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Microscope vs Savage Worlds

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

MicroscopeSavage Worlds
GenreUniversalUniversal
Play StyleNarrative, Worldbuilding, GM-Less, Rules-Light, One-Shot Friendly, Fiction-First, CollaborativeCinematic, Fast-Paced, Tactical, Pulp Action, Combat-Heavy, Heroic, Miniatures
Core MechanicNo dice, no GM. Players take turns adding Periods (eras), Events, and Scenes to a shared timeline. A rotating Lens player picks a thematic Focus each round. A Palette of Yes/No elements sets boundaries. Scenes are role-played to answer a specific question about the history. Play jumps freely across time.Roll trait die + wild die (d6), keep the highest. Target number 4. Raises every +4.
DiceDicelessd4–d12
ComplexityVery LowMedium
AccessibilityHighMedium
CommunityLowMedium
LicenseProprietarySavage Worlds Adventurer's Guild
Cost$$$
PublisherLame Mage ProductionsPinnacle Entertainment
Year20112018
Best ForGroups who want to collaboratively create vast histories spanning centuries or millennia — perfect for worldbuilding sessions, one-shots, or as a campaign-creation tool for other RPGs.Fast-paced pulp action across any genre. Great for large groups and mass combat.
HighlightsFlexible across any setting and genre, zero prep required, no GM needed, useful as a worldbuilding tool for other campaigns, simple rules anyone can learn in minutes, generates unexpected creative resultsFast resolution, genre-flexible, handles large groups well
ConsiderationsCan produce incoherent timelines without group alignment, one player can dominate if others are less assertive, no mechanism to resolve creative disagreements, sessions can stall without a facilitatorExploding dice can produce extreme variance in outcomes, setting books vary in depth — some provide minimal mechanical content beyond a genre frame