
Use this forum to discuss Savage Worlds system.
Resources:
Licensing - http://www.peginc.com/Licensing.html
Downloads including a Test Drive version - http://www.peginc.com/downloads.html

Use this forum to discuss Savage Worlds system.
Resources:
Licensing - http://www.peginc.com/Licensing.html
Downloads including a Test Drive version - http://www.peginc.com/downloads.html
$.02
I don't actually think Savage Worlds is a good choice for a system to use here. This is because the intended flavor of Savage Worlds is pulp, whereas my reading of ADGA is that it should be gritty, which is basically the opposite of pulp. On the other hand, SW is a fast and fun system, I just don't think it is a good match for this setting as written. (It also lacks a deep or particularly interesting magic system, and since the nature of magic is a big part of AGDA as I read it, I'm n ot sure it's good for that reason either)
That's a good point about the
That's a good point about the magic in ADGA being a key component while magic in SW is very understated.
I am certainly not the best to defend the system, but...
I think that the arcane background edge is not that bad as a trait to create a magical background. Even the abrieved Adventurer Edition I own has several drafts for this, and I think it's not impossible to make the conversion. It is probably not more difficult than to make the same work within the D20/Pathfinder framework.
For me the real issue is one
For me the real issue is one of flavor. SW is the opposite of grit in how it is designed. Magic system aside, because I suppose we can just tweak it so that it fits within the color and fluff of ADGA, I think that SW will result in fast-and-loose swashbuckling adventure, or I suppose more accurately "Adventure!" My understanding is that ADGA is not aimed at this but rather down-and-dirty 'low' fantasy.
You have a point.
You have a point here, but if we can make a grim, gritty system out of Pathfinder, we should also be able to take Savage Worlds as a base and twist it to our needs. In this regard, the systems are very similar.
(What am I doing? I don't like this game dammit! So why do I keep defending it?)
My preliminary thoughts
I think Savage Worlds would fit well with the setting since it is lower magic (casters typically have a fewer number of spells or powers that they have access to than in a D20-based system). However, the one thing that counts as a negative is that Savage Worlds is not openly licensed. Another crowdsourcing project was able to get preliminary approval for a license from Pinnacle, but there's no guarantee that we could either.
With Pathfinder being OGL, we could directly integrate rules into the setting on the site which would make for a better gaming experience.
We could send them a
We could send them a friendly, noncommittal email and just ask. If we get a deceisive answer, this might be helpful to come up with a solution, either in the good or in the bad way.
subjective vs. objective
I don't share your perspective on Savage Worlds. Yes, it is a bit overhyped, but it is a solid system with several strengths that significantly outweighs the system's weaknesses.
I think for this competition, it should be more important what system workas best and haas the least problems (both general problems and specific problems with the setting conversion), and not so much with the personal taste.
I know.
I know. I only had the impression that SW comes to be always the second best, when it comes to the criteria for the system selection. It is popular, but not as popular as Pathfinder; SW supplements have won a few prices, but nothing like the two Origins in 3 years, like Burning Wheels. The system would work with the setting, but not as good as a carefully picked D20 take, or Burning Wheels - which is impressive if you consider that these two are not announced to be universal systems, unlike SW.
I tried to make an objective description of the game's strengths, and named the one big drawback I know: I don't like it. But that's more a question of my personal taste than of the game's quality.
I really don't want to argue about the qualities of the game; they are obvious, but for me personally, it is not a system of choice.
Savage Worlds
Savage Worlds. This is actually the hardest description for me.
I don't like this system very much. That doesn't mean it is bad or anything, but when I played it, I had this constant thought of "Why didn't we use Gurps for this?" just did never disappear. And I find the game's attitude (if one can say that) annoying. It feels a lot like the game has inferiority complexes and tries to overcompensate them by constantly telling you how awesome it is.
Besides, Savage Worlds is very, very close to plagiarism of an older and nowadays mostly ignored game called Sovereign Stone. That's is probably no issue, but it hasn't helped SW to gain any sympathies, at least with me.
Yes, this is my personal perspective, and mostly a matter of taste; it is also the best arguement I can find against the system, because apart from my personal isues with the system, it seems to be a very good base to start with:
Savage Worlds seems to be the current ascending star of RPGs, with many people who play it, loads of options and a design which resembles an actual generic game (I think that SW is too much in the Action! niche to be considered as a true generic system along the lines of Gurps or Hero), making it highly adaptable and easy to brew stuff for it and in a way it is a good fit for the DGA setting as well, if you consider it to be closer to the pulp sword and sorcery roots than to the political intrigue stuff.
So, besides may personal dislike, it is actual not the worst idea, and might be the overall best option.