TEXT: Wow!
  Last night we had a great session, featuring a night raid 
  on an anchored prison ship (game’s set in America, 1784). 
  What a fight!
  I went into the game ready to experiment with methods for 
  removing what little book-keeping there is. I bought Wound 
  tokens from Gale Force 9 so everyone would know at a 
  glance which Wild Cards were sporting Owies. I bought 
  poker chips in many sizes and colors (to denote Shaken, 
  reloading, Wild Attack, etc.).
  I also lowered the GM Screen. That’s right. I laid it flat so I 
  could refer to it, but the table was “open.” Any hint of GM/
  player adversity vanished, and my players started manag-
  ing bennies, tossing chips under minis, running their Allies 
  (a detachment of Continental Marines), and calculating 
  their hits/misses/damage without me saying much of any-
  thing. My players rock! And the mini-battle felt very much 
  like a boardgame in some ways (which is what a few of my 
  players really dig).
  The battle was substantial but not huge (4 WCs + 12 Allies 
  vs. WC Bad Guy + 10 Experienced Soldier Extras), and 
  quite tense -- a few times they thought they were done for. 
  But then the initiative cards fell where they needed, and 
  they were able to Shake enough enemies to keep them-
  selves alive.
  Finally, the tide turned in their favor and they won...But they 
  all marvelled at the fact that the outcome was most assur-
  edly in doubt for a good part of the fight.
  Oh, and did I mention we had some very entertaining role-
  play leading up to the raid? Well, we did. ;)
  The most miraculous moment of the night was when a play-
  er said, “Okay...if we’re going to conduct a night raid on that 
  ship, we need a very good, very detailed plan.”
  Anticipating an hour of listening to them debate, I dead-
  panned, “Fast, furious, fun?”
  Another player exclaimed, “I’ve got a plan for you: NIGHT 
  RAID!”
  Everyone laughed, we threw a few Stealth and Notice rolls, 
  and the next thing you know there’s a detachment of Conti-
  nental Marines storming over the gunwale, sentries blasting 
  away with muskets, total chaos. Pulp action!
  In any case, it was my biggest battle since I’ve been run-
  ning SW, and the most satisfying experience my group has 
  had with the system so far...and I wanted to share!
  Matt
  Well we had an interesting one last night...
  I am running a homebrew fantasy campaign (using the fan 
  conversion AD&S) for an evil party who is wandering in a 
  newly discovered land full of creatures out of fairy tales 
  and legend.  I threw an apple of discord at the party some 
  weeks ago in the form of a cursed crystalline skull that 
  allows the wielder to command and create a small host 
  of zombies.  However, the skull also slowly corrupts the 
  possessor’s mind to some undisclosed will.  The skull had 
  been claimed by the party cleric who has coveted it ever 
  since.  Due to some of the theology in the home brew set-
  ting the skull has caused tension amongst the party mem-
  bers who see necromancy as the art of a traitorous god that 
  opposed their society’s deity in an ancient war.  Let the fun 
  begin.
  Last night things came to a boiling point when the Ranger 
  PC who was on watch decided to try his hand at thievery 
  and crept over to the sleeping Cleric to steal away the 
  skull so that he could destroy it. Unfortunately for him, the 
  Cleric got a 17 on his notice roll and awoke to the treach-
  ery.  Soon the host of zombies was set upon the thief and 
  a melee broke out amongst the party members.  The Mage 
  awoke to the chaos and decided he would set things right 
  with a fireball (SW Blast Power) and the stroke of a light-
  ing bolt (SW Bolt Power).  This took care of the zombies, 
  but mostly it just made matters worse as the mage was 
  set upon by another party member caught in the blast. The 
  Cleric PC was killed by an acing roll from the would-be thief 
  causing 5 wounds and loping his head off (he later failed 
  his vigor roll).  After some grappling to prevent more spells 
  and some quick talking by the Mage the melee subsided.  
  This was just in time for a band of Orcs to show up that had 
  been attracted by the clanging of metal and explosions in 
  their woods.
  The party actually parleyed with the Orcs because they 
  were on a mission to gain alliance with them against a set-
  tlement of good aligned humans new to the strange lands.  
  Soon the party was setting out on a mission to prove them-
  selves to the Orc leader and in the midst of the party was a 
  new PC Orc guide belonging to the player who’s Cleric had 
  been killed only 30 minutes or so before.
  Here is the point - aside from being an interesting ses-
  sion with good plot advancement and a unique ‘party only’ 
  melee, the night showcased two qualities unique to Savage 
  Worlds; 
  1) The rules are so fast and simple that the party was able 
  to completely run the combat amongst themselves with 12 
  participants, including 7 zombie allies, with no more GM 
  involvement then the dealing out of initiative cards.  I got to 
  just sit back and watch the fun.  (It was awesome)
  2) Even though a PC was killed, the character creation 
  system is so fast in SW that the player was right back in the 
  game with a brand new character in record time. Had we 
  been playing in a different system that player would have 
  spent the rest of the night coming up with a new character.
  Go Savage Worlds! 
  
SOURCE: textdata/thevault/Savage Worlds/Misc/Savage Sessions/Savage Worlds - Savage Sessions 3.pdf