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Savage Worlds Adventure Edition Reviewed

Savage Worlds Adventure Edition (Pinnacle Entertainment Group)Title: Savage Worlds Adventure Edition

Publisher: Pinnacle Entertainment Group

Authors: Shane Lacy Hensley with Clint Black

Artists: Aaron Acevedo, Bruno Baxila, Chris Bivins, Emil Cabaltierra, Donald Crank, Dennis Darmody, Sebastien Ecosse, Alberto Foche, Bien Flores, Gil Formosa, Ross Grams, Konrad Korgull, Irina Kuzmina, Chris Malidore, Jordan Peacock, Aaron Riley, Martin De Diego Sadaba, Alida Saxon, Unique Soparie, Bryan Syme, Jon Taylor, Tomek Tworek, and Cheyenne Wright

Year: Fifth edition printing 2023

Genre: Genre-less roleplaying game core rulebook

Pages: 208 pages

MSRP: $39.99 in hardcover or $9.99 in PDF at DriveThruRPG

I kick back with the latest print run of the Savage Worlds Adventure Edition corebook. Following a recent crowdfunding run the corebook is back in print. Does the corebook provide a solid base on which to build an ongoing adventure campaign in nearly any setting? Or are the lighter weight mechanics too flimsy to hold up to the rigors of weekly gaming sessions? You’ll find out!

8.5

SUMMARY

I can certainly see why Savage Worlds Adventure Edition is popular with a lot of people. The core action resolution and combat mechanics are easy grasp and the modular nature of the runes makes for it being a snap to tweak to your liking. This corebook should fit many people's needs for a genre-less RPG system on which to hang the specifics of nearly any setting you might want to play. I can easily see those experienced in 5E D&D jumping at the change to play with streamlined mechanics while having a variety of situational rules laid out in front of them. Those who play BRP or GURPs will probably stay put though. I will say the dice rolls looks look tol be pretty swingy - in combat especially - and a GM might need to fudge some numbers from time to time in order to prevent some fights from going on forever or the big bad of a campaign getting one-shotted long before the final act. I also have to say the artwork, while fine and functional, isn't very exciting or inspirational for the most part. Regardless, I can certainly give a serious recommendation to Savage Worlds Adventure Edition and it is certainly worth giving a look!

Summary

I can certainly see why Savage Worlds Adventure Edition is popular with a lot of people. The core action resolution and combat mechanics are easy grasp and the modular nature of the runes makes for it being a snap to tweak to your liking. This corebook should fit many people's needs for a genre-less RPG system on which to hang the specifics of nearly any setting you might want to play. I can easily see those experienced in 5E D&D jumping at the change to play with streamlined mechanics while having a variety of situational rules laid out in front of them. Those who play BRP or GURPs will probably stay put though. I will say the dice rolls looks look tol be pretty swingy - in combat especially - and a GM might need to fudge some numbers from time to time in order to prevent some fights from going on forever or the big bad of a campaign getting one-shotted long before the final act. I also have to say the artwork, while fine and functional, isn't very exciting or inspirational for the most part. Regardless, I can certainly give a serious recommendation to Savage Worlds Adventure Edition and it is certainly worth giving a look!
8.5
Jeff McAleer

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