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Not as complete a Tiny Dungeons but a reasonably decent micro-game. The micro-settings are more intriguing in this one than in Tiny Dungeons. This one is different enough from Tiny Dungeons to warrant a purchase. It's not worth $15 (especially if you already have any other Tiny Dungeons) but well worth it for the $5 deal of the day I paid. The critique around the bestiary is fair...luckily you can re-skin the monsters from Dungeons.
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Great game! Easy to learn with enough options and content to get pretty far before you need to reach into the Advanced options etc. As an added bonus, the game is fully compatible with other games in the TinyD6 line. Seriously, buy this game if you know anyone that wants to play something like D&D but is intimidated by all the rules, this is your game! Only one thing I would really add (that isn't included in any of the TinyD6 lines are PC relationship building rules and tying that into a game play feedback. (XP or the like for that, something like Apocalypse World or Dungeon World)
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If you like the Tiny D6 line, particularly, Tiny Dungeon, this one has some nice thematic rules to add onto the game to give it a more swashbuckling feel. It's fully compatible with Tiny Frontiers as well if you want the same thing but in space.
IF you have a Tiny D6 game, the base rules will all be repeated here so you don't get a whole lot of new content. The system is tight and easy to learn and it's all here.
This is the reason I don't give this 5 stars because it feels like bloat for me. However, IF this is your first TinyD6 pickup, it's easily worth the price of admission and worth 5 stars!
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While I was at first hyped for this game when I bought it, a lot of that died off when I read it and I kinda wish I could refund it. There are errors that need to be fixed, some of the wording is extremly confusing, a few rules contradict themselves, and sometimes it'll tell you to look at a specific page for more info on rules and it doesn't actually contain anything on that page. It feels a bit unfinished and it was incredibly demoralizing. I know this is supposed to be a toolkit, but it felt like i was fixing more than i was adding. The art is great, the little tidbits of setting to go off of is cool, and there were a couple of things I really liked. But all in all, this PDF will probably be gathering imaginary dust.
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This is quite fun. Simple rules make it easy to get rolling quickly. My players had their characters put together in minutes and we played a pretty complete feeling adventure in about an hour and a half, took just a little longer than watching an episode of Baywatch. Adventure generator is a great brainstorming tool for creating adventure ideas that fit the genre, I'd suggest interweaving 2 or three plotlines to have a main plot and a subplot or two going at a time. Note that this is extremely rules light, the "harbormaster" will need to exercise judgment a lot as there probably isn't a rule for whatever might come up but if you are someone who likes to improvise and not crunch through a lot of rules cases, and the idea of a game based on 90's ensemble TV if something that interests you, this will probably be enjoyable for you. But if you want rules apporximating a tactical wargame or that provides a really wide range of crunchy character options, this isn't it. Only real attribute characters have basically amounts to hit points, and then everyone has a handful of situational modifiers selected from a list after choosing an archetype. Savage Worlds or D&D 5e feel quite a bit more complicated than this; it is even simpler than d6 Star Wars which is sort of my go to game for a stripped down rules experience. If you are a big fan of Battletech or older editions of D&D or Pathfinder and dislike games like 5e for being too simplified or dumbed down, this almost certainly is not the game for you. Personally, I've very tempted to try running other TinyD6 games after playing this one a bit.
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SYMA |
by Seth T. [Verified Purchaser]
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Date Added: 07/31/2023 17:05:23 |
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Well worth my money! This is easily adapted to other genres and is mostly well laid out. Content = 5 stars
While the author assumes you understand that Angry Spirits have 2HP and can only be affected by magic (and may be pacified with a song), and Formites also have 2HP and attack magic users first, this was clarified in the "discussions" when someone asked, and Thank You for answering!
The main con for me is that the default two-page spread is perfect for veiwing Table 4: Treasures, since page 11 is next to page 12. However, when printed as a booklet, I have to flip back and forth between the pages to read the table since page 11 is the front side and page 12 is the back. I can't custom print the page order because there are 3 pages labled "1" in the PDF format.
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I have only read the rules, but this looks great. Easy mechanics, an interesting setting and playing nasty characters. This looks like a lot of fun.
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Great intro to the Tiny D6 system!
I agree that it makes sense that some monsters have different HPs than the core book given that the idea is to simplify enemy creation with only an HP value and trait list. This is a quickstart after all!
My only complaint with it is nitpicky, but I don't like how the HP catagories differ from the other books. In all the other books 1HP=fodder, 2HP=low, 3-5HP=medium. Here 1-2HP=fodder, 3HP=low, 4=medium.
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This is the ideal amount of added "crunch" and "flavor" for a TinyD6 rules-lite system! Graduating from Tiny Dungeons 2e to Adavanced Tiny Dungeons was exactly what my players craved for character growth and advancement options in longer campaigns, but still works for one-shots or short campaigns. The classes and AC that were added gave it that old-school vibe, and provided for more differentiated character abilities. Lots of optional rules are given that can be used to add nuance to the type of fantasy game you want to run (e.g., Sword and Sorcery). My players favorite optional rules were the various weapon and magic weapon traits that made certain weapons more unique and desirable.
If you enjoy Tiny Dungeons 2e (or any other rules-lite system), I cannot recommend Advanced Tiny Dungeons enough. My players and I have had a blast with it, and we've even re-played some previous 2e adventures just because it's so dang fun! It offers a brief section on converting from 2e to Advanced.
SIDE NOTE: We used Yochai Gal's "Cairn" d100 spellbooks list for the Spell-Reader trait. It made for some gonzo magic hilariousness.
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Errors/typos from obvious copy and paste from Tiny Dungeon. Many traits are copied over without any changes to flavor text to match wasteland theme. Both Wasteland and Dungeons are good games but wasteland doesnt add enough to be $18. A module for TinyD would have been more appropriate.
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Inspiring, but still sketchy, the dolphin has strange capacity levels compared to anyone else. One of the characters is supposed to have a secret, but their abilities make it very easy to guess.
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Extremely Necessary!
A nice change of pace without changing games
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Backed this when they first announced it. Only done light solo so far, but I'm enjoying it. Only complaint: need more monsters.
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Creator Reply: |
Good note! We'll take a look at the monsters and see what we can do with an expansion. |
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This is the only Tiny D6 book I've read, so I don't know if they're all like this, but this one seems to use being rules light as an excuse to just not put much in the book. The most egregious example is the section on enemies. By default, enemies are just differentiated by how many HP they have. The book suggests that if you want to give them abilities, to take them from the player options or just make something up. I didn't pay for a book to be told to make something up. The bestiary is a single page with 3 dull example enemies on it. Maybe I just have a very different perspective to the authors and the people who like this game, but to me personally, this book felt a bit lazy.
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