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At first blush, this concept is terrific but shakier in execution. GMs should expect to do some surgery to stitch together the loose plot line. Because of its episodic structure, it’s not the themed one-shot it might have been, which works against it. It’s still worth checking out.
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This is a fun little rulebook with great art and a dirt-simple system called TinyD6. Those looking for crunch or depth here will be disappointed, but others seeking a post-apocalyptic game that can be picked up and played in minutes will be thrilled. It's worth grabbing.
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Yes it's simple. But it's so simple it isn't sustainable for a long term campaign. Advanced Tiny Dungeon is a better product for that. Also, as one other commenter already mentioned, this book is overpriced, in any format, when you consider it's in black and white and reuses much of the art multiple times. I also stumbled on the Spanish version here on drivethrurpg.com and found it beautifully detailed in color art (and additional races). I can't fathom why the English version doesn't contain all the same color art. (This also applies to Tiny Frontiers in Spanish.)
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On Tiny D6 system
Since I'm designing my own system (yet another one, but years in the making), I've read a lot of systems, yet this one is so straight forward and well written - its concept is plain fun but the maths are a bit odd.
Chance of success without Focus
- Disadvantage: 33% (-23%)
- Normal: 56%
- Advantage: 70% (+14%)
Chance of success with Focus
- Disadvantage: 50% (-25%)
- Normal: 75%
- Advantage: 87.5% (+12.5%)
So, I use a single d12 instead where you must get at least 7 (+2 if Disadvantage, -2 if Advantage, -1 if Focused) to succeed
- Disadvantage without focus 9+: 33%
- Normal without focus 7+: 50%
- Advantage without focus 5+: 67%
- Disadvantage with focus 8+: 5/12 = 42%
- Normal with focus 6+: 7/12 = 58%
- Advantage with focus 4+: 9/12 = 75%
And complication is on the one on a separate d6 throw along the d12.
Or, using a single d12 where you must get at least 8,7,6 for each attribute that is respectively one of weak, average (default), strong then adjusted by +2 on Disadvantage, -2 on Advantage and -1 when Focused. And contextual complications / eases are on the one on a separate d6 thrown along the d12; when one occurs, throw again: odd means complication (eg. you broke your elbow or your bow) and even means ease (you get an extra action or you found a cool item).
Attributes: Agility, Dexterity, Constitution, Strength, Perception, Social, Intellect, Wit (spirit, wisdom)
Example Abilities: See in the dark, Animal (a clone of your consciousness takes control of an animal (one at a time); you possess it until you decide to stop or until it dies)
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Since I'm designing my own system (yet another one, but years in the making), I've read a lot of systems, yet this one is so straight forward and well written - its concept is plain fun but the maths are a bit odd.
Chance of success without Focus
Disadvantage: 33% (-23%)
Normal: 56%
Advantage: 70% (+14%)
Chance of success with Focus
Disadvantage: 50% (-25%)
Normal: 75%
Advantage: 87.5% (+12.5%)
So, I use a single d12 instead where you must get at least 7 (+2 if Disadvantage, -2 if Advantage, -1 if Focused) to succeed.
Disadvantage without focus 9+: 33%
Normal without focus 7+: 50%
Advantage without focus 5+: 67%
Disadvantage with focus 8+: 5/12 = 42%
Normal with focus 6+: 7/12 = 58%
Advantage with focus 4+: 9/12 = 75%
And complication is on the one on a separate d6 throw along the d12.
Or, using a single d12 where you must get at least 6,7,8 for weak, average, strong then adjusted by +2 on Disadvantage, -2 on Advantage and -1 when Focused. And contextual complications / eases are on the one on a separate d6 thrown along the d12; when one occurs, throw again: odd means complication (eg. you broke your elbow or your bow) and even means ease (you get an extra action or you found a cool item).
Or, using a single d12 where you must get at least 8,7,6 for each attribute that is respectively one of weak, average (default), strong then adjusted by +2 on Disadvantage, -2 on Advantage and -1 when Focused. And contextual complications / eases are on the one on a separate d6 thrown along the d12; when one occurs, throw again: odd means complication (eg. you broke your elbow or your bow) and even means ease (you get an extra action or you found a cool item).
The Six Attributes: Agility, Dexterity, Constitution, Strength, Perception, Social, Intellect, Wit (spirit, wisdom)
Example Abilities: See in the dark, Animal (a clone of your consciousness takes control of an animal (one at a time); you possess it until you decide to stop or until it dies)
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One of my favorite ttrpgs. It’s quick to learn and perfect for groups that don’t have a lot of time to play or don’t have enough people available to play their normal game. I carry a physical copy in my bag because it’s great for on the spot gaming.
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This game is Frickin Awesome!!!! You can play a Badass, Kung-Fu Master, Veteran, Driver, Hacker or the Grizzled Leader who’s equipment includes a chomped on and bitten cigar! Need I say more?
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Love the year zero engine, and this game has so many scenarios that can be played from pulp literature. The “pushing your luck” mechanic ramps up any scenario into a laugh out loud and edge of your seat romp. My players love it!
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Tiny Dungeon is great! Super easy to jump into a game, and probably my favorite system to easily customize a character just the way I like.
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You need a set of 13 cards for each duelist. The excellent quality of the cards made this purchase a must-have for me and I promptly ordered a second set.
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Since I'm designing my own system (yet another one, but years in the making), I've read a lot of systems, yet this one is so straight forward and well written - its concept is plain fun but the maths are a bit odd.
Chance of success without Focus
- Disadvantage: 33% (-23%)
- Normal: 56%
- Advantage: 70% (+14%)
Chance of success with Focus
- Disadvantage: 50% (-25%)
- Normal: 75%
- Advantage: 87.5% (+12.5%)
So, I use a single d12 instead (+2 if Disadvantage, -2 if Advantage, -1 if Focused)
- Disadvantage without focus 9+: 4/12 = 33%
- Normal without focus 7+: 6/12 = 50%
- Advantage without focus 5+: 8/12 = 67%
- Disadvantage with focus 8+: 5/12 = 42%
- Normal with focus 6+: 7/12 = 58%
- Advantage with focus 4+: 9/12 = 75%
And complication is on ones!
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Since I'm designing my own system (yet another one, but years in the making), I've read a lot of systems, yet this one is so straight forward and well written - its concept is plain fun but the maths are a bit odd.
Chance of success without Focus
- Disadvantage: 33% (-23%)
- Normal: 56%
- Advantage: 70% (+14%)
Chance of success with Focus
- Disadvantage: 50% (-25%)
- Normal: 75%
- Advantage: 87.5% (+12.5%)
So, I use a single d12 instead (+2 if Disadvantage, -2 if Advantage, -1 if Focused)
- Disadvantage without focus 9+: 33%
- Normal without focus 7+: 50%
- Advantage without focus 5+: 67%
- Disadvantage with focus 8+: 5/12 = 42%
- Normal with focus 6+: 7/12 = 58%
- Advantage with focus 4+: 9/12 = 75%
And complication is on ones on a separate d6 throw on the side.
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Lighthearted takes familiar tropes and makes something that manages to feel entirely unique. The system of magic pulling from the rainbow light spectrum is such a cool idea, and I adore that you start with a trope but the goal is for your character to discover themself. The 80's community college setting is also really fun and makes it stand out from other witch school games. Also, how cool is the original music? I haven't played this yet, but from just reading it, it seems well thought out and easy to play. The art is awesome, too.
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I've been playing a campaign set in this universe for almost two years now. I've had the pleasure of having the author himself GM the campaign along with some old high school friends as well as new friends I've met along the way. I was a bit skeptical at first I'm not one to combine genres or foods. I don't believe in fusion. My English breakfast should not be combined with my late night Thai. But this works. It really does. Metaphorically speaking, if you're looking down from orbit, the old lands we associate with Vikings resemble the Wild West. The time and technology has changed, but one can picture the path from there to here. Our group used to error on the side of dice rolling and bigger as better. This was one of the campaigns that actually made us roleplay our characters more than just who had the biggest gun or sword. We had a skald, a valkyrie, a berserker, and a gunslinger amongst others. There has been dice rolling and situations forcing us to actually play our characters. There has been PC deaths. We've gone from being schmucks to being schmucks that the powers that be are using in their games with the Norse gods. If you're a fan of the Norse setting, if you liked The Last Kingdom and Vikings, if you like the old west or the Werewolf: The Wild West setting, I can't recommend this enough. To the previous reviewer, I 100% agree with the idea of including some maps of the setting. We've used a pretty detailed map in our game that the author created after this was initially published. I think the next version would be even better if a version of that map was included to flesh out the setting. Just to complete the full disclosure, I'm a friend of the author, but I'm also a dick and I call things as I see them. This was my first Savage Worlds game and it's led me down quite the awesome rabbit hole.
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Ran my first session as a GM in- well, a very long time, and this module was a big hit. This adventure is also a good way to break the D&D-based habit of using magic to get out of everything, as magic in TinyD6 is far more subtle.
It's not difficult to make this module a mission in your own universe.
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