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Show Summary
The gang gets together to discuss the difference between simulation and story in roleplaying games, and how Savage Worlds is designed with a balanced approach to both. We start with a brief discussion of crunch, especially as it relates to combat and damage. The group consensus is that the word simulationist and realism don’t belong because it is all an abstraction and the rules should support “tone” instead. We point out that Savage Worlds has built in rules for making it more “fantastical” or “gritty”. After a brief tangent about Social Mechanics, the discussion turns to rules light narratively focused systems such as Fiasco, Amber Diceless, Apocalypse World, etc.
Chris Fuchs brings the topic home with a concise statement that “You need to pick the right level of rules do you want in your game. What level of rules do your players want in your game”. Savage Daddy puts a finer point on it, by explaining that Savage Worlds as a system provides rules for extremely crunchy tactical play or more cinematic storytelling; and a complete set of rules for adjusting it one way or another. The show ends with Jerrod ‘Savage Daddy’ Gunning announcing a streaming VTT demo of the Rise of the Runelords Pathfinder Adventure Path run exclusively with Savage Worlds Deluxe core worlds.
Video
Links
Savage Worlds Deluxe, G+Savage Worlds GM Community, Happy Jacks RPG Podcast, Smilin’ Jacks Bar and Grill, Sin City Savages, DMG Terrain, The Sprawl Kickstarter,