I can't recommend the Adventure Cards enough. I'd grown to like Savage Worlds without them, but once I added the deck, my love of the game shot up considerably. GMs who value control over improvisation may not find it matches their style, but I think those cards kick butt. If you're GMing Savage Worlds, or are considering doing so, do yourself (and your players) a favor, and drop the $10 needed to get yourself one of those decks. Definitely worth it.
I'll reconstruct the rest of the post eventually, but I probably don't have time this afternoon.
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