I purchased the Savage Worlds: Explorers Edition several months ago, based on some positive reviews on several blogs I was reading. It was probably just me, but at the time I didn't quite "get" Savage Worlds. Part of my lack of enthusiasm was my dislike for skill-based rpg systems. I do intend to go back to SW and have another look at the system. I admit I was in the wrong frame of mind at the time, and was trying not to like it.
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I provide those comments as preface to the point of this post: Legends of Steel: Savage Worlds Edition. I have not put my hands on a copy of this rpg, but from what I have read, so far, it sounds like a great game. It reportedly tries to capture the feel of sword & sorcery adventuring, the result being that the players tend to encounter sorcery, rather than being masters of it.
I think that sort of gaming would be fun, as it adds an additional air of danger and mystery to magic, lacking in a traditional D&D campaign, what with Magic-Users, Clerics and Elves all having "mundane" access to spells, and knowing what their foe's spells are, and what they do, once you start describing the effects.
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