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Amazing Tales vs Savage Worlds

Compare Amazing Tales and Savage Worlds side by side. See differences in complexity, dice, genre, cost, and more.

Amazing TalesSavage Worlds
GenreUniversalUniversal
Play StyleBeginner-Friendly, Rules-Light, One-Shot Friendly, Narrative, Family, Fiction-First, Low-Prep, Theater of the MindCinematic, Fast-Paced, Tactical, Pulp Action, Combat-Heavy, Heroic, Miniatures
Core MechanicEach character has 4 skills the child invents. Each skill is assigned a die (d12, d10, d8, d6) — bigger die = better skill. Roll 3+ to succeed. That's the entire system.Roll trait die + wild die (d6), keep the highest. Target number 4. Raises every +4.
Diced6–d12d4–d12
ComplexityVery LowMedium
AccessibilityVery HighMedium
CommunityLowMedium
LicenseProprietarySavage Worlds Adventurer's Guild
Cost$$$
PublisherMartin LloydPinnacle Entertainment
Year20192018
Best ForParents playing with kids aged 4+ who want collaborative storytelling with the simplest possible rules — one die roll, no math, any setting.Fast-paced pulp action across any genre. Great for large groups and mass combat.
HighlightsGenuinely playable by 4-year-olds, genre-agnostic (pirates, space, fairy tales, anything), child creates their own character skills, four ready-to-play settings included, encourages collaborative storytellingFast resolution, genre-flexible, handles large groups well
ConsiderationsFar too simple for older kids or adults, no combat system or advancement, GM (parent) does all the heavy lifting narratively, extremely limited mechanical depthExploding dice can produce extreme variance in outcomes, setting books vary in depth — some provide minimal mechanical content beyond a genre frame