Shaken, not stirred, nor wounded!). So I never got around to finishing it or even playing it. But I kept hearing great things about the game, so when I saw the Explorer’s Edition at Gen Con in 2007 I snatched two copies. I wanted to make this the game for my planned sci-fi game (regular readers will note that the aforementioned sci-fi game has now been in the planning stages for 8 years!) and I figured the extra copy would get passed around the table. Sadly Savage Worlds Explorer’s Edition suffered the same fate as True20 and other previous games I believed would entice my players. It lingered unused in a shelf for years.

Continue reading Savage Worlds, playing The Wild Hunt (and a long winded retrospective…)

Ask The Readers: Do RPGs necessarily need a unified core mechanic?


toolkit Back in the early days of roleplaying games there were often different roll mechanics for the various aspects of the game. In some games you had to roll with a d20 and get high results to hit but roll low with percentile dice to succeed in your skills. Often one game used various ways to resolve tasks. Each “mini game” had its own mechanics.

Nowadays roleplaying games often have a unified core mechanic. Think of the core mechanic of the d20 System for example:

Whenever you attempt an action that has some chance of failure, you roll a twenty-sided die (d20). To determine if your character succeeds at a task you do this:

  • Roll a d20.
  • Add any relevant modifiers.
  • Compare the result to a target number.

If the result equals or exceeds the target number, your character succeeds. If the result is lower than the target number, you fail.

While it’s pretty elegant to use the same core mechanic for all of a game’s subsystems, is it really necessary? Or wouldn’t it sometimes more fun to replace the one core mechanic by a whole toolkit full of different mechanics, each designed with a game’s subsystem in mind? What do you guys think about this subject? As always every comment is highly appreciated!

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