Real vs Fast: Savage Worlds

February 16, 2004

There’s a new RPG out to compete with the GURPS hegemony. Unlike a lot of games from the 80’s, this one features miniatures rules. (That’s one reason I never really liked other games back in the 80’s and early 90’s: most games skimped or omitted miniatures rules– or worse, they gave only partial information for running them. I just can’t stand the imaginary d20 type combats that were so prevalent.)

Here’s an excerpt from a review:

“Just as advertised, this game turns mass battles into a breeze for the GM, I recently ran a Star Wars based game in Savage worlds, and even with a party of 4 PCs, 5 Additional Rebel troops on their side, 10 Stormtroopers, a Sith warrior, a High level bounty Hunter and a patrol of Speeder bikes the combat took a little under an hour to run out, with almost no slowdown. The card-based initiative told everyone EXACTLY when he or she went without having to remember or quibble over ties.”

– Jamie Herbert

http://www.rpg.net/reviews/archive/9/9637.phtml

For me, the question is… how well could it do a Midville type cycle raid? I wonder how much of the tactical flavor would be lost in the translation…. On the other hand… I wonder if there might be some good ideas in here that could be ‘borrowed’ to speed up large Car Wars battles….

Has anyone tried this system?

Here’s the warehouse 23 page:

http://www.warehouse23.com/item.cgi?PNC10000

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