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About Me





  1. 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
  2. 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 t
  3. 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)
  4. 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
  5. 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.
  6. 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.
  7. “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 o
  8. 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
  9. 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
  10. 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://plu
  11. 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
  12. 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. Unde
  13. 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
  14. 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 ta
  15. 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.
  16. 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.
  17. 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 mi
  18. 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?
  19. 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 G
  20. 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
  21. 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 get
  22. 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
  23. 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 t
  24. 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
  25. I'm going to host a chat session here on the site, from 6-8 PM (Mountain Standard Time). The main topic I wanted to discuss will be the D6 Magazine. If you've got suggestions, comments, ideas, or want to learn more about D6 Magazine, then please stop in and express them. We're open to ideas people might have, and we're also hoping to get some OpenD6 publishers to come in and chat about things as well. Come one and all! Bring a friend! Bring your ideas! Hope to see people there.
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