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This source-clean checklist was checked May 28, 2026: these posts should link creator pages for the Star Wars Savage Worlds fan PDFs, not upload copies into the group.
Start with Pinnacle's licensing page:
That page separates the fan license, Savage Worlds Adventurer's Guild, media, and official license paths. The important operational point for this group is simple: a Star Wars Savage Worlds fan PDF can be useful without being official, and a Savage Worlds fan path does not grant rights to Star Wars material.
Use this checklist before sharing a fan PDF post:
1. Link the creator page, not a random mirror.
2. Name the PDF file and size when the creator page lists them.
3. Say what the PDF is best used for at the table.
4. Mention whether it expects SWADE, another Savage Worlds edition, or another fan companion.
5. Do not copy large rules sections into the post.
6. Do not upload the PDF as a TopicFolio file attachment unless the creator and rights situation clearly allow redistribution.
The Adventurer's Guild page is useful background because it explains how community content differs from official licensing.
For the Star Wars side, the creator pages themselves already label these as fan-made projects. Keep that visible when sharing the companion and Spirit of Rebellion pages.
Practical posting pattern: one paragraph on why the PDF matters, three bullets on how to use it this week, one caveat about edition or rights scope, and the source page link. That is enough to help a GM without turning the post into an unauthorized PDF mirror.
Checked May 28, 2026: the GM screen insert page lists Star Wars GM Inserts.pdf (6.6 MB), and the hazards page lists Savage-Worlds-Star-Wars-Hazards.pdf (12 MB).
Those are not campaign bibles. They are session tools. If a PDF only helps while preparing at home, keep it in the prep folder. If it helps while players are making decisions, it belongs in the table kit.
My Savage Worlds Star Wars table kit would have three layers:
1. Always visible: Bennies, wound reminders, chase procedure, Dramatic Task reminders, vehicle scale notes, and the Force ruling for this campaign.
2. Scene packet: two hazards, one obstacle, one social pressure, one combat wrinkle, and one escape route. This packet changes every session.
3. Source links: the companion page and official SWADE page, so the group can check the baseline without hunting down rehosted files.
The hazards PDF is strongest when it makes existing scenes sharper. A hangar fight becomes better with blast doors, smoke, unstable fuel, maintenance pits, panicked workers, and a launch countdown. A wilderness trek becomes better with heat, disease, sensor interference, a broken speeder, and an NPC who knows the safe route but has a price.
Practical prep rule: pick one hazard that changes movement, one that changes time pressure, and one that changes social cost. If all three only deal damage, the session will feel flatter than Star Wars usually should.
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.
Checked May 28, 2026: Daremo's Star Wars: Planetary Guide page lists SWPlanets-Web.pdf (17 MB) as an expansion for the fan-made companion.
Use it as a landing-brief tool. The weak version of planet prep is three pages of setting lore that never changes a roll. The useful version gives the party an immediate Savage Worlds problem: a chase route, a hazard, a local authority, a social obstacle, and one reason the job cannot wait.
For each planet stop, I would prep five lines:
1. Approach pressure: what makes arrival unsafe, watched, expensive, or politically loaded?
2. Ground texture: one weather, terrain, crowd, or infrastructure detail that changes positioning.
3. Local authority: who can make the crew's day worse without becoming the final villain?
4. Play procedure: chase, Dramatic Task, Quick Encounter, social conflict, combat, or interlude.
5. Exit consequence: what follows the crew when they lift off?
The Hazards PDF page is the next useful source because it points at obstacles, traps, diseases, and environmental risks that can plug directly into those procedures.
The GM screen insert page is the table-facing pair. Use it for the references you expect to touch mid-scene, not as a trophy PDF.
Practical example: if the Planetary Guide gives you a refinery world, do not start with a two-page gazetteer. Start with a toxic loading platform, a corrupt port inspector, a timed cargo transfer, and a chase route through maintenance gantries. That turns the PDF into a session, not a wiki reading assignment.
Checked May 28, 2026: the clean starting point is the creator page for Daremo Publishing's Star Wars: Savage Worlds Companion, not a rehosted PDF mirror.
That page lists the current companion download as Star Wars Companion 5.0-Web.pdf (28 MB) and says the game requires the Savage Worlds Adventure Edition core book. Treat that requirement as the first table boundary. If one player is reading an older Savage Worlds Deluxe conversion and another is reading the SWADE companion, the GM will spend the first session reconciling assumptions instead of running the opening scene.
My first-pass setup would be:
1. Put the companion page and the official SWADE rules page in the campaign notes.
2. Write one paragraph for how the table handles the Force before anyone builds a character. Decide whether Force use is common, rare, dangerous, institutional, outlawed, or mostly off-screen.
3. Pick the campaign scale before touching gear. Street-level fugitives, squad missions, Jedi-era duels, and starfighter war stories need different equipment limits even when the same PDF has stats for all of them.
4. Do not upload the PDF to TopicFolio as an attachment. Link the creator page, note the file name, and let the creator page remain the download source.
The licensing page matters here because Star Wars and Savage Worlds are separate rights problems. Pinnacle's page explains the Savage Worlds fan and community-content paths, but it also reminds creators that other IP owners still matter.
Practical table packet: one companion link, one SWADE core link, a one-page campaign premise, a short Force-use ruling, and a short gear availability note. That is enough to make session zero useful without pretending the fan PDF is an official Star Wars RPG line.