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This source checklist compares two Star Wars Savage Worlds fan PDF pages checked May 28, 2026: Time of the Old Republic and Spirit of Rebellion are better treated as era commitments than as files to stack automatically.
Time of the Old Republic:
The page lists Star Wars TOTOR-Web.pdf (9.7 MB) and describes an expansion with edges, gear, vehicles, templates, and NPC material. That points toward a campaign where Force traditions, lightsaber visibility, old institutions, and large ideological conflict are not rare background details. If most player characters are adjacent to Jedi or Sith politics, start here.
Spirit of Rebellion:
The page lists StarWars_SpiritofRebellion_v1.01.pdf (13 MB) and frames the expansion around original-trilogy, Andor, Mandalorian, Book of Boba Fett, and broader EU-style material. That points toward cells, fugitives, patrol heat, irregular gear, intelligence work, and ugly consequences after the job.
Do not begin by asking which book has more stats. Ask these four table questions:
1. Who has institutional power in the campaign's opening session?
2. How visible is Force use, and what happens when it is detected?
3. Are ships a home base, a chase tool, a military asset, or a debt problem?
4. What does failure look like: capture, exposure, occupation, corruption, exile, or civilian harm?
The main companion and Planetary Guide can support either direction, but they should not erase the era choice.
Practical recommendation: choose one era expansion as the campaign spine for the first arc. Bring in the other only when the table has a clear reason, such as lost technology, a historical force site, a faction inheritance, or a flashback session.