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What an awesome system. Full action, great cinematics, fun.
My players were running with it within ten minutes and spent their time with the adventure rather than the rules.
Everybody enjoyed, veterans as new players.
I like it and it will be fun to run Star Wars adventures and material that is still out there.
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The d6 system started with the WEG Star Wars RPG and it lives on! This a great RPG system that does not disappoint.
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An old stalwart of gaming, d6 Space is the generic descendant of WEG's Star Wars 2nd edition ruleset. I find its virtue and flaw system to be poorly worded, and much of the book to be confusingly laid out, but the core mechanics are and remain solid, with the Metaphysics single attribute taking the place of Star Wars' three "Force Skills" of Control, Sense, and Alter (though those remain, as skills beneath the attribute). It's not the best system out there, but its DNA underlies a lot of modern, skill-based, systems, either intentionally or coincidentally.
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D6 does the basics admirably. It starts to fall down when you need 'extras' though. Powers (Magical or Psionic), Vehicles, and Giant Monsters are not the systems forte.
The other major flaw is the attributes are not very intuitive. 6 Attributes each with skills attached, but which skills are tied to which attribute often eems arbitrary. Once it's memorized it won't be a big issue, but it's a minor hurdle in learning the system.
That being said; D6 is solid. It lets you make a wide range of characters, and conduct basic scenes admirably. It's a very difficult system to 'break' or 'powergame'. Simple and to-the-point for the most part.
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D6 Space
If you aren’t familiar with the old West End Games (WEG) Star Wars you should be. That being said, this is a re-hash of the rules to be used in a Sc-fi world of your business. I was a huge fan of the old games and really enjoyed this version.
To some the real con to this game is that you have to build your own world, but to others (like me) it’s a big bonus. If you are looking for a way to get your players into the grate unknown then take this out for a spin.
If you do pick it up pick up D6 Space Ships it is perfect for fleshing out your new world.
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Love it. It is a welcome to my Star Wars game. This is a finely crafted supplement. Gives me a buffed up universe and options for my campaign.
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Full Disclosure:
I am a publisher here on the DriveThru sites (NUELOW Games), I was a contributor to several WEG D6 products Back In The Day, and I've produced a couple since the system went OGL--so technically this is a violation of this site's TOS.
However, I think the D6 System still stands as one of the very best ever designed, and this book shows it off at its finest. I am posting this not as a professional but as a dedicated fan of this game system.
There's perhaps no better endorsement I can give other than that I am currently running a campaign using these rules--and it's been running more or less weekly since 1996.
If you don't know D6, you should. This free e-book is a steal!
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For those old geezers like me that remember the West End Games Star Wars game, that is basically what D6 Space is. Some better mechanics, and of course different background content, but still fun. Only problem is finding those rare non-d20 players to give it a go. Spaceship system is ok but I have yet to find a good vehicle mechanic in any game. Having a cool spaceship is more a bonus for the team and another location for adventures. (as a GM, I tend to have nasty stowaways with acid blood or boarded by space pirates so the PC's have to resort to personal combat.
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A classic and still very playable system, D6 Space is the original Star Wars RPG with the serial numbers filed off and cybernetic rules added to the mix. The system is robust and versatile enough that what it can't do right out of the book is generally easy to hack: I was able to put together a set of "netrunning" mechanics using the included Metaphysics rules as a guideline.
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The D6 system is just what the doctor ordered when you have that movie or book-inspired
campaign idea, and want to get it off the ground quickly.
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This really brings me back to the good old days of D6 Star Wars. Anyone who played that or any of the other WEG products from the early 90s will be able to get right into this. Not much has been removed or changed, and only a few things have been added, most of them good in my opinion. I have always prefered the freedom of the D6 system to most of the others that I have encountered, you just pick a skill and role the dice, and don't worry about feats or bonuses or anything like that. The additions this brings to that simple formula might bring some complexity, but I think they give some good fleshing out to things such as unusual characters and talents. Best of all, its free and plugs pretty much right in with any of the old D6 stuff you still have lying around. What is not to like.
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Extremely flexible, easy to understand, with a good flow and balance. This book has just about everything you'd ever need to run a Science Fiction game in just about any setting. Breaks down a little at higher levels of play (unless you REALLY dig counting numbers off of dice or long bouts of addition), but never stops being fun,.
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D6 Space is good but it does not fill the void left when WEG lost the rights to produce the Star Wars RPG line. There are some new ideas presented in th ebook based on the D6 system's growth over the years. The system itself does not get enough love in the RPG market.
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A great game in the D6 system have fun with it... :)
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This is the third D6 core book I picked up. While I love the previous two (adventure & Fantasy) This one by far is my favorite. The racial templates are great. The Metaphysics is dare I say it (better than the original starwars force rules). Section on cybernetics is great, Very easy to see how its built, Giving a whole lot of builds options using special powers.
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