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What a great addition to Tiny Dungeon or Advanced Tiny Dungeon. And for the price, you can’t beat it.
Coming up with a Family Trade for Tiny Dungeon characters is always one of the hardest parts of character creation for me, and this product fixes that. It has a comprehensive list of occupations that a typical medieval fantasy character might have. Not only does it have a description of the trade, but there’s also a Trick of the Trade – a benefit to having that trade. They’re not a powerful as your standard Trait – they usually just give you a small bonus to do something specific – and that’s exactly how it should be.
I can’t recommend this product enough and I hope to see more Family Trade products for other TinyD6 games (Tiny Frontiers, etc.).
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A very creepy tomb I plan to incorprate into my game. As always, jim knows delivers a lot of playable ideas in a short amount of space. I look forward to the next one in the series and perhaps a printed collection at the end of the year.
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Alan this is the best Tiny D6 game so far!!!! The rules cover everything needed for a spy game, but yet still simple!! The combat rules are great improvment from the first tiny d6 games. Great job!
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Good resource book for Tiny Dungeon or Advanced Tiny Dungeon. Yes, these trades are well thought out and help flesh out your characters' backgrounds. But the piece that really makes this book shine out are the Tricks of Trade, a special ability unique to each Trade that helps them stand out from each other. This book offers a freash twist on character backgrounds.
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My shelves are filled to the brim with RPGs from every corner of the planet. Our main go to's are DnD 5E, Cortex Prime, Prowlers and Paragons. I am a big fan of cinematic systems (Cortex being the top of that category with PbtA coming in second.) Someone recommended TD6, got Tiny Dugneon 2E and fell in love with it. It is not perfect, but it's easy to kit bash and there's plenty of source materials to use for it that you can make it perfect for you. My players are bigger on the role play than the tactical and crunch of combat. Usually an encounter will go like: "You run into three Orcs, they are all brandishing weapons". Player = "I ask them how their family is." Typically combat slows them down on their enjoyment factor. Tiny Dungeon takes the ton of crunch and throws it in the bin, focuses on character creation and the enjoyment of story telling. It's also very enjoyable for a DM.
Character Creation: It's a breeze, your players can make the character they want to play in minutes. Kudos for figuring this out. Removing stats and replacing them with traits is genius, you still feel like a hero and you can impact the world even without a STR of 22.
Combat System: Expect your combat to go much faster, it is streamlined to almost near perfection.
Art: The art is really good. I only wish there was a full color version.
Setting: The majority of the book is filled with settings, take you want, leave what you don't like.
Where it falls short: Magic and spells. Wish there was an example spell list for the spell touched and the Spell readers. But it's easy enough to create a spell that turns a door into smoke or what ever you can think of.
If you are on the fence, get off it and just buy it. A huge regret is I didn't get the hardcover version, the soft cover's pages aren't the greatest quality, but the content within makes up for that.
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Great rules for dark magic games. The rules it adds for magic are mechanically simply while adding good depth to magic, making it darker and more dangerous. Not rules you would want to snap into every campaign, but when you want a story showcasing the corrupting influence of magic, these rules would be a fantastic addition!
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In Carmine (9 pages, free/pay what you want at DriveThruRPG) is a fun sci-fi adventure for Mothership RPG, but I used White Star: White Box Science Fiction Roleplaying (134 pages, same place). To create my solo engine, I changed five lines in Star Dogs Referee’s Handbook (62 pages, same place). I used five first level characters.
So, the mission was to travel to the Initial Point Of Replication (the “IPOR”) to collect a sample of lab-meat tissue. The PCs were dropped off at the Barrenlands and travelled for three nights (because it is sunny and hot during the day). They encountered polyps, Carminian Foxes, trees with attitude, a crashed transport, and a mouth pit. No casualties, yet. At the lab, level one, they encountered a polyp hidden in a hazard suit. The creature blew up and killed my alien PC Alespis. On level two, they encountered a meltmind that had polyps growing out of his face. A polyp attacked my mystic, blew up, and killed my PC. On level three, my Star Knight PC (he was forced out of the order, long story) attempted a saving throw to avoid death by infection. He did it (sigh of relief). My three remaining PCs got the tissue sample and headed back to the drop-off location. At this point, they saw the drop-off ship being attacked by an alien spacecraft. The drop-off ship was destroyed. My team just stood there on the surface of the planet, waiting for destiny to turn them into dust. The alien ship landed and the friendly aliens explained what had happened (they had felt threatened). They let the PCs come on to their ship, they took them where they wanted to go, and the PCs were able to complete their mission. Give this RPG a try!
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A new coat of paint on an interesting system, but a real let down in terms of a second edition. The differences from the first edition are pretty much limited only in how it looks with a tiny tweak or two. Notably there seem to be some editing issues; typos happen to anyone but in one case an entire description was missing with a big red [DESCRIPTION GOES HERE] instead. I didn't own the first edition (played it with a friend), but if I did own it buying this new edition wouldn't this worth the price tag in the slightest.
Disappointing as a second edition, but if you're just getting into the system it can still be worth it as the system itself remains sleek and playable. Might want to wait for a sale though.
To the publishers, I really did love the concept but I'd have hoped for more mechanics or more depth to what's there in a second edition, a new font choice and a new optional setting isn't really enough to justify buying it again.
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Absolutely brilliant little game, I had the benefit of playing with the creator on my gaming discord server and had a blast... who would have thought playing a mouse, saving child from a demonic cat demon would be so much fun!
this is a brilliant little game to pick up to play between sessions or to run for your little ones to get them into the world or RPG's
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We had a lot of fun playing this our first time out. Mech and kaiju creation was quick and straightforward and we were able to jump into the action. Much love for the Shakespeare-infused microsetting!
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Quest for Dragon Spire is supposed to be an introductory adventure for new players and new gamemasters.
It has an interesting story, which should work for new players.
But each scene is an improv prompt, which can be challenging for many gamemasters. I tried a pre-written adventure precisely because I have trouble with improv. I want to practice without too much improv to get better, then I can deal with more improv!
The climactic scene is the worst in this regard. As of the 2019 version, the adventure doesn't say enough about the dragon's motivations, and whether they have recently arrived, or returned, or perhaps awoken from a long sleep. This makes it hard for the gamemaster to judge whether the characters have reasonable requests and ideas to resolve the conflict. The adventure refers to a series of rolls, and taken literally, good diplomacy implies about a 13% chance of persuading the dragon, while poor diplomacy implies only a 4% chance. So what happens the other 87% or 96% of the time? It'd help to include suggestions for ideas that might make up for bad rolls, or quests that might persuade the dragon, which could be completed in time.
The river scene also gave me a lot of trouble.
For better gamemasters, the improv may not be too much.
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a great little addition to the tiny system. however need player buy in before as it is out of the way of the normal adventurinf lifestyle most rpgs focus on.
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Okay, here is the thing: It improves upon Tiny Dungeon, but at the same time it is a hot mess.
Positives:
-It has variable difficulty for tests, which you can easily implement in Tiny Dungeon too.
-The layout and artwork is surprisingly good
-There is lots of races or "heritages" to choose from (24!)
-It delivers what it promises- it is twice as complex as Tiny Dungeon, with variable damage and armor rules, too.
-it has better fleshed out advancement rules, so you can play a campaign with a sense of real advancement
Cons:
-some of the traits are not thought through (for example, the Berserker Trait lets you roll with one less die in combat to get +1 damage for each success.... which makes no sense really, because light weapons do 1 damage for each success, and heavy weapons do 2 damage for each success. So the only circumstance this trait could be beneficial, if you roll with 2d6 and get two successes, and you get +1 damage. Nope, not good at all)
-I am not fan of the AC system. A damage reduction variant would be much better. (Right now armor makes you harder to hit, and does not prevent damage... So, by wearing armor you become a ninja. Yes, it is the same in D&D but I simply hate this)
-The monsters are not fleshed out enough. Their trait list often points to other pages. (i.e.: Berserker: As per the fighter Trait). Come on! Most traits are only one sentence! Why do I have to flip the pages looking for this trait? Just copy paste it. Also, some monster are missing obvious traits (i.e.: the Troll have a reach of 15 feet, but Giants doesnt have any?)
-In combat you can do "special effect actions", some of which are odd. Okay, you can stun, stagger, knock down... and then there is root and weaken. Well, how do you do that as a fighter? Mechanically they are OK, but description-wise I dont know.
To summarise: It is not a bad system. Basically, it is now almost the same complexity as D&D 5th edition. I just hope that gallant Knight Games clear up or rewrite some of the traits to make them balanced. There are lots of good ideas in this book, and if this was my first RPG i would have been content. But right now I just feel it need to be a little more perfected.
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This is a good intro to the Tiny Dungeon system. It's straightforward and yet throws a few curves at the adventuring party. The ending to the adventure felt a bit abrupt (but maybe that's my inexperience showing as this was my first ever RPG).
i still enjoyed myself and you simply cant beat the price! 4.5 stars.
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For years I played games with multi-hundred page rules and multiple books. Enjoyed many of the systems, but never cared for how unrelentingly LARGE they were. Came across the TinyD6 system as a suggestion on Kickstarter and thought, "Sure. I'll give it a try."
A few years later and I now own every TinyD6 game and have not gone back to (or frankly even missed) those larger games. I love the simplicity of TinyD6 and how it allows you to get the rules out of the way and get down to the enjoyable storytelling part of the game.
Cannot recommend this system enough, either for newcomers or veteran RPG players.
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