Astral Projections – Review of Savage Worlds Deluxe Explorer’s Edition

My game group has recently been looking at the Savage Worlds rules (2012 Pinnacle Entertainment version) (Savage) for a couple of settings various people are interested in running. (As if we don’t have enough games being run/planned but that’s a whole ‘nother essay.) So, of course, I had to read the core book as the only player without at least a nodding acquaintance with Savage.

Let’s get my one issue with this book out of the way, because I do like it and the system overall. It does a bad job of explaining one thing–the core mechanic. I read the section over several times and still ended up having to ask how to make a check. Turns out that, unlike many systems, the Attribute (ability score) doesn’t affect checks for the associated skill, although PCs and some NPCs add a Wild (d6) Die to the pool. Otherwise, I found character creation and mechanics to be pretty straightforward.

Both Attributes (Agility, Smarts, Spirit, Strength, Vigor) and Skills are ranked by die type (d4-d12) and have their own point pools to buy up. Attributes start at d4 for free and Skills with no die. Buying a Skill above the die type of its Attribute is costlier, which is the only interaction between the two. You also have the option of buying Edges, similar to Talents or Feats in other systems, by taking Hindrances, drawbacks. Human characters get a free Edge.

There are PC packages that include some gear, increased starting Attributes/Skills, and/or Edges. Some settings, like Rifts, might have additional creation steps. The only difficulty I had with making PCs was deciding among many desirable Edges. (The PCs were for the Savage Rifts setting where it is common to have multiple Edges as a beginning PC–but I will discuss Rifts in another article.)

This section includes a number of archetypes and races for the GM to consider allowing, for a number of settings–fantasy, space opera, modern, etc. There is an excellent section on creating your own game races, if you need more. I think it is useful for building new archetypes or career packages, too.

Next up is Gear. Since Savage is a generic rules set, this is both extensive and generic. Selections cover a variety of tech levels and genres, and many things could be easily reskinned. Hand Weapon damage is one of the rare areas where I saw an Attribute die being used mechanically; a number of these weapons deal Strength die + dX damage.

The designers divided the rules into chapters 3 and 4, Game Rules and Situational Rules. The latter covers vehicles, mass battles, critical hits and fails, hazards, among other things. Also in this chapter are optional and some setting-specific rules. The division, plus a good index and table of contents, make it pretty easy to find the rule you need, whether during prep or if you really need to quickly check something in play.

Chapter 5 continues the mechanics with Powers and Arcane Backgrounds (actually Edges). In addition to the familiar (fantasy/modern arcane) Magic and (fantasy cleric/druid) Miracles, Arcane Backgrounds cover the Weird Science, Psionics, and even (pulp hero level) Super Powers. Each background gives your PC a number of starting powers and a pool of points to spend “casting” your power/s and indicates the required Skill to purchase.

The Gamemastering chapter is full of tips for all aspects of GMing–from deciding on a game you want to run to challenge ratings to world building. While the advice is, of course, aimed at Savage Worlds GMs, much of it is useful if you want to run other systems. The final chapter is also primarily for GMs. Although it is titled Bestiary, the first several pages are about building not just monsters but villains. Most of the entries in the bestiary proper are for fantasy/ supernatural settings. There is an example Mech and a pretty standard assortment of normal animals, from house pets to crocodiles as well as your orcs, ghosts, and vampires.

Overall, Savage Worlds seems to be a system that is fairly easy to learn. I am looking forward to doing a few one-shots. I think it is better for games with supernatural/magic elements, especially darker fantasy settings. It is available at the link above for US$10 in print, PDF, or both.

 

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Linda Whitson

Contributing Writer & Copy Editor at D20 Radio
Linda Whitson is a long-time RPGer, amateur musician & artist, & an officer in the Rebel Legion Star Wars costuming club. Linda met her husband in an AD&D game and they have 2 teenagers, an anime fangirl daughter and a son who plays on his university's quidditch team. She is the Lead Mod of D20 Radio's forums and Copy Editor for the blog. Linda can be reached at GMLinda@d20radio.com

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