Thursday, September 1, 2011

A Look at the 6D6 Core RPG

I hesitate to call this a review, as it is less review and more "first view" of the 6D6 RPG, at least with my eyes viewing it.

Now, if you want the one minute summary you can view the video on youtube.  It's stop motion and brought back memories of Gumby for me, but it's also a better summary of how the game is played  then I could explain in a thousand words.  See, a (moving) picture IS worth a thousand words.

Did you watch it?  Good.  I didn't produce it it, the 6D6 guys did.  Just over a minute it length, it hits the post perfectly.  Much longer and it would have lost my interest.  Amazing what a one minute video can get across to someone.

Okie, here the next link. The 6D6 Ultra-Lite rules.  It's a free download.  It's billed as a 30 second introduction to the 6D6 rules.  I'd say it's closer to two minutes myself ;)

Alright, now that we are up to speed, more or less, I'll give some of my impressions of the 6D6 Core rules:

The use of cards, and in some instances actions similar to "tapping" actions from card games like Magic the Gathering and the like, may help make this a crossover game for those whose gaming experience is limited to or centered on such games.  Note:  The cards are not collectible.  You are printing them out yourself.  They are practical, not pretty, which is fine by me.

Less crunch, still crunchy - by this I mean the game is not written to be a realistic simulation.  Modifiers are generally 1D6 (plus adjustments) for each card you can play.  Its the play that becomes a bit crunchy, at least if you've been playing the standard types of RPG for the last 30 years (like I have).  The card system IS a different system, and it does take some getting used to.  I had a hard time grokking it myself until I found the youtube video I linked above.  It's not overly complicated - it's just different.

Its surprisingly flexible.  I thought the cards would result in the limiting of choices, but with the number of combinations that can be played (as long as the player can weave a plausible explanation for the situation in question) it covers a lot of possibilities.  Hey, and you can create new cards!

The cards themselves are like skills, or feats, or equipment, or mental and physical abilities - but they are used in different ways.  Not all can be available at once.  There is strategy involved in what you play and what you have prepared to play.

Monsters and adversaries are defined by cards too.  This part seems like it can get a bit confusing if you are running more then a small handful of monsters at a time.  Well, that's true in most RPGs, but keeping the cards in order for multiple foes seems to consume both time and table space.  There has to be a way to streamline it

Well, as I said in the beginning, this is less a review then a "view".

I need to print out a set of cards and try some mock encounters and generate a character or two.  I'll post the results when I get it done.


  1. Adapting a MTG type type action is something new to me too. It would take a few tries to get good at it but it seems worth my while to check out.

    Right off the bat some of the key good points for me are the fact that it uses the print yourself cards and that you can link them in endless ways.

  2. Check the free Ultra-lite PDF - its a pretty good intro


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