Wednesday, December 13, 2023

Savage Worlds - Post-Campaign Thoughts on Characters

 


I wanted to write this post because I was expecting that after running Deadlands for two years - and having played in a 50 Fathoms campaign before that one - well, I was expecting to be feeling some system burnout. That feeling when the mechanics of a game system start to grate, characters and monsters start to feel samey, and the game's possibilities narrow down to what you've already done. It's a feeling that means it's time to change games for a while. This has happened to me with various versions of D&D, Pathfinder, and Traveller, among other games. Often it comes up near the end of a long campaign.

Unexpectedly though I do not feel this way about Savage Worlds. I've run or played a lot of Deadlands, a little Hell on Earth, quite a bit of Necessary Evil and 50 Fathoms, and a fair amount of Rifts - and that's just the published campaign stuff. There is a bunch more that I want to run from books on the shelf to homebrew ideas that demand attention. The system really does hit a sweet spot for me between playability and flexibility and having characters that are just detailed enough to feel unique. A lot of lighter systems are either OSR where one low level fighter looks a whole lot like another low level fighter or else they use such light mechanics that some kind of trait or tag system is the only differentiator between characters and mechanically they tend to all do the same thing. There's a place for all of these of course but a lot of times I end up wanting a little more crunch to build on for both my players and my NPC's and creatures. Savage Worlds apparently hits that just right for me. 


That said it's not a skinny rulebook anymore. The current Adventure Edition is 200 pages long BUT the biggest section is for building or advancing characters at about 60 pages. The gear section is about 15 pages and that covers from medieval weapons to guns to vehicles to armor. Combat is 10 pages. The powers section is about 30 pages and that's where a lot of the chrome is for certain character types and monsters too. There's a whole section called the Adventure Tool Kit which covers special cases - chases, mass combat, travel, wealth rules - stuff that won't come up every session but is useful to have.  So around half of the book is character-focused rules and the rest is running the game - I think that's a solid balance. Earlier thoughts on it here

The main thing for me is that it just runs well - the playability factor is high. Characters have a lot of options but you typically do not need to consult a long list or a long chapter just to do what your character does. Despite being simpler in a lot of ways characters still manage to feel unique. My Deadlands party has a Shaman, a Martial Artist, a Mad Scientist, a Hexslinger, and 3 non-magic using gunslinger types that have each specialized in an area: one is the "put a lot of bullets in the air" guy, one is a sniper (and a bounty hunter), and one is a pistol-focused gunfighter (and a Texas Ranger). That means three of my players could be stepping on each other's toes constantly yet they don't. There is some occasional friendly competition between them and comments when the dice are just not with someone but no one has complained about a lack of options or a lack of mechanical individuality.



The only time there was some mention of a lack of options was at Legendary as there were not a ton of Legendary-specific edges. To be fair though this is where most games will spend the least amount of time - in my experience, anyway - so it's not nearly the problem it could be. Still, there's an area that could be improved. I would especially like to see setting-specific Legendary edges as that would give players something to aim for within a specific  campaign and show what the heavy hitters in a campaign world are supposed to look like. It would also help with flavoring them at the higher tiers.

The way characters are structured and advancement is handled is also a part of this. There is a rough level type structure in that there are 5 character tiers from "Novice" to "Legendary" which are based on the number of advancements the characters have received and stat advancement and certain edges are gated by tier. So while it is pretty open and loose it is possible to gauge a group's power level this way. Also, while there are definite Archetypes in most of the published settings there is nothing as formal as the way classes are handled in most class and level games. There are benefits to specializing in certain skills and combining certain edges to enhance whatever area you want to excel in, but there is nothing mechanically making you do this. The closest thing you see to 3E-style Feat trees are that some edges may have a prerequisite and there may be an "improved" version of a particular edge so you're looking at a string of 3 edges at the most to really dig into something. This means that your character can be good at more than one thing or in one area! Not all games accommodate this. 


The one area the game does restrict to a notable degree is Arcane Backgrounds. This is the magic/psychic/super option where you can have special powers and you can only take one. So your Mad Scientist cannot also be Blessed or a Huckster. I have no problem with this as it serves as both a balancing control (no getting around the particular trappings or restrictions of on AB by taking another), a playability control (no having to figure out any weird interactions between spells or magic items when you're both a wizard and a cleric), and it also enforces some niche protection in a game that is pretty open otherwise. It's one of the absolutes in the system and I've never had a player complain about it. Considering that there are typically few or no restrictions on the kinds of powers you can take with each one, it's not terribly restrictive mechanics-wise. Flavor counts for a lot so under these rules a Blessed doesn't have to be the party healer- he can throw holy fire or turn invisible or whatever else he wants to do.

So throughout this campaign my players never felt constrained in their options and neither did I when it came to NPCs and critters both. Edges, Hindrances, and Powers all provided enough variety, when skinned the right way, that there was plenty of flavor to go around. 

More on some other aspects of the game tomorrow. 

3 comments:

thekelvingreen said...

Have you noticed any issues with integration between different "editions"? I know Savage Worlds is mostly the same between releases, but I also know that there is a small amount of drift in the rules. My group has mostly played one-shots so there hasn't been time to discover any problems with some of us using different versions of the rules to others, but I wonder if they become apparent in longer term play.

Blacksteel said...

There are changes each edition and sometimes within an edition as we discovered recently with players using two different printings of the core book. For that one it was mainly figuring out what changed and how we were going to roll with it.

In my experience with this campaign it mainly hits the GM. The Flood was published in 2009 for SW Explorer's Edition and the differences tend to be things like Charisma no longer being a stat and Streetwise no longer being a skill so NPC's having those just need to be tweaked a little. Even then though, I just used whatever the rating as their relevant skill anyway. If I was going to be handing out an NPC's sheet to a player I tried to change them in advance but beyond that I just rolled with it during play and didn't worry about it too much.

The main things are unchanged - Pace, Parry, Toughness, the core stats, Fighting and Shooting as skills - so there's not much effort at all in running them as-is.

That said there are things in the game that affect the game in ways they did not back then so it's good to see if there is an updated version of a creature in the newer Deadlands book.

Also if there are Powers one of them will be using or Edges/Hindrances that will be impactful it's good to check the current rules on how it works just to be up to date if you're not in those all the time but that's a good idea even if it's not a new edition.

thekelvingreen said...

That's useful, thanks! I'm keen to play some more SW and we have at least three different editions/printings floating around our group, so it's good to know what to watch out for.