@fatefan said in Poll: RPG System for OC Hero Game:
@ZombieGenesis As someone who's played a bit of but not run Savage Worlds, what are the barriers for new players you're identifying with that system?
I can't answer for @ZombieGenesis, but I can answer for me.
I really wanted to like Savage Worlds. A lot of people whose opinions I (used to) respect sang hymns to it. They wrote long odes of praise of it. So when I went to Canada I spent the (to me) absurd amounts of my limited Canadian money to snag a copy of Savage Worlds Deluxe: Explorer's Edition.
To say I was underwhelmed would be a criminal offense of understatement. I was strongly disappointed (and it caused me to reevaluate the opinions of people whose taste I used to trust). I just cannot see what the fuss is over this game. It's a fairly simplistic game, but it isn't a simple one. And it is further so badly written that even though it may not be the most complicated game out there, it's incredibly hard to actually get into.
First the simplistic complexity: This is another one of those games where the rules are hidden within descriptions of other things. For example, environmental rules. What is the impact of wet conditions? Can you find that in the GM section under running the game? Nope. Maybe it's under situational rules? Not really, except possibly for the drowning rules. Oh, wait! I found something about wet conditions in the climbing rules! I see! That's elegant! Don't look under "wet conditions", look under the action you're trying to attempt! What about driving? … FUCK! No, that's not in the skill description, that's in its own section 90 pages after the driving skill. Or is it in the chase rules 80 pages afterwards?…
Everything in the rules is this way. Terms are used before definition. And this can be acceptable. (They do this in Fate Core as well sometimes.) But it only works if you PROPERLY CROSS-REFERENCE these things. Which Fate Core did, but Savage Worlds didn't.
And anyway, this is all beside the point. If the system were more coherent, there'd be a set of standard modifiers and the explanations of situations and conditions would reference these without being absolutely necessary. A coherent system lets you apply on-the-fly judgement with simplicity. There is no such coherence in the Savage Worlds game system. A decent bonus/penalty is an adjustment by 2, and you see that all sorts of places. Except where you don't. Where different adjustments are used because reasons.
Here's an interesting challenge. Take someone who is an experienced role-player. Hand them the Savage Worlds rules book. Tell them to make a character. Any character. DO NOT HELP THEM WITH IT. See how long it takes them to correctly make a character. (The key word there is "correctly". There's a few pitfalls along the way caused by unclear writing and poor organization.)
What are some of the pitfalls? Well it took me ages to finally figure out what "novice" and "seasoned" and such meant in picking up edges. I mean hey, those words are used everywhere. Surely they're in the index? Nope. Well surely they're defined before first point of use? Nope. They're defined after all the edges in the advancement rules.
And that only masks the fact that edges themselves aren't really defined in a read-through of how to make a character, nor are they cross-referenced properly so you can flip forward quickly while making your character.
(Oh, for bonus marks, try and figure out how to make the Archetypes using the actual rules for making characters. Hint: as far as I can tell this is not possible. The Archetypes aren't possible in the rules. But I may be wrong; I may have missed some obscure piece buried in the section on finding lost dog bones or soemthing.)
So, let's say you read the game word for word, cover to cover. Then you read it again so you understand the rules. What do you get? You get a game that's ... nothing special. It's miniatures-focused and they SO DESPERATELY want to sell you on more things: world books, special card decks, miniatures, templates, etc. (It's a bit off-putting, that.) But the core system is a routine roll a die against a target number. The schtick is that the die type changes, as do the numbers you add or subtract to the result, but the target number is the same. Oh, and you have the "wild die" which serves mainly to make it hard to judge the odds. Oh, and you have "bennies" (which in inimitable fashion are referenced a dozen times before being described ... and then in their description refer to other undefined things; yes I'm harping on this!). It's just not that great a game system. It's OK. I mean it's not a terrible system. I've seen many worse ones. I just don't get the hype in some circles.
And that's the reason it went from "bleah" to "yuck" for me: the hype. In certain fan circles SW is the Second Coming of Gaming. I spent too much of my own, rare, Canadian currency to get a copy. And it was nothing special that was compounded by being badly written nothing special.
That being said, I love a lot of the world books. I just won't be using Savage Worlds itself with them.