Savage World! An Alternative to Dungeons & Dragons

So you’re looking to try a new roleplaying game not owned by back-stabbing thieving rogues eh? Well, lucky for you, there are plenty of great games that have been overshadowed by the multimillion-dollar budget thieves guild. Join us today as we get SAVAGE with the critically acclaimed Savage Worlds.

Savage Worlds is a fast-paced, action-packed roleplaying game that offers players a wide variety of options and a unique set of mechanics. One of the things that sets Savage Worlds apart from other roleplaying games is its "rules-light" system, which allows players to focus on the story and the action rather than getting bogged down in complex mechanics. This makes Savage Worlds a great choice for both experienced roleplayers and newcomers to the hobby.

One of the unique mechanics of Savage Worlds is the card-based initiative system. Instead of using a traditional initiative order, players draw cards from a deck to determine the order of combat. This adds an element of unpredictability to the game and keeps players on their toes. It also allows players to use different strategies, such as holding on to a high card for a critical moment or using a lower card to act faster and surprise the opponents.

Savage Worlds also offers players a wide variety of character options. The game includes a wide range of races, classes, and professions, allowing players to create characters that truly reflect their own interests and playstyles. In addition, the game's flexible skill system allows players to customize their characters' abilities to suit their desired playstyle.

The combat system of Savage Worlds is designed to be fast-paced and deadly, using a set of simple mechanics that are easy to understand, making combat quick and easy to resolve. The game uses a d6 system, where players roll a six-sided die to determine the success or failure of an action. In combat, characters roll to hit and roll damage, with weapons and powers having different damage values. Combat also uses a wound system that allows players to track how injured a character is, and if they reach the incapacitation level, they fall unconscious or die.

Another interesting aspect of the combat system is the use of Bennies, tokens, or points that can be used to re-roll dice, or activate special abilities or powers. Bennies can be earned by good roleplaying, or by achieving specific goals, and can be a game changer in critical moments.

Savage Worlds also includes a variety of settings, from fantasy, horror, science fiction, and even pirate or western. This allows players to explore a wide range of worlds and stories, and find the one that best suits their interests.

Finally, Savage Worlds is a game that is designed to be easy to run and easy to play. The game master's guide is clear and concise, and the game's simple mechanics make it easy for new players to jump in and start playing right away.

In conclusion, Savage Worlds is a great roleplaying game that offers players a unique set of mechanics, a wide variety of character options, and fast-paced, action-packed gameplay. The card-based initiative, Bennies, and wound system add a lot of depth and excitement to the game, making it a great choice for players who enjoy fast-paced, action-packed gameplay. If you're looking for a new roleplaying game to try, or if you're just getting into the hobby, Savage Worlds is definitely worth giving a try. Make sure to join us live for a much more in-depth look at this fantastic system!


There will always be good and evil; light and dark. There will always be Capes and Crooks! Print coming soon!

Unearthed Tips and Tricks

Monster Variant: Putrescent Blight

Origin: Treant

Aura of Toxicity. Any creature that starts its turn within 10 feet of the putrescent blight must make a DC 14 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.

Foul Stench. Any creature that starts its turn within 15 feet of the putrescent blight must succeed on a DC 14 Constitution saving throw or be poisoned until the start of its next turn.

Legendary Resistance (3/day). If the putrescent blight fails a saving throw, it can choose to succeed instead.

Actions

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) piercing damage.

Breath Weapon. The putrescent blight exhales a cloud of toxic gas in a 15-foot cone. Each creature in that area must make a DC 14 Constitution saving throw, taking 35 (10d6) poison damage on a failed save, or half as much damage on a successful one. A creature that fails the saving throw is also blinded and deafened for 1 minute. This effect can be removed with lesser restoration or a similar effect.

Reaction.

Grasping Tendrils. When the putrescent blight is hit with a melee attack, it can use its reactions action to attack with its vine-like grasping tendrils in a 10-foot radius around it. Each creature in that area must make a DC 14 Dexterity saving throw, taking 35 (10d6) bludgeoning damage and be restrained on a failed save, or half as much damage on a successful one. A creature restrained by the tendrils can use its action to make a DC 14 Strength check, freeing itself on a success.

Encounter: "The Lost Treasure of Lord Eldridge"

Synopsis: The party is hired by a wealthy lord to recover a valuable treasure that was lost when his ancestral home was overrun by monsters many years ago. The lord believes the treasure is still hidden within the ruins of the home, and he offers a generous reward for its recovery. However, as the party delves deeper into the ruins, they discover that the treasure is not the only thing that's been lost in the ancient mansion.

The adventure starts with the party arriving at the ruins of Lord Eldridge's ancestral home, which is located in a dense forest. They find the ruins overrun by monsters such as giant rats, bats and giant spiders. The lord had told the party that the treasure was hidden in the family's old library, behind a secret door. The door is locked and requires a specific combination of three books to open, the party need to find them before they can open the door, they also find some clues to locate the books that are scattered around the ruins.

Once they found the three books, they use them to open the door, behind it, they find the treasure room, but instead of just gold and jewelry, the room is full of dark magic and curse. The treasure room was the scene of a ritual performed by Lord Eldridge's ancestors to gain great power and wealth, but the ritual went wrong and it cursed the entire family. The treasure is now guarded by a powerful demon, who was summoned during the ritual. The demon offers the party a deal, it will give them the treasure and release them if they complete a task for him.

The task is to retrieve a powerful artifact that is hidden in another place, this artifact can break the curse and free the family's soul from the demon's grasp. The party must decide if they want to take the treasure and run, or if they want to complete the task and break the curse. In either case, they will have to face the demon, who is determined to keep the treasure and the power that comes with it.

The party discovers that the real treasure was not the gold and jewels but the knowledge of the artifact and the freedom of the family from the curse.

Magic Item: Lantern of Shared Sight

Wondrous item, uncommon

This lantern is made of brass and glass, and it has a small crystal embedded in its center. The crystal glows with a soft, white light when the lantern is lit.

You can use an action to light or put out the lantern. When it is lit, you can choose up to six creatures within 30 feet of you. Those creatures gain the ability to see through your eyes while they remain within 30 feet of you. They can use their own action to end this effect.

The lantern also grants a limited form of true seeing to those affected by it. They can see through any illusion, darkness, and other forms of concealment or obscuration that would prevent them from seeing something.

This lantern has 6 hours of illumination before it runs out of magic. Once it runs out, it becomes a regular lantern. The magic returns to the lantern after being left in a place with sunlight for 8 hours.

This lantern can be a useful tool for the party when they are trying to navigate through traps, obstacles or identify hidden enemies. It can also help the group to share information and coordinate their actions better. It's a great support item.

Game Master Tip: Treasure Hunts!

Including treasure hunts in a Dungeons and Dragons game can add a lot of excitement and adventure for the players. Here are a few reasons why a dungeon master might choose to include treasure hunts in their game:

Provides a sense of accomplishment: By completing a treasure hunt, players feel a sense of accomplishment and satisfaction that they have completed a challenging task and found something valuable.

Encourages exploration and problem-solving: Treasure hunts require players to explore the game world, gather clues and solve puzzles. This can be an engaging and enjoyable way to challenge the players' problem-solving skills and encourage them to explore different areas of the game world.

Can add variety to the campaign: Treasure hunts can add a different type of challenge and excitement to the game, which can keep players interested and engaged over a long campaign.

Add extra lore and depth to the game world: Incorporating treasures can add extra depth and lore to the game world. They can be ancient relics, artifacts or powerful magical items that have a history or a backstory.

It's important to note that adding a treasure hunt to a game should be done with caution and balance. While they can be fun, they should not take over the game, nor should they become the sole focus. A well-designed treasure hunt can be a great addition to a campaign, but it should be integrated in a way that it supports the main story, rather than distract from it.

Player Tip: Don’t be a Dick Reasons to try different Tabletop RPGs

Variety: Different roleplaying games offer different experiences and settings, allowing players to explore different worlds and characters. Playing different games can be a way to break out of a rut and try something new and exciting.

Game Mechanics: Different games use different game mechanics, such as dice rolling, card drawing, or point-based systems. Experimenting with different mechanics can help players understand how different systems work and what they enjoy most.

New Challenges: Each game has its own set of challenges, and playing different games can help players improve their problem-solving and strategic thinking skills.

Storytelling and Creativity: Different games offer different opportunities for storytelling and creativity. Playing different games can help players to explore different ways of expressing themselves and to discover new and different ways of creating stories.

Personal Growth: Roleplaying games provide a space for players to explore different aspects of themselves, to step out of their comfort zones and try new things. Playing different games can help players to learn more about themselves, and to grow as individuals.

Ultimately, the main reason to try different roleplaying games is that it can be fun! Experimenting with new games can be a great way to explore new worlds, meet new people, and have a great time.

Thank you for reading our blog. If you enjoy the content and want to support us, visit our store or follow us on social media, join us on discord, youtube, and leave us a review.

Keep your blades sharp and spells prepared heroes!

If you're interested in advertising with us, click here to learn more.

Guild Adept PDFs - Available exclusively @ Dungeon Masters Guild
Previous
Previous

10 Red Herrings for RPG Game Masters

Next
Next

5 Alternative RPGs to play instead of Dungeons and Dragons