Since it debuted in 2003, Savage Worlds has accommodated any setting you can imagine—from gritty police procedurals and special ops thrillers to dungeon crawls, space opera, supers, and horror. Our various settings have explored supernatural terror and the challenges of final exams in East Texas University™. We’ve wandered the moors of Europe and the savannas of Africa with Solomon Kane™. We’ve galloped across the haunted High Plains of Deadlands: The Weird West™, and the irradiated wastes of Deadlands: Hell on Earth™. We’ve delved the deepest dungeons, blasted to The Last Parsec™ of known space and beyond, battled across the bloody fields of the Weird Wars™, and slugged it out with super villains over cities both real and imagined.
\nLike most gamers, we’re fans of a lot of books, movies, and game worlds. One week we might be inspired to run something like Game of Thrones® and another we want to share a cool idea inspired by the Avengers®.
\nAnd while we love learning new game systems and seeing what our friends and peers have created, we also like having a system we know like the back of our hands to fall back on, one that combines the crunch of miniatures-oriented gameplay with the ease of “theatre of the mind” and the creative outlet of the most modern narrative-based play.
\nEach new printing of Savage Worlds has added to the experience, carefully integrating new styles of play through the years with the solid foundation laid at the very beginning.
\nThis version of Savage Worlds is what we hope is our best attempt yet at accommodating not just every era, genre, and setting, but most every play style as well.
\nWant to sit around on couches and carry out most of the tale through talk and a few die rolls? It’s here.
\nWant to break out miniatures and have a massive knock-down, drag-out fight? Everything you need is here.
\nNeed to tell an epic story that’s mostly roleplaying and narrative? Nothing’s stopping you—and sub-systems like Quick Encounters can help you sum up bloody conflicts along the way if pressed for time.
\nPerhaps the best thing a game system can do is support your ideas. It should serve as background and a common language for your players—then get out of the way as the story races to its conclusion. We’ve attempted to make that even better in this edition by streamlining many modifiers, simplifying how you pose creative challenges for foes and support your allies, and even opening up new options for heroic multi-actions.
\nEnough talk. Grab your dice. It’s time to get savage!
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