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Jun 30

Game Systems – Light vs Heavy

In running Savage Worlds which is a very stats light game in comparison to GMing 4th Edition Dungeons or Dragons (or worse 3rd Edition DnD or Hero System/Champions) it’s become interesting to see the differences as they play out.

Savage Worlds lets you as the GM come up with on the fly encounters that are as interesting as any pre-planned encounter simply because it is so stats light.   This isn’t necessarily a rousing endorsement as the variety of attacks, barring magic, psi or super powered settings is pretty limited.  With the ability to shoot, hit or throw something at someone it’s not hard to make a creature on the fly.   This is definitely a pro and a con both.  It’s a pro because it makes it extremely easy for a DM to sandbox a session and to accommodate the players when they bypass his carefully crafted plotlines.   It’s a con in that the bad guys can tend to blur together mechanically.  This puts more creative pressure on the GM to make the bad guys distinct based on something other than their game mechanics.  Which is a pro and con both depending on your players needs and your own creative abilities.

With systems like 4th Edition Dungeons and Dragons or Hero Systems, on the fly encounters requires more pre-prepping, you have to have already created some generic stand-ins to haul out when the players go off the track as in both cases making reasonable balanced creatures on the fly is a hit or miss procedure and requires a fairly deep familiarity with the systems.

In Savage Worlds even after only a couple of sessions it’s pretty easy to just go with ad hoc encounters.

Another thing I’m finding is that much like the original Dungeons and Dragons maps aren’t necessary for a lot of encounters and when they are, they’re much alike, simple line drawings on an erasable map that take seconds to knock out.  4th Edition battles, because of the strength of impact of movement powers/effects and the like really need ‘good’ maps to take full advantage of the system.   Places of difficult terrain, obstacles, pits, shadows, braziers full of flaming oil, patches of ice etc. that the players and NPC’s can use to make use of their abilities.   I have a huge roll of maps that I pre-drew out every Saturday morning for the upcoming battles during my 4th Edition campaign.   Which typically meant the players would encounter those battles and led to a more focused non-sandbox campaign.

Encounters being necessary to play out is another factor.  With 4th Edition the system by RAW requires a lot of battles that are really pretty pointless because they’re designed as resource drains.  To burn off the player’s daily allotment of resources.  It’s a practical guarantee that the players are going to win and the chances of someone dying in the first few battles is pretty nil given a typical setup.   I deviated from this with mine in that I just didn’t have the pointless battles, each battle was typically rated as Hard and required the players to burn a lot of resources to win it.   And then there would typically be enough downtime to recover.  Occasionally I would have the chained battle sequence where the intent was to wear them down but for the most part it was boss battles.

With Savage Worlds when you though add in the wild card factor of any attack by any creature has the chance to kill any other creature with one attack it means that every creature is a force that can’t be ignored and even what would be a pointless battle in 4th Edition becomes something that could have major impact.

As an example in our last Zombie Run session, three of the party escorted a engineer into a nuclear reactor so he could fix a problem.  They ran in to four undead.  In 4th Edition this would be a hand wave at best, there’s just no way 4 minions could possibly cause a problem for even a single dnd character assuming the minions were of appropriate level.   To make the disparity worse in this instance in the first round three of the undead were killed leaving a single undead for the three of them to fight.   And yet this single undead almost killed one of the players and perhaps has due to possible infection.

In our last session which lasted our typical 5 hours roughly, the group had an encounter with Zombear (boss battle), a band of raiders (boss plus horde), an ambush by snipers, another band of raiders (horde) and a group of undead that were played out tactically.  That’s 5 tactical encounters in 5 hours something we never managed with 4th edition and the actual tactical dice rolling portions of the session took perhaps 2 hours of the session total.

In many systems like 4th Edition or Champions or whatever, such encounters would have been unnecessary to tactically play out simply because they wouldn’t, couldn’t  have any impact barring astronomically screwed die rolling.  The player characters would simply have been in no danger from any of it and personally I’d of hand waved it with dialogue, “About 10 minutes outside the base you take fire from ambush positions on the road and…” made up something about what might have happened.  Rather than playing it out as we did.

There’s also a subtle issue with 4th Edition in that since the participants in combat are so diverse that combat becomes a joy in and of itself and with the players and GM’s knowing or unknown influence the combat can overshadow the story simply because there are so many cool things everyone can do in combat.

With Champions, like many of universal systems (GURPs, Mutants and Masterminds) the games can end up where building unique and cool characters and then having them fight other unique and cool characters can end up being the primary source of entertainment simply because it is fun and entertaining to take a pile of build points and see what you can come up, taking a character concept, “I ran over Death in my truck and now I have to take his place.” and then building powers around that.  In our heyday we played a lot of champions and a lot of it was character building and set piece fighting with just enough storyline to let us make more cool characters to use.   This isn’t a bad thing, just another area where the game mechanics influence the game play in a significant fashion.

Anyway as I continue to bounce between the game systems it’s interesting to see the effects the mechanics has on the game play.   If you could somehow manage it, it would be extremely intriguing to me to see how the same group would play through the same storyline but with different systems. But that would require me to break out my time machine and after the last time I’m not doing that again barring dire emergency.

1 comment

1 ping

  1. Anonymous

    I’ve only been through one session of Savage Worlds. I wish I would have experienced it more.

    -Tourq

  1. Key Our Cars » Blog Archive » It’s Not The Mechanics Perhaps

    [...] I’ve found it quite the opposite and have even tried to dissect why that might be.  With Savage Worlds the combats while serviceable aren’t of a high complexity or option [...]

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