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I've now run three sessions of a campaign, and it's been fantastic so far. The system is really good at encouraging emergent plot, my players have responded perfectly to the tone, and the advice for running slice-of-life games is so helpful. The smaller scale is such a pleasant change - having an entire session about a rival tavern, or a local festival, is really engaging.
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Alan Bahr has written many great games, but I think this is my favourite. It's a system perfectly designed to evoke and enable the kind of play described in its pages. The layout and art are beautiful, and there is enough material here to play for years. It's superb.
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It's my first experience for Tiny D6 and I was seduced by the project Tiny Cyberpunk.
Drone, Hacking, Cybernetic, Fight, Vehicles, and more !!!
Thank you
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My go-to for superheroes! Fast, so easy, amazing art and great layout
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I don't need someone telling me the centuries long history of a setting, or the history of the creatures living there or what they call pointy eared pale rangers.
This is a game that leaves the world building to the Players and GM. There are no set classes, or premade races, no THAC0 to figure out. There is a light frework to help determine who your character is and why they are adventuring. The rest is pretty vague to allow the world to grow as needed. I like that it's light on crunch and fluff.
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hello out there! just wanted to say that i too am a huge fan of greg stafford (RIP) and his masterful Pendragon rpg. i'm also a student of the tarot, and an avid solo rpg afficiando. so this purchase was a no-brainer - wow. anyways, i was wondering if there's a playthrough video somewhere on the net i could view.? cheers!
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A lot of good stuff in here, but -1 star for production values. Some of the creatures’ entries are written as if the player were the beast, some aren’t. At least one entry refers to another monster instead of the one featured (I suspect a copy-and-paste that wasn’t updated). A lot of the artwork touches the text. A missing word here and there that would help context. Overall, another pass or two in proofreading would have made this perfect.
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I was a backer for this on Kickstarter. I love the art, the lore, the very idea of this book. It very much harkens back to a Tolkien adventure. I was so excited to play.
Unfortunately, I found character creation to be a chore. Requirements are spread out all over the book. You have to intuit a few things and hope it is right. It would be great if there was a one or two page summary to check things off with. I have to played this again because of this.
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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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Creator Reply: |
That really cool that you have found my supplement useful for your TTRPG campaign, even if its not Tiny Gunslingers. |
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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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