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W**O
Three Stars
Good stuff for a great system, but not as good as others in the Weird Wars line.
M**L
Worst Savage Words product ever
I am a huge Savage Worlds fan. I have about 15 books and many pdf files for the Savage Worlds. Weird Wars: Rome just did not do anything for me. There really was nothing really to system and fluff is pretty basic. Weird Wars: WWII is much better.
F**O
Somewhat of a disappointment...
Although not new to the roleplaying scene (25+ years as either a game-master or player), I am a recent convert to the Savage Worlds rule-set. I’ve tried most systems over my two plus decades of gaming at the table and this particular one works incredibly well, especially for those of us with busy work and family schedules (i.e. not enough time to plan/prep campaigns). As a result of my enthusiasm for Savage Worlds, I own the Deluxe core rules, the Fantasy Companion, The Horror Companion, as well as the Beasts and Barbarians supplements from GRAMEL. I recently took a bit of a chance on the Weird Wars Rome (WWR) supplement and am coming out of this purchase with mixed feelings.As indicated already, the book’s size is non-standard compared to the core line, which means it completely sticks out of the lot. Not a huge deal but worth noting nonetheless.The artwork is decent, although a bit too ‘graphic novel’ like for my taste. But then again, this is in line with the art found in other Savage Worlds supplements. Chalk it up to the ‘pulp’ feel of the rule-set.My biggest disappointment is with the level of content, which is most definitely on the short side.The historical background was nicely written, although one could argue it pales in comparison to what can be freely extracted from even a cursory search on Google.The use of ‘latin’ words to describe equipment, military ranks, and army structure is of course a nice touch (expected, actually) but this is more of an ‘introduction’ to what could have been a grand book on the Roman Empire. We are talking about a roughly 500-year period of history (not counting the Byzantine era); there’s plenty of material to draw from there. Where are the detailed rules on political intrigue? What about mass combat (using tactics specific to the Roman army), with stat blocks for opposing armies (Carthage, Macedonia, Germania, Gaul, etc…)? What about a section on religion, which I was expecting given the angle this book takes?I buy these supplements for mostly one reason: I am too busy to sit down for hours to concoct campaigns, NPCs, monsters, or artifacts. I buy supplements to first and foremost provide me with 1) stat blocks for everything from objects to baddies, 2) adventure/campaign ideas, and 3) setting flavor.The introductory campaigns are interesting, but again, the content is simply too light. The broad strokes are sketched out but you are really left to fill in the gaps; and a lot of gaps there are (especially for the Legacy plot point campaign).On the whole, and as indicated already, I think this book is a missed opportunity to explore a defining time in history and translate that over to the fantastic Savage Worlds system.My bottom-line assessment is that out of all the supplements I currently own for the Savage World rule-set, I would rate this one as the most disappointing (I’m sorry to say).
N**Y
Gets You Rolling
I have to wonder what Mani's threshold for expectations is, with a one-star rating, and a review mainly consisting of "I didn't like it, Weird War II is better".Let's have a look at production values--they are excellent, with beautiful artwork and layout, and the physical book is about the size of a graphic novel, which I sort of like, although I can see why some people wouldn't. I just like the idea of a book that I can carry in a coat pocket or something. How it works in play is another question, and one I can't answer--yet (I have quite a backlog of settings I want to play in).If you own other Savage settings, Weird Wars Rome will be familiar. The character generation rules are about what you would expect, especially if you are familiar with the Weird Wars line. Decide what your character does and that will dictate most things about him. Your equipment is also pretty much predetermined (cutting down on shopping time) as money is replaced by "spoils" (a new system of rewards a little like Bennies, and used alongside them). New Hindrances and Edges are pretty standard stuff, including options for playing an officer or mystical initiate (which is sadly only for Seasoned characters, although this isn't unusual--Weird war II is the same way).The GM is given helpful tips on naval battles and sieges, as well as a primer on Roman history and the regions of the Empire. There is also a random adventure generator, one of my favorite things about Savage settings. The "Legacy" Plot Point campaign is ... an unusual approach, but strikes me as appropriate considering that the Empire's history spans over a thousand years. And if you don't care for it, a number of other frameworks are detailed as alternatives (including both Punic Wars, Caesar's invasion of Gaul, Boudicca's Rebellion, the Germanic Wars, and others). As usual, there is also a bestiary.In conclusion, the small size of the book means not as much of the work is done for you, but there are an awful lot of supplementary products Pinnacle has put out, and moreover, a GREAT DEAL of information about Rome just floating around on the Internet or in your library. Armed with the Savage Worlds Deluxe Explorer's Edition, Weird Wars Rome, a knowledge of where you want to take your game, and a willingness to explore a little, you should be well-equipped to defeat any of the Empire's foes--just like the Legionaries.
G**E
Five Stars
Essential reading for running a Roman-era game of Savage Worlds, even if you aren't using the weird wars setting.
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