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I really dislike Tiny Gunslingers as a system/rulebook, but I am really appreciating the quality of the support material that has been produced for it.
I have just started a wild west campaign using a custom modified version of Tunnel Goons, and America the Beautiful offers tons of stuff to enhance my campaign, without too much detail.
Of the 12 parts of this supplement:
HISTORY OF THE WEST
NEW TRAIT
ADVANCEMENT
THE MELTING POT
LANGUAGES OF THE OLD WEST
JIM BOWIE’S LEGENDARY KNIFE
COST OF LIVING
PROFESSIONS
WAGES
THE FUR TRADE
PROSPECTING
BOUNTY HUNTING
HOME ON THE RANGE
TEXAS RANGERS
ADVENTURE GENERATOR
THE COCHISE COUNTY COWBOYS
Only NEW TRAIT and ADVANCEMENT are of little use to me (being new rules for Tiny Gunslinger) everything else may come handy either to plan out my campaign, or even just right in the middle of a session.
Definitely reccomended.
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This is my favorite format for adventures. A big old sandbox full of locations, NPCs, and events to occur if the PCs don’t change things. About to run this for my local group using Shadow of the Weird Wizard, and rereading it reminded me how fantastic it is.
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A great supplement that offers what it says. A small village that can be added seamlessly into any Tiny Dungeon campaign without extra lore baggage.
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I bought this in part because I recently backed GKG's Kickstarter for D6 2e, which is the core system they used in Zorro. Based on the implementation in Zorro, I'm very happy I backed that.
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Excellent quickstart - it's comprehensive enough to explain the setting, it's well written, gives us all the rules needed, a lot of equipment and creatures, an interesting campaign idea (sufficiently fleshed out so that an experienced GM can nearly start it on the go) and a full adventure.
The setting is one of the best out there. Its themes and flavour are quite uncommon in RPGs and most players have never played something similar, while at the same time will find it somehow familiar enough.
The rules are befitting to the setting. They are detailed but quite intuitive and don't require cumbersome bookkeeping. I think most groups will find them easy to learn, narratively involved and complete.
The art is great, and I specially appreciate the awesome maps.
Worth the purchase even if you only want to see what's the fuss about. I've loved the setting for 20 years, and I'm eager for the arrival of the new edition in a couple weeks.
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A great system. Another option. Now I can choose between two version a simple version (tiny dungeons) and a version with a bit more crunch.
I play solo and Tiny dungeon and the advanced version are great.
Thank you for this!
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(Please forgive the wall of text, I'm having trouble figuring out how to format this review.)
I am a big fan of the work of both Alan Bahr and Nicolas R. Giacondino (NRG); GKG is one of my favorite game companies, and their collabs are always a lot of fun.
I've not played "Tunnel Goons", the system that the game towards the end of the book is based on, but it seems simple enough, and several people I respect consider it a good time. That said, none of this review is about the game itself: I am just talking about the product as a whole, and the (what I consider to be a) slight disservice that the description does the product.
For those confused, this is, from cover to cover, a work of fiction. Much like the novel-version of, say, "The Princess Bride", where the author William Goldman presents his story of Wesley and Buttercup as though it was a story that already existed, an old tale of his heritage that his elders read to him as a child that he is cleaning up and presenting to an audience that is unfamiliar with it, instead of invented whole-cloth, Bahr and NRG have invented a comic-strip mythology and a creator of that mythology. They present it here as a labor of love, restoring what they can of lost body of work that they both appreciated as children.
Taken as that, and if you're into that sort of thing (I am!), this is a fun product. Bahr's writing on the world of Danger Doyle is just like the source books for the Gallantverse/Tiny Supers; this is very similar in format, and just as fun, but it also includes a bit about the life of the fictional "creator" of Danger Doyle, Alberto Sola Lopez. It also has NRG's wonderful artwork depicting the world, at times full of beautiful alien landscapes (see the cover), NRG's classic action in others (page 7 in the sample), and other times haunting in what they DON'T show but seem to be hinting at (a broken helmet and limp hand at the bottom of page 51).
The only problem here, and the reason I am giving this 4-stars instead of 5, is that I feel the description isn't doing a great job of describing the actual product. It claims to "presents a limited collection of DANGER DOYLE strips", which this doesn't actually have, unless I missed something or downloaded a corrupted file. I guess it could be correct, if the idea was that they were kind of like the Prince Valiant comics, where there's one big illustration with text beneath it, but there is no ongoing story here, the strips that most people are more familiar with from the Funny Pages or regular comics. The artwork is just (and forgive that word, "just", it's not to disparage or minimize the finished product, but I feel it does apply) a collection of illustrations. Bahr's description of the world is very good, but that isn't what the description is selling.
Bahr comes clean on the fictionality of the content at the end, and there is a very touching dedication.
I am happy with this product, but it was not what I was expecting when I plunked down my money. I feel that a more accurate description, even if it "ruins" the fun of the fiction right up front (much like my review is doing, I guess) would be a little more... honest, I suppose. Not to say that there was a malicious intent to deceive, but the description is a bit misleading, and thus, 4-stars.
I do recommend this product, even as just a fun artifact, and a guide for a game I may never play. The descriptions are fun and the art is beautiful, and it's nice to slip into a world where Buck Rogers and Flash Gordon had a female counterpart who could hold her own, instead of just damsel distressedly.
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A retro clone, elegantly written, with a nice character sheet. It's the kind of rules system to hang your house rules from.
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This is the perfect fit between rules lite and crunch for me and my players. Since running this game, I switched over my campaigns from DND 5e to this system and my players love it. The simplified combat really reduces combat times, while still providing plenty of player options from the advanced additions. After playing, my other players have also become Tiny D6 converts. I cannot recommend this system enough and wish more people gave it a try!
A truly fantastic system. I hope they release more material for it.
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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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