And I Don’t Know What I’m in For
On inspection, it seems that Savage Worlds was first published in 2003, so it’s weird that I’m finally getting around to it now. Sadly, it came out too late for the “let’s convert these games to our own systems” phase my friends and I had in college, or it might have been really useful to us. Instead, it came out right in the middle of the “D20! All the time! For everything!” phase that I think a lot of groups went through a decade ago, and mine certainly did. So that’s my excuse for not really being aware of it earlier.
Overall, it’s a pretty slick little game engine that’s quickly crept up alongside Fate in my brain as an option for “I could just run [random game idea I just had] in…” As noted in the previous posts, I doubt I would actually run it without some significant alterations… but there are almost no games that I run without significant alterations. Savage Worlds has that special combination of modularity and simplicity, but with enough granularity to hook in a variety of ideas, that makes a good generic system. It’s tuned just enough toward high-action pulp that it makes itself obvious as a system for any game ideas within that spectrum without being so specific as to rule out particular concepts as too difficult to implement.
So, I’d heartily recommend the system to groups that aren’t afraid to seriously tinker with the rules. It does some things you might not be a fan of, but those things are pretty easy to replace with something more to your liking without breaking the whole thing. And if you suddenly find yourself struck by an idea for a campaign that you just need something lightweight, fast, and actiony to run, you’ll have another collection of tools to make that happen.