Introducing the all-new Explorers Edition of Savage Worlds! The award-winning, fast, furious, and fun Savage Worlds rules are now more accessible than ever in this gorgeous, full-color, and totally portable volume! No more agonizing over who gets the book. No more searching for bag space. The Explorers Edition combines the revised rules of the last edition with all-new art, setting previews, and our exclusive One Sheet TM adventures from across our best Savage! Your Exploration Guide Includes: ·The Full Savage Worlds Revised Rulebook ·An all new One Sheet Adventure for Pirates of the Spanish Main ·All new art from across the Savage Settings The Savage Worlds Explorers Edition is a soft-cover, 6 x 9 format, full-color, glossy, 160 page rulebook for only $9.99! You read that right $9.99! Wanted: Explorers willing to risk life, limb and imagination to seek out new worlds, uncover fantastic tales, and uncover lost truths. Do you have what it takes to discover Savage Worlds?
Author: Staff
Publisher: Pinnacle Entertainment
Customer Reviews
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Completely won me and my group over.
As the saying goes, converts make the best zealots, and my group and I have become fairly zealous about Savage Worlds. Which is a good thing, because it revitalized our interest in RPGing and got us back to the gaming table. Savage Worlds is not exactly rules-light, but is not nearly so complicated as 3.5e or 4e D&D. The emphasis is not on having a rule for every possibility, nor ensuring balance or parity for all elements of the game, but relies instead on a fair GM who ajudicates on the fly to keep the action moving. This being the case, it is not a game for groups who have an adversarial relationship with their GM, but more for those who view the GM as a referee or story-teller.
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<br />SW comes out of a miniatures background, but it works flawlessly without miniatures as well, something I find increasingly difficult to say about D&D. It is a skill-based, classless system. It uses the full standard array of RPG dice, and incorporates exploding dice (open-ended rolls) to create "miracle" rolls. Character generation is fast, even at high levels, and fairly free of fidgity details like hit points or skill points. Skills are rated by die type (bigger=better), and success is generally achieved whenever you roll a 4 or higher. Edges are the equivalent of feats, but there are fewer and they cause fewer min/max exploits.
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<br />Combat mechanics are the same as any other skill check, and is generally grim 'n' gritty. Without HP, combat isn't a accountant/resource management exercise -- badly wounded characters can survive against incredible odds, while unwounded characters can be incapacitated with a single well-placed blow. "Bennies" (SW's hero points/action points) are seamlessly integrated into the system, including for the GM (which is a nice touch), and help take the worst of the brutal edge off of the combat system. For rules geeks out there, armor absorbs damage and skills (including combat capabilities) degrade with fatigue and injury.
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<br />Finally, I have found it incredibly easy to convert 1e, 2e, 3e, and 3.5e to Savage Worlds on the fly. Pinnacle games provides a 2-page conversion guide that provides 90% of the conversions you'll need. The rest, mostly feats or monstrous special abilities, can usually be adapted right at the table.
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<br />Overall I have to give the highest marks to Savage Worlds. It is fast, it is furious, and most of all, it is fun. The emphasis is squarely on the players and their characters, and prep time for the GM is minimal.
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Fast action paced roleplaying!
This game is great for both a quick start one shot game or for a long term in depth campaign.
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