Amazing Tales vs Savage Worlds
Compare Amazing Tales and Savage Worlds side by side. See differences in complexity, dice, genre, cost, and more.
| Amazing Tales | Savage Worlds | |
|---|---|---|
| Genre | Universal | Universal |
| Play Style | Beginner-Friendly, Rules-Light, One-Shot Friendly, Narrative, Family, Fiction-First, Low-Prep, Theater of the Mind | Cinematic, Fast-Paced, Tactical, Pulp Action, Combat-Heavy, Heroic, Miniatures |
| Core Mechanic | Each 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. |
| Dice | d6–d12 | d4–d12 |
| Complexity | Very Low | Medium |
| Accessibility | Very High | Medium |
| Community | Low | Medium |
| License | Proprietary | Savage Worlds Adventurer's Guild |
| Cost | $ | $$ |
| Publisher | Martin Lloyd | Pinnacle Entertainment |
| Year | 2019 | 2018 |
| Best For | Parents 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. |
| Highlights | Genuinely 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 storytelling | Fast resolution, genre-flexible, handles large groups well |
| Considerations | Far too simple for older kids or adults, no combat system or advancement, GM (parent) does all the heavy lifting narratively, extremely limited mechanical depth | Exploding dice can produce extreme variance in outcomes, setting books vary in depth — some provide minimal mechanical content beyond a genre frame |