I came to Mini Six (http://antipaladingames.com/minisix.html) after being turned off d6 of any kind thanks to the cluster that was the Last Days of WEG, and I have to say, it's a handy little system. More compact and straightforward than the earlier iteration of d6 (the wild die explodes on 6s, 1s don't mean bad things), keeps the same basic ideas for mechanics for the most part, and includes a couple short settings that are pretty nice. I especially like Precint '77, which sort of reminds me of one of my new favorite shows, The Good Guys.
Anyhow, my print copy arrived Thursday. Nothing fancy--36pgs., staple-bound, but it's nice to have a concise, clear, useful d6 product again. Nice color cover, black-and-white interior.
Anyone else check it out yet? The pdf is free, after all.
EDIT: Clarified my point on the wild die.
Quote from: Zachary The First;415016Anyone else check it out yet? The pdf is free, after all.
I liked what I saw and am curious what further they plan on doing with it. I'd personally like it if they not only came up with a bunch of Perks for use, but also whatever criteria/formulas they used to make said Perks so that players and GMs alike would then be able to more easily tailor their own within the given expected boundaries of the system.
A couple of different systems for magic would also be a bonus (for different stles of fantasy, say like sword 'n sorcery versus high).
Quote from: Steve Dubya;415031I liked what I saw and am curious what further they plan on doing with it. I'd personally like it if they not only came up with a bunch of Perks for use, but also whatever criteria/formulas they used to make said Perks so that players and GMs alike would then be able to more easily tailor their own within the given expected boundaries of the system.
A couple of different systems for magic would also be a bonus (for different stles of fantasy, say like sword 'n sorcery versus high).
Those would be pretty cool. I pulled some perks from the Advantages in
d6 Fantasy, actually, but I like your idea.
I'd like to see some of the settings more fleshed out, but a 32-page GM's Toolkit or Sourcebook encompassing what you mentioned would be welcome indeed.
I have it as well, it's a cool game. There is a wild die, but 1's no longer cause bad things to happen. 6's explode. I definitely prefer it to the old version.
Quote from: danbuter;415053I have it as well, it's a cool game. There is a wild die, but 1's no longer cause bad things to happen. 6's explode. I definitely prefer it to the old version.
Yes, I should have clarified. That's what I meant. I didn't like the way the 1s worked before.
I printed it out a while back, it's great. I honestly don't how they managed to pack all the rules plus the settings into that size of book. Also you have to love the TV/Movie references in the settings section. :D
Yeah, for the first time in my life, I'd like to run a 70's cop show game. They make it seem fun (which I bet it would be for a while).
Quote from: danbuter;415095Yeah, for the first time in my life, I'd like to run a 70's cop show game. They make it seem fun (which I bet it would be for a while).
I think I read somewhere that the 70's setting was the creators favourite as well. Loads of source material for that campaign, a whole decade of cop shows!
D6 isn't quite my thing but I've looked through this and it's very well done. If I were to run a D6 game, I'd give pdfs of this to the players because it's easy to digest. Then I could pull whatever additional stuff I wanted from the older freely available books and add a page or two of setting specific house rules.
Tell me about what it does in those 36 pages..:D
It is freely available at antipaladin games if you want to check it out. The pdf is exactly what you receive if you buy the print copy (which is only $8 if you live Stateside). If you liked old Star Wars, I think you'd like this.