Setting Rules

Tailoring Savage Worlds to Any Genre!

Making Savage Worlds Your Own

Setting Rules are the secret sauce that transforms the core Savage Worlds engine into any genre imaginable. Want gritty noir instead of pulp action? Realistic military ops instead of superheroics? Horror instead of high adventure? Setting Rules make it happen!

The Genre Dial Principle

Think of Setting Rules as dials on a mixing board. Turn up Gritty Damage for Game of Thrones, crank Heroes Never Die and Conviction for Marvel movies, or bolt on a sanity house rule for Call of Cthulhu. Same engine, completely different feel!

Genre Toolkits

SWADE ships with a short list of official Setting Rules, including Blood & Guts, Born a Hero, Conviction, Creative Combat, Dumb Luck, Fanatics, Gritty Damage, Hard Choices, Heroes Never Die, High Adventure, More Skill Points, Multiple Languages, No Power Points, Unarmored Hero and Wound Cap. Anything below marked (house rule) is not an official rule: it's an idea you can bolt on yourself.

🗡️ Fantasy

Common Rules:

  • No Power Points: Powers don't spend Power Points; casting gets riskier instead
  • Multiple Languages: Many tongues, no shared common speech
  • Born a Hero: Ignore Rank requirements for Edges at character creation

Perfect for: D&D-style games, Lord of the Rings, Conan

🚀 Sci-Fi

Common Rules:

  • Wound Cap: An attack can cause at most four Wounds
  • Skill Specialization (house rule): +2 to specific uses
  • High Tech (house rule): Advanced gear everywhere

Perfect for: Star Wars, Star Trek, The Expanse

🔫 Modern Action

Common Rules:

  • Fast Healing (house rule): Natural healing daily
  • More Skill Points: 15 instead of 12
  • Conviction: Rare tokens earned for great deeds that boost your rolls when spent

Perfect for: Mission Impossible, John Wick, Die Hard

👻 Horror

Common Rules:

  • Gritty Damage: Roll on the Injury Table for every Wound
  • Sanity (house rule): Mental damage system
  • Dark Fate (house rule): Bennies work differently

Perfect for: Call of Cthulhu, Resident Evil, The Walking Dead

🦸 Supers

Common Rules:

  • Super Karma (house rule): Extra Bennies for heroics
  • Power Stunts (house rule): Creative power use
  • Heroes Never Die: Heroes aren't killed outright

Perfect for: Marvel, DC, My Hero Academia

🎩 Pulp

Common Rules:

  • Heroes Never Die: Incapacitation isn't fatal
  • Dumb Luck: Fortune bails the heroes out more often (details in the core rules)
  • Recurring Villains (house rule): Bad guys escape!

Perfect for: Indiana Jones, The Shadow, Doc Savage

Common Setting Rules

The Most Popular Modifications

Born a Hero

Effect: Heroes ignore Rank requirements for Edges at character creation

Why Use It: Creates more competent starting characters

Best For: Experienced heroes, not farmboys-to-heroes stories

Batman doesn't start as a rookie - he's already trained!

Gritty Damage

Effect: Every Wound a character suffers also means a roll on the Injury Table

Why Use It: Makes combat deadly and consequential

Best For: Horror, realistic military, Game of Thrones

Every bullet leaves a scar!

No Power Points

Effect: Powers don't use Power Points; instead, casting is harder and can wear the caster down (see the core rules for the exact penalties)

Why Use It: More cinematic spellcasting, less bookkeeping

Best For: High magic fantasy, superhero games

Doctor Strange never counts spell slots!

Wound Cap

Effect: A single attack can cause at most four Wounds

Why Use It: Prevents one-shot kills from lucky rolls

Best For: Cinematic games where heroes should survive

Heroes can survive explosions with injuries, not instant death

Creating Atmosphere

Setting the Mood

Lethality Scale

Saturday Morning Cartoon Action Movie Game of Thrones

Adjust: Gritty Damage, Wound Cap, Heroes Never Die, healing speed

Power Level

Street Level Action Heroes Cosmic Champions

Adjust: Starting advances, available Edges, power scale

Magic Availability

No Magic Rare & Mysterious High Magic

Adjust: Arcane backgrounds, power points, item availability

Skill Modifications

Tailoring Skills to Your World

Skill Specialization

House rule: characters get +2 when using a skill for their specialty

  • Shooting (Sniper Rifles)
  • Piloting (Starfighters)
  • Science (Xenobiology)

Han Solo has Piloting d8 (Freighters +2)

New Skills

Add setting-specific skills

  • Xenology (Space exploration)
  • Mythos (Cthulhu)
  • Etiquette (Courtly intrigue)

Hacking is already a core skill, but a cosmic-horror game might want Mythos

Removed Skills

Drop skills that don't fit

  • Electronics (Medieval)
  • Riding (Cyberpunk)
  • Faith (Hard sci-fi)

Game of Thrones doesn't need Hacking

Special Gear Rules

Equipment for Your Era

Low Tech (Medieval)

  • Armor provides more protection
  • Shields are more important
  • No firearms (obviously)
  • Magic items are treasures

Modern Day

  • Body armor vs bullets
  • Vehicles everywhere
  • Communication gear
  • Specialized equipment

Future Tech

  • Energy weapons standard
  • Force fields & energy shields
  • Cybernetics available
  • AI assistance common

Environmental Rules

The World Itself

🏜️ Harsh Environments

Desert World: Fatigue from heat, water precious

Ice Planet: Cold damage, difficult terrain

Death World: Everything tries to kill you

🌆 Urban Settings

Cyberpunk: Hacking everywhere, augmentations

Modern City: Cameras, crowds, traffic

Gothic: Dark alleys, fog, corruption

🚀 Special Physics

Zero-G: Modified movement, no falling

High Gravity: Reduced Pace, Strength matters more

Dream Logic: Reality is negotiable

Campaign Themes

Setting the Tone

Investigation & Mystery

  • Research gives more clues
  • Social skills crucial
  • Combat rare but deadly
  • Conviction for beliefs

Sherlock Holmes, Call of Cthulhu, noir detective

War & Military

  • Rank matters (new Edge)
  • Supply & logistics
  • Mission briefings
  • Unit cohesion bonuses

Band of Brothers, Starship Troopers, modern warfare

Exploration

  • Discovery rewards
  • Survival emphasis
  • Unknown dangers
  • Resource management

Star Trek, jungle expeditions, dungeon delving

Example Setting Packages

Complete Genre Conversions

Gritty Fantasy Package

"Winter is Coming"

  • Gritty Damage (Injury Table on every Wound)
  • Multiple Languages
  • No Power Points (rare magic)
  • Hard Choices

Superhero Package

"Avengers Assemble!"

  • Heroes Never Die
  • Conviction
  • Power Stunts (house rule)
  • Recurring Villains (house rule)

Space Opera Package

"A Long Time Ago..."

  • The Force (an Arcane Background trapping)
  • Blasters & Lightsabers
  • Planet-hopping
  • Aliens everywhere

Setting Rules Summary

Lethality Options

  • Heroes Never Die: KO only
  • Standard: Normal rules
  • Gritty Damage: Injury on every Wound
  • Hardcore (house rule): Death saves

Power Options

  • No PP: Fatigue-based
  • More PP (house rule): +5 starting
  • Ritual Magic (house rule): Dramatic Tasks
  • Item-based (house rule): Gear dependent

Character Options

  • Born a Hero: Ignore Rank at creation
  • More Skill Points: 15 instead of 12
  • Conviction: Earned boost tokens
  • Sanity (house rule): Mental health

Ready for the advanced GM tools? Let's explore the Adventure Toolkit!