As you may know I've been listening to a lot of roleplaying podcasts recently and all of them without exception are raving about
Pinnacle's Savage Worlds RPG. Apparently it's incredibly simple, versatile, universal, makes the GM's life an absolute breeze, allowing them to sit back and merely enjoy their plots and, if the reviews are to be believed
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Shame though, as £6.50 sounded like a bargain.
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Any game system has to strike a balance between crunchy numbers and ease/flow of play. That balance will tend to drive what sort of game the system is good for; d20 is excellent for high fantasy dungeon hacking, a bit rubbish for modern day espionage, 7th Sea is awesome for swashbuckling adventure but fails to adapt to the Star Trek setting. I think Savage Worlds just happens to hit a balance which works very well for a type of game I like.
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What rankles me is the gushing praise for it when I feel that a number of systems have done exactly the same thing already and years ago.
I agree with your comment about Fudge. I was going to mention Risus too but I thought that was a bit unfair as that's a gimmick game to be played as a one-off when inebriated :)
As you've played it, I wanted to ask about the initiative system. Can the 'Wild Cards' effect the cards in any way? Just pulling cards from a deck is completely random and means that a Ninja wouldn't be able to react any faster than a Mountain Troll. That seems a bit unfair.
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There are - umm...are they advantages? - that you can buy which let you draw two initiative cards and keep the best, or redraw if you draw below a five, for example. But I can't help but think that a dice roll for initiative might just be easier.
I think the initiative system was inherited from Deadlands, where everything was about building a poker hand.
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