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Savage Worlds is an award-winning, universal role-playing game and miniatures wargame, written by Shane Lacy Hensley, and published by Great White Games doing business as Pinnacle Entertainment Group. The game emphasizes speed of play and reduced preparation over realism or detail.

Although Savage Worlds is a generic rules system, Pinnacle has released "Savage Settings" — campaign settings or modules designed specifically for the Savage Worlds rules. These have included Evernight, 50 Fathoms, Necessary Evil, Rippers, and Low Life. Pinnacle has also published setting books based on the company's earlier lines, including Deadlands: Reloaded as well as the Tour of Darkness and Necropolis settings based on the Weird Wars line.

Beginning with 50 Fathoms, the majority of settings released by Pinnacle feature a concept known as a "Plot Point Campaign". In such campaigns, a series of loosely defined adventure scenarios are presented. A main storyline is presented as a series of "Plot Points" and additional side-quests (or "Savage Tales") expand the scope of the campaign. This format allows a group of characters to explore the game universe while playing through (or disregarding) the main storyline in a manner similar to that of computer RPGs (such as Morrowind).

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A licensing system is in place for electronic and book publishers to release material for the Savage Worlds game. Such "Savaged!" licensees are allowed to use the Savage Worlds mascot "Smiling Jack" as a logo on their products. Multiple PDF adventure scenarios are available using this licensing system, as well as setting related supplements like the Vampire Earth RPG Sourcebook, the Shaintar Player's Guide, and Winterweir.

Official Savage Worlds settings include:

Licensed Savage Worlds settings include:


This tabletop RPG system provides examples of:

  • Badass Normal: The default state for characters without Powers.
  • Character Level: Known as 'ranks' here, mainly limiting attribute increases and available Edges.
  • Magitek: Multiple settings make use of it, such as "Weird Wars". For the most part, the way the system is made, a gadget can be purely magic, purely technological, or in between, and the only true difference would be details like what it takes to disrupt its functionality.
  • Mook: Extra rules facilitate this. For the most part, a powerful enough Player Character is expected to be able to sweep through regular mooks with ease, have some more trouble with Boss in Mook's Clothing "Wild Cards" and really have to play smart with Named Characters (such as the Big Bad NPC).
  • Pulp Magazine: A major influence on the style of play and mood.
  • Sourcebook: A pretty hefty amount of them, covering everything from The Vietnam War to Flash Gordon.
  • Splat: For the most part a template to show how to place various skills and feats, but also has a unique ability or two.
  • Stock Super Powers: The "Super Powers Companion" includes many of these. The general power level of a Savage game is somewhere in the more powerful side of "street" level (read: Spider-Man).
  • Weird Historical War: No less than three official settings explore this Trope, and one even has this trope by name!

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