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Found 52 results

  1. Malapan Kingdom Malapan Kingdom is one of several kingdoms located on the continent of Greater Larigia. The kingdom of Malapan is not known to many outside of its borders. That is not due to any sort of heavy-handed ruling system, but instead by the remoteness of the kingdom. It is a coastal kingdom, with its entire western coast touching the Parthenian Ocean. It's north and eastern borders, if they could even be considered "true" borders, are open to the vast central area of the continent known as "The Rugged Lands". The majority of the towns and villages in the Malapan Kingdom are located along the coast. Though the weather from the Parthenian Ocean is often fierce and foul, the various towns, including the capital city of the kingdom, sit in mostly protected coves along the coast. There is a central mountain range that nearly bisects the kingdom into a north and south region. Malapan Kingdom is populated by a mixture of races. The two most commonly encountered are Humans, which belong to the race of the current king, and Half-Elves. The strange aspect of the abundance of Half-Elves is there there are basically never any Elves seen in the Malapan Kingdom. There are smaller contingents of Gnomes and some Dwarves, and then just the rarely seen Halflings. While magic isn't strange in the land, it is usually only performed by magic users of the king, or from magic users that might randomly pass through once every couple years or so. The king, King Simison, is a docile king, and one who is content to live out his life being king and not needing to venture afar to defend his realm or to begin a crusade. He treats his people modestly well, not demanding too much in the way of tribute, so the villagers and townspeople can actually save a little money and actually live a little better than people in other lands. The King has several Lords who help him control the various towns and villages in the quasi-divided kingdom. Those Lords are: Lord Quulan of Cloverdale Lord Morto of Silverpine Lord Bessim II of Seaside City Lord Penrose of Riverbend Lord Don of Belto Keep Each Lord tends to pattern their own actions after the king, and take an easy hand in governing their respective areas. Only Lord Quulan of Cloverdale has any sort of drive or enthusiasm, and that is a result of the occasional encroachment of hostile forces from the south and east. As a result, Lord Quulan is quite a fighter and strongly believes that the King should do more to help bolster the borders on the south and east. Towns and Villages of Malapan Kingdom Malapan: Capital city and home of the King, this large city rests in the fertile valley at the mouth of a river and along the protected coast of Malapan Bay. The city is walled, with five gates into the city. The main castle rests along a ridge that extends almost to the shoreline. Ransur’s Crossing: Closest village to the capital city of Malapan, this village has the only bridge spanning the Malapan River. Ransur’s Crossing sits a little over half a day’s journey from the city of Malapan. Menathesalus: A small, fortified village resting on the foothills of the Emeron Mountains, Menathesalus sits nearly a full day’s travel from Malapan City. Storm Haven: A fishing village, resting on the northern shore of the peninsula that forms Malapan Bay, Storm Haven is rarely traveled to, due to its remoteness. It sits in a small cove, protected from the rough seas that pound the shoreline. It is almost two days journey to either Menathesalus or Seaside City, from Storm Haven, and the path is not for those unaccustomed to traveling. Seaside City: Another sizable town, Seaside City is a prospering trading and fishing center. Protected from foul weather by its location, the city is the first town on the western side of the Emeron Mountains and commands the only passage southward. The keep of Lord Bessim II is one of the largest keeps in the land, mainly due to the wealth of the city and the quantity of workers able to expand the dwelling. Pine Cove: A village that sits two days travel southward from Seaside City, Pine Cove sits on the edge of the Morrin Woods. A road allows access through the woods to Pine Cove, and continues southward to the town of Silverpine, which lies two days away. There are several inns located in this village, as it is a main stopping point for travelers moving north or south from the larger towns. Silverpine: A mid sized town, Silverpine has much fertile land and lots of space to expand to. Lord Morto has a small keep in the town and relies on the townspeople, many of whom are hunters, to be the primary defenders of the town. While this town rests on the coast, shipping is not the primary business in Silverpine. Fur trading, hunting, and farming are the primary businesses. Rossell Bay: With woods surrounding it, and sitting in a calm, well-protected bay, Rossell Bay is a small yet peaceful village. The village sits two days travel south of Silverpine, and nearly four days travel northwest of Cloverdale. Roads connected this village with the two towns, but parts of the journey have been known to be dangerous unless escorted. Rossell Bay has several groups that offer their services for escort out of the village. Cloverdale: Cloverdale is the southernmost town in the kingdom. It is also nearest the borders of both the "Rugged Lands"...an area filled with lawless people and vile monsters, and the "Grand Seymour Kingdom"...an area that actually has some kingdom forces, but doesn't patrol it's own frontier much, allowing for ruffians and monster tribes to set up in the void of control. This hostile area has resulted in Cloverdale becoming a fortified town with walls and a substantial Keep to hold the men-at-arms of Lord Quulan. The people are mistrustful of newcomers to their town, as they have been attacked too often to welcome strangers with open arms. Even with the mistrust of newcomers, there is a healthy bit of trade that goes on in this town, so the markets are usually well-stocked. It is nearly four days travel from Cloverdale to the nearest village of Rossell Bay. Riverbend: A major town that sits well east of Malapan city. The people here are mostly farmers, and Riverbend is the major food producing town for the entire kingdom. As such, Lord Penrose is the most wealthy of the Lords, and tends to eat well, resulting in his portly appearance. The people in this town are open to travelers and outsiders. Belto Keep: This area is not so much a town or village, but is instead a stout keep and bailey that makes up the northernmost defensive position for the Malapan Kingdom. There is always a garrison of about 20 men at the Keep, and these men are the most combat-experienced soldiers in the entire kingdom. They are constantly fighting off monsters that come in from the Rugged Lands. They have all but been forgotten by the King. Lord Don, the one in charge of the Keep, keeps his men in shape and on alert. They perform monthly journeys to Storm Haven to acquire food and materials needed, and occasionally to get another couple of men to help fill their ranks. The "Northern" mentality is one of self-sufficiency, and a reliance only on themselves. The Strange History of Malapan Malapan is, for all of its appearance, a stable but small kingdom. But there are little indicators throughout the land that hint at something that happened long ago....but it all seems to be forgotten. The local histories of Malapan only pick up from a couple hundred years ago. Prior to that, there seemed to be no written records. Scattered about the land there are hidden ruins, relics, and forgotten locations that give hints to a different past for this land. Even the prevalence of Half-Elves, yet nary an Elf to be found, has led a few to wonder what happened. Still, none have really made an effort to find out more. The people of Malapan seem more than happy to just let the status-quo remain as it is, and to live their lives knowing only what they know. The first notable ruin lies deep within the Emeron Mountains. It is the remnants of fortified town and what was once a great Keep. The details in the ruined remnants of buildings indicate they were constructed by a race other than Humans. Signs indicate a great siege and battle occurred here many hundreds of years ago. Buried deep under the rubble of the collapsed great Keep, there is an entrance to a great tunnel, ornately carved through the rock. It leads both down and away from the ruins, and has many carvings detailing a history of Elves and some sort of wicked looking beasts, and a war they seemed to have fought for many centuries. The passage ends in a massive cave-in which cannot be cleared by normal means, no matter how many people were to attempt. The other notable ruin lies on an island out in the Parthenian Ocean. It is a great, inland castle, mostly still in fair condition. The castle and the surrounding area has been massively overgrown with hundreds of years of plant growth. If one were to find the castle, they would not easily recognize it as a castle, as trees have grown up in the courtyards, vines are covering the massive walls, undergrowth is everywhere, including into the main rooms on the main floors of all of the buildings inside the castle. All wood doors and timbers have rotted away and been replaced with vegetation that makes it look like gates of vines and leaves rather than arches of stone. Residing in this castle are many mindless creatures that have found the area to be naturally defensible and protected. They attack anything that comes near, and swarm when their prey seem too strong for just a few of them. Should such a prey be able to defeat enough of them, the creatures would scatter and run away. Inside the castle there is still iron gates protecting dust-coated and apparently "worthless"-looking magical armor sets and weapons. There is another room, hidden behind a stone wall and activated by a trigger push statue on the wall, that holds an alcove with magical ingredients and a spell book loaded with many magical spells including some quite powerful spells. There is also a magician's robe and magician's hat which provide magical protection for the wearer of 3D, as well as giving a temporary boost of +1D in Magic Power as long as the hat is worn. The ornateness of the material, coupled with the fact that it has not aged to dust, should cue that they are magical in nature and designed by some race other than Humans. Scattered in various other places through the land, there are smaller artifacts and ruins that can stumbled across. There is a stone pool with crystal clear water in it that rests near a lake and within a forest. A person with the Magic Power can look into the water and see images reflected in it of events from a time long ago. There is also a long forgotten tunnel and cache of weapons in the mountains near Belto Keep. Other small, long forgotten shrines and statues are scattered in generally difficult to reach locations or overgrown areas. They hint at the fact that once this land was teeming with Elves and they fought against an empire of Gnolls lead by a War Gnoll and a host of Gnoll Warlocks. The Elves managed to defeat the War Gnoll, but the warlocks had put a curse on them and doomed their race to decay. With the Gnolls gone, Humans began to move in and worked hand-in-hand with the Elves, but year after year the Elves died off and no new elves were ever born. Only offspring from Humans and Elves could seem to avoid the decay curse. Eventually the Elves disappeared, leaving only Half-Elves around. The Humans forgot about the Elves, and the Kingdom was formed, with history forgetting about the Elves and the deep hidden secrets of the land that happened hundreds of years before the Humans ever arrived. There is also long buried and lost weapons from the Elves that may be found by accident. Remnants on an ancient battlefield may result in a finely-crafted Elvish weapon or armor being found while digging or while walking through some old growth forests as a person trips over an overgrown bit of armor. Creatures found in Malapan Though, long ago, the Gnolls were defeated by Elves, they were never wiped out entirely. The various tribes of Gnolls had fractured the survivors had fled and scattered across the land. It's still possible to run into small (1-6) groups of Gnolls, mainly in the mountains and rarely in the old forests. GNOLL STR 4D Move: 9 Scale: Human Brawling +1 Fear: 4 Hit Points: 14 CON 2D DEX 3D Armor: Hides -- / +1 / +1 Melee Combat +1 Shield +1D / +1D / +1D Brawling Parry +1 INT 2D Attack: either 1 weapon attack or 1 claw attack Claw Attack STR+1D+2 Weapons: Longsword STR+2D Halberd STR+2D+2 Battle axe STR+2D+1 Large Spiders can be found throughout the land, typically in the forests. They typically stay up in the trees and drop down on their unsuspecting prey. They can also be found in caves. LARGE SPIDER STR 1D+1 Move: 6 Web: 15 Scale: Human Brawling +1 Fear: 2 Hit Points: 8 CON 1D+1 DEX 2D Dodge +1 INT 1D Attack: 1 bite attack STR * If the character suffers hit point loss, the spider injects poison. The poison causes 1D loss of hit points for 3 rounds * These types of spiders can spin webbing, though the webs are not hard to break and are flammable In the mountains and also found on occasion in the hill areas of the kingdom, there are several monsters. Giants and Ogres and even the uncommon Troll can be found in those locations. MOUNTAIN GIANT STR 8D Move: 12 Scale: Giant Brawling +3D Fear: 24 Hit Points: 84 CON 5D DEX Armor: Hides -- / +1 / +1 Melee Combat +2D+1 Thrown Weapon +3D Brawling Parry +1D Specialty: Catch missile/thrown weapon +2D INT 3D+2 Weapons: Large Club STR+4 OGRE STR 6D Move: 9 Scale: Human Brawling +2 Fear: 8 Hit Points: 29 CON 4D+1 DEX 3D Melee Combat 3D+2 INT 2D+2 * gains +2D to all melee weapon attack damage due to immense strength Weapons: Various TROLL STR 7D Move: 12 Scale: Human Brawling +1D+2 Fear: 12 Hit points: 48 CON 6D DEX 3D+2 Brawling Parry +1D+2 INT 2D+1 Observation +2 Attack: 2 claw attacks plus 1 bite attack if target is grabbed Claws STR+1 Bite STR+1D * Trolls never roll to run away from fear; they are fearless. * Trolls gain the bonus in Observation due to their excellent sense of smell. * 30 meter infravision, though they don’t suffer any adverse effects when operating outside. * If this creature loses all of its hit points, it is not killed. The parts will be “out of action” for 1D6x10 minutes. The parts of the bodies will wriggle back together and knit back into a full creature. * Regenerates 3 Hit Points per round 3 rounds after it takes its first hit point loss. The creatures that have taken up "residence" in the ruins of the old castle on the island, are a tribe of Tasloi. While not quite mindless, they have no interest in "human things" and basically act like animals with some minor intelligence. TASLOI STR 1D+2 Move: 9 Scale: Human CON 1D Fear: 2 Hit Points: 7 DEX 3D Sneak/Hide +1D+2 Armor: Small Wooden Shield +1 / +1 / +1 Melee Combat +1 Melee Parry +1 INT 2D+2 Attack: 1 Attack with either fists or weapons Fist STR+2 Weapons: Club STR+2 Javelin STR+1D+1 Short Sword STR+1D+1 * these creatures are suited to the darkness of jungles. They suffer –1 to all actions in full daylight, but do not suffer any penalties in darkness (outside, rather than underground) * Stealth: gain +2D to Sneak * Can speak own language plus monkey/ape and rudimentary common
  2. Lone Kingdoms Now is the time for high adventure! Lone Kingdoms is a work I started many years ago, and successfully ran multiple adventures and a complete 2 year campaign with. The work I put into this all stemmed from my interest in roleplaying in a fantasy setting. At the time, there was no D6 Fantasy book, no D6 Adventure Book, no D6 Space book. The only book that existed outside of D6 Star Wars was the D6 System book, which is what I took inspiration from. So I set about converting AD&D (2nd edition D&D) to work using the D6 system. I attempted to keep the same general "flavor" of fantasy setting as was in D&D. So I used the names of the attributes in D&D, and I used a lot of the "skills" as they were conveyed in D&D. So this will not look quite like any OpenD6 you have seen before, and will have more than a cursory touch of D&D concepts put in. Having said that, though, there will be some things which will be notably different from D&D. There are no levels. While there is armor, it does not make a character harder to hit, it just means they are more capable of resisting damage when they are hit! Magic is patterned after the "Vancian" magic as it was presented in AD&D. While there are "classes", which give a general feel for each class, you are not limited to being strictly in a set class once you begin play and advance the character. So it is entirely possible for a magic user to be capable of swinging a sword and being a competent fighter. Or a fighter to be both an excellent combatant as well as a stealthy thief-like character. So I will be posting at various times to share all of the material that I have collected over the years for the Lone Kingdoms, including the lands that were adventured in. Starting off, I will touch upon Generating A Character: First off, a player must choose a race for the character. The races available (to start) are: Human Dwarf Elf Gnome Halfling Half-Elf Once you have settled on a race, you must allocate 18D to the following attributes: STRENGTH DEXTERITY CONSTITUTION INTELLIGENCE WISDOM CHARISMA The minimum and maximum that may be allocated to each attribute is determined by the race you chose: Human: 1D / 4D for all attributes Dwarf: CON = 1D+1 / 4D+2 CHA = 1D / 3D+1 All others = 1D / 4D Elf: DEX = 1D+2 / 4D+2 CON = 1D / 3D+1 All others = 1D / 4D Gnome: INT = 1D+1 / 4D+1 WIS = 1D / 3D+2 All others = 1D / 4D Halfling: DEX = 1D+1 / 4D+1 STR = 1D / 3D+1 All others = 1D / 4D Half Elf: DEX = 1D+1 / 4D+1 CON = 1D / 3D+2 All others = 1D / 4D Satyr: DEX = 2D / 5D WIS = 1D+1 / 4D+1 CHA = 1D / 3D+1 All others = 1D / 4D Racial Aspects Depending on which race the character is, there are certain things that apply to them. Reference below to see any positive or negative aspects for each race. Movement Rates: Human 10 Dwarf 6 Elf 12 Half Elf 11 Gnome 6 Halfling 8 Satyr 18 Human: Does not have any negatives, but is generally considered "normal" (or "stunted" by other races...in private). Has a gift most other races do not possess, which is they are quite lucky. As such, once per game session a Human may choose to re-roll any single roll and then take whichever roll they decide (either the first or the second roll). Elf: Suffers only –1D penalty at night instead of –2D for sight based actions. This only applies if outside. Does not require sleep like most races, but may instead enter a deep meditation for 4 hours to revive themselves and feel rested. Dwarf: 20 meter infravision Fierce hatred of orcs and goblins When attacked by ogres, trolls, giants or titans, those creatures suffer –1D to hit Dwarves Additional starting languages to choose from: Goblin, Kobold and Orc Gnome: 20 meter infravision Any magical item, other than armor and weapons, fails if the Wild Die ever rolls a 1. Halfling: Gain +1D to Constitution when resisting poison Additional starting languages to choose from: Goblin and Orc All have an inherent +1 pip to RESIST magic effects only. This can never be used to cast magic, but may be added to any magic ability to resist the effects of magic. Half-Elf: Gain +1D to Observation when searching for hidden doors Satyr: Gain +1D to Initiative when surprised. Gain +1D to Hide when in wooded areas. 1 in 6 Satyrs have a Pan Flute (“Pipes”), must have Music to play, can “play” the following spells: Charm (# of people = D in Music), Sleep (# of people = Music roll, lasts 6 hours, can resist if CON roll higher than Music), and one of the following: Scare, Starshine, Speak with Animals, Goodberry (known as “Goodfeast” to Satyrs), and Commune with Nature. After you have allocated the dice to your attributes, you must decide upon a "Class" you want your character to be. The "Class" of a character will determine which skills they may learn during character generation, as well as any special abilities they begin the game with. In the Warrior grouping, the following classes are available: Fighter and Ranger and Barbarian and Cavalier and Berserker In the Wizard grouping, the following classes are available: Mage and Conjuror In the Rogue grouping, the following classes are available: Thief and Bard and Swashbuckler In the Priest grouping, the following classes are available: Cleric and Paladin and Druid and Monk and Samurai Choose a Class for the character to be, and then reference the given Class heading to see the conditions and abilities for that Class. Determining "Handedness" Roll 1D20 and 1D6. If the D20 rolls higher than the D6, the character is Right Handed. If the D6 rolls higher than the D20, the character is Left Handed. If both dice are tied, the character is Ambidextrous.
  3. Hello :-) I am a retired programmer and an active tabletop RPG player and referee since the late 1970's - mainly D&D and Traveller. After many years developing Java backends, I am free to develop whatever interests me and I have decided to develop an application which enables people to create RPG campaigns and adventures, plus hold gaming sessions using peer to peer networked sessions. As an ex-professional developer, I am aware that this is a big task however I have the time, skills and experience to take this project on and deliver it iteratively. Rather than pottering around the garden (which is a very pleasant way to spend a retirement) I want to spend my days building this. I have decided to use the OpenD6 rules because I like the rules and as they are open sourced, I can legally use them. I don't want to create my own rule system, just code an application that uses an existing rule system. The application will be free to download and use. This I see as my contribution to the OpenD6 community. I will also be producing a programming course that teaches people how this application has been developed, which will help to fill a strange void in the JavaFX tutorial world as there is a dearth of high quality tutorials detailing how to use complex JavaFX applications. That will be my contribution to the programming community. I will be monetising this project tangentially by setting up active Patreon and Maker Support accounts at some point in the future. I am looking for people who are willing to test each iterative release and provide bug reports and user feedback. There will be a set of requirements - around ten to fifteen - that each release is intended to satisfy and these will need to be tested for compliance and reported on using a simple online form. I need a set of people who use Windows, Mac and Linux operating systems. Although I have spent the last six months getting up to speed with JavaFX from a technical point of view, aside from small tutorial applications, I have never built desktop applications before. I was a backend coder. So the first thing I will be focussing upon is ironing out any teething problems relating to packaging and distributing a simple 'hello world' application that is easily installed onto Mac, Windows and Linux operating systems. From that point onwards, the project will fall into a standard iterative development and release cycle. If any of you are interested in testing my work, then please comment below and thank you in advance. roy kinson
  4. Hi, By chance, I've read a news about Nocturnal purchasing WEG. https://www.nocturnal-media.com/blog/2016/4/13/nocturnal-media-acquires-west-end-games They are not clear about the OpenD6 licence... Someone knows what (will) happen with od6 ? Thanx (I've made quick search on the forum but didn't found anything : maybe i'm dumb or else, thanks to moderator to move my post if necessary)
  5. In the formula for determining difficulty OpenD6 magic system is a bit convoluted. So I've streamed it down some.. It comes from the OpenD6 info, a bit of Star Wars, and AD&D 2nd Edition (Mainly the DM Options book on High Level Campaigns with the chapter on True Dweomers.) So there are the 4 magic skills (from OpenD6): Alteration, Apportation, Conjurations, and Divination. It's still +1 to the difficulty per pip of damage/attribute/armor/skills, ect. So one full die would still cost +3 to the difficulty. You would double that for attributes. And add +1 for every die of soak/armor penetration and maybe some other factors too. Other than that bit, a spell is defined by Casting Time, Range, Area of Effect, and Duration. Casting Time Difficulty 1/2 Round +2 or maybe +5 (the spell goes off the same round it is cast in) 1 Round 0 (the default, goes off the next round) 10 Minutes -2 1 Hour -5 1 Day -7 1 Week -10 Range Difficulty Touch or 0 0 20 yards +2 50 yards +5 100 yards +7 500 yards +10 1000 yards +12 1500 yards +15 Line of Sight +20 Anywhere (Same dimension) +30 Anywhere at all +40 and 1 Fate Point Area of Effect Creatures Area (sq ft) Object Difficulty 1 5 200lbs 0 3 50 500lbs +2 6 500 1000lbs +5 9 5000 1 ton +7 12 10000 5 tons +10 15 25000 10 tons +12 18 50000 50 tons +15 21 Province 100 tons +20 24 Region 200 tons +30 27 Everywhere 500 tons +40 a Province is about 20 sq miles. a Region is about 100 square miles. To effect all creatures in a given area +10 to the difficulty listed in the table. Animated Objects Size Weight (lbs) Damage Difficulty Tiny 50 +1 -5 Small 100 +2 -2 Man 200 1D 0 Large 500 1D+1 +2 Huge 1000 1D+2 +5 Gargantuan 1 ton 2D +7 Duration Time Difficulty Instantaneous 0 1 Round +2 10 Minutes +5 1 Hour +7 6 Hours +10 12 Hours +12 1 Day +15 1 Week +20 1 Month +30 1 Year +40 Permanent +50 plus 1 Fate Point I'm thinking this needs some more tweaks as it makes the difficulty a lot higher in a number of tests from the OpenD6 base system. I want to find a way to make it a bit closer to the difficulties in the OpenD6 base system but also easier to calculate. Ideas?
  6. 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.
  7. arcgaden

    Westward

    We are going to begin final printing on Westward in 1 week. The book is 356 printed pages. We will sell the book for a MSRP of $45.00. ISBN 978-0-9837782-3-3, Library of Congress Control Number: 2013947090 The PDF is being given away free (for now), but our suggested MSRP for that is valued at $10.00. The first 3 people to reply to me on this post will get a free printed copy of Westward (so long as you live in the Continental US because international shipping for free is ridiculous). This is a personal offer you will not get anywhere else but in this forum. Cheers! - J.
  8. “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!
  9. I make scale fit the setting I am creating, often. One of the things I had the hardest time with was making Scale work the way it seems like it should. For instance: Starfighter to Character Scale According to the original rules, Starfighter weapons did more damage, but a Character had a better chance of Dodge against them. So maybe that makes sense with say, Forward Fire Arc weapons on an x-wing, but it doesn't make sense with something like a turret gun, like those installed on the Millenium Falcon. Those turrets seemed perfectly agile enough, in fact they had targeting computers, so they should have been better off... My point is that Scale does not always work well based on the original creation of it in SW d6. Does anybody have creative ways they have handled Scale in house rules? - J.
  10. 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.
  11. 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.
  12. 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.
  13. 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?
  14. One thing I've been doing of late is rounding up all my weapons for which I've created stats. It got me wondering what sort of listing the core books had as my list grew longer and longer. So I ran through the 3 core books and the D6 system book and quickly counted up roughly 125 weapons. Some of them, however, may have been duplicates to other books. Then I added up what I currently have stats for: 203 weapons. I guess that's a good start. How many of you like things like weapon collections for games? Would you rather not have them for your players, or do you like looking over stuff like that?
  15. I have to ask this, as I'm finding more and more people are visiting, saying nothing, and moving on;or simply not visiting anymore. Are people playing or using other game systems instead of D6/OpenD6? Are people not playing games anymore? Do people not want to post here? Do people not like any of the OpenD6 material being put out? The number of active people on this site has been dwindling, and I'm not sure if people are just busy with real life, moving on to other games, or moving on to other sites. Why is it people aren't using OpenD6, or playing OpenD6? Why are people not talking about OpenD6? What needs to be done to both bring people back to OpenD6 AND get people to talk about OpenD6?
  16. Has anyone here used any of your gaming knowledge with d6 to teach children (of any age)? What were you trying to teach? Do you think it was particularly effective? Why / Why Not? I am curious about your experiences with it and if you would like to share here any observations you have? - J.
  17. There's only been a small portion of settings that have come out for OpenD6. I'm not sure of the popularity of the settings thus far, but I figured I'd ask this question in more generic terms. Is an established setting necessary to get people's attention in large quantities? What would get people to accept a newly created setting over an established one? What makes for an interesting and compelling setting, in your opinion? What would make you buy a new setting? Lend me your thoughts.
  18. As various versions of OpenD6 come out we see a variety of levels of detail presented. Some have more detail on stats and some have less detail on stats. Some have greater detail in the rules, with more options or more rules to account for certain things. Some have less rules and keept things extremely trim, with few options to muddle the rules. My question for all of you gamers and gamemasters out there is: How much detail do you want in your D6 game? Let me give a couple of examples so people know what I'm talking about. For a stat of something, a less detailed version might be: Pistol Range: 5 / 10 / 15 Damage: 2D A more detailed version might be: M9 Beretta Type: Semi Automatic Pistol Ammunition: 9mm Capacity: 12 rounds Range: 5 / 10 / 15 Damage: 2D Even greater detail might be: M9 Beretta Type: Semi-Automatic Pistol Weight: 1 kg Skill: Pistols Tech level: 8 Scale: 0 Damage Type: Ballistic Ammunition: 9mmP Capacity: 12 round box magazine Recoil: 1 Range: 5 / 10 / 15 Damage: 2D So there you have three versions of detail. The first gives you everything you'd need to run a basic game with the weapon. The second gives a you bit more detail about the weapon. The detail differentiates between it and another type of pistol. It also includes details on the amount of times the weapon can fire if you wanted to include that in your game. The third version gives you a whole lot of detail. The weight of the weapon, the skill used, the scale of the eapon, the specific ammunition used, and what effect there is if you fire more than 1 shot in a round with this weapon. In all cases, it's the exact same weapon. It runs the same no matter which version of detail you use or how many additional rules you decide to use (ammunition expenditure, scale, recoil, technology, damage effects, etc.) So do you think the first, the second, or the third is better, or more preferrable? Is it better to have the additional information and not need it? Or is it worse to not have the information if you decide that you do need it in your game? Now let's take character generation as an example: You could say "Choose a template and assign 7D to skills" and be done with it for the most basic level of character generation. Or you could have a system where you are given a certain number of attribute dice and a certain number of skill dice to allocate to your attributes and skills as you see fit. That's a slightly more detailed version. Or you could have a system where you are given a number of points that are used to purchase attribute dice, skill dice, advantages, and disadvantages. Each different one costs a differing number of points, but it's up to you how to spend all of your points. It has a much finer control over every aspect of the character. This is the even greater detailed version of character generation. Or you could have something altogether different, something using a life-path sort of character creation, where the various stages of life development grant certain skills to the character. The choices of creating the character are more varied, but not as fine of control as the methods. You get options where to put skill dice, but the options are dependent on the life path your character ends up on. This is a different version of a potentially greater detailed version. So which one do you all think is better to have in a D6 game? Keep it simple? Go with more detail? Is it dependent on the setting? Is this different than the stats in that you can't simply ignore the rules you don't use because this is such an integral part of making a character? What do you all think? What level of detail in D6 games is adequate, what level is superior, and which level is preferred by you?
  19. Just as the title asks...does OpenD6 need something to differentiate tech levels? Would it help prospective GMs by giving them an idea of what is available when? Or is it just needlessly nitpicky and not needed? What are your thoughts?
  20. 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
  21. Movement in OpenD6 is basically expressed in two values: a numberical value based on meters moved per round, and sometimes an additional value based on kilometers per hour. Additionally, when you move in OpenD6, you can choose to move one of four speeds: Cautious, Cruising, High, and All-Out. Cautious is half the listed move, Cruising is the regular move, High is twice the value of move, and All-Out is four times the value of move. So if a vehicle can move 60, the fastest it can ever go is 240 when it's going at All-Out. Two vehicles with the same move of 60 would both be going to same speed. This makes chases and races rather predictable, it seems. I've seen people mention that older renditions of D6 did chases and races better by having a dice value for movement rather than a static number. So instead of moving 10, you have a movement rating of 2D. So you roll 2D and that's how far you move. This made for much more variable races and chases, as one side could pull ahead with some good rolls and then falter with some poor rolls. And then there's been some fan-made movement rules that make changes to the way things work. So my question for everyone is this: Are you happy with the movement rules in D6? Would you rather it be done differently? If so, how would you like it?
  22. So there are a couple versions of dealing with scales in OpenD6. We have the method from the 3 core books that uses a static modifier. Every item has a value, and there are no particular benchmarks to group things in. They provided some examples to guage the numbers of the scales. We also have the method from the D6 System book, as well as several other varieties of OpenD6, which is the dice increase method. Each scale above Character scale gets extra dice when resisting damage from a lower scale or when inflicting damage on a lower scale. The reverse is true (the lower scale gets the bonus) when the bigger scale attempts to hit the smaller scale and when the bigger scale attempts to dodge an attack from the smaller scale. The last version of D6 Star Wars used a method like this. This method has benchmarks for grouping things in each scale area. Those seem to be the only two methods of scale used so far in OpenD6. So my question is: Which method do you use in your games or game design? Why do you use that method? Or do you use a completely different method of handling scale? If so, what is it and why did you choose it?
  23. Talk about various options for things and people's different ideas for what works in their games and what is desired in their games brought about this question. If an OpenD6 Core Book was to be released, would you like to see one cut/dried set of rules? Or would you like to see a set of rules with a variety of options to choose from to fashion your own version of a D6 game? The reason I ask is due to the fact that some books, such as "The D6 System" (also known as the D6 Cookbook), generally got a bad rap from many fans because it didn't pick a color, so to speak. It offered option after option and it expected GMs to fashion their own D6 system based on the various choices offered. So the curiosity of mine wonders if that is something people would want or if they'd want there to be one set of rules with no choice to vary amongst those rules. So one set of attributes, one set of scales, one set of damage, one set of character generation, etc. Or would people rather have a variety of options to choose from for their game if it all worked together? For example, having a dice roll and a static value variant like what is offered in Mini Six, or character generation with point build and template construction...variables like that. What do you guys have for a preference?
  24. So, thinking from the perspective of design of material, what method of combat options do people think are better? Is it better to have special combat options dependent on the quality of the die roll, or is it better to have special combat options dependent on the skill level of the character? Let me give an example in case people don't understand the difference. Method 1: Bob is fighting against an orc. Bob gets a roll of 38 on his Brawling. Due to the quality of the die roll (38) Bob realizes he can perform a special maneuver of "Throw and Slam". This grants him the ability to fling the opponent up to 3 meters distant AND inflict STR+1D damage. So assuming the orc doesn't beat Bob's roll, negating the whole maneuver, Bob gets to "Throw and Slam" the orc. Method 2: Bob has increased his Brawling skill up to 6D, granting him the ability to choose a special maneuver. He has the option between "Throw and Slam" and "Sleep Hold". He chooses "Sleeper Hold". Now, when Bob beats his opponents in a Brawling roll, he can choose to use the "Sleeper Hold". This allows him to inflict STR damage on the opponent and maintains a hold on opponent. If the opponent can't beat Bob's Brawling +1D for the next two rounds, the opponent automatically passes out for 2D minutes. So which do you guys think is better to use, and why? Better to have it dependent on a die roll, or dependent on the skill of the character? Or do you think combat options should be done a different way altogether?
  25. This was brought up in the chat session, so I figured I'd present the topic here and see what people's ideas on the subject were. It was mentioned that perhaps "starting anew" would be the way to go with an OpenD6 core book. Something that takes a step back from the 3 core book versions and looks at D6 the way it "might have been" had Star Wars 2nd edition Revised and Expanded been progressed had it continued. Obviously some of the material in the 3 core books would be quite useful. My question, to those of you who care, is: What would you keep and what would you get rid of in terms of mechanics or rules from the 3 core books in order to make a complete, new OpenD6 Core Book? Or, barring that, what would you want to see in an OpenD6 Core Book? This is just total brainstorming, not any sort of project that is being worked on, so feel free to mention what you think there should be.
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