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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 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.
  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 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
  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 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?
  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 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!
  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, 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.
  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 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.
  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://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.
  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 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.
  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. 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?
  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 over stuff like that?
  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 talking about OpenD6? What needs to be done to both bring people back to OpenD6 AND get people to talk about OpenD6?
  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 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?
  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 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
  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 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?
  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 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?
  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 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?
  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 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?
  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 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.
  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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