Savage Worlds - Quick Combat
Savage Worlds - Quick Combat
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Design Notes smiles on the players’ faces as we narrated the tale together
and felt I wasn’t taking anything away from them. And I was
I’ve been doing Quick Combat for years. Sometimes I don’t also happy when we got to the big finale and the game had
want to just completely hand-wave a fight—it might provide a all the tactical crunch I wanted—the best of both worlds.
clue, indicate the wrong “path,” wear the party down, or just Having a good grasp of the “real” game also helped
serve as a warning for straying into a deadly area. But it’s not when determining the rough modifiers for Quick Combat,
a big part of the plot. especially when compared to the actions they wanted to take.
A recent trip to several Italian conventions with our translators Sometimes they’d do something that fit their skills, gear, and
at Jolly Troll really drove this system home. I brought a typical Edges perfectly. Sometimes they’d do something that was
American convention adventure of around three hours length, important for the story even though their characters weren’t
but that’s just now how they do things there. Italian convention particularly good at it. That was always entertaining as well,
demos are supposed to be around 45 minutes long. whether they rolled well, poorly, or right in the middle—which
I usually described as “desperate” but ultimately successful.
The adventure I ran was for Deadlands, and it’s essentially
a gauntlet of javeranas (desert pigs called javelinas in the real Part Two
world with piranha-like teeth). A sinister power is controlling the I was at a convention recently where I actually just played
unending horde of devil-pigs to herd the heroes to a particular rather than running games (a rare thing for me). Most of the
destination and the big finale. Game Masters did a fine job, though I noticed a few of the
I had planned on running the first couple of battles tactically, adventures were just combat after combat. If you’re reading
then backing off as they got closer to the end and using my this, you hopefully think fights in Savage Worlds are fun too,
usual short-cut—the rules you see here—for the rest. but I felt like some of these encounters were similar to what
But given the incredibly short time limit, I I was trying to do with my javeranas adventure. Since these
had to use Quick Combat for Game Masters didn’t have this Quick Combat tool in their bag
all the battles. My job was to of tricks, I decided it was time to formalize it.
herd the group and whittle As soon as I did, some of the playtesters asked about
down their ammo, Power modifiers based on certain Edges and Hindrances, the
Points, and wounds a bit. foes’ Special Abilities, etc. I highly advise you to avoid that
Combined with incredibly temptation. The whole point is to quickly sum up a character’s
creative descriptions potential in total and relative to his foes, take into account what
from great players and the player wants to do, and quickly roll the dice. Then narrate
embellished by all of us after what happens, figure out any wounds or ammo / Power Point
seeing the die rolls, it worked loss, and move on. Keep it Fast, Furious, and Fun!
great. You also shouldn’t feel obliged to use Quick Combat. Even
Like I said, I’d been doing it for a fight that isn’t particularly important to the plot is still a great
years—maybe a decade—but had time to let your players shine, especially if they enjoy good
never had such an extensive test tactical fights and built heroes specifically to take advantage of
of it. I ran a half dozen sessions what we feel is one of the most satisfying encounter systems
in rapid order and watched it around!
work over and over. I saw the —Shane Hensley
October 2015