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Showing posts with label Supers. Show all posts
Showing posts with label Supers. Show all posts

Thursday, 21 May 2026

Super Skyline Sagas campaign ideas - Dispatch for Savage Worlds

 


 

When we published ‘Super Skyline Sagas’ for Savage Worlds, we did so for one reason: We wanted to give the Super Hero RPG Genre a killer app for Savage Worlds, because after playing several entries of the genre, we saw something special for good ol’ SWADE. 

In this article series, we will show you three unique ways to just pair this book with your core Savage Worlds book, another that taps into the Super Powers Companion, and finally, a Soft GM approach to allow you and your friends to play super hero skirmish battles with a narrative campaign attached to it with a hint of wargaming. 

All thanks to the rules found in the Super Skyline Sagas book. It would mean the world if you grabbed a copy -here- to help fund even more Savage Worlds supplements.

On with the show with our first campaign variant!

 

Friday, 10 January 2025

Savage Worlds and campaign tools





Savage Worlds is renowned for being fast-paced, easy to run, and delivering thrilling, lightning-fast encounters. However, as my collection of modules and supplements for the game grew, I started noticing a trend: an abundance of “campaign tools” tailored for the system. I wanted to share some of these tools that I've been using for the past 4 years and highlight how perfectly suited Savage Worlds is for this approach.

Before diving into these tools, let’s establish what a “traditional” campaign mode typically looks like in most RPGs:

The GM prepares an adventure or uses a module with a defined beginning, middle, and end. Encounters are either pre-planned, generated from module tables, or created by the GM. The adventure’s story is premeditated, and NPCs are prepared to some degree.

With that baseline in mind, let’s explore the “alternatives” and tools found in Savage Worlds.

Monday, 30 May 2022

Let me gush about Savage Worlds Supers!


 

I conducted four sessions of Savage Worlds with the Super Powers Companion, and the players made an effort to schedule these sessions closely together due to their high level of enthusiasm.

Admittedly, it was their first experience with Savage Worlds, and apparently, it struck the perfect balance between 'tactics' and 'simplicity,' making it an instant hit. Interestingly, the much-maligned Power System of the Super Heroes Companion received plenty of praise. So, what factors contributed to Savage World Supers becoming a success with my friends and me? I will attempt to elucidate its appeal and explain why both experienced Savage Worlds players and complete newcomers might consider giving it a try. Additionally, I will build upon the collective knowledge shared in a previous Reddit thread to help you navigate potential pitfalls (as I encountered). More details to follow.