The GM's Role
As a Savage Worlds Game Master, you're not just a referee - you're the director of an action movie where the players are the stars! Your job is to keep things Fast, Furious, and Fun while the heroes save the day (or sometimes fail spectacularly)!
The Movie Director Mindset
Think like Spielberg directing Indiana Jones, the Russo Brothers choreographing Avengers battles, or Peter Jackson bringing Middle-earth to life. You set the scene, control the supporting cast, and keep the action moving - but the heroes write their own story!
The Golden Rules of GMing
🎬 Keep It Moving
Don't bog down in rules debates. Make a call and move on. You can look it up after the session.
"That sounds awesome! Roll Fighting at -2 and let's see what happens!"
🎭 Say Yes, But...
Let players try crazy stunts, but set appropriate difficulties and consequences.
"Yes, you can swing from the chandelier... but it's old and might break!"
🎪 Spotlight Time
Make sure every player gets moments to shine. Design encounters that use different skills.
The hacker, the face, and the fighter all get their hero moments
🎨 Paint the Scene
Use vivid descriptions but keep them punchy. Think comic book panels, not novels.
"Lightning splits the sky as ninjas rappel from helicopters!"
Setting Difficulty
Modifiers at a Glance
In Savage Worlds the Target Number is almost always 4. You set difficulty by adding a modifier to the roll, not by raising the TN. Most situational modifiers fall between +2 and −4; for the truly epic, keep the −4 and demand a raise.
| Difficulty | Modifier | When to Use | Example |
|---|---|---|---|
| Easy | +2 | Simple tasks under pressure | Climbing a knotted rope, basic first aid |
| Standard | ±0 (TN 4) | Challenging but doable | Picking a good lock, complex acrobatics |
| Hard | −2 | Expert level tasks | Hacking government database, impossible shot |
| Very Hard | −4 | Nearly impossible | Disarming a nuke, outsmarting Sherlock |
| Legendary | −4 and a raise needed | Stuff of legends | Seducing a dragon, arm-wrestling Hulk |
Handling Bennies
The Benny Economy
When to Award Bennies
- Great roleplaying moments
- Clever solutions to problems
- Making everyone laugh
- Heroic self-sacrifice
- Awesome one-liners in combat
GM Bennies
- Start with 1 per player character
- Each Wild Card NPC also gets 2 of their own
- Don't hoard - use them! (they don't carry over)
- When a Joker is dealt, every player character gets one
Benny Alternatives
- Poker chips (classic)
- Candy (eat when used!)
- Custom tokens
- Playing cards
Combat Encounters
Building Memorable Fights
The Mook Squad
Groups of Extras that are out of the fight after a single Wound
Purpose: Let heroes feel powerful
Number: 2-3 per hero
Hydra agents, stormtroopers, generic ninjas
The Lieutenant
Tougher Extra with a name and personality
Purpose: Mini-boss, leads mooks
Number: 1-2 per encounter
Named henchman, squad leader, rival
The Big Bad
Wild Card villain with edges and bennies
Purpose: Real challenge, dramatic fight
Number: 1 (plus support)
Thanos, Darth Vader, The Joker
Environmental Hazards
Battlefield complications
Purpose: Dynamic terrain
Examples: Lava pits, collapsing bridges, timed bombs
Pacing Your Game
The Rhythm of Adventure
Opening Hook
Start with action or intrigue
"The tavern door explodes inward as ninjas attack!"
Investigation/Planning
Let players gather info and prepare
Meeting contacts, researching the villain, buying gear
Rising Action
Series of encounters building tension
Chase scenes, minor fights, skill challenges
Climax
Big showdown with high stakes
Boss battle on collapsing bridge over lava!
Resolution
Wrap up and plant seeds for next time
Heroes celebrated, villain's master revealed
Quick NPCs
Creating Characters on the Fly
Civilian
All attributes d6, skills d4-d6
Pace 6, Parry 4, Toughness 5
Use for: Shopkeepers, witnesses, bystanders
Soldier/Guard
Fighting d6, Shooting d6, Vigor d6
Pace 6, Parry 5, Toughness 7 (2)
Gear: Armor (+2), weapon
Veteran
Fighting d8, Shooting d8, Vigor d6
Pace 6, Parry 6, Toughness 7 (2) with armor
Edges: Combat Reflexes, Marksman
Boss Template
Wild Card, d8-d10 in key skills
3-5 Edges, unique abilities
Always has: 2 Bennies, personality, escape plan
Awarding Advances
Advancement Guidelines
No XP Needed
- SWADE has no experience points
- The GM awards Advances directly
- Default: about one Advance per session
Pacing Advancement (your call)
- Slow: one Advance every other session
- Normal: roughly one Advance per session
- Fast: an extra Advance after big milestones
Remember
- Every 4 Advances = a new Rank
- Novice 0–3, Seasoned 4–7, Veteran 8–11, Heroic 12–15, Legendary 16+
- Let players advance together
Common Situations
Quick Rulings Reference
Social Conflicts
Not just one roll!
- Use Social Conflict rules
- Back-and-forth exchanges
- Stakes beyond "you believe me"
Chase Scenes
Make them cinematic!
- Use Chase rules
- Complications when a Club is drawn
- Different skills can help
Mass Battles
Heroes in war!
- Use Mass Battle rules
- Focus on hero actions
- Tokens track each army's strength, plus Morale rolls
Dramatic Tasks
Complex actions under pressure!
- Collect a set number of task tokens in limited rounds
- Drawing a Club brings a complication
- Multiple skills useful
GM Tips & Tricks
Hard-Won Wisdom
🎲 Dice Tricks
- Roll dice in the open for tension
- Let players roll damage against themselves
- Use different colored Wild Dice
- Have spare dice for new players
📝 Prep Tips
- Names list for random NPCs
- Generic stats for common enemies
- 3-5 complications ready
- Know the first scene cold
🎭 At the Table
- Start sessions with recap
- End on cliffhangers
- Take breaks every 2 hours
- Ask "What does that look like?"
GM Quick Reference
Session Checklist
- Initiative deck shuffled
- Bennies distributed
- Names list ready
- First scene prepped
- Snacks available
Common Modifiers (TN 4)
- Easy: +2
- Standard: ±0
- Hard: −2
- Very Hard: −4
- Ambush: Notice vs. the ambushers' Stealth
Quick NPCs
- Mook: d6s, no Wild Die
- Veteran: d8s, maybe Wild Die
- Boss: d10s, Wild Die, Edges
- Civilian: d4-d6, run away