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Stranger Stuff: Teenage Witchcraft (TinyD6) $9.99
Average Rating:4.7 / 5
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Stranger Stuff: Teenage Witchcraft (TinyD6)
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Stranger Stuff: Teenage Witchcraft (TinyD6)
Publisher: Gallant Knight Games
by Timothy B. [Featured Reviewer]
Date Added: 09/23/2022 09:19:40

Originally posted here: https://theotherside.timsbrannan.com/2022/09/100-days-of-halloween-stranger-stuff.html

Stranger Stuff and Teenage Witchcraft (TinyD6)

Tonight's game uses the Tiny D6 game system and is a supplement for Fat Goblin Games' Stranger Stuff game. Stranger Stuff is described as "80's Inspired Adventure, Horror, and Science Fiction." I think it is pretty easy to tell where this inspiration is from and frankly, that is good enough for me.

I love how the book cover aims for an old-school writing journal look for the core RPG and a "Sweet Valley High" look to the Teenage Witchcraft book. Really nice.

Teenage Witchcraft

PDF. 44 pages. Full-color cover and black & white interior art with accents of red.

This book takes the basics of the Stranger Stuff game and adds in the ability to become a witch and cast spells. So if you are thinking the Chilling Adventures of Sabrina or The Craft, but in the 80s, then you have the right idea here.

Most of the rules involve the casting of spells, as appropriate, There is an example walk-through with two spells and many examples are given, but the fun, of course, is making your own spells. OR as in the case with The Craft or Charmed, finding the right mix of witches to work with.

The two combined look like a ton of fun and since the rules are easy, something you could pick up and do in an afternoon.



Rating:
[5 of 5 Stars!]
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Stranger Stuff: Teenage Witchcraft (TinyD6)
Publisher: Gallant Knight Games
by Geoff G. [Verified Purchaser]
Date Added: 07/01/2021 12:07:09

Teenage Witchcraft is a natural add-on to Stranger Stuff that, to my mind, creates a straightforward ruleset for magic that is not only completely in the spirit of TinyD6; it perfectly complements the Spell Reader/Spell-Touched Traits, and also gives you the option of replacing those Traits with the new Teenage Witch Trait.

Either way, the rules provided give the GM a lot of leeway in how spells are created, how to determine variable success, unintended consequences (good and bad) of casting spells, and ways to improve your chance of spell success through the use of Spell Foci/Talismans, establishing covens, etc. All in all, the risks of failure can be high, but the book provides straightforward ways to balance it out to provide a reasonable chance of success while providing fodder for good stories.

To be honest, I would use this book for any TinyD6 game where magic is present. This is a "must-own" book in my view.



Rating:
[5 of 5 Stars!]
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