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Other comments left for this publisher: |
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13 cards when you buy print copy....with shipping is more than a $1.00 each. Ouch! I got taken to the cleaners.
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Transparency: I was sent this PDF for free by the generous and rather out-of-the-blue offer of Mr. pinto, but not as incentive to review it.
Setup: This PDF starts with a title page. Then, it has a page of explanation of how to use it, what the categories are, and what symbols mean. (You roll for results in the various categories that apply to your current needs and choose from what comes up.) It ends with a page of pregenerated entries, so you can see the kinds of things you can come up with. There are 7 pages of 5 categories to roll on: prefixes, suffixes, titles, monsters/places/things, and common names.
Layout: The layout is clean, with most pages arranged in two columns. The entries in the categories are in a darker blue color, which makes them pop off the page a bit, but are in a thicker font face on a white background, which allows good contrast for easy reading. There are few spelling errors to be found. There are a couple pieces of color art, which helps break things up.
Likes: This is a simple PDF, but has a lot of potential to inspire you. You want a brief description for an evocative monster, location, or object? Need a flashy or unique title for an NPC? The charts in this PDF can do these things and the results tend to spark further ideas. You might have to do a little arranging for the results to make sense, but that process can lead to discovering other fun combinations. I love generators of all kinds, so I figured I would like this. They can be helpful ways to shake things up or seize on an idea when you're having trouble thinking of anything. I was surprised by how this generator inspired me.
Caveats: One of the categories is a list of common names; this is the weakest out of those offered. If your setting has different naming conventions, it won't apply. If you use name generators, you probably won't need it.
I have to say that while I really like the ideas present, the form of this generator is - well, a bit outdated. If you're an old school DM who enjoys flipping through pages and rolling things up by hand, you won't have this issue. But I don't have time or patience for that, especially while running. So I made a private digital version for myself so the rolls could be automated, and it worked very well.
Nitpicks: The heading and footer on the first page capitalizes post world games in one instance but not the other.
Bottom Line: I ended up liking this quite a bit, and I'm glad to have it! I'm sure I'll use it when I run fantasy games again.
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Overall: This is a great alteration of the core Tiny Dungeon system. It fleshes out a lot of aspects while still keeping the core system easy to learn and use. Ultimately I feel this is an improvement over the original system and hope the Gallant Knight Games does similiar 'Advanced' series for their other products that are based on TD2e. I also hope they come out with a Hardcover 8x11 size book (not a fan of the smaller size that TD2e came in), the formatting of the PDF suggests this won't be an option however.
Here is a quick pro/con list
pro: formatting is more aestetically pleasing
pro: Artwork is a lot better (than TD2e)
pro: Conversion rules are given which is a plus
pro: Special effects actions are nice
pro: leveling system expanded
con: the bookmarks for the pdf are disorganized
con: PCs start with a mastered weapon (same in TD2e but I don't agree with it - I house rule no mastered weapons at start)
con: post level 8 xp expenditure options feel lacking
neither: Attack test allows for more damage to be dealt on either side - likewise Armor Class has been implemented to lower incoming damage possibly negating it entirely
neither: Initiative is done a little differently - hard to say if better or worse
neither: Classes have been devised and traits have been organized within classes restricting their usage (can be seen as good or bad)
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This supplement delivers in what it offers.
There is a good variety of options for creating the dragon character you wish to build, as well as a good mixture of powerful and interesting traits and abilities that can allow you to shape your dragon however you want, and even personalize them even more.
There are some writing mistakes here and there, but all the important stuff is present and easy to understand, so you and your friends, and/or your GM, can quickly pick it up.
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Some of the best 5E mechanics anywhere, particularly the injury rules. And the focus on low-down-dirty-scoundrels is welcome, and well presented.
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The Protocol games are already a fantastic way to run a single session Rpg, but this expanded version is a great improvement on an already excellent format. The charts change as the story progresses, allowing the designer to guide a more specific play experience. I'm looking forward to more of these. I highly recomend giving it a try.
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I think this might possibly be one of the best designed RPGS I have had the chance to read. The system is easy to learn which is helpful in keeping the interest of persons new to role playing. The character creation is simple, but diverse. It also is more open so that player characters may be more personalized therefor more realistic.
I am very excited to play this RPG. Well done!
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The exansion to the rules are welcomed and enhance the game to a deeper level. But we got the game for its simplicity and the limited options. Sadly, many of the rules expansion have been put to one side in lieu of our own rules which just make the game ours. I guess Tiny Frontiers has developed a set of house rules we all enjoy that perhaps someone else playing the core rules might not. Still an awesome product, though not as well received in my household as the initial release.
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I needed something small and easily accessible by my family. Tiny Frontiers achieved this and we have had so much fun. Its a combination on the theme and the mechanics that sold my family on Tiny Frontiers and the related resources. What makes this even more accessible is the A5 hard copy of the rules that we can pass around (PDFs work well but just lacks that hard copy feel that ages over time and plays).
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(this review is based on reading the rules and my experience with the Year Zero Engine but I am looking forward to start the first games)
Generally speaking, I am a big fan of "easy to get in and start playing" rules. Free leagues has developped the Year Zero engine which perfectly serves this purpose. My experience with it is the Alien rules that I find extremely fun to run as a GM.
Pros:
- very easy to create a character
- very easy to read
- very cinematographic in its philosophy
- the mechanics support very well pulp movie type of actions (push your luck, catches, hero dice)
- almost zero crunch (might be a con for people who prefer a lot of hardcore detail and character progression)
- a full section with a number of tables for ideas about adventures, settings, baddies and their motivations
- content gives me all the basic tools I need to adapt super easily any existing Pulp adventure
- NPC stats and combat are super easy
- very easy to teach, you can probably cover 80% of the rules with the character sheet
- contains 3 adventures that I find interesting. As a first guess they should take each 3 sessions of 3-4 hours
- Just reading the book makes you want to start playing. That's a big plus!
- Last but not least, I can recruit easily players interested in one shots while playing other meatier systems
Cons:
- may not be as much handguided and granular as with other heavier set of rules
- players who are focused on character development might want to look elsewhere
- a (bit) of virtue signalling that, as an adult who embraces the world's complexity, I find tiring
- not much in terms of cool art and pictures (but it's ok, the text is light and super readable)
I also own in Pulp gaming: Hollow earth expedition, Savage World Adventure Edition. I like both sets. The difference being maybe that it takes more investment from my players and it is not always easy to find people committed to play the type of games you like.
In short: I have very little time left for my hobby but with this book, even if it is not covering every single section or questions one can have about the setting, I feel armed and ready to start Pulp adventures for my group.
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My 9-year-old wanted to try tabletop RPGs, so I picked up this one to have a game with as little as possible in between the player and the fun. It’s pretty great.
There’s enough crunch for rolling dice to be satisfying, but they more serve the game rather than drive it. It’s a breeze to modify on the fly (my kid made an anthropomorphic animal, so poof we’re playing in that kind of setting now rather than a traditional fantasy setting). Prepping adventures is very quick, as statting enemies is just “pick their hit points and a couple abilities that make sense.” Combats move quickly, and can be easily scaled for an appropriate challenge.
We’re playing a weekly game with my wife, child, and mother-in-law. My wife doesn’t like learning lots of rules, my kid doesn’t like doing arithmetic, and my MIL has some neurological difficulties due to a series of concussions. I’d recommend Tiny Dungeon for any of those cases.
TL;DR: Enough rules to be satisfying, but light enough that they get out of the way of story and role-playing.
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POD Please? lol this phrase gets overused, but I really think it applys here.
This is one of the best options I have seen from White Box. I actually had the PDF printed from Staples into a small, spiral-bound zine. I only do this for the books I love as it costs about $30.
One of my groups runs DDX, but heavily modde from other games. This book is essential to my DDX, OSR homebrew. White Box is a great system. I have the original White Box the author put out a decade or so ago. Dark Dungeons X has that skill and feat system that feels a little like 3e. Which is why I went with that. I hear there is a kickstarter for a better quality White Box game. If you're reading this, you probably already missed that.
Damphir is my favorite class/race option. More monsters (Children of the Night) and spells (Sorcery most foul) also add more options and a nice flavor. I'm can't wait to look into some of the Ravenloft stuff from 3e to add to this!
Reanimated are great. A great expansion on the Frankenstine Monster tropes.
The curse modifier chart on p 23 is forever in my games!
5 stars! This module gets used at lots of games.
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Tiny Gunslingers is a role-playing game and belongs to the TinyD6 game line and as such is completely compatible with the other TinyD6 games and genres. So if you want to mix your western with magic, sci-fi, horror, and so on, it's got you covered.
I will not review the TinyD6 game system per se, but rather just the rules as presented here.
Basically, characters are still created by assigning a series of traits, of which there are 19 new ones focused on the Old West, along with the usual assortment from the other books. There are no stats such as Strength or Intelligence, nor skills. There are no races or classes (both called Heritages in TinyD6 terminology). Characters are entirely defined by their traits which give them a mechanical advantage in certain circumstances, and can replicate such things normally covered by stats or skills in other RPGs.
There is a well done mechanism for resolving shoot-outs/duels using a version of the classic card game Black Jack. A lot of games attempt to mechanically draw out the rising tension before someone yells "Draw!" and the bullets start flying. Most are too complex and time consuming. TinyGunslingers answers the problem with an elegant solution that also increases the lethality of a duel over regular combat. A nice touch!
Another addition is the use of Grit and Bounty which mechanically seems incomplete. Grit allows you to perform extra special actions, and the only way to regain Grit is by getting Bounty from capturing/killing criminals/bad guys. Characters may never have more than 3 Grit, but there is no limit to Bounty. There is a mysterious sentence that states since one may only have 3 Grit, extra Grit better be shared with the posse. How? There is nothing in the rules to clarify what that means or how to go about it.
The game is only 36 pages in a digest format and if you believed that this makes the game too short and thematically incomplete, you'd be right. Tiny Gunslingers was meant as a bonus mini-game for those supporting the author's Patreon endeavor. As such it does not include any information about how the Old West was, real or imaginary outside of some perfunctory paragraphs about a fictional location. To further muddy the waters, the Enemies section nearly exclusively provides examples of sci-fi western threats. I don't fault it for the missing or genre-inappropriate information as it was never meant to be a complete western source-book...except...for one criminal lack of discussion...
Indians.
There are no rules or commentary presented in the book that address Indians, Indian culture, Indians as characters, and so on outside of a single sample NPC. In fact, on a random enemy table that presents threats to characters such as bears, other gunslingers, or angry railroad workers, hostile Indians are omitted. There is on the other hand a rather sanctimonious paragraph that scolds the reader about not causing real mental health issues by engaging in pretend colonialism. Perhaps that is why the game is devoid of discussion of Indians for fear of offending someone? The tragedy of the American Indian should not be forgotten and it should be treated with sensitivity, but the solution to possible offense and stereotypes is omission? That seems perhaps even more racially insensitive than a negative inclusion. I believe this to be a serious misstep on the author's part. There are several blank pages at the rear of the book and I would like to see a revised version at some point address Indians in those available pages.
The Nitty Gritty
Total Page Count: 36 Pages
Character Creation: 11 Pages
Game Mechanics: 9 Pages
Everything Else: 16 Pages
Judgement: In the end, I love Tiny Gunslingers. Although it is a stand alone game, I cannot recommend it as a stand alone game unless you already have a good understanding of the old west. There is too much missing. As an addition to the TinyD6 line, I think it is a great vehicle for exploring genre-blending worlds. If you have Tiny Frontiers, Dungeon, or any of the others, this is a must-have.
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basura |
by Ty L. [Verified Purchaser]
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Date Added: 08/30/2021 16:03:12 |
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I sat down and played a game of basura today on discord and had a blast. It is a one GM and one player game. It took a bit less than 2 hours to play even taking into account mandatory rpg miscellaneous chat.
It is a simple game where you play an old gunslinger in the “Wild” West with just a few traits and stats who comes into town and has to deal with the consequences of his sins.
My character’s name was Emil Müll known as Basura whose traits were Focused, Tired, and Ugly. He has a giant scar that splits his lip whenever he grins or frowns and disconcerting eyes with one being blue and the other violet.
The other stats used in the game are Sin, Fatigue, Fame, Consequences, and Drama.
The game is framed as a Western “movie” with various scenes determined by cards drawn by the GM that are starting points or inspiration for what happens in the game. You use up to five d6 as a player with 2d6 being the base roll and can spend Drama points to get extra dice and/or spend your trait like my Focused mentioned above.. The game is quick and fast in design and is only a handful of pages. As a player you are told to stop reading a bit past halfway through the first page leaving the rest for the GM.
In my session my old tired gunslinging killer arrived into town passing a local who recognized me and was frozen with fear before basura arrived and went to the saloon starting the adventure.
There are many possible ways to go and things that could happen from there depending on what cards the GM draws which are used as inspiration to frame the scene as the GM and player collaborate together to describe what happens.
As you make decisions and face problems in the game you build up or decrease your Sin, Fatigue, Fame, and Consequences until the PC meets their Fate.
I heavily recommend the game for a fun one shot over the internet. The great thing is about micro-games like this is you can just drop into them and play and have no obligations. Sometimes it can be tough to get games in because of schedules and children and everything and a quick and dirty one shot is a relief. The story is tightly framed around a concept so there is very little burden for the player or gamemaster and since you use playing cards to build each scene the gamemaster has basically no real prep either to do which is freeing for those of us who might hesitate to run something that requires work to setup. I spent five minutes making my character and most of that was to make a name that was a play on words once translated.
Now that I’ve played it that means that I have to run it. Check it out.
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Excellent additions for Univeral and/or Hammer-style Gothic horror for S&W White Box / White Box Fantastic Medieval Adventure Game or other similiar OSR products. Like all White Box material, it's easily portable to other systems or hackable for your own ends. I'm looking forward to running a horror-themed White Box FMAG campaign with this as the primary supplement.
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