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About Me





Found 14 results

  1. Hello again! Its been a while since we've posted anything anywhere (other than kickstarter). We are currently in the process of rennovating our website(s), and consolidating them into one place, so don't be worried about changes there. We're not going anywhere. Mainly, its easier to post in one location and have it feed out to others, or simply redirect into that one place. We're putting several new changes in place on that front so we have a centralized location for accessing everything we produce, as well as finding us in various social media outlets. Westward: This is you're here. So we are moving along on Westward. We have hit some minor delays here and there, but expect to still goto print this year! Without walking on Brett's toes regarding announcements with Westward over Kickstarter. Right now we have a sweet new Westward character sheet in hand, produced by a very talented layout artist. We are looking forward to everything he will bring to Westward. If you are a Backer of ours on Kickstarter, you will soon get a taste of a lot of the news we have coming in, including an early preview of the character sheet, as well as some of the sections of the books as they complete. We will have 3-5 custom backgrounds for various sections of the book. We have art coming in droves! I believe we are capping ourselves at 40 creatures. Technology will be a bit more crazy, with something over 50+ images coming in. The known world (history, locations, and other crazy stuff, will be jam packed with world info. You should expect to see a great detail in Westward, but not one that can hope to capture the breadth and scale of the entire setting. Our biggest delays are in getting dice. We are confident we can fulfill the production of dice to our backers, we are just not sharing the news yet as we are trying to shop around and get the best quality possible. Westward is shaping up to be an excellent game setting, and will only add to the Cinema6 game worlds we plan on producing down the line. I've been asked about whether the game worlds will ever see something that ties them all together. The answer to this questions is "yes", however, it will be awhile. - J.
  2. As we wrap up the production on Westward, we are beginning the production of Transience. Transience is our high technology, science fiction setting. We found a 3d digital sculptor, who is working with us to create miniatures for Transience, and likely many following game settings. Cory DeVore is working with us to create an amalgam of prototype miniatures, including scaled to 1x1 inch square character miniatures and 1x1 inch and larger starship miniatures. To catch some of the miniature prototype work being done, head on over to: https://www.facebook.com/WickedNorth OR https://plus.google.com/106863271583469224762/posts We are working with Mike Puncekar on the cover art for Transience. He will also be with us for a great deal of the internal illustrations. We are working again with Alexander Gustafson, Khairul Hisham, and many other illustrators and artists to bring Transience to life. We will work with Peter Schweighofer, Wayne Humfleet, Deborah Teramis Christian, on further developing Transience into a universe ripe with adventure and conspiracy. We continue to look for talented, writers and artists with whom to form contracts for paid work on Transience. Please contact us at http://wickednorthgames.com/?page_id=172 Best, J.
  3. So - I wanted to see here about finding writers for our next setting, (or two or three)? We are looking to pay, using specific writer-related rates, now that we have some more experience in gauging people. We've not worked with Bill Smith, Peter Schweihofer, Wayne Humfleet, and last, but not least, Deborah Teramis Christian. You may or may nor know their names, but they've been very helpful in both advice and helping us develop as an OpenD6 game developer. It also gave us a good perspective on what to pay writers based on their publishing credits, writing, and editing experience. So yeah, rates wil be negotiable. That said... We are looking for a wide range of writers for the next two settings, but we are specifically looking for folks who have a decent grasp of Cinema6's variation on the OpenD6 OGL, or are willing to buckle down and learn it competently enough to write AND develop for it. Our bread and butter is a story-driven architecture for our settings, so we will likely want to see the ability to conduct dialogue and craft scenes, etc. If you're interested, post here. We can talk more and hash out a work sample, talk out how cinema6 works, and privately discuss your rates, etc. - J.
  4. arcgaden


    Head on over and take a look at the pencil roughs by Tyler Walpole for the cover art of Westward: https://www.facebook.com/?ref=logo#!/WickedNorth The cover art this time is a wrap around cover, meant to capture the struggle of survival in the badlands of this Steampunk Western.
  5. Down load the currently FREE Road to Azamar Adventure! http://rpg.drivethrustuff.com/product_info.php?products_id=99280&filters=0_0_0_0_0&manufacturers_id=3910
  6. Handling Vehicles: In most cases, vehicles present a unique situation when combined with combat. Most vehicles move at high speeds and do not “get tired”. The following rules help to provide a unique way to determine quickly what happens when the action is fast. All vehicles have stats associated with them. The four stats we care about are Mobility, Max Speed, Acceleration, and Deceleration. These four stats provide the player with the information needed to roll to control the vehicle when in a combat Sequence, or while under pressure or time constraints, for example: as when a character has a bomb strapped to them and must deliver a package by a certain time or it will explode. Mobility provides the number of extra dice the player rolls when using a specific vehicle. The Max Speed simply provides informational background on how long it takes the vehicle to go from point A to point B, as well as a ceiling for the vehicle in terms of outrunning a pursuer. Acceleration is the number of spaces a vehicle moves from a complete stop. After starting to move, the Acceleration multiplies by the number of Sequences the vehicle already moved to determine its current move. For instance: A truck begins moving forward with Acceleration: 10. It begins moving 10 spaces in the first Sequence, in the second Sequence, it moves 10 x 1 or 10 spaces, and in the third Sequence, it moves 10 x 2 or 20 spaces, and so on. Deceleration, works in a similar, but more abrupt fashion. The intent with deceleration is to stop. From Max Speed, the time it takes to come to a stop suddenly is three combat Sequences, or eighteen (18) seconds. The Deceleration provides the distance the vehicle travels in one Sequence once the vehicle has “slammed on the brakes”. Heavier vehicles have more momentum, so they possess a greater Deceleration value. In some cases, the terrain may add complications to the Mobility, Acceleration, or Deceleration of a vehicle. Please use the following reference for guidance on how to handle these complications with vehicles on open roads. Terrain Conditions Mobility Penalty Acceleration Penalty Deceleration Penalty Paved road Normal - - - Paved road Wet -3 -1 +3 Paved road Icy -4 -3 +4 Dirt road Normal -1 -1 +1 Dirt road Wet -4 -2 +4 Dirt road Icy -5 -4 +5 Off-road Normal -3 -3 +3 Off-road Wet -7 -4 +6 Off-road Icy -8 -5 +7 Description: [Free Text] Name: [Free Text] Type: (Mech/Tram/Carriage/Wagon/Dirigible/AllTerrain) Length: (Meters) Weight: (Metric Tons) Scale: Minor/Personnel/Vehicle/Metro Crew Required: 1 to Many Crew Recemmended: 1 to Many Number of Passengers: 0 to Many Cargo Capacity: (Metric Tons) Cost: The standard currency is called Bits, large items are purchased using Kilos (1,000 Bits) Mobility: 1d-6d Hit Points: 12 x Structure Dice Armor Points: 0-12 x Armor Dice Structure: 1d-6d Armor: 0-6d Max Speed: Maximum speed, measured in KM/H Acceleration: Measured in Spaces (1-60) Deceleration: Measured in Spaces (1-60) WEAPONS (if any) 0 - Many Name: [Free Text] Scale: Minor/Pesonnel/Vehicle/Metro Type: Single/Crew-Served (Requires 1 or 2 people) Fire Control: 0-6d Damage (Short/Medium/Long): Short: 3x 1-6 Medium: 3x 1-6 subtract 3 Long: 3x 1-6 subtract 6 RANGE (S/M/L): Short: 0 to Many Medium: 0 to Many, Greater than Short Long: 0 to Many, Greater than Medium Rate of Fire: Single, Burst, Full Auto
  7. Now up for download from DriveThruRPG! A little extra stuff, exclusive character sheets, one new creature (illustrated by Ryan Rhodes), and the final story depiction revolving around the characters on the cover. Check it out: http://rpg.drivethrustuff.com/product_info.php?products_id=98366
  8. We want to use your ideas in Westward and turn them into conceptualized creatures for the world. The region of Westward where the players live is barren badlands. To the North are treacherous mountains with aggressive predators that keep Humans away. We want to give you credit for your creatures, too. We will have our own artists and illustrators take your descriptions and ideas, conceptualize it on paper while we develop stats for it. Then we will send it back to you discussion of changes, if any, and make sure we know you want credit for the creature. While your creature will need to fit into Westward, its always worth sending in your ideas or posting them here in the forum. We can credit multiple partners on the creation of a creature in Westward, as well. If interested, post here, or send us an email: jelliot@wickednorthgames.com or wickednorthgames@gmail.com either one works! Best, J.
  9. In 1996, Richard Bartle created a personality test that classifies people into four defining categories for defining the motives behind why people play games. The four categories are broken apart here, but the original names Richard Bartle used were Explorer, Killer, Socializer, and Achiever. Here these categories receive new names to suit the purposes of this discussion applied towards tabletop role-playing games. The four personality archetypes functionally similar to those Richard Bartle described are Explorer, Fighter, Histrionic, and Collector. An Explorer has a desire to explore and see where they can go, especially in the limits of another person's imagination. A Fighter has a strong aggressive sense, and loves the idea of competition and surpassing another competitor, as well attraction to conflict. A Histrionic primarily enjoys socialization and interaction, and this drives this person to continue regular interactions, sometimes despite other issues in social dynamics. A Collector while slightly competitive in nature is primarily about the act of fulfillment via attainment of some kind of achievement, reward, or goal, and the recognition associated with the success, literally collecting recognition and renown, imagined or real. These player archetypes can help game designers of tabletop role-playing games the same way they assist for great game design in video games. For over three decades, the development of tabletop role-playing games has evolved, adopting more efficient game mechanics that provide more flexibility and freedom, meant to compartmentalize the various components of game play. Some of these components were borne from role-playing games such as Advanced Dungeons & Dragons, Dungeons and Dragons: d20/3.0, GURPS, MegaTraveller, Star Wars (d6), and World of Darkness. The idea of gamification is notably a movement of bringing game design and development techniques and approaches to business, culture, and eventually society. There have been many controversial books written on the subject, some dry, some not, but within role playing games there is an opportunity to apply these techniques more directly. Tabletop role-playing games are part of niche industry that suffers a long history of criticism and difficulty in wide spread acceptance, especially within the United States. The idea of imagined role-playing among adults where people take on the persona of fictional characters holds a perception as antisocial. Through video games, however, tabletop role-playing games have seen a rise in acceptance. People born during the "baby boomer" generation in the US now play phone games and online games, cases in point: they learned to click the mouse by playing Solitaire on early Windows, and now people can use touch screens more easily because of Angry Birds. Usability as a matter of functional goal by design is ultimately the greatest achievement of gamification. From this standpoint, tabletop games developers need to place more emphasis in usability goals. Does regular participation in a role-playing game lead to useful skills? The piles of evidence behind role playing games resulting in more intelligent, free-thinking, mathematic, versatile, people with a greater vocabulary than their counter parts who do not play games is vast. Were role playing game developers to sit down and creatively hone in on this, they might see that role playing games may be one of the most effectively tools available to educators. As a tool for teaching, a role-playing game can cover multiple subjects, including history, geography, and language arts. The progression of mathematics and vocabulary seem to inherently go hand in hand with role playing games, since they tend to use a lot of words normally not a part of the general vocabulary in a populace, and they tend to use dice to unintentionally augment logic and math. Children have such wide imaginations and are such divergent thinkers; role-playing games are perfect for those kids who find a lecture on history boring. Science can become a part of the process, since the scientific method of observe, record, theorize, deduce is built into the idea of such simple concepts as Dungeoneering, where characters explore, search, keep maps, and make guesses; teaching players to use caution and treat the unknown with a degree of skepticism. Through a carefully structured game world, role-playing game developers could use fictional elements to teach about large anthropological concepts, social norms, and formal behaviors, such as etiquette. If a larger shift occurs behind the design and development of tabletop role playing games to purpose them for education, potentially wider adoption may take place of a once taboo hobby. Some strong considerations for role-playing games as educational tools involve the use of convergent and divergent thinking throughout the learning process, maintaining a loosely coupled imaginary play with rules bound to the guidance of a teacher. Children, especially young children, find imaginary play a natural source of learning and through this form of play it is likely children learn a particularly large number of their social and interactive skills. If minds are open to easier learning during this process, it is perhaps it is possible to theorize that during an imaginary process, our minds are in a state where we might learn better than not. We are keeping our minds open during imaginary play, and thus the open mindedness required perhaps increases the chances that we perceive and commit to memory some of the information presented to us. From my understanding with some more recent studies on role-playing games and children with sensory perception issues, imaginary play has served as a particular powerful tool in helping these children to find ways to explore social interactions. Given the particular flexibility, simplicity, and robustness behind d6 gaming, it seems logical that d6-based role playing game mechanics should lead the way in tackling this change in the reason and methods behind role playing game development. While there is always resistance to change, role-playing games offer a lot in the way overhauling education on a grander scale while making learning more fun. The re-gamification of tabletop role-playing games is due, not only to revive an industry, but also to learn new ways to teach. For some interesting reading on research surrounding RPG's check out: http://www.rpgstudies.net/ For more information on Gamification, head on over to their site: http://gamification.org/wiki/Encyclopedia Best Regards, Jeremy Streeter
  10. We are projecting to finish Westward sometime in the new year, bringing everyone a Steampunk Western with a much more polished look and feel compared to Azamar. We are working with multiple artists right now to crank out diverse content, and really bring the world of Westward to life. It really is coming together right now. As well, WNG is busy on several projects in the background, quietly getting them revved up. Of these, the next one is probably where I am most excited: Clandestine. Something about the whole Cloak and Dagger thing always makes for amazing story telling. As well, we are working on an electronic integration project. This will include a streamline of the Cinema6 Core Rules, catered to much of what is demonstrated for playability throughout Azamar, and from many game testing sessions where we gathered data. Azamar is submitted for the ENnies: http://www.ennie-awards.com/blog/2012-submissions/ Thanks! - J.
  11. Azamar sale! 10-01-2011 thru 10-31-2011 PDF $2.50 http://rpg.drivethrustuff.com/​index.php?discount=24968 HC $20.00 http://rpg.drivethrustuff.com/​index.php?discount=53326 SC $12.00 http://rpg.drivethrustuff.com/​index.php?discount=54096
  12. We are about to begin developing adventure/micro-world supplements. I want to solicit the community about what you'd like to see. If you write here and let me know, I will try to make it happen, including custom character sheets and more comprehensive Cinema6 source material that can be used right out of the box. Thank you for your thoughts! - J.
  13. We are working hard on producing supplemental material for Azamar. The first one will include new character sheets and artwork, a Character Feature Index, and a re-touched adventure and mini-campaign, The Road to Azamar. We may also toss in some other goodies as we develop them during this timeline. Keep checking back! For now, check out the draft Character Feature Index: http://dl.dropbox.com/u/33921003/Azamar_Charater_Features_Index.pdf - J.
  14. You should go here! (Print on demand coming soon for international buyers) http://rpg.drivethrustuff.com/product_info.php?products_id=94517
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