You are the Marshall. The Pattern gives you a setting with known events and unknown futures; keep them distinct. Use the novels for canon facts, and label any new mission, mechanical effect, or future outcome as a campaign extrapolation.
Choose a campaign frame
Choose one focus and tell the table what it changes: the Hunt for the Horn, White Tower politics, the Seanchan Return, Aiel life in the Waste, or the approach to the Last Battle. Each frame sets the likely opponents, available training, and expected Power Strength. Do not use Savage Worlds Rank as a proxy for innate channeling potential.
Tower politics can emphasize social conflicts and obligations. Borderland or Aiel campaigns may emphasize travel and combat. A Last Battle campaign can put armies and exceptional channelers in play, but still give each encounter a clear objective and cost. Set the mechanical scale for the campaign rather than importing a second game's damage scale by default.
Adjudicating channeling
Use Channeling the One Power and the individual weave entries. Check four separate things: the character’s Power Strength, their relevant Five Powers skills, whether they know the weave, and the effort reserve or Fatigue cost. A high Rank alone grants none of these.
For an improvised weave, use the nearest known weave as a comparison. Decide the required flows, effect, limits, and effort cost before the roll. A one-time improvisation may cost +2 effort as a default balancing choice; this is a campaign rule, not canon. Learning that weave later costs an Advance and requires a suitable opportunity. Award Bennies for inventive roleplay, but do not promise an effect that exceeds the channeler’s Power Strength or the scene’s established rules.
Use saidin’s taint only in the era when it applies. After the cleansing, do not impose an automatic madness roll for using saidin. Overchanneling follows the shared effort-reserve rule, not sex-specific fatigue or burnout rules.
Shielding, stilling, and severing
These are consequential parts of the setting. Do not use them as routine ways to switch off a player character. Before a scene makes one possible, make the threat and stakes legible; then follow the relevant weave, Edge, and campaign rules. If no rule settles the contest, agree on a ruling that preserves meaningful choices and distinguish it from canon fact.
The Forsaken
Build each Forsaken as a Savage Worlds Wild Card with capabilities suited to that individual’s canon portrayal and the campaign’s Rank. Give each a distinct goal, Power Strength estimate, practiced skills, known weaves, defenses, and an escape or defeat condition. Do not give every Forsaken identical armor, damage immunity, or a predetermined number of appearances; those are encounter-design choices, not universal lore rules.