I want to do a spinoff of Tabletop that is a season-long RPG show, with the same group of players and one campaign. I’m trying out different systems to see what I enjoy the most and what would work for the show. Last night we played Savage Worlds, and I really enjoyed it. I can’t imagine another system that would let us get in 5 satisfying combats in one session, and the thrill of exploding dice was really great (except when we were trying to subdue some bad guys, aced three times, and ended up killing them. Oops.)
My friend Martin ran it for us, in a post-apocalyptic setting he’s been working on for a long time. It says a lot about the system, I think, that he could just drop something into it that he developed entirely on his own and Savage Worlds supported it without any weird hacking.
My general impression of the system is positive, though I think using a wild card die with a d4 skill for a trait test is a little broken. We didn’t run the math, but it seems like it turns a lot of those trait tests, which should be very difficult to make since you only hit a success one in four times, into a little better than a coin flip. We talked about making a house rule that a d4 skill doesn’t get a wild die, but I need to do more research on it before I commit to the change.
We felt that the allies were a little overpowered, though I think we were running them wrong (I had 5 grunts with me, and instead of rolling once for them, I rolled 5 times, which I think was a mistake). Again, it’s nothing that can’t be fixed with a little tweaking to get better balance.
When I run Deadlands, I’m going to use a modified Zones system that John Rogers told me he lifted from Fate, which seems really great: an area is broken up into zones, and it costs one movement to go from one to another. If you’re in a zone with an enemy, you can melee, and you figure close/medium/long by counting zones between you and your target. Rogers told me that he puts each zone on an index card, and encourages his players to describe what each zone looks like (for example: in a nightclub, the stage is one zone, the tables another, then the bar, and the balcony. The players describe the area, so they’re building it in their imaginations and making it come to life). This lets you keep track of combat and gives a sense of spatial awareness without making it about minis on a map and counting squares, which I really don’t like. I don’t mind minis when I’m playing Warhammer, but otherwise, they just aren’t for me.
Overall, I liked it enough to play the system again, and I got enough of a handle on it as a player that I feel comfortable running it for my group next time we get together. I have an idea for a Deadlands campaign that should be pretty fun for everyone involved.