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Savage Worlds vs Universalis

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

Savage WorldsUniversalis
GenreUniversalUniversal
TagsCinematic, Fast-Paced, Tactical, Pulp Action, Heroic, MiniaturesGM-Less, Narrative, Collaborative, Worldbuilding, Experimental, Hackable, Tag-Based, Resource Management, Improvisation, Low-Prep
Core MechanicRoll trait die + wild die (d6), keep the highest. Target number 4. Raises every +4.There is no GM. Players spend Coins to add to the story: most statements that establish a Fact, such as a new character, a Trait or an Event, cost 1 Coin. A Complication decides who narrates the outcome of a clash between Components controlled by different players. Each involved player builds a pool of d10s by using relevant Traits for free or buying dice for 1 Coin each. Every die showing 1 to 5 is a Success, and the side with more Successes wins. Winners gain Bonus Coins equal to the total on their successful dice and spend them first to narrate the outcome. Losers gain 1 Bonus Coin per die rolled and narrate with whatever the winners have not cancelled.
Diced4–d12d10 dice pool
ComplexityMediumLow
AccessibilityHighMedium
RunnabilityVery HighMedium
LicenseSavage Worlds Adventurer's GuildProprietary
Third-Party PublishingNot yet researchedNo verified route found
Summary only, not legal advice. Check current terms before publishing.
Cost$$$
PublisherPinnacle EntertainmentRamshead Publishing
Year20182006
LanguagesEnglish, French, Italian, Spanish, German, Portuguese, Russian, Chinese, HebrewEnglish
Best ForFast-paced pulp action across any genre. Great for large groups and mass combat.Groups who want to build a setting and story from nothing without a GM, in any genre, and who enjoy bargaining over who decides what happens next.
HighlightsFast resolution, genre-flexible, handles large groups wellRules Gimmicks are proposed as Tenets for 1 Coin, so a group can add or change rules mid-game the same way it adds story facts. Coins spent defending an established Fact count double when a Challenge goes to bidding, which makes contradicting the shared record more expensive without a referee. Another player can turn an Event into an Obstacle by buying dice against it, so the table supplies difficulty instead of a GM.
ConsiderationsExploding dice can produce extreme variance in outcomes, setting books vary in depth: some provide minimal mechanical content beyond a genre frameControl of a character does not carry over between scenes, and creating a character gives no claim to it later. There is no prescribed mechanical ending, so a story runs until the players agree it is finished. Every paid Fact is written down so it can be enforced later, which adds steady bookkeeping to play.