Savage Worlds Horror Companion Is More Than A Monster Mash

Chock full of sharp tools to build a monster hunting machine.

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Horror lies at the heart of Savage Worlds. The game began as a stripped down version of Deadlands that was used as a miniatures ruleset. It’s spent the last two decades evolving into a fast playing RPG that works with or without tactical minis combat. Deadlands came full circle to the rules in 2006 but there are other horror settings like Weird Wars and Pinebox, TX that use Savage Worlds to drive play. Many of these settings use the pulp action feel for horror that’s scary but fallible. You might end up with a fresh scar or a powertool for a hand, but you can send the monsters back to Hell for a while. The Horror Companion is set as a toolbox for enterprising Game Masters looking to expand their options or build their own modern monster hunting campaign. Pinnacle sent me home from GameHole Con with a review copy. Is it a graveyard smash? Let’s play to find out.

The book offers a lot of player options. The designers use the excellent Savage Worlds ancestry creation suite to give players monstrous choices. Instead of mortal hunters, players can choose to play angels, demons, vampire, ghosts, werewolves and more. There are also several Arcane Backgrounds that deliver mortals touched by power like warlocks, mediums and voodoo priests. There are also some edges that monster hunters can use. Some of my favorites here include the Gallows Humor Edge which uses Taunt instead of Guts as the skill to resist Fear and the Veteran of the Dark World which gives a character a leg up on advances to play a more experienced hunter at the start in exchange for a nasty extra Hindrance that reflects how being on the hunt has damaged their character. There are also rules for building the safe haven for all the characters, be it a cool library full of occult books, a dark castle full of mysterious rooms or even a compound protected by a mix of practical traps and magic warding. Some of these bits have seen play in other games or other companions, but it’s nice to see them here for groups coming into Savage Worlds for the first time.

Game Masters have a lot of material to work with as well. Most of the magic items here are of the cursed variety, each one a plot hook ready for the players to hunt down and take out of the hands of some misguided fool. There’s also a chapter full of horror advice that offers some ideas for pacing and how to set the mood at the table. While the advice is solid, I would have liked some more detailed discussion about safety rules at the table. Horror games can be very challenging to get right in this regard. Savage Worlds has shifted into a direction that encourages players and GMs to talk about their game and it seems like a missed opportunity to make sure everyone is on the same page before heads start to roll.

My favorite part of the Horror Companion is the bestiary. These monsters span classic creatures, one inspired by folklore and even some original creations. These bag guys are most obviously useful in a campaign built with the book but they also are a great fit with Savage Settings like Deadlands. I also feel like they could be useful in any modern monster horror game like World Of Darkness or Monster of the Week. The book encourages this idea with the Cthulhu Mythos section features a collaboration with Chaosium and a shout out to try Call of Cthulhu.

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Bottom line: If you’re looking for a modern horror role playing game, Savage Worlds Horror Companion is chock full of sharp tools to build a monster hunting machine. If you’ve already got a favorite game in this style, it might be worth picking up fo some fresh ideas to add into that campaign.

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Rob Wieland

Rob Wieland

Autumnal

Bruce Baugh, Writer of Fortune
I pulled by general system question out into its own thread. This book sounds. Really cool and very relevant to my interests!
 
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dbm

Savage!
Supporter
I’ve enjoyed them all so much I bought second copies to lend to my gaming group. 🙂

SWADE Horror is proudly in the ‘pulp horror’ space. I would pick it over Call of Cthulhu for a number of their classic campaigns which feature more direct confrontation with the mythos and cultists that can result in ‘meat grinders’ with regular CoC rules.
 


Retreater

Legend
The book encourages this idea with the Cthulhu Mythos section features a collaboration with Chaosium and a shout out to try Call of Cthulhu.
Would you say that they discourage Cthulhu-type games with Savage Worlds? Are they encouraging to instead play Call of Cthulhu?
 

Would you say that they discourage Cthulhu-type games with Savage Worlds? Are they encouraging to instead play Call of Cthulhu?
They reference Call of Cthulhu both in the Cosmic Horror section on page 50 where they talk about ways to run Cosmic Horror games in SWADE utilizing various setting rules including Difficult Healing, Gritty Damage and various new Setting Rules introduced in the Horror Companion. They are definitely trying to simulate a more mundane hero with these Setting Rules, but it's still SWADE. It's gonna be pulpy.

The second reference is on page 189, which begins an appendix of creatures specifically related to the Mythos. This reference:

"Choasium's Call of Cthulhu games are widely played and referenced as the epitome of the genre."

The takeaway I get is that you can play these kinds of games in SWADE but you're going to get something resembling Pulp Cthulhu not baseline Call of Cthulhu. Which is fantastic. Who doesn't want to punch the tentacle monster in one of it's many, many mouths...

Three or four years ago I started running Masks of Nyarlathotep in SWADE, pre-Horror Companion. I used a bunch of material from Realms of Cthulhu and Achtung! Cthulhu that were published for SW Deluxe. Worked great, we got through about 2.5 chapters before one of the character's Loyalty Hindrance caused a TPK in England. I'd really like to re-visit MoN, with the Horror Companion now available it would make things considerably easier.
 

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