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Found 30 results

  1. Our next game setting, STARFIGHTER will be on Kickstarter in Fall 2014. Keep an eye on us to Starglide your way to the early bird deals.
  2. “Westward” Ho! The crew at Wicked North Games has put out another piece of work, and I must say, this one is a beauty of a piece! This book is a monster, with 342 pages of gaming material! Everything from the game system to character creation (with lots of extras), details of the known world, including a history Westward, the people of Westward, a tassel of notable characters that can be encountered, a bestiary of both domesticated and wild animals (some you’re familiar with and some completely alien) that comes in at an impressive 48 pages…more than enough for adventuring on the world of Westward, an entire chapter on technology, which includes normal equipment, weapons, and a nice collection of good steampunk items. There’s even a decent section of automatons and vehicles that lend a very thematic feel to the setting. Airships and steam power are the rulers of the sky and land! There is also a Steamech construction section in the book, offering a good variety of potential mechs that can be constructed by rich characters. This has a great selection of chassis, arms, legs, augmentations and weapons that can all be melded together to form your own interesting steampunk styled mech. They even included a selection of fully completed Steamechs for those that just wanted to get into the action right away. Next they have a good section on adventuring, and include a number of quick adventure ideas, put together by such talented people as Wayne Humfleet and Peter Schweighofer! Finally, they provide a much more detailed adventure called “The Incident at Fort Southridge”. This adventure can be used as a good introduction adventure, or a tie-in to a current game. It’s got NPCs, locations, and three episodes to make a good, complete adventure. The book is laid out quite well and is quite legible. This is an improvement from previous offerings from the company. The only thing I found a bit odd, though it wasn't so much as to ruin the mood, was the inclusion of little snippets of text written in an abstract sort of font in various locations. While the text was sometimes pertinent, the font for those outtakes was a bit garish compared to the polish the rest of the book had. The artwork is rich and plentiful, lending great theme to the overall setting. The various pieces of art PUT you into the world of Westward and give you enough to let your mind run wild with “what if’s” and “what a fantastic idea!” sorts of thoughts. Overall, this is a fine piece of work put out by the Wicked North crew. It’s rich with theme, the setting offers plenty of open areas for a gamemaster’s mind to run wild, and there’s enough detail and characters included to help out people completely new to the realm of role playing games. I rate this piece a healthy 4 out of 5 stars. So if you’re looking for a very interesting looking setting with a decent steampunk feel, and a robust yet simple system (hooray for OpenD6!), this is worth picking up!
  3. 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.
  4. This is an excerpt from Westward, and change from Azamar. The fundamentally changes negative-outcome rolling on the Wild Die for easier understanding and a "Higher is Better" approach. Feedback is welcome! Optional Rule: The Wild Die An optional feature is using the Wild Die. Using a Wild Die provides the potential to reduce spending Cinema Points during game play by re-rolling. Using a Wild Die in game play dramatically changes the dice mechanic and game play experience. When choosing not to use the Wild Die, the GM should reward more Cinema Points during game play. The concept of a Wild Die derives from the basic principles of a Wild Card in a card game. Every time a roll occurs, the player must select one die different from the others, differentiating it by size, design, color, and or superstition, its up to the player. This die is your Wild Die. How it works Whenever the Wild Die results in a six (6) on the first roll, the player rolls the Wild Die again, and continues rerolling the Wild Die every time a six (6) occurs. Each six (6) adds to the total sum of the roll. When a reroll of the Wild Die does not result in a six (6), the result is added to the total and the rerolling stops. If rolling a one (1) on the Wild Die after an initial roll, add the 1 to the total sum of the roll. When a Wild Die results in a one (1) on the first roll, the roll has complications. The player must reroll the Wild Die and the following limitations and penalties occur. If the GM allows it, a player may choose to spend a Cinema Point to avoid rerolling for complications, add the 1 to the total sum of the roll. Rolling 1 on the Wild Die 1 on first roll, then 1 - Roll Fails 1 on first roll, then 2 - Count Only 2 Highest Dice 1 on first roll, then 3 - Count Only 3 Highest Dice 1 on first roll, then 4 - Count Only 4 Highest Dice 1 on first roll, then 5 - Count Only 5 Highest Dice 1 on first roll, then 6 - Count Only 6 Highest Dice Rolling 1 on the Wild Die on Special Rolls Sneak Attack: 1 on first roll - the Sneak Attack attempt fails, badly. Absorbing Damage: 1 on first roll - Add Normally
  5. 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.
  6. Trying to nail this stuff down for Westward... Under the Cinema6 RPG Framework • The Cinema6 RPG Framework is an OpenD6 variant under the OpenD6 OGL • A Character uses the Common Attribute Skill System. • The Common Attribute Skill System is a set of Attributes and Skills that work with any genre of game play, from high-fantasy to science fiction. • A Character uses a point pool called Cinema Points. • A Character’s Attributes and Skills measure against flat dice scores. • A Character possesses Features that provide small changes to the rules of the game and alter game play. Under the base OpenD6 Game Mechanics • Characters use slightly different sets of Attributes and Skills for different genres. • A Character uses more than one point pool, normally called Character Points and Fate Points. • A Character’s Attributes and Skills measure against dice scores with pips, or increments. • A Character possesses Advantages, Disadvantages, and Special Abilities that provide small changes to the rules of the game and alter game play. Anybody see anything I'm missing?
  7. Hi, I just wanted to put up a note. Wicked North Games is changing our business model. As part of that, all of our PDF versions of our products will remain FREE indefinitely. This includes the full version of Azamar, and will include all future full products (Westward), etc. You can get several online here: http://www.wickednorthgames.com/ And on http://www.drivethrurpg.com If you like them and want a physical book, you can get the high quality print versions directly from us: http://shop.cinema6games.com There print on demand version of Azamar is available on Drivethrurpg, but I do not recommend it at this time. We are selling it at print cost, however. - J.
  8. We have one week remaining on our kickstarter for Westward! We are almost to the $15,000.00 Pledge level! Thank you for the overwhelming support from the D6 Community! A $35.00 Pledge gets you a Hardbound copy and an electronic (PDF) copy of the complete WESTWARD A Steampunk Western Roleplaying Game, a set of twelve (12) silk-screen printed nickel-aluminum six-sided Westward dice (d6). If we hit $15,000.00, each Pledge $35.00 and above will receive both a Game Master Card Deck AND a Game Master Screen. The deck will contain 52 playing cards, usable as a normal playing card deck and as GM Reference cards. The GM References include encounters, quick reference rules... and more! The Game Master Screen will either be a bifold or trifold GM Screen, made from card stock, with the wrap around Westward cover art on one side and GM quick reference tables, charts, and rules on the reverse. These two resources should make a GM ready to quickly run a game, with the intent of speeding up game play. Pledge now! http://kck.st/IMEvHf
  9. I am curious about how many of you consider yourself a Steampunk fan, and whether or not you are interested in or expecting to see anything in particular with Westward? I can confirm that we will have Steampunk vehicles and mechs. We will have an equivalent Steampunk version of cybernetics, going by a special name. As well, there will even be a walking city Steampunk city. I am VERY interested in hearing what you want to see in a Seatmpunk Western. If you are interested, drop a note. - J.
  10. 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.
  11. 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
  12. Head on over and take a look at the cover art for the Cinema6 core rulebook: https://www.facebook.com/#!/WickedNorth
  13. Presented here is a new variance in Character Creation that GMs can use as a tool with Cinema6. Feel free to take a look. It is going into the updated Cinema6 Core Rules as an alternate and optional approach to character creation that GMs can provide to add extra layers to a role-playing experience. Player Character Template Packages The Player Character Template Packages are designed to specifically address the styles of gameplay that players exhibit, and to find ways within the rules of Cinema6 to encourage a role-playing experience outside of a Player's "comfort zone". We have architected that players can fit nicely into one of three slots: Warriors, Priests, and Scholars. The Warrior is representative of players who play to dominate others or advance their characters quickly and surpass others as a matter of personal pride. Priests are people who enjoy dong a lot more of the social gaming, enjoying the interactions and socialization atmosphere of gaming. A Scholar is one who plays intellectually, trying to brainstorm alternative and creative ways a character can interact with a gaming world. The basics of the Player Character Templates: - All Player Character Templates get the Character Feature Synergist for free - Tag Skills permanently cost x1 Cinema Points to increase - Collaborative Player Incentive: When a party has at least two characters with the different Player Character Templates, those two or more characters get +1 Cinema Point at the end of every game episode or session. Individual Optional Incentives: - When a Priest character takes action without trying to interact socially first (ie "talk things out"), the character gains +1 Cinema Point. - When a Warrior character takes no action, when the character would normally get provoked the character gains +1 Cinema Point. - When a Scholar character takes action without thinking about it first, (ie ask lots of questions about the situation, plan tactics), the character gains +1 Cinema Point. Priest At Character Creation (only one): _ Aptitude or Persona +1d Select an Advantage (only one): _ Raising Persona Skills always cost 2 Points less, minimum cost of 1 _ Pick two Tag Skills _ +9 Hit Point maximum _ +2 Move Priest characters have a tendence to look for ways to talk things out, using deception and persuasion before other methods to settle disputes. As well, Priest Characters are more sensitive to the others, but just as practiced at concealing their own intentions. Priest characters often end up as counselors, clergy, diplomats, doctors, and medics. Priest characters are more level headed than Warriors, and more emotional than Scholars. Warrior At Character Creation (only one): _ Dexterity or Strength +1d Select an Advantage (only one): _ Raising Dexterity Skills always cost 1 Point less, minimum cost of 1 _ Pick one Tag Skill _ +12 Hit Point maximum _ +3 Move Warrior characters do a lot of acting without forethought, using wit and natural consequences as a primary way in dealing with others. Warrior characters are often blindly passionate, rarely putting logic and thoughtfulness into their daily actions. Warrior characters often turn to working as lawyers, mercenaries, merchants, performers, and soldiers. Warrior characters are more emotional than Priests, and more personable than Scholars. Scholar At Character Creation (only one): _ Aptitude or Intellect +1d Select an Advantage (only one): _ Raising Intellect Skill always cost 3 Points less, minimum cost of 1 _ Pick three Tag Skills _ +6 Hit Point maximum _ +1 Move Scholar characters enjoy pondering all the possibilities, and try to present all the options for logical discussion when posed with problems to solve. Scholar characters are normally overly logical and analytical, having a difficult time employing ethics or emotion to their ideas. Scholar characters often become explorers, politicians, scientists, teachers, and researchers. Scholar characters are more logical than Priests, and calmer than Warriors. Player Character Template Development As a Priest, Scholar, and Warrior character advance, they also have the opportunity to purchase all Synergist-related Character Features at half (1/2) the cost in Cinema Points.
  14. 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
  15. 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.
  16. 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
  17. http://rpg.drivethrustuff.com/product_info.php?products_id=97787
  18. 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.
  19. Check it out at: http://cinema6games.com/blog/?p=1103
  20. 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.
  21. 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.
  22. You should go here! (Print on demand coming soon for international buyers) http://rpg.drivethrustuff.com/product_info.php?products_id=94517
  23. We have the soft covers now in hand and in stock. - J.
  24. I also prefer game systems that provision the ability for a Character to have superpowers or magical abilities that can be used without rationing. Despite my preferences however, Cinematics and the core behind what d6 offered originally with Star Wars (and the idea of spending Character Points for rolling extra dice in "dire" situations) held to a specific ideal to drive the scenes and the action in them with special events. My peception of it at first was very narrow, but eventually I arrived at the conclusion that a Character in these systems was designed to "survive" along through a story. Often, a player gets lucky with dice so there is little or low spending of Character Points to drive a story and more luck driving it (the SW d6 wild die for instance). What I always saw as a detraction from SW d6, was that you didn't have enough Character Points to make using them in game make sense for driving the story. If you want Cinematic or Superheroic action in a game, then the "fuel" for that fulchrum in a gaming system and the core mechanics behind it should also be provided readily. Character Points were few and far between in this regard, and making that "Hero" took a very long time and lots of dedicated playing, or completely ignoring that base of delvering experience. We used that as one of our core principals in creating Cinema6. We designed it to be Mutable and have intergrated that into its core design, so that GMs and Players can agree on a workable system that either includes or discards these certain aspects so that the game play experience feels more fluid to them. Magic is driven at its core through a set of rules revolving around "Special Abilities" which are activated by Cinema Points. The principal behind that being what you described that you strongly dislike. So what sets a Magic user apart from another Character? Their ability to fight and defend themselves easily? We took this into account, and have Mutable rules, that basically allow a Magic User to utilize a "Magic Focus", like a Fighter might use a Sword, except it provides for Ranged attacking, like a Thief or Archer. However the Magic User is as normally ineffective in hand to hand combat as a similar Thief or Archer without dedicating the experience to those Melee/Brawl/Grapple Skills, however nothing prohibits them from doing so in the Cinema6. In c6, we use our Willpower Skill, which allows a Magic User to utilize the basic Magic Focus (ie - an Amulet, a Ring, Staff, or Wand) as the Skill for successfully and accurately firing a bolt of Magical Energy. The "Make and Model" of the Magic Focus (ie - not all Staffs are created equally) varies, so a better Magic Focus may have better Range or better Damage or both, or have some sort of Elemental effects, etc. Like all Ranged Weapons in Cinema6, the damage varies by range, however it is driven by Willpower as well (making Magic Users arguably more powerful since they can pickup a random Magic Focus and it deals damage partially based on their Willpower Skill, like Throwing a Dagger) however weapons like Bows and Guns have static damage, since they truly don't have added benefits from a Skill with Damage, more than they do overall Accuracy. A lot of this isn't immediately evident in our Beta R1 Documentation, but it is very clearly indicated in our Beta R2 release which should be our sometime soon. The same concept of using Willpower, "to exert one's will on the surrounding universe", to utilize specific supernatural abilities is an easy and elegant method for leveraging them when a GM does not want to make players spend lots of experience over usability. - J. JElliot@wickednorthgames.com http://www.cinema6games.com
  25. Azamar is now VERY close to printing. We are waiting patiently (and somewhat impatiently) on various pieces of art pouring in now. We recently brought in a new a staff member, who will have a bio up soon on our site. Azamar is packed full of awesomeness, and contains plenty of the flexibility, fun, and speed you come to expect with OpenD6 gaming. Check out the Wicked North Games Facebook page, follow us on twitter, or check out our blog to get the latest news. We are teasing a comprehensive update for the end of the week! - J.