|
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.
|
|
|
|
|
|
Got this after reading some Vance and Wolfe. Also after contemplating d20 systems and various resource mechanics. What I really like about this is that although it appears deceptively simple there is depth and longer term playability.The Heron's path is inspired. The generic system is available as MAIL and also worth looking at. The background and fluff is really atmospheric and evokes the genre well.
|
|
|
|
|
Creator Reply: |
Thank you so much for the kind words! It means a lot to hear! |
|
|
|
|
Do you fear being trapped in a big box wearhouse store? Do you get lost in IKEA? This is a game to face those fears.
I realise this is a "One-Sheet" or one page game but I was hoping for more details / handholding. Still a great deal at the price.
|
|
|
|
|
#&%! |
by Ronald J. [Verified Purchaser]
|
Date Added: 04/08/2023 19:29:52 |
|
A party game for those that can't have fun without rules. A quick silly read for the rest of us.
|
|
|
|
|
|
Another way to track how big an impact characters have on their world and how they are remembered. Not everyone becomes the king or ruler or demi-god of the world. Could be used in any game setting.
Maybe just 4.5 stars rounded up.
|
|
|
|
|
|
Interesting concept, might not be my thing but I have friends who would love this kind of game. Round three has promise.
|
|
|
|
|
|
I just showed my group the character creation and how to roll, and they unanimously dropped D&D 5e in favor of using this... so, I think I made a pretty good purchase! I'm as obsessed as they are. But let's talk positives and negatives, so you know what you're getting into! I rate it 5 stars because of how dazzling its strengths are, but there is a gap or two worth noting (that I'd otherwise deduct points for).
TL;DR: It is very direct, has great range, is fast and fun to play/run. Will need other sources to patch up spots that aren't explored enough. (Micronomicon, GM guide of your choosing, etc.)
Pro's:
-Dice rolling here has reached perfection. In practice, it's fast, easy, unobtrusive during gameplay, and even has a tactile component to feeling your character's strength and weakness--when you have Advantage, roll 3d6, and disadvantage, 1d6. Again, it's fast, and you feel it.
-Character building? Fantastic. There is almost nothing in the way between you and playing the character concept you want to play. It's all balanced around picking each trait you want to use, which is the main measure of power. Traits and Runes are fun.
-Nothing in the way: this taught me that stats hold back RPGs more than they offer!
-Easy running. I just talk and call for rolls. I look at my players and know what they are capable of intuitively. The enemies I use fit in one line of text (HP, AC, trait list).
-Convenience. My players would often forget about abilities they had (they're narrative-focused). The formatting fluff's been cut, you just have a list of exactly the abilities you have and what you can do with them. No numbers to keep track of, either, minus a few +1 damage things!
-Flexibility. Want to do something there isn't a trait for? Well, write one--so long as it's settled with the same rolls, you're in the clear.
-Take from other systems as freely as you want. Converting things into this is easier and more intuitive than anything else I've engaged with.
Con's:
-The copyediting could do with some work--I've come to notice typos as I've familiarized myself with the book.
- On its own, it is void of guidance on rewarding the party for adventuring.
- There isn't a gauge on appropriate encounter building.
- Also on its own, the magic traits are pretty vague and lack any set gauge as well.
Almost all of these cons are resolved by getting something like the Micronomicon to fill in any gaps on player options or information about trait usage.
The lack of guidance on running adventures or using equipment is also patched up quite quickly by any other RPG books you have or use. I'm using the 5e item tables and Monster Manual next week, as I have been.
In other words... there's no issues that you can't work around and live with.
|
|
|
|
|
|
this is quintessential book for tinyd6 system ruleset IMO
|
|
|
|
|
|
This is a must read for any GMs with players who've read the monster manuals cover to cover. Spring one Chimera on them created using the information in this short PDF and they'll have second thoughts about ever other monster in your game. "What do you mean it has the head and neck of a snake, goat and panther?? that's not in the Monster Manual!" "We wake in the middle of the night, Bob is gone, and all we felt was the rushing of a strong putrid smelling wind?" "What book did you find THIS THING in??" :-)
After reading this, I'll be sure to check out more of your Better Monster series!
|
|
|
|
|
|
It's been over a decade since I've run an RPG, and as age and mental health issues continue to grow, I'm finding a need for games that better facilitate telling stories easily. The Tiny D6 system does that. By boiling down the "game" aspects to the bare necessities, they allow you to focus on what's important: the story.
Tiny Cthulhu truly does this well. With just two stats and a handfull of Traits, you have a complete character. More, this level of minimalism allows the GM to have all they need for almost every NPC and adversary in one line of text, as well as allowing the GM to develop the people the character encounter on the fly.
The rules account for the first 36 pages of the book, with the remainder given over to GM advice, galleries of items and adversaries to encounter, and ten distinct micro-settings, each capable of being the basis of an ongoing campaign.
Within the gallery sections you'll find a mixture of familiar Mythos elements - with references on where you can find them in Lovecraft's work - and those newly created for the product line. This will let the GM mix and match familiar elements with those the players haven't seen before, keeping things fresh and exciting.
As a Tiny D6 game, you also have the advantage of being able to implement elements from other games in the line. Want to run a horror version of "Pirates of the Caribbean"? Add Tiny Cthulhu to Tiny Pirates. Recreating "Event Horizon"? Mix Tiny Cthulhu with Tiny Frontiers.
This is one I'm looking forward to running very soon. From the very beginning of the book, it triggers the synapses, eliciting numerous "Oooo, I could!.." and "Wow, if I!.." moments of creativity that are just too much to ignore.
Well done, GKG!
|
|
|
|
|
|
At 10 pages Pay What You Want (Suggested $0.99) is a good deal.
A list of words and definitions that might come in handy for gamers.
I think the "animals" list and the sounds they make was entertaining.
|
|
|
|
|
|
I have ran about four tiny gunslinger one shots. Every time they've been a hit I know the bestiary is slim to none but I found it was not that hard to create creatures and other NPC's. In my gaming group loves this game. It seems really light, but if your story is action packed and there is tension, this is a great gaming system!
|
|
|
|
|
|
An old school style game that tries new things. I particularly love the archer and scout classes. The world is dark and harsh. The community building process ties characters to the community they must defend.
Monsters have new twists, my group was surprised when the razerwing owlbear could fly.
Worth a look even if you just want to steal ideas for other old school games.
|
|
|
|
|
|
A great set of spells that aren't your standard spells. You can easily adapt them for any old school fantasy rpg if you want some magic with a darker tone.
|
|
|
|
|
|
Yup, very Cliched. But it was an amusing read.
Though a 1-2 of these I never ran into enough where I would consider it a gaming cliche.
|
|
|
|
|
|
|