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Tiny Frontiers

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Average Rating:4.4 / 5
Ratings Reviews Total
29 7
9 2
5 2
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Tiny Frontiers
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Tiny Frontiers
Publisher: Gallant Knight Games
by Keith T. [Verified Purchaser]
Date Added: 01/30/2022 19:45:44

I needed something small and easily accessible by my family. Tiny Frontiers achieved this and we have had so much fun. Its a combination on the theme and the mechanics that sold my family on Tiny Frontiers and the related resources. What makes this even more accessible is the A5 hard copy of the rules that we can pass around (PDFs work well but just lacks that hard copy feel that ages over time and plays).



Rating:
[5 of 5 Stars!]
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Tiny Frontiers
Publisher: Gallant Knight Games
by Mike I. [Verified Purchaser]
Date Added: 04/16/2021 23:32:48

This game has all the character customization, easy to learn, micro-setting fun you could want! I just wish it had some sort of relationship or bond type mechanic so that the characters could have an easy way to fit together without elaborate backstories or full handwaving away their pasts. Otherwise, a solid title.



Rating:
[4 of 5 Stars!]
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Tiny Frontiers
Publisher: Gallant Knight Games
by Michael L. [Verified Purchaser]
Date Added: 08/29/2017 23:55:03

I was introduced to Tiny Frontiers through its "expand-alone" companion game, MECHA and MONSTERS, and I am so glad that I was. The Tiny D6 system is genius and great for people who love good story telling and are sick of endless rules searching. Its quick to understand and full of great flavor, and writing, that quickly immerse you in a sweet sci-fi, space opera.



Rating:
[5 of 5 Stars!]
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Tiny Frontiers
Publisher: Gallant Knight Games
by Nicholas C. [Verified Purchaser]
Date Added: 04/20/2017 10:53:49

I picked this game up on a whim, and haven't had the chance to run it yet, but certainly mean to, as it really appeals to me.

OK, so first of all the layout is crisp and clear, and easy for me to read (even without my glasses on) which is increasingly important for me as an aging gamer.

Character creation is a snap - you choose a race (which determines hit points and gives a couple of extras that usually give you an advantage (see below) in some sorts of tests, select three traits, select wepon proficiency and mastery, assign gear and credits, choose a profession and a drive, and you're good to go.

The system itself is very straightforward - any test are rolled on 2d6, with a 5 or 6 rolled on any of the dice beig a success. Advantages add a die to the pool and disadvantages subtract one - veyr straightforward. If a test falls with the scope of your profession, you will get an advantage, and an appropriate Trait will usually give an advantage.

The trait list is excellent, and covers areas that would be skills in another game (acrobat, chemist, tracker) but also things that woudl be advantages, knacks or even powers in other games (cyborg, prepared, psionic, quickshot).

Combat might not suit some gamers, as all successful attacks do 1 point of damage, and armour is only "flavour" as it has no game effect. There are however rules for special actions such as Focus (essentially aiming), Evade, Supressing Fire, and Cover, so combat is not devoid of tactical decisions. Ammo is not tracked, but a test is made at the end of every fight to see if you are "out".

There are also sections dealing with Xeno-Tech (the equivalent of magic items in a fantasy game) and some good tables for randomply generating enemies, planets and settlements.

There is a good appendix on starships, which allows players to all contribute in any ship on ship action, and for starships to have traits of their own such as scanners, reactors, life support, plasma cannon, swarm missiles and so on. This looks like it would be good in play.

A second appendix does the same for Mecha, and I'm really looking forward to trying this out.

Last (but not least) the bulk of the book (more than twice the amount given to the rules) details 16 "micro-settings" of various type some of which are quite differnet and interesting - I have my eye on Marlowe Station, a crumbllig space station with a noir/mystery/horror vibe (think Babylon 5 gone bad...).

I can see me getting a lot out of this - now if only they produce a Pulp version (I already have my eye on hacking this!). Good effort.



Rating:
[4 of 5 Stars!]
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Tiny Frontiers
Publisher: Gallant Knight Games
by A customer [Verified Purchaser]
Date Added: 01/14/2017 21:44:25

The rules system seems pretty solid for a very lite game (personally I could see using it for a one shot but not something longer). It's very generic - there isn't anything that's really clever or new - but that's fine.

The included micro settings are not that great. They're mostly pretty generic, which makes them less useful since as micro settings they're also light on detail. I also felt like many of them were just not well written; this doesn't detract from their usefulness in play but does make the book much less fun to go through.



Rating:
[3 of 5 Stars!]
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Tiny Frontiers
Publisher: Gallant Knight Games
by A customer [Verified Purchaser]
Date Added: 12/10/2016 20:12:02

This is awesome. Simple and easy to follow. I love a good story and this foregoes heavy mechanics in presuit of just that....a good story making game.



Rating:
[5 of 5 Stars!]
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Tiny Frontiers
Publisher: Gallant Knight Games
by A customer [Verified Purchaser]
Date Added: 09/23/2016 13:58:13

The system was nice and clean and had a nice host of setting ideas. I also liked the Space Craft and Mecha thoughts. The 'systems for generating planets" really were nothing but a random table or two. The financial system seemed to be an afterthought without any guidance. Unfortunately, for me, the system really failed in two big areas - advancement and equipment.

Most role playing games give players a chance to advance their character and to improve. This system is one that pretty much what you start with is what you end with - there is no advancement. While I think this is fine for short convention games, I believe it falls flat in campaign settings. In addition, due to the limits in weapon use there is no future Seal equivalent, dangerous in long range, short range and melee weapons - only the specialist with one of these areas. There were no skills - only professions - with the onus placed on the GM and player as to coming up with appropriate skills a profession might have. Those with great imaginations and/or good arguments will soon dominate play.

And then there is the equipment - or lack there of. In science fiction equipment and technology is a big deal. In this system you have either "black-box xeno technology" or color. Apearently a buck naked individual is just as able to survive being shot or stabbed as someone in powered armor. As stated in the rules, armor has no mechanical impact on the game. Of course that makes sense when a person with a switchblade, slingshot or crossbow is as equally deadly as someone with a laser sword, blaster rifle or bazooka. And there is no mechanical impact for using inferior technology so the flint dagger armed naked warrior can easily match the plate armored knight or power armored space trooper. Yes, most of these things can be address easily by the GM but a few simple mechanics could have gone a long way to solving these things in a consistent manner.

There are good ideas here, and for $5 you can't really go wrong, but for a science fiction role playing game, in my opinion, this one is best used by experienced GMs for introductionary and convention style games.



Rating:
[3 of 5 Stars!]
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Tiny Frontiers
Publisher: Gallant Knight Games
by Ken C. [Verified Purchaser]
Date Added: 08/29/2016 06:15:14

Short and sweet ... I just love this system ... easy and simple to pick up and play, and introduce non-roleplayers too for the first time ...

A great addition to the "Tiny ..." series and looking forward to seeing more in this line!!!



Rating:
[5 of 5 Stars!]
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Tiny Frontiers
Publisher: Gallant Knight Games
by Lasse K. [Verified Purchaser]
Date Added: 08/06/2016 17:16:58

Tiny Frontiers is for you when you want a sci-fi exploration game quickly up and running. 'Tiny' refers to the amount of system mastery you need; it is very much a full game providing a firm framework for players and gamemasters. The system is simple but broad. Every feature is there, just in a simple and approachable form. Handwaving and fiat are necessary, but the book is very good at presenting ideas and ways for what and how you should build over the simple base mechanics.

Overall it is very well written and laid out; beginner groups should find it very suitable for themselves. The gamemaster section is especially helpful for putting together an adventure. There is a good amount of ready material, from encounter guidelines and alien artifact tables, to sixteen whole micro-settings to get your game up fast. The settings are very diverse and at least some are sure to strike your fancy.



Rating:
[5 of 5 Stars!]
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Tiny Frontiers
Publisher: Gallant Knight Games
by Terence F. [Verified Purchaser]
Date Added: 08/05/2016 10:29:19

As a person who prefers science fiction more than fantasy settings it nice to have another science ficition roleplaying game especially one in which the minimal rules are easy to follow; and they allow for various types of characters without having to rely on either a class system or point buy. Not only do you get the rules but 16 different micro-settings that can the seeds for either a quick one time adventure or for a full on campaign.



Rating:
[5 of 5 Stars!]
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Tiny Frontiers
Publisher: Gallant Knight Games
by Richard A. [Verified Purchaser]
Date Added: 07/21/2016 09:00:26

The new RPG, Tiny Frontiers, is a minimalistic science-fiction RPG, meaning it has only a small set of rules, which you can learn in about 5 minutes. That makes it perfect for a quick pick-up game when your players don't want to spend the time to learn a hundred pages of rules. It will also work well at conventions, limiting the amount of time players need to learn the rules, allowing them more time to actually play the game. Or you can play it just if you want a simple system for your RP.

Though the rules are simple, the mechanics work well in play and still allow the players many options. It is definitely role play over rules play. Character creation is also simple, though with enough diversity to allow for a wide range of characters. In addition, the game is easily expandable by the game master, who can add any new rules he wants.

The game presents 16 interesting micro-settings for the game, showcasing a myriad of campaign and adventure ideas for the game master. So, it's almost like having 16 science fiction games in one. And the micro-settings also provide examples so a game master can create his own setting if he so desires. Simple, innovative, and fun, I strongly recommend you pick up a copy of Tiny Frontiers.



Rating:
[5 of 5 Stars!]
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