
Like just about all RPGs, your character’s abilities and attributes are modeled as mechanically simplified stats and skills. Unlike most RPGs, instead of these being represented by a number, in Savage Worlds they’re represented by dice types. These range from the lowly d4 all the way up to the d12. Not sure what die to roll? No problem; just look at your character sheet and roll the type it says to. And because your character is a hero-type person, you’ll also roll a d6. Take the higher roll and if you match or beat the target number (generally a 4), you succeed.
The rules have a number of neat little wrinkles that make them fun and easy at the table. Initiative, for instance, is handled with playing cards. Each player is dealt a card which they place face-up in front of them. Highest card goes first (from ace to deuce), and with everyone’s card in front of them, it’s easy to see whose turn is next.
For such a small book, Savage Worlds is shockingly complete. It’s got rules for chases, exertion in the heat, arcane or Science! powers, and even a nifty mass-combat system. The rules for vehicles are slick enough to tempt me to use it for a Mad Max game. The weapons range from simple daggers to 20MGW pulse lasers. Gun-nuts will enjoy the distinct stats for the AK-47, H&K G3, M16, and Steyr AUG. (Whether or not those stats accurately reflect each weapon’s strengths and weaknesses I’ll leave to the gun-nuts more hard-core than me to decide.)

And in spite of all of that, the book is priced for impulse buys. If you’re looking for a new RPG, a first RPG, or universal rules to translate your favorite TV show or movie into RPG form, Savage Worlds should definitely make your short list.



