Just as my players hadn’t fully made the mental shift from D&D to Savage Worlds, I realise I have been trying to emulate parts of D&D in my games; so I need to make a similar shift, and after discussion with the friendly Savages on the Pinnacle forum and a bit of thought, here’s what I came up with.
- I can’t hide behind time-consuming and unnecessary fights, or a monster of the week with exotic abilities. Adventures need a plot, and every encounter or fight must move it forward.
- Opponents’ abilities matter less than numbers and tactics. The NPCs have to fight dirty, making full use of combat options, or the PCs will wipe them out in short order; the PCs’ Wild Dice and Bennies give them a killing edge in a "fair" fight.
The necessary shift will be easy to make, since the approach I need is much like the one I used for Classic Traveller and 2300AD in the 1980s and 1990s. In my experience, this moves the focus of adventures away from combat, towards mystery and intrigue.