Convince your GM to Switch to THIS System!
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- Опубліковано 10 лют 2025
- Feeling like a change for your TTRPG gaming group? Try THIS system for every kind of game you can imagine!
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0:00 - Intro
0:34 - Reason #1 - Dynamic & Exciting Gameplay
2:37 - Reason #2 - Player Agency & Control
3:44 - Reason #3 - Versatile Character Creation
6:05 - Reason #4 - Streamlined Rules
7:56 - Reason #5 - Variety in Gameplay
9:50 - Reveal
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This video references the Savage Worlds game system, which is available from Pinnacle Entertainment Group at www.peginc.com. It is unofficial Media Content permitted under the Media Network Content Agreement. Pinnacle Entertainment Group does not manage, approve, or endorse this content. Certain portions of the materials used are the intellectual property of Pinnacle, and all rights are reserved. Savage Worlds, all related settings, unique characters, locations, characters, logos, and trademarks are copyrights of Pinnacle Entertainment Group.
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I was remarkably unsurprised by your suggestion :D
Haha. Crazy right? Just trying to make a video to bring in non-Savage Worlds players
I've never played D&D 5e, but ive watched it and the combat in SWADE is what sold me to learn that game system over Dungeons.
That is awesome to hear. I love Savage Worlds combat. I think for some people coming from D&D it feels so different they are not sure what to do, but I think it is way more fun and engaging.
@TheSavageGoose D&D combat has always been very much a grind. Some DMs are good at articulating and adding descriptive fun to the dice rolls. But not all of them want to put forth that much effort. I haven't played SW, but I very much enjoy GURPS' combat. It is so detailed that in most cases, it is very easy to add the descriptions to it. "I target his weapon hand with my mace." "You hit! (Rolls a health check) you have crippled his hand completely, the orc's dreams of becoming a pianist in a grand orchestra have been cut short by your cruelness!"
@slaapliedje Not going to lie, I haven't played GURPS, but I know I should.
Good video! SW is my favourite system too. It hits the sweet spot between ease of play and meaningful crunch. I also think that Savage Worlds combat feels like fights in movies look like.
Best summary of why SW is great I have seen! Good work!
Savage Worlds is highly underrated and my go too. Great game, great settings!
Another really good way to convince people to run it is this: It's really easy and pleasant to prep encounters in Savage Worlds. Making an encounter that's reasonably balanced and fun does not take so much effort.
Between that, Wounds, and minion enemies who tend to go down in one or two good hits, all of which keeps combat running quick and snappy, I've fallen in love with the system and have no interest in switching to another one.
Soak rolls being *very* costly instead of basically every turn like in WoD, are also great.
I agree with everything you said. But I need to flip the script. How do I convince PLAYERS to switch to this system?
That's another video I'm working on scripting
@@TheSavageGoose 🤞
That's easy. Tell them you won't run any other game until they try SW once.
@@badnewsBH so far that has allowed me to run one-shots, which is something like progress.
@@GromMolotok I wouldn't really press players too much, but I figure if you can get them to try it at least it might catch on.
The s selling point for SW for me is that combat have real consequences.
If you get wounded and nobody managed to heal you in time the player will have to live with the consequence os that combat for at least a week. This highly disencorages the "murder hobo" aspect of most D&D adventures.
I'm currently in a recording session for a savage worlds campaign, so far though I have found some combats can get confusing IE rolling to actually hit target, then having to beat an AC. It kinda works? But its just so different than the old d20 its a transition for me.
I can understand that. Savage Worlds is definite a large departure from typical d20 systems and it can be hard to get used to.
I was gonna say if it's not SWADE...
SWADE does the tension in combat right, 5e and even pf2 I'm bored outside of my turn and just doing math. In SWADE, regardless of how tanky my character is I am interested in the damage they take BECAUSE if the exploding dice means they're always in danger
Personally what makes Savage worlds stand out to me is the health system in conjunction with its open customization. In my opinion, systems like Pathfinder or DND fail to retain immersion due to their intuitive health systems in the context of the narrative. In comparison, games like Monster of the week which has a similar health system also feels un-adaptable for campaigns that need a more expressive and streamlined combat approach. Monster of the week meets both of those itches that need to be scratched for me.
I am aware of monster of the week, but I haven't had a chance to play it.
@TheSavageGoose It's a really good and easy system to learn. Monster of the Week and other games based off of the Powered by the Apocalypse 2d6 core system tend to be focused around enhancing the narrative of the roleplay through the actions and choices players take. It also gives a bigger focus on positive or negative consequences for player actions, because one of the most fun things in roleplay is making decisions that affect the narrative. The tradeoff is that most Powered by the Apocalypse games are a bit difficult to adapt for other settings. Monster of the Week for example has guns and magic as key mechanics, and that may be hard to adapt to a low magic medieval fantasy setting, but not impossible. In comparison, Apocalypse world, DND, and other games like them have a big enough fanbase where you can easily find inspiration in the form of homebrew from someone that adapted the setting for you. One more thing that Monster of the Week does that I feel makes it and similar rules light systems shine is that by having rules light combat there is little risk of something being brokenly powerful, and little risk of players not getting an opportunity to shine in combat even if they didn't build their character to do so. No map required, no tokens required, and no initiative required allows the rule of cool to take full effect. Of course, if you have a DM who is bad at improv, then having a map and strict rules could still be a better experience.
this and the Narrative Dice (Star Wars and Genesys) systems are my favorite I just can't convince my players to switch, too stuck with D&D.
Are they only interested in fantasy?
@@TheSavageGoose mostly yes, I did try Star Wars oneshot with them and they "seemed" to like it but haven't asked again about it. I know Genesys has the Twilight Imperium book and there are lots of stuff for Savage Worlds, I have the Scifi Companion and Fantasy companion along with Savage Pathfinder as well :D.
If we were to keep with the D20 mindset I think I would tackle Starfinder since it would be the most similar to D&D for them and science fantasy.
I only real gripe with SW is the gimmicky card based mechanics. If there was a way to do without, it would be one of my favorite systems.
Well, mostly used in Initiative. And that turn the Initiative in an exciting and dynamic moment of the combat. Also, incredibly useful to check on the fly the order of everybody at table, and turning the card upside down you can easily mark who already took their round.
I like the cards, but I understand people's apprehension about it. Thanks for sharing. maybe a video about alternative initiatives could be in the works.
@@ishmadrad They’re used for initiative, random tables, and several edges. I’m not fond of Initiative having to be a big thing every round, as it can be hard enough to get players to figure out their actions ahead of time when they already know when their turn is coming up. Plus, some settings have enough Edges that can reorder Initiative anyway.
It's used as a quick way online and at the table to do initiative
I literally just hand players cards and it'll take less than a minute to do unlike the or pf and the changing of initiative each turn is exciting
Yes, I’m very familiar with the system, as well as several others. I’m simply stating my opinion.
is the system character-build-centric, or player-choice-centric? in other words, is it a re-hash of 5e/PF schools of thought, or is it old-school where the best choices in a dungeon arent written on the character sheet with a bonus next to it
If I understand your question correctly, I would say player-choice.
I have a video on how to create a character, and I think that would be helpful to understand the philosophy of the game.
Sorry. You can't convince me that any system is more creative and deep than GURPS. People say it's too complicated, but it's not designed to use every rule in the book. You can make it super easy to run and play. But if you want to get details, you can get as deep as you want (even the hit modifiers based on bullet size).
Admittedly I have never played GURPS, and I want to try it just to say I have. How does it fair as a narrative game?
@@TheSavageGoose Wonderfully. It can also be as simple as 4 stats, and it can also be as complex as infinity.
If you are interested in a game, I can GM you in a one-shot if you like. Hit me up.
I bet its Shadowdark…
I will say that Shadowdark looks like a lot of fun, but it really only fits one genre of gaming.
Oh. This is an interesting video due to the mystery. What is the game system. First I thought of Nimble. Then I thought of Fate. I am totally on board with agency and streamlining. We need more of that. The lack of classes is a bummer though. I love classes. There is a reveal at the end. Oh Savage Worlds. I forgot about that game. It is interesting enough. So it is worth trying out. Having a variety of genres is not going to appeal to me that much. It is fine. It is just that I love sticking to fantasy. Pathfinder is cool, so I am down with that. Savage Worlds and Pathfinder is an odd combo. How does that work? What this video is describing is a rules lite game. Regular Pathfinder is very crunchy which is just the opposite. I get the impression that it is geared towards hardcore fantasy nerds that delight and indulge in the crunch. This may even be more hardcore than DND 5E, which is saying a lot. I am not sure how Savage Worlds would work with this. Maybe it is for people that are interested in Pathfinder but they are beginners or casual. I don't know for sure.
I have played both Savage Worlds as well as Pathfinder and I can tell you that it translates very well! They really put a lot of elements that feel like D&D/Pathfinder (like classes for example) into Savage Pathfinder. The system basically allows you to evoke the fast action found on the great Pathfinder covers while still having a nice amount of (easily digestible) crunch.
I really recommend it! Personally I’m running an Eberron campaign using the Savage Pathfinder rules.
Gimmicky clickbait crap
I am sorry you feel that way. Thanks for watching!