Savage Worlds Primer: Part 2

Last week we told you what Savage Worlds is and why you should care. That’s all you really need, but in the spirit of making the game as approachable as possible, I wanted to share with you some advice on how to get started.

Remember: Fast. Furious. Fun.

The whole philosophy of the game is those three words, and it plays best if you strive to achieve them for yourself. Don’t get hung up on the rules. The core mechanic will cover you until you have a chance to look things up. Throw fun enemies at your players. You can probably wing-it on any monster or group of pirates that might attack. And lastly, have fun. With the rules out of the way, you can concentrate on playing the game.

Savage Worlds Plays Differently

This has to be pointed out before you play. If you’ve played other games, then there are many expectations about how things will work. Try to throw those out. There are big differences as to what defines a character.

If anything, I’d say that a character’s power is based on how capable he is of bending probability to his favor. Because the target number is 4 for any success, a static bonus is immensely powerful, and you don’t get many of them.

But it’s more than that. You’ll likely find that every roll is watched like a spinning slot machine, mostly because you never know when the dice will explode and change things dramatically.

But be aware. This game does not hold toward the averages. Lives can rise and fall on the dice and cards. Sometimes, but not usually, the big bad is taken down with one punch. It’s part of what makes it fun, but dangerous. Your characters should never feel invulnerable.

Read Through the Book

While Pinnacle are fantastic game designers, they aren’t as good at organizing the rules for learning. Read the whole book before you play. Fortunately, is short and small, and the print is large, so it shouldn’t take long. Plus, they are good at writing in a conversational style.

Seek Help if You Need It

If you’re confused about anything, the Pinnacle forums are a fantastic source of information. I know, forums can be intimidating places, but you’ll find this one friendly and helpful, and you can ask the designers directly and expect a prompt response. Also, feel free to ask us questions. We’d be glad to help.

Play it Before You Modify

We all love to tinker with rule sets, and that’s no different with Savage Worlds. There are multiple variations and house rules usable to capture a specific feel.

But don’t do it. At least, not at first. As I said, this game doesn’t play the same at the table as other games, and that won’t come across at first reading. Get to know the feel of it before you start making adjustments.

Experiment Within the Rules

It’ll take you a while to get a feel for it, so experiment. Play around and try different things, just to see how it works. Spend your bennies, soak rolls, gang up on people, shoot into melee. Cast spells, play with super-powers, and be prepared for an accidental TPK. It’ll happen at some point, probably.

Hopefully, this has been helpful to you. If you’re a current Savage, and you have any beginning advice that I missed, please comment and let us know. When done, we want these primers to part of a comprehensive guide to Savage Worlds, and we’d know we’ll need your assistance for that.

Savage Worlds Primer Articles

  • http://www.tabletoparmory.com/ Dave Martin

    I just read the forum thread you have going on this over at PEG, and I have to say that they are hitting on the high points of what to improve on the primer.

    Similar to some of that advice, I might stress the advantages that Wild Cards have and talk more about how bennies can affect bad dice rolls. A lot of gaming systems do not have a way for the players to recover from or affect the fate of a bad dice roll.

    The thing I probably love most about SW, as was also mentioned, is Trappings. Trappings can add to the depth of what seems like a mundane list of spells and abilities. If a player unlocks the awesomeness that is Trappings, that is a truly powerful player.

    Basically, though, I think your primer does a good job giving that bird’s eye view of Savage Worlds. I like that your main stress is on jumping in and playing. That’s what will get people really hooked.

  • http://www.tabletoparmory.com Dave Martin

    I just read the forum thread you have going on this over at PEG, and I have to say that they are hitting on the high points of what to improve on the primer.

    Similar to some of that advice, I might stress the advantages that Wild Cards have and talk more about how bennies can affect bad dice rolls. A lot of gaming systems do not have a way for the players to recover from or affect the fate of a bad dice roll.

    The thing I probably love most about SW, as was also mentioned, is Trappings. Trappings can add to the depth of what seems like a mundane list of spells and abilities. If a player unlocks the awesomeness that is Trappings, that is a truly powerful player.

    Basically, though, I think your primer does a good job giving that bird’s eye view of Savage Worlds. I like that your main stress is on jumping in and playing. That’s what will get people really hooked.

  • http://www.ApathyGames.com/ Jeff Carlsen

    The use of trappings is a definite hole in the primer that will have to be addressed.

    Many of the suggestions given are specific points about the rule-set and how they interact with one another. I’m thinking that I’m going to have to arrange these together in another post, and then reorganize the whole thing when I have the best information down.

    Keep up with the advice. I don’t want to miss anything.

  • http://www.ApathyGames.com Jeff Carlsen

    The use of trappings is a definite hole in the primer that will have to be addressed.

    Many of the suggestions given are specific points about the rule-set and how they interact with one another. I’m thinking that I’m going to have to arrange these together in another post, and then reorganize the whole thing when I have the best information down.

    Keep up with the advice. I don’t want to miss anything.

  • Pingback: Savage Worlds Primer: Part 1 | Apathy Games

  • http://thesavagesixth.wordpress.com/ Dr. Checkmate

    http://peginc.com/downloads.html

    The Combat Survival Guide and GM Screen Inserts are must haves. The Training Wheels Character Sheet was MADE for pick up con and FLGS games or demos.

    Other than that? Uhmmm… I think you covered it.

  • http://www.ApathyGames.com Jeff Carlsen

    Very good call. Those will have to be added.

  • http://thesavagesixth.wordpress.com/ Dr. Checkmate

    http://peginc.com/downloads.html

    The Combat Survival Guide and GM Screen Inserts are must haves. The Training Wheels Character Sheet was MADE for pick up con and FLGS games or demos.

    Other than that? Uhmmm… I think you covered it.

  • http://www.ApathyGames.com Jeff Carlsen

    Very good call. Those will have to be added.

  • Pingback: Savage Worlds Primer: Trappings | Apathy Games