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Blades in the Dark vs Savage Worlds

Compare Blades in the Dark and Savage Worlds side by side. See differences in complexity, dice, genre, cost, and more.

Blades in the DarkSavage Worlds
GenreFantasyUniversal
Play StyleNarrative, Fiction-First, Heist, Playbook-Driven, Collaborative, Low-Prep, Improvisation, Drama, Dark Fantasy, Faction Play, Mission-Based, Character-Driven, Roleplay-Heavy, Cinematic, Open SourceCinematic, Fast-Paced, Tactical, Pulp Action, Combat-Heavy, Heroic, Miniatures
Core MechanicRoll a pool of d6s equal to your action rating; keep the highest. 1–3 is a bad outcome, 4–5 is a partial success with consequences, 6 is a full success, and multiple 6s are a critical with additional advantage. Before rolling, the GM sets position (controlled, risky, or desperate) and effect level, which determine the severity of consequences and the impact of success. Players can spend stress to resist consequences or trigger flashbacks to retroactively establish preparation.Roll trait die + wild die (d6), keep the highest. Target number 4. Raises every +4.
Diced6 dice poold4–d12
ComplexityLowMedium
AccessibilityHighMedium
CommunityHighMedium
LicenseCC BY 3.0Savage Worlds Adventurer's Guild
Cost$$$$
PublisherEvil Hat ProductionsPinnacle Entertainment
Year20172018
Best ForGroups who want structured criminal heists with shared narrative authority, where the crew's reputation and entanglements matter as much as individual characters.Fast-paced pulp action across any genre. Great for large groups and mass combat.
HighlightsFlashback system lets players establish preparations retroactively instead of planning before a score. Position and effect framework gives the GM a structured way to set stakes on every roll. Detailed faction game tracks rival gangs, noble families, and institutions with their own agendas and territory.Fast resolution, genre-flexible, handles large groups well
ConsiderationsStress is the currency for flashbacks, resistance rolls, and special abilities, so characters who use these tools heavily accumulate trauma faster. The faction tracking layer between sessions requires more GM bookkeeping than the score phase itself. Downtime phase has several interlocking subsystems (payoff, heat, entanglements, vice, projects) that take time to internalize.Exploding dice can produce extreme variance in outcomes, setting books vary in depth — some provide minimal mechanical content beyond a genre frame