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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
I know there are people who don't like certain things about the D6 system. Everyone has a different opinion on what they want different from other people. What I'm wondering is what are the things that you absolutely wouldn't change about the D6 System? What, to you, is so sacrosanct that you'd never want to see it changed from a particular version of D6 (whether that be the D6 system used for Star Wars, or the D6 system as listed in the 3 core books, or some other version of the D6 system)? Also, why wouldn't you want that particular aspect changed?
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