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D6 Online 3.0


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About MysticMoon

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  • Birthday 11/29/1975


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    Northern California


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    Gaming (of course), writing, Linux, web technologies


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    Code Monkey / Sysape

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  1. At the time I came across Mini Six, I was looking for something as rules-lite as possible so that I could spend most of the time creating interesting settings/worlds and RPing and less time understanding the rules, explaining the rules, or having rules get in the way of how I envisioned a character or an encounter. This was before I discovered Fate (which solves those same problems in an unexpected way) or gave Savage Worlds a fair shake and it got me back into playing after much too long a hiatus. In other words, it fit my needs as perfectly as I understood them then. Any D6 system is going to let you tinker, and I have certainly done that with Mini Six, but from picking up the rulebook to sitting at a table took next to no time at all (once I found a group, that is) and the games themselves flow very quickly and smoothly, even when players are new (to the system or to RPGs at all). It doesn't get much simpler, less intimidating, or easy to pick up than Mini Six vs any other system I have come across. I guess this is more of a post about why I originally chose Mini Six over any other system, but that idea about picking up a short, easily-digested rulebook with rules boiled down for clarity and ease of use applies to picking Mini Six over other D6 variants also.
  2. This is in the Mini Six rulebook
  3. That's how I interpret the rules as well
  4. The question I ask myself is, is there a way to achieve my goal using the rules as written? Sometimes that's possible, with just a little tweak. Sometimes not. But I've found that asking that question keeps me focused and from making things too complicated.
  5. Just a couple thoughts on task resolution... With systems built on skills, rather than classes, it can be easy to devolve into rolling for every little thing the players want their characters to do, but I think it works better if they only roll when there is some tension involved in the outcome. Otherwise, I think it can be sufficient to simply describe what happens based on their relevant attribute or skill level. For example, why have a character make a Survival roll when his skill is 6D and he just wants to extend the rations of an already well-equipped party. If they are later lost in the wilds without equipment, after escaping imprisonment in the goblin encampment, the outcome of that roll becomes a lot more important. When a roll is appropriate, I like to base the outcome on where the roll ends up relative to the difficulty level. For example, with a Moderate difficulty in picking a lock, a roll of 4 can mean the character not only didn't unlock the door, they also scratched it in a way that makes it obvious that someone was trying to pick the lock. At an 8, I could either call it a simple fail or (using Fate's concept of success at a cost) say that the lock opened but that the picks broke in the process, making it necessary for the thief to acquire new ones before opening any more locked doors.. A 20 could mean that the lock was picked in a matter of seconds, and that nobody will ever be the wiser that it had happened.
  6. Aside from having only two players, which is always a danger when running something as niche as Mini Six, it went well. The players came up with interesting character ideas, which they were able to build and play pretty easily. I think the wound system might be set a little too much on the deadly side (damage tended to be nearly fatal in every combat), so I may need to adjust the threshold (possibly 6 points instead of 4). My job as GM was easy enough rules-wise, and I feel like this mishmash system really supports me in doing whatever I can think up. Sometimes by getting out of the way and letting me just wing it and other times by having just the right structure to support my vision. As expected, the players caught onto the basic mechanic fairly easily, despite never having played any D6 variant before. There was none of that hesitation I've seen when a player isn't sure what to roll or how to have their character do whatever it is they are thinking of doing in a new system. One of them had played Fate before, so Aspects were nothing new. The other had not, but caught on pretty quickly, which has been my experience of introducing people to Fate. The setting was one I've only vaguely had an idea of but never actually run before (future cowboys on a distant world who ride raptors as mounts and raise herds of brontosaurs) but that was made easier through Fate's game creation steps. They defined a couple of campaign issues, plus a number of places and faces, making the world seem more alive and familiar to them. I love it when a player thinks to bring NPCs they came up with as faces early on into their plans. The issues helped me add tension to the immediate story. Overall, a success, although I'd have loved to see how it played with a larger group (I prefer large groups as a GM; they bring a lot more ideas and creative energy to the table).
  7. Forgot to mention it earlier, but I will be running this at Kublacon tomorrow morning.
  8. We had the first session last night and so far I am pleased. We did character creation, defined some key elements of the setting, set up some backstory for the party, and played out a few short scenes. I'm using my Mutant Cali setting because it's a kitchen sink type (magic, mutants, cybernetics, aliens, fantasy races, cars, etc) and so I can put this Frankenstein's monster of a system through its paces. I think the only thing people got stumped on was the idea of splitting a die into pips, which is a common problem I have when explaining Mini Six for the first time. One of the players also said that he felt 7 dice for skills weren't enough (he is used to playing a lot of Fate where characters are pretty capable right out of the gate). Otherwise everybody seemed to do just fine making their characters, including the one who usually just wants to grab a pregen. As expected, there was a fair amount of back-and-forth on defining the specific mechanics of Perks and Complications. Especially with the mutant cyborg, who had extra abilities from both. This is where the GM needs to be ok with saying "no" to things to prevent one character from becoming overpowered (while saying "yes" enough that the player still gets to do cool stuff). Of course, this relies a lot on the GM to make decisions that the players need to be ok with, and I can see it only working with the right group of people. I'm considering making them a bit like Stunts in Fate, where everyone gets a finite number, with the focus on providing specific mechanical effects to the Aspects. The single combat was over very quickly, so I haven't had a real chance to test out the changes to how damage works. There weren't any spending or gaining of Hero Points yet, but I will be sure to keep an eye on that for the next session.
  9. Oops, I meant to say that I appreciate any feedback.
  10. After making a few characters, and seeing the characters a few others have made (thank you Savar), I think it makes sense to keep Perks and Complications, but to define them based on the character's Aspects wherever a mechanical effect is necessary. So, if a character has the Archetype of "I run on four paws in the moonlight," that character could have the Perks of Wolf Form (1HP to shift) and Quick Healer (Natural Healing roll daily), as well as a Complication of Vulnerable to Silver (+2D dmg). That way the mechanical effects of an Aspect can be more clearly defined. Anything that doesn't require mechanics can simply rely on the built-in mechanics of the Aspects themselves. For example, the same werewolf may have Raging Emotions that earn him a Hero Point whenever his emotions get the best of him in tense situations, but this doesn't necessarily need to be recorded as a Complication. I'm not recommending creating a huge list of possible Perks and Complications. I think it makes more sense to define them during character creation based on the vision and needs of the player and GM. A different type of werewolf might not have a conscious ability to shapeshift, always doing so on the full moon, and thus would not need to define the Perk of Wolf Form.
  11. I've given it some thought and I am going to try blending the rules for damage from Mini Six and Savage Worlds. Basically, wounds occur in 4 point increments above the soak value (which is surprisingly close to the Mini Six wound track). So, 11 points of damage against a soak of 6 gives 5 points, or one wound. Anything over soak but not quite a wound makes the character Stunned (as in Mini Six, so with a -1D for the current and next rounds, with the character otherwise able to act normally). If a character is wounded, any stunned result is ignored. If a character is already stunned, a second stun result simply adds another round to the stun duration (max +1/round). As an example, if a character was stunned (-1D) the previous round and then gets stunned three more times in the current round by additional attacks, the Stun will only last the current round and the next round. If the character then gets wounded, the total penalty is still at -1D with the stun no longer applying. However, that -1D will last until the character receives healing. I'm tempted to allow stuns via successful taunts (say, the taunter's Persuade(taunt) roll vs the defender's Wit). A mook can be stunned and remain in the fight. However, a single wound is enough to take him/her out (they run away, get knocked out, refuse to keep fighting, simply die, etc). The effects of wounds correspond to Wounded, Severely Wounded, and Incapacitated in the Mini Six rules (-1D, -2D, -3D but must also make a roll to stay conscious). Anything more than three wounds won't add any new penalties, but the character is treated as though Mortally Wounded, as in the Mini Six rules. There is no automatic Dead level (although obvious things, like being in the middle of a nuclear blast, can just be considered instant kills). There is a minor difference between Savage Worlds and Mini Six in how the wound levels are reached (for example, you can become Severely Wounded on the first attack using this method, but it also takes more damage to cause higher wound levels in a single attack), but I feel the Savage Worlds wound track is simpler and easier for most players to grasp. I can also just hand out tokens to represent wounds and the player will simply subtract that many dice from any rolls they make. I am very curious to see how this works in play. I will also add the Fatigue track from Savage Worlds (fatigued, -1D; exhausted, -2D; incapacitated, unable to act; dead), which is separate from the Wound track, and so can provide additional penalties. A character with one wound who also becomes fatigued (from, say wandering in a hot desert without water) would have a -2D to all rolls. As always, I recommend any feedback on this. I will have a chance to start playtesting these ideas with my regular Tuesday group starting tomorrow and I'll report back how it goes.
  12. I made a few tweaks to the skills, making it a little more my own and, I think, slightly more flexible. Here is the new list, with some sample options and specializations: Might: Athletics: climbing, jumping, running, swimming, throwing Fight: brawling, grappling, by weapon type Agility: Acrobatics: dodging, tumbling, contortion Burglery: lockpicking, pickpocketing, safecracking, security, sleight of hand Drive: by vehicle type Pilot*: aircraft, ships, submarines Shoot: by weapon type Stealth: hiding, shadowing, sneaking Wit: Academics*: history, law, literature, linguistics, chemistry, engineering Art*: music, painting, writing, sculpting Craft*: carpentry, electronics, mechanics, medicines Empathy: body language, emotions, intuition, lies, motives Gunnery Investigate: research, bureaucracy Magic*: arcane, divine, psionics, powers Medicine: diagnosis, first aid, surgery, veterinary Navigate Strategy: gambling, games, war Survival: by terrain, tracking Charm: Animal handling: riding, taming, training Perform*: acting, dancing, singing Persuade: diplomacy, intimidate, bluff, provoke Contacts: business, streetwise, government
  13. Name: Gloria Raspardi Archetype: Mesmerizing singer Motivation: That moment when the performance blurs reality Trouble: In deep to a slimeball of a producer 1D Might: 3D Agility: 4D Wit: 5D Empathy, 5D Academics-Linguistics 4D Charm: 6D Perform-Singing, 5DPerform-Dancing, 6D Persuade(diplomacy), 5D Contacts 9 Init; 3 Block; 9 Dodge; 3 Soak Gear: Beautiful dresses Dumpy clothes, sunglasses, hat
  14. Two more sample characters: Name: Steady Eyes Archetype: Mystic hunter from the primeval forest Motivation: Provider and protector Trouble: Wanderlust 4D Might: 5D Athletics, 5D Fight 4D Agility: 6D Acrobatics, 5D Stealth 3D Wit: 4D Survival, 5D Magic-Shamanism(beasts) 1D Charm: 12 Init; 15 Block; 18 Dodge; 12 Soak Gear: Spears Sling & stones Pack with bedroll, gear Machete Spells: Beast Tongue TN19 Shape Change TN15 Name: Wilby Dudraker Archetype: Coastal mutant without useful mutations, dude Motivation: Spiritual quest for mutations Trouble: Fluffy eats people 1D Might: 3D Agility: 4D Stealth 4D Wit: 5D Craft-Weaving 4D Charm: 6D Animal Handling, 6D Perform-Electronic(dadroo), 6D Persuade 9 Init; 3 Block; 9 Dodge; 5 Soak Gear Knife Fluffy (large mutant animal) Dadroo Lab tech badge Camo sleeping bag Loom
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