A few weeks ago, I posted that I was going to be running a few one-shot games using the Savage Worlds rules. I gave the players an options of settings based on what adventures I had available. I didn't give the name of setting but rather a one line description of the setting. I'm not sure if supernatural/horror/weird old west or supernatural/horror/weird World War II really describes Deadlands or Weird Wars II. Still it was the best that I could do without a full blown breakdown of the setting. In the end the players decided to go with the Old West setting, which meant Deadlands.
Almost every Savage Worlds setting has some modified rules that I needed to learn. For example in Solomon Kane, there was the Righteous Rage Rule. Deadlands is no different. I needed to for example learn how they morphed bennies to Fate Chips. For the most part they are same, but they have different colors that have slightly different effects. Still compared to learning an entirely new system, it is a very small thing indeed.
While I offered to help them create characters, most them opted to just use the pregenerated ones that you can download from the Pinnacle website. I think this was a good choice because the characters tend to be a little more rounded than what I've seen the average player do when the first start to play a Savage Worlds based game. It has been my experience that it's usually best to start play with a slightly wider range of skills instead of a few really high skills. The one player wanted to play a miner but couldn't come to make it. So I ended up doing a quick build of that character for the player.
So, the players were all set to go. One side effect of the new fate chip rules in Deadlands is that I needed new markers for wounds and shaken. I had been using the red and white poker chips for that, while the blue poker chip was the benny. I ended up with some printable markers for the wounds and shaken. A practical side effect is that since I tend to use a lot of printable minis with the old SJG Cardboard Hero stands, I can put the status marker in the stand with the paper miniature. So that worked at well for me.
For those that had never played Savage Worlds before, I was a little worried that all the pieces such as the fate chips, wound markers, and initiative cards would sort of freak them out. I happy to report that those players didn't seem to be bothered by them. As a matter of fact they seemed to really like the use of the initiative cards.
The players also like the very no strict movement rules compared to something like Pathfinder. For example, in Pathfinder and other D20 type games, you almost never move,shot, and move without a special feat. Which is something that Savage Worlds allows you to do right out of the box.
The only area that was minor issue with play was the trait rolls. This was mostly for the new player either not rolling the wild die or just using the wrong die. Which was something that I've done before myself. The other area was for those weapons that a rate of fire greater than one. Which even those players that had played Savage Worlds before had never done either. Still everyone enjoyed the exploding nature of the die rolls.
My only complaint was the one-page adventures that Pinnacle has for download. Compared to many the adventures in the Solomon Kane rulebook, the one-page adventures seemed short. I'm not quite sure why that should be. Since the Solomon Kane adventures are usually only a page themselves. The one adventure I wanted to use for four hours only ran for two and half. Luckily the players were all happy with the way the adventure ran.
Generally speaking, I think the players were very satisfied with how the rules worked. All the players were looking forward to the next one-shot session. Based on a few comments, I got the impression that at least one or two of the players would rather play Savage Worlds for a while instead of returning to our Pathfinder game after the next one-shot. I think that can be no higher praise for Savage Worlds than that.