
Name: Savage Worlds
Game Type: Role-playing Game
Publisher: Pinnacle Entertainment Group
Author: Shane Lacy Hensley
System: Savage Worlds
Setting:
Series:
Theme: Generic Universal
Type: Core Rulebook
Release Date: 2003, 2004, October 2007, June 2011, May 2012
Edition: Deluxe Explorer’s Edition
Description:
Wanted: Explorers willing to risk life and limb to seek out strange new worlds, survive fantastic adventures, and uncover lost and mysterious truths!
Savage Worlds is a Fast! Furious! and Fun! rules system for any genre of roleplaying game. Create your own setting, convert an existing one, or pick up one of our amazing worlds like Deadlands, Slipstream, or Weird War II.The rules give players plenty of depth to create their characters and keep bookkeeping to a minimum for the game master. If you’re looking for a game that’s fast and easy to set up, run, and play, Savage Worlds is for you!
Savage Worlds Deluxe is the newest edition, providing an update to the third printing of Savage Worlds Explorer’s Edition. It includes rules updates, new rules material, new art, more examples, an expanded Setting Rules section, Designer Notes to give you an insight into the development, and much more. It does not, however, invalidate prior printings of the rules, which you can continue enjoy.
The rules give players plenty of depth to create their characters and keep bookkeeping to a minimum for the game master.
If you’re looking for a game that’s fast and easy to set up, run, and play, Savage Worlds is for you!
Publishers Website: http://www.peginc.com/
Purchase:
Amazon: Savage Worlds Deluxe: Explorer’s Edition (S2P10016)
PDF DriveThruRPG: Savage Worlds Deluxe: Explorer’s Edition
Released Products/Expansions:
Deluxe Edition – June 2011
CORE
Savage Worlds Core Rulebook
Savage Worlds: 50 Fathoms (Explorer’s Edition)
50 Fathoms: Player’s Guide (Explorer’s Edition)
Savage Worlds Core Rulebook (Explorer’s Edition)
SOURCEBOOKS
Savage Worlds: Horror Companion
ADVENTURES
The Savage World of Solomon Kane: Blood Feast
CAMPAIGNS
Explorer’s Edition – October 2007
CORE
Savage Worlds Core Rulebook
Savage Worlds: The Savage World of Solomon Kane
The Savage World of Solomon Kane: Player’s Guide
Savage Worlds: Slipstream
Slipstream: Player’s Guide
Savage Worlds: Necessary Evil
Necessary Evil: Player’s Guide
Savage Worlds: Space 1889 – Red Sands
Space 1889 – Red Sands: Player’s Guide
SOURCEBOOKS
Savage Worlds: Fantasy Companion
Savage Worlds: Super Powers Companion
Solomon Kane: The Savage Foes of Solomon Kane
Solomon Kane: The Path of Kane
ADVENTURES
Savage Worlds: The Moscow Connection
Savage Worlds: The Mutator
Savage Worlds: Winter Break
Savage Worlds: The Eternal Nazi
Savage Worlds: Howling Blizzard
Savage Worlds: The Tomb of Terrors
Pirates of the Spanish Main: Smuggler’s Song
Pirates of the Spanish Main: Dead Men Tell No Tales
Pirates of the Spanish Main: Double Crossbones
Rippers: Unnatural History
Rippers: Harvest Home
Solomon Kane: The Forgotten Victim
Solomon Kane: The Lincoln Imp
Solomon Kane: Travelers’ Tales
Revised 1st Edition – 2004
CORE
Savage Worlds Core Rulebook
Savage Worlds: Low Life
Savage Worlds: Rippers
Rippers: Player’s Guide
Savage Worlds: Pirates of the Spanish Main
Pirates of the Spanish Main: Player’s Guide
SOURCEBOOKS
Savage Worlds: Fantasy Bestiary Toolkit
Savage Worlds: Fantasy Gear Toolkit
Savage Worlds: Fantasy World Builder Toolkit
Savage Worlds: Fantasy Character Generator Toolkit
Savage Worlds: Science Fiction Bestiary Toolkit
Savage Worlds: Science Fiction Gear Toolkit
Savage Worlds: Science Fiction World Builder Toolkit
Savage Worlds: Pulp Gear Toolkit
Savage Worlds: Pulp GM’s Toolkit
Savage Worlds: Horror Bestiary Toolkit
Savage Worlds: Horror GM’s Toolkit
ADVENTURES
Savage Tales #10: Through the Cathode Ray Tube
Savage Tales: Tales of the Forlorn Hope
Rippers: The Black Ankh
Rippers: The Third Hand
Rippers: Death on Dartmoor
Rippers: The Night of Thoth
Rippers: The Templar Legacy
CAMPAIGNS
1st Edition – 2003
CORE
Savage Worlds Core Rulebook
Savage Worlds Customizable GM Screen
Savage Worlds: Evernight
Evernight: Player’s Guide
Savage Worlds: 50 Fathoms
50 Fathoms: Player’s Guide
Savage Worlds: Necessary Evil
Necessary Evil: Player’s Guide
SOURCEBOOKS
ADVENTURES
Savage Tales #1: Privateer’s Bounty!
Savage Tales #2: Bayonets, Buttons, & Blood
Savage Tales #3: On the Rocks
Savage Tales #4: Rise Alabama!
Savage Tales #5: Nobel Deceit
Savage Tales #6: Zombie Run
Savage Tales #7: The Highwater War
Savage Tales #8: Smuggler’s Cove
Savage Tales #9: Prisoner of Pain

The fun and flexibility offered within the Savage Worlds system is only overshadowed by it’s extremely reasonable price. The system has a wide assortment of options while keeping from becoming convoluted.
COVER ART
The cover art of the Savage Worlds Explorer’s Edition is nice and simple. It gives the players and Game Masters a feel that they are entering a world of adventure that could take them to far away places. It’s simple but effective.
CONTENT
The content is where this book shines. The Savage Worlds system is a generic universal role-playing system that allows for a multitude of genres and sub-genres while keeping game play and character creation as simple as possible. And it does all of this without detracting from fair and flexible rules.
I like the dice attribute system instead of using a skill number and rolling above or below that number. Often times in systems that use a skill number that adds bonuses or creates penalties, the adventure or campaign you’re involved in simply moves at the same level as the player characters. This means that even though the PCs have gotten better, their opponents have gotten better as well and have ultimately become no easier to hit. The Savage Worlds system uses a standard target number that only changes for certain situations while a PCs skill die-type simply means they have a better chance at meeting or exceeding that target number. This method of dice rolling helps to keep book-keeping to a minimum as the Game Master does not have to constantly consult their notes to determine what value the PC has to meet or exceed/roll under. I find this allows game-play to be faster than other systems.
Pinnacle Entertainment has done a great job at reducing the number of skills, talents, and powers available by combining like skills into a single common skill. This allows a character to truly improve their chances of success without having to worry about taking multiple skills that do similar things. The drawback for this is how it translates into some genre types, but a few minor tweaks here and there can take care of that. Such is the inherent flexibility within the system. One thing it doesn’t do well, is easily translate into high fantasy or high tech science fiction campaigns. But with some changes to the rules, while keeping the core rules and mechanics, these translations are possible.
Savage Worlds also has options to play as cinematic or detrimental as a Game Master would like. Instead of simply providing one method for a PC to recover from a disaster, Savage Worlds has provided multiple methods of recovery (this is not in reference to healing). This becomes more important to a Game Master as they can simply remove one or two of these methods to move the campaign from highly cinematic to something where the PCs have to spend more time considering the consequences of their actions. This can play very easily into creating a horror adventure versus a pulp adventure.
So what are the drawbacks? The biggest drawback is how the system translates into more predominant genres and sub-genres. Rules and mechanics tweaks may be necessary, but Savage Worlds still maintains its’ flexibility to allow these changes to be made.
To add to all this, the book even contains rules for vehicular, aerial, and naval combat, as well as how to translate your game into a 28mm miniatures game (for combat).
ILLUSTRATION/ART
There aren’t very many illustrations within the Savage Worlds Explorer’s Edition book, but the ones that are found within are quite good. Much of the art has a cartoon-like appeal, but such is the style of pulp or cinematic adventures. The “Deadlands” style art along with the horror and other various non-pulp style art is not only drawn beautifully but colored to match. There’s something to be said about good quality color illustrations in a book that costs so little.
LAYOUT
The layout of the book is all right. I find the gear section to be out-of-place and would like to see the chapters broken-up differently. However, the layout does not detract from the quality of the book and a great table of contents and index help to get the reader through.
FLUFF
It’s a generic universal system, it doesn’t need fluff!
The Savage Worlds system is a great way to explore different genres of role-playing without having to spend a lot of time and money learning new systems and using convoluted character creation methods. If you’re looking for a new system or are new to role-playing, I highly recommend Savage Worlds.