We’ve had a few basic sessions of playtesting Savage Worlds. These sessions have largely been combat oriented–that’s where out of rules come in the most (at least in my campaigns). I have to say that I like it! I like it a lot! The system is pretty simple but damn robust. There is a lot of flexibility to it and it seems quite easy to wing things not covered by the rules. It also seems to encourage players to be creative (via Tricks) in combat. It also strikes me that the system is much more about building story during play than stamping a story on play (sure…you can probably do either one with any system but my gut reaction is that SW is more conducive/designed for that style of play). Yep…I like it! (Did I say that already?)
I’ll be running a couple of alternating campaigns to start: one set in Green Ronin’s Freeport and one using Triple Ace Games’ Hellfrost setting (the latter explicitly written for Savage Worlds). I’m probably looking forward to running this more than any game in a long time.
