Here is a one-shot game I am thinking of running. Having never played Savage Worlds (but owning the main book) I am wondering if people think this would be a good system to run this scenario (or something else, like maybe Spirit of the Century?)
Year is 1937, place is Los Angeles.
Players work for a private detective agency, or are independent contacts agents from that agency hire. Typical character-types include a bare-knuckle boxer, a daredevil pilot, a hard-nosed detective, an international explorer, a face-man with contacts everywhere, and a gadgeteer.
A wealthy woman's husband with an inventor's background has been kidnapped, stuffed in a steamer trunk, and dragged on board a prop plane for parts unknown.
Players track the plane to "The Orient", obtaining the information by hook or crook on the various island stops such planes make in the pacific ocean.
Players will either infiltrate or directly assault a secret island base, to rescue the kidnap victim, and return him back to The States. Players may also prevent the use of some weird science that, if it fell into the hands of the Japanese empire, would make their conquest of China go that much quicker and deadlier.
Sounds like an adventure that can be run well in Savage Worlds? Is there a better system for such an adventure? Since I am looking to run it as a one-shot, in a single 4 hour session, I feel like it's a lot to cover for one session and would therefore take a fairly rules-lite system to pull it off.
And, again since it's a one-shot single-day thing, it's by necessity fairly rail-roady. Which is a shame, but that's sometimes a pleasure when you know it's what you're buying into with a game. Think of it like a convention game.