In Part 1, I talked about my love for Worlds Without Number and how it scratches that specific itch for fantasy d20 gaming. But what about everything else? What about pulp sci-fi, weird westerns, or space operas?
For everything that isn’t strict fantasy, my heart belongs to Savage Worlds.
If you follow me on social media, it may not be a shock, but if you’ve been reading this blog for a long time, that might come as a surprise. I didn’t always love this system. In fact, if you dig into the archives, you’ll find a long-winded retrospective from 2012 where I detailed my struggle to “get” it. I eventually ran a sci-fi campaign, a nearly two-year-long Wanderers of the Outlands campaign, using it. It resulted in two follow-up posts (the 1st and 2nd post) in which I detailed what I liked and did not like about the experience, as well as the house rules I proposed back then.
I’ve always said that Savage Worlds is a system that plays better than it reads.
For me, it was actually crucial to play it to get the mechanics to click. Coming from a strong d20 background, the shift was jarring. Things like card-based initiative and wound levels (instead of hit points) felt alien. I remember struggling to understand the difference between “Shaken” and “Wounded” during those early attempts.
But once it clicked? It became second nature.
Savage Fading Suns

I am currently running a Fading Suns game using the Savage Worlds rules, my Savage Fading Suns conversion, and it has been incredibly successful. We have been playing for three years now.
The system is not “rules light,” on the contrary, it has all sorts of fiddly bits and options, but it is easy to understand. It provides a toolkit that lets the group make the game as complex or as streamlined as they want.
The current Adventure Edition (SWADE) is a vast improvement over previous editions. It does a fantastic job of making the system easier to parse and follow. I don’t use any of the house rules I proposed before! Even the conversion rules I put together for the Savage Fading Suns campaign seem overly wrought. Looking back, I added more than the system needed. Live and learn!
Why It Works for Me
The biggest plus for me is the narrative control it hands to the players. The use of Bennies—tokens that allow players to reroll dice or soak damage—changes the flow of the game. It makes players feel competent and heroic.
I also swear by the Adventure Cards produced by Pinnacle. They add a layer of chaotic fun and player agency that I absolutely love.
There are so many different campaigns, published by Pinnacle or other companies, and the game itself is easy to adapt to many settings and properties. When I get around to running my long-awaited (at least for me!) Torg campaign, I will use Savage Worlds.
Currently, I have the Without Number games for whenever I get that d20 fantasy itch, and Savage Worlds for literally everything else. I haven’t played with the current Fantasy Companion yet, so who knows? That distinction might blur in the future.
Addressing the Recent Controversy
I can’t write about Savage Worlds without addressing the reality of the recent controversy. I know the game’s creator made some unfortunate comments in the current fraught political climate in the US. While he has since apologized and attempted to make amends, I know that for some, that bridge is burned. I have friends in that camp, and I respect their decision to walk away from the system.
However, I also know other people who work on the game—folks I know personally who are well-meaning, talented, and kind. Because of them and the joy this system has brought to my table over the years, I’ve decided to continue supporting it cautiously for now.
It’s a personal choice, but one I wanted to be honest about.
Final Thoughts
If you are looking for a game that can handle pulp action, horror, and sci-fi with equal ease—and you’re willing to unlearn a few d20 habits—Savage Worlds is hard to beat. It might read a little strange at first, but trust me: get it to the table, deal the cards, and let the dice explode. You’ll see what I mean.
Useful Links:
- Savage Worlds Adventure Edition is $9.99 for the PDF at the time that this post is written.
- Test Drive Rules: Try the rules for free.
- Pinnacle Entertainment Group


