CLICK Super Powers Companion (Savage Worlds, S2P10501) by Shane Lacy Hensley book pdf how to prewiew android

CLICK Super Powers Companion (Savage Worlds, S2P10501) by Shane Lacy Hensley book pdf how to prewiew android

CLICK Super Powers Companion (Savage Worlds, S2P10501) by Shane Lacy Hensley book pdf how to prewiew android

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Book description

Book description
2.5 stars.It will sound like I disliked this sourcebook, but thats not exactly true.Im astounded yet again by how Savage Worlds can suck away all the fun from a ruleset/sourcebook, and it does so in one specific way - by using the same stuff over, and over, and over, and over again.In a way, thats the promise SW makes - the idea is that once you learn a set of rules, a particular setting will only differ in details. While it makes perfect sense in some cases, theres one specific part of the ruleset that makes the interesting sound generic and boring - and thats the Powers, or more concretely, the selection of powers.SW does its best to be fast and furious (though it never really gets there, but thats a topic for another discussion), but that also limits it in how much wiggle room it leaves for certain player options. And nowhere is it as evident as in the Super Powers Companion, which crams all sorts of different superhuman feats into the same, worn out framework. Dont expect to find any exciting new powers here - its going to be very familiar ground: dealing damage (direct or area), changing size, modifying your Parry and Toughness, and yes... freaking Wall Walker, which makes its way into EVERY. GODDAMN. SETTING. It kind of makes sense here, but seeing it everywhere, from SF, through horror to fantasy, Im more than a little tired with it being there.Like I said, the book isnt bad. If you want to run a superhero campaign using this ruleset, its the best thing out there, probably. Just be aware that what new it brings to the table doesnt really change much in how it *feels*. The few added systems feel a bit half-assed and thrown in there just for the sake of ticking boxes... but theyre there, if you want them.The more Savage Worlds books I read, the more I learn about my own likes and dislikes, and it seems that I expect more specificness from a ruleset, which was also evidenced by how lukewarm I felt about Interface Zero. Of course, on the other hand, my experience with stuff like Fading Suns, Shadowrun and Neuroshima proves that I also strongly dislike crunch in service of theme. So at this point, take this opinion with a grain of salt, because frankly Im not sure what I like anymore :P
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