Wednesday, February 3, 2010

Xceptional Rules - Combat Classes and Ranks



COMBAT RANKS

Combat Ranks work exactly like Skill Ranks and are used instead of Skill Ranks when performing Offensive and Defensive Actions.

Offensive Combat Ranks

Strike – Use this Offensive Combat Rank to "Score a Hit" when attacking an adjacent target. Such attacks might include use of a melee weapon, or boxing, or brawling.

Aim – Use this Offensive Combat Rank to "Score a Hit" when attacking a distant target. Such attacks might include use of a ranged or thrown weapon, or even projected super powers.

Focus – Use this Offensive Combat Rank to "Score a Hit" with a mental or mystical attack. Any visible figure, distant or adjacent, can be a target of this attack. Focus cannot be used unskilled.

Defensive Combat Ranks

Parry – Use this Defensive Combat Rank in response to a successful Hit scored against you by a Strike attack action.

Dodge – Use this Defensive Combat Rank in response to a successful Hit scored against you by an Aim attack action.

Resist – Use this Defensive Combat Rank in response to a successful Hit scored against you by a Focus attack action.

COMBAT CLASSES

Combat Classes are special designations that define a character's strategic role in tabletop combat.

There are three Combat Classes in Xceptional.

Brawler - Brawlers specialize in close combat. They excel in the offensive and defensive ranks of Strike and Parry.

Shooter - Shooters specialize in ranged combat. They excel in the offensive and defensive ranks of Aim and Dodge.

Mentalist - Mentalists specialize in psychic combat. They excel in the offensive and defensive ranks of Focus and Resist.

To find your character's Combat Class answer the following:

Is one of your Ability Scores a 2?

"No." - consult Table A.

"Yes, and it's Rage." - consult Table B.

"Yes, and it's Precognition." - consult Table C.

"Yes, and it's Grace." - consult Table D.

TABLE A (Roll or choose):

[0-1] Brawler

[2-3] Shooter

[4-5] Mentalist

TABLE B (Roll or choose, on the appropriate sub table):

Precognition is 4
[0-1] Shooter
[2-5] Mentalist
Grace is 4
[0-3] Shooter
[4-5] Mentalist


TABLE C (Roll or choose, on the appropriate sub table):

Rage is 4
[0-3] Brawler
[4-5] Shooter
Grace is 4
[0-1] Brawler
[2-5] Shooter


TABLE D (Roll or choose, on the appropriate sub table):

Rage is 4
[0-3] Brawler
[4-5] Mentalist
Precognition is 4
[0-1] Brawler
[2-5] Mentalist

COMBAT RANK ADVANCEMENT TABLES

A character has Combat Ranks as indicated on the Combat Rank Advancement Table that corresponds with their Combat Class.

As a character Advances their Combat Ranks improve. A newly created character has Combat Ranks equal to those indicated for a character with 0 (zero) Advances.

As the group meets to play the GM will award "Advances" to the players. Advances add up, so the first time the GM awards an Advance the characters will have 1 Advance; the second time the GM awards an advance the characters will have 2 Advances ... etc.

It is recommended that the GM award Advances to the characters in a play group approximately every second or third game session.

A character cannot advance more than 20 times. A character with 20 Advances is said to be: Maxed Out.

On the Combat Ranks tables a "U" is used to indicate a Combat Rank that is "Unskilled."

The Focus Combat Rank is special in that it is exclusive to the Mentalist Combat Class and cannot be used by the Brawler or Shooter Classes at all.

BRAWLER CLASS COMBAT RANKS

Advances
Strike
Parry
Shoot
Dodge
Focus
Resist
0
1
1
U
U
-
U
1
1
1
U
U
-
U
2
1
1
U
U
-
U
3
1
2
U
U
-
U
4
1
2
U
1
-
U
5
1
2
U
1
-
U
6
2
2
U
1
-
U
7
2
2
1
1
-
U
8
2
2
1
1
-
1
9
2
3
1
1
-
1
10
2
3
1
1
-
1
11
2
3
1
1
-
1
12
3
3
1
2
-
1
13
3
3
1
2
-
1
14
3
3
2
2
-
1
15
3
4
2
2
-
1
16
3
4
2
2
-
2
17
3
4
2
2
-
2
18
4
4
2
2
-
2
19
4
4
2
2
-
2
20
4
4
2
3
-
2


SHOOTER CLASS COMBAT RANKS

Advances
Strike
Parry
Shoot
Dodge
Focus
Resist
0
U
U
1
1
-
U
1
U
U
1
1
-
U
2
U
U
1
1
-
U
3
U
U
2
1
-
U
4
U
U
2
1
-
1
5
U
U
2
1
-
1
6
U
U
2
2
-
1
7
1
U
2
2
-
1
8
1
1
2
2
-
1
9
1
1
3
2
-
1
10
1
1
3
2
-
1
11
1
1
3
2
-
1
12
1
1
3
3
-
2
13
1
1
3
3
-
2
14
2
1
3
3
-
2
15
2
1
4
3
-
2
16
2
2
4
3
-
2
17
2
2
4
3
-
2
18
2
2
4
4
-
2
19
2
2
4
4
-
2
20
2
2
4
4
-
3


MENTALIST CLASS COMBAT RANKS

Advances
Strike
Parry
Shoot
Dodge
Focus
Resist
0
U
U
U
U
1
U
1
U
U
U
U
1
U
2
U
U
U
U
1
1
3
U
U
U
U
1
1
4
U
1
U
1
1
1
5
U
1
U
1
2
1
6
U
1
U
1
2
1
7
U
1
U
1
2
1
8
U
1
U
1
2
2
9
U
1
U
1
2
2
10
U
1
U
1
2
2
11
U
1
U
1
3
2
12
U
2
U
2
3
2
13
U
2
U
2
3
2
14
U
2
U
2
3
3
15
U
2
U
2
3
3
16
U
2
U
2
3
3
17
U
2
U
2
4
3
18
U
2
U
2
4
3
19
U
2
U
2
4
3
20
U
3
U
3
4
4



_____________________________________


That's the basics of the three Combat Classes and Combat Ranks ...

Next time: COMBAT!


Regards,


Jeff Moore

Xceptional Rules - Combat Classes and Ranks



COMBAT RANKS

Combat Ranks work exactly like Skill Ranks and are used instead of Skill Ranks when performing Offensive and Defensive Actions.

Offensive Combat Ranks

Strike – Use this Offensive Combat Rank to "Score a Hit" when attacking an adjacent target. Such attacks might include use of a melee weapon, or boxing, or brawling.

Aim – Use this Offensive Combat Rank to "Score a Hit" when attacking a distant target. Such attacks might include use of a ranged or thrown weapon, or even projected super powers.

Focus – Use this Offensive Combat Rank to "Score a Hit" with a mental or mystical attack. Any visible figure, distant or adjacent, can be a target of this attack. Focus cannot be used unskilled.

Defensive Combat Ranks

Parry – Use this Defensive Combat Rank in response to a successful Hit scored against you by a Strike attack action.

Dodge – Use this Defensive Combat Rank in response to a successful Hit scored against you by an Aim attack action.

Resist – Use this Defensive Combat Rank in response to a successful Hit scored against you by a Focus attack action.

COMBAT CLASSES

Combat Classes are special designations that define a character's strategic role in tabletop combat.

There are three Combat Classes in Xceptional.

Brawler - Brawlers specialize in close combat. They excel in the offensive and defensive ranks of Strike and Parry.

Shooter - Shooters specialize in ranged combat. They excel in the offensive and defensive ranks of Aim and Dodge.

Mentalist - Mentalists specialize in psychic combat. They excel in the offensive and defensive ranks of Focus and Resist.

To find your character's Combat Class answer the following:

Is one of your Ability Scores a 2?

"No." - consult Table A.

"Yes, and it's Rage." - consult Table B.

"Yes, and it's Precognition." - consult Table C.

"Yes, and it's Grace." - consult Table D.

TABLE A (Roll or choose):

[0-1] Brawler

[2-3] Shooter

[4-5] Mentalist

TABLE B (Roll or choose, on the appropriate sub table):

Precognition is 4
[0-1] Shooter
[2-5] Mentalist
Grace is 4
[0-3] Shooter
[4-5] Mentalist


TABLE C (Roll or choose, on the appropriate sub table):

Rage is 4
[0-3] Brawler
[4-5] Shooter
Grace is 4
[0-1] Brawler
[2-5] Shooter


TABLE D (Roll or choose, on the appropriate sub table):

Rage is 4
[0-3] Brawler
[4-5] Mentalist
Precognition is 4
[0-1] Brawler
[2-5] Mentalist

COMBAT RANK ADVANCEMENT TABLES

A character has Combat Ranks as indicated on the Combat Rank Advancement Table that corresponds with their Combat Class.

As a character Advances their Combat Ranks improve. A newly created character has Combat Ranks equal to those indicated for a character with 0 (zero) Advances.

As the group meets to play the GM will award "Advances" to the players. Advances add up, so the first time the GM awards an Advance the characters will have 1 Advance; the second time the GM awards an advance the characters will have 2 Advances ... etc.

It is recommended that the GM award Advances to the characters in a play group approximately every second or third game session.

A character cannot advance more than 20 times. A character with 20 Advances is said to be: Maxed Out.

On the Combat Ranks tables a "U" is used to indicate a Combat Rank that is "Unskilled."

The Focus Combat Rank is special in that it is exclusive to the Mentalist Combat Class and cannot be used by the Brawler or Shooter Classes at all.

BRAWLER CLASS COMBAT RANKS

Advances
Strike
Parry
Shoot
Dodge
Focus
Resist
0
1
1
U
U
-
U
1
1
1
U
U
-
U
2
1
1
U
U
-
U
3
1
2
U
U
-
U
4
1
2
U
1
-
U
5
1
2
U
1
-
U
6
2
2
U
1
-
U
7
2
2
1
1
-
U
8
2
2
1
1
-
1
9
2
3
1
1
-
1
10
2
3
1
1
-
1
11
2
3
1
1
-
1
12
3
3
1
2
-
1
13
3
3
1
2
-
1
14
3
3
2
2
-
1
15
3
4
2
2
-
1
16
3
4
2
2
-
2
17
3
4
2
2
-
2
18
4
4
2
2
-
2
19
4
4
2
2
-
2
20
4
4
2
3
-
2


SHOOTER CLASS COMBAT RANKS

Advances
Strike
Parry
Shoot
Dodge
Focus
Resist
0
U
U
1
1
-
U
1
U
U
1
1
-
U
2
U
U
1
1
-
U
3
U
U
2
1
-
U
4
U
U
2
1
-
1
5
U
U
2
1
-
1
6
U
U
2
2
-
1
7
1
U
2
2
-
1
8
1
1
2
2
-
1
9
1
1
3
2
-
1
10
1
1
3
2
-
1
11
1
1
3
2
-
1
12
1
1
3
3
-
2
13
1
1
3
3
-
2
14
2
1
3
3
-
2
15
2
1
4
3
-
2
16
2
2
4
3
-
2
17
2
2
4
3
-
2
18
2
2
4
4
-
2
19
2
2
4
4
-
2
20
2
2
4
4
-
3


MENTALIST CLASS COMBAT RANKS

Advances
Strike
Parry
Shoot
Dodge
Focus
Resist
0
U
U
U
U
1
U
1
U
U
U
U
1
U
2
U
U
U
U
1
1
3
U
U
U
U
1
1
4
U
1
U
1
1
1
5
U
1
U
1
2
1
6
U
1
U
1
2
1
7
U
1
U
1
2
1
8
U
1
U
1
2
2
9
U
1
U
1
2
2
10
U
1
U
1
2
2
11
U
1
U
1
3
2
12
U
2
U
2
3
2
13
U
2
U
2
3
2
14
U
2
U
2
3
3
15
U
2
U
2
3
3
16
U
2
U
2
3
3
17
U
2
U
2
4
3
18
U
2
U
2
4
3
19
U
2
U
2
4
3
20
U
3
U
3
4
4



_____________________________________


That's the basics of the three Combat Classes and Combat Ranks ...

Next time: COMBAT!


Regards,


Jeff Moore

More Rules Xcerpts from Xceptional ...


Ability Scores


These are scores that measure a character's physical and mental aspects. The same three Ability Scores are used to define every character and creature in the game.

Rage (R)


● force, physical energy, power, strength, vigor

● frenzy, passion, fury, blood lust

Rage is the representation of a character's physical power, strength, and lust in battle. It is the key Ability of Brawlers.

Precognition (P)


● forethought, canniness, caution, intellect, perception

● psychic power, clairvoyance, intuition, second sight

Precognition is the representation of a character's mental power, intelligence, and psychic potential. It is the key Ability of Mentalists.

Grace (G)

● agility, nimbleness, dexterity, finesse, suppleness, balance

● allure, beauty, comeliness, elegance, dignity, refinement

Grace is the representation of a character's physical presence and control. It measures coordination and manual dexterity as well as general physical appearance and charisma. Grace is the key Ability of Shooters.

Ability Scores and Skill Ranks

Ability Score / Skill Rank Descriptors

1 – Decent (Basic Skill, Average Ability)

2 – Capable (Skilled, Above Average Ability)

3 – Brilliant (Expert Skill, Excellent Ability)

4 – Amazing
(Highest Skill, Unequaled Ability)

Player Character Ability Scores begin above the average with a score of 2 (Capable) and may increase from there to a maximum score of 4 (Amazing.)

Character Profiles

Character Profiles are composed of 3 Aspects. These Aspects help to define the character's strengths and weaknesses in the game:

Aspect 1: BUILD

Build is a reflection of a character's body type. Player Characters come in one of two Builds:

Quick - the character is more agile than strong;

or

Powerful - the character is more strong than agile.

Aspect 2: PROCESS

Process is a reflection of a character's approach to problem solving. Player Characters come in one of two Processes:

Theory - The character takes a cerebral approach, processing information more internally than externally;

or

Practice - The character takes a hands on approach, processing information more externally than internally.

Aspect 3: TEMPERAMENT

Temperament is a reflection of a character's personality type. Player Characters come in one of two Temperaments:

Bold - the character is more impulsive than careful;

or

Cautious - the character is more careful than impulsive.

PROFILE CREATION

The combination of Temperament, Process and Build forms a Character Profile.

Players can simply choose a value for each of the Aspects in their Profile, or they can roll a d5 to determine the Aspects randomly.

A player's Character Profile grants bonuses that will increase the values of their Ability Scores.

Finding Ability Scores (and Random Profile rolls)

Based on Character Profile find the scores for each of the three Abilities (Rage, Precognition, and Grace.) Every Ability begins with a score of 2 and is increased from there.

BUILD: Quick or Powerful?

[0-2] Quick (+1 to Grace)

[3-5] Powerful (+1 to Rage)


PROCESS: Theory or Practice?


[0-2] Theory (+1 to Precognition)

[3-5] Practice (+1 to Grace)


TEMPERAMENT: Bold or Cautious?


[0-2] Bold (+1 to Rage)

[3-5] Cautious (+1 to Precognition)

After adding the bonuses to the three Ability Scores as indicated by their Character Profiles, characters will have a total of 9 points assigned to Ability Scores with no score smaller than 2 or larger than 4.
___________________________________

And there you have a look at Ability Scores and Profiles and how they are generated.

Next: Combat Ranks and Character Classes

Regards,


Jeff Moore

More Rules Xcerpts from Xceptional ...


Ability Scores


These are scores that measure a character's physical and mental aspects. The same three Ability Scores are used to define every character and creature in the game.

Rage (R)


● force, physical energy, power, strength, vigor

● frenzy, passion, fury, blood lust

Rage is the representation of a character's physical power, strength, and lust in battle. It is the key Ability of Brawlers.

Precognition (P)


● forethought, canniness, caution, intellect, perception

● psychic power, clairvoyance, intuition, second sight

Precognition is the representation of a character's mental power, intelligence, and psychic potential. It is the key Ability of Mentalists.

Grace (G)

● agility, nimbleness, dexterity, finesse, suppleness, balance

● allure, beauty, comeliness, elegance, dignity, refinement

Grace is the representation of a character's physical presence and control. It measures coordination and manual dexterity as well as general physical appearance and charisma. Grace is the key Ability of Shooters.

Ability Scores and Skill Ranks

Ability Score / Skill Rank Descriptors

1 – Decent (Basic Skill, Average Ability)

2 – Capable (Skilled, Above Average Ability)

3 – Brilliant (Expert Skill, Excellent Ability)

4 – Amazing
(Highest Skill, Unequaled Ability)

Player Character Ability Scores begin above the average with a score of 2 (Capable) and may increase from there to a maximum score of 4 (Amazing.)

Character Profiles

Character Profiles are composed of 3 Aspects. These Aspects help to define the character's strengths and weaknesses in the game:

Aspect 1: BUILD

Build is a reflection of a character's body type. Player Characters come in one of two Builds:

Quick - the character is more agile than strong;

or

Powerful - the character is more strong than agile.

Aspect 2: PROCESS

Process is a reflection of a character's approach to problem solving. Player Characters come in one of two Processes:

Theory - The character takes a cerebral approach, processing information more internally than externally;

or

Practice - The character takes a hands on approach, processing information more externally than internally.

Aspect 3: TEMPERAMENT

Temperament is a reflection of a character's personality type. Player Characters come in one of two Temperaments:

Bold - the character is more impulsive than careful;

or

Cautious - the character is more careful than impulsive.

PROFILE CREATION

The combination of Temperament, Process and Build forms a Character Profile.

Players can simply choose a value for each of the Aspects in their Profile, or they can roll a d5 to determine the Aspects randomly.

A player's Character Profile grants bonuses that will increase the values of their Ability Scores.

Finding Ability Scores (and Random Profile rolls)

Based on Character Profile find the scores for each of the three Abilities (Rage, Precognition, and Grace.) Every Ability begins with a score of 2 and is increased from there.

BUILD: Quick or Powerful?

[0-2] Quick (+1 to Grace)

[3-5] Powerful (+1 to Rage)


PROCESS: Theory or Practice?


[0-2] Theory (+1 to Precognition)

[3-5] Practice (+1 to Grace)


TEMPERAMENT: Bold or Cautious?


[0-2] Bold (+1 to Rage)

[3-5] Cautious (+1 to Precognition)

After adding the bonuses to the three Ability Scores as indicated by their Character Profiles, characters will have a total of 9 points assigned to Ability Scores with no score smaller than 2 or larger than 4.
___________________________________

And there you have a look at Ability Scores and Profiles and how they are generated.

Next: Combat Ranks and Character Classes

Regards,


Jeff Moore

Monday, February 1, 2010

Blake's Dollhouse


The news that FOX is working on an American version of Torchwood (and maybe Doctor Who) is weeks old now.

But, it got me thinking ... if FOX really wants to bring a British science fiction series to the American small screen. Why do Torchwood that everyone in America has already watched (and the British version will always be better?) Why not choose a series that NEEDS a relauch and that would be unfamiliar enough to the American public to avoid the danger of a comparison?

In the interest of geeking out for the sheer pleasure of geeking out ... I share my dream British Scifi series remade for American Television:

Blake's 7!

Personally, I would approach Joss Whedon and Mutant Enemy Productions and beg them to take on the project. Joss tends to favor actors he's worked with before so going this route will give us a head start on a cast too! Since the cast of Doll House are out of work...

Blake - the rebel leader - Tahmoh Penikett (who played Paul Ballard)

Vila - the cowardly thief - Fran Kranz (who played Topher Brink)

Gan - the gentle giant - Harry Lennix (who played Boyd)

Avon - the arrogant genius - Alan Tudyk (who played Alpha)

Jenna - the bombshell space pilot - Eliza Dushku (who played Echo)

Cally - the psychic - Dichen Lachman (who played Sierra)

Servalan - the evil seductress - Olivia Williams (who played Adelle)

Travis - the vengeful arch enemy - Enver Gjokaj (who played Victor)

Zen - the ship's computer (voice) - Alexis Denisof (who played Senator Perrin)

Tah Dah! Welcome to my Americanization that I call: Blake's Dollhouse!

(Yes, I am a geek.)


Regards,



Jeff Moore

Blake's Dollhouse


The news that FOX is working on an American version of Torchwood (and maybe Doctor Who) is weeks old now.

But, it got me thinking ... if FOX really wants to bring a British science fiction series to the American small screen. Why do Torchwood that everyone in America has already watched (and the British version will always be better?) Why not choose a series that NEEDS a relauch and that would be unfamiliar enough to the American public to avoid the danger of a comparison?

In the interest of geeking out for the sheer pleasure of geeking out ... I share my dream British Scifi series remade for American Television:

Blake's 7!

Personally, I would approach Joss Whedon and Mutant Enemy Productions and beg them to take on the project. Joss tends to favor actors he's worked with before so going this route will give us a head start on a cast too! Since the cast of Doll House are out of work...

Blake - the rebel leader - Tahmoh Penikett (who played Paul Ballard)

Vila - the cowardly thief - Fran Kranz (who played Topher Brink)

Gan - the gentle giant - Harry Lennix (who played Boyd)

Avon - the arrogant genius - Alan Tudyk (who played Alpha)

Jenna - the bombshell space pilot - Eliza Dushku (who played Echo)

Cally - the psychic - Dichen Lachman (who played Sierra)

Servalan - the evil seductress - Olivia Williams (who played Adelle)

Travis - the vengeful arch enemy - Enver Gjokaj (who played Victor)

Zen - the ship's computer (voice) - Alexis Denisof (who played Senator Perrin)

Tah Dah! Welcome to my Americanization that I call: Blake's Dollhouse!

(Yes, I am a geek.)


Regards,



Jeff Moore

Mini-Six


Mini-Six is a super condensed free version of Westend's D6 game system that was originally created by Greg Costikyan for the Star Wars RPG in 1987. It does a good job of keeping things simple and concise and packing a lot of information into a small page count. These sorts of projects tend to excite me as a game player more than others as I like to work from RPG tool kits. I like a quick rules over view. I want to be able to digest a system's concepts without reading a novel and Mini-Six gives me that.

Greg Costikyan is a my kind of game designer. He created Toon (and the 'template' nature of attribute/skill assignment seems to be carried over from Toon to Star Wars.) He certainly seems to understand the concepts of accessibility of system and quick game play. His dedication to "playability" is evident in Star Wars, and it is retained in the small playable Mini-Six. The d6 system is a good one. It works. It is easy to teach and quick to play.

Interestingly, Westend's D6 core documents, D6 Adventure, D6 Fantasy, and D6 Space are all available for free download over at RPG Now.

This may seem to make Mini-Six obsolete, but I personally prefer the small package in which Mini-Six is presented. It's got everything you need and nothing you don't. I say download it all, take Mini-Six to the table with you to use as a reference while you play and keep the rest to read when you feel the urge.

Realizing my preference for the small and concise Mini-Six over the fluffier, prettier, official D6 Documents (which are fully illustrated, nicely detailed and quite attractive) has got me thinking. Both are free. Many would argue that the larger more attractive volumes are the better choice. Why don't I think so?

I am curious about the kinds of game information that GM's and players take to the table top when it comes to actual play. I want things that are easy to remember and reference, and that won't get in my way. That's why I like RPG's in small packages. I also think this is a big part of the OSR. Old School is familiar and simple and easy to deal with at the tabletop. The problem with this is that game systems don't sell games. A good clean easy game system will sell a copy to a group who will then play the game for years.

Fluffy games with loads of information and juicy setting details and all the trimmings will be sold and read and then put on a shelf. The gamer goes back and plays the familiar game he already has. The reader having read fluffy game "A" goes to the store and buys fluffy game "B." Gamers will buy a game to play, but readers drive the market. Readers are the ones who will buy games returning to the store looking for the next interesting "read." All the fluffy, juicy bits are what grabs the reader, because reading a game is a different experience than playing a game.

Game players do not drive the industry. Game readers do. Game readers purchase more product. But game reading is not game playing and that is why we have things like Mini-Six available for free. As I look back at the games on my shelf that I love the most, it's not the game with the most clever genre twist or the most clever setting that grabs my attention. It's the game with rules that are easy to play or to mentally envision "in play" that are the ones that speak to me. This is an important distinction because it reflects what drives me as a game designer and helps me to stay on point as I move forward in my own endeavors.


Regards,




Jeff Moore

Mini-Six


Mini-Six is a super condensed free version of Westend's D6 game system that was originally created by Greg Costikyan for the Star Wars RPG in 1987. It does a good job of keeping things simple and concise and packing a lot of information into a small page count. These sorts of projects tend to excite me as a game player more than others as I like to work from RPG tool kits. I like a quick rules over view. I want to be able to digest a system's concepts without reading a novel and Mini-Six gives me that.

Greg Costikyan is a my kind of game designer. He created Toon (and the 'template' nature of attribute/skill assignment seems to be carried over from Toon to Star Wars.) He certainly seems to understand the concepts of accessibility of system and quick game play. His dedication to "playability" is evident in Star Wars, and it is retained in the small playable Mini-Six. The d6 system is a good one. It works. It is easy to teach and quick to play.

Interestingly, Westend's D6 core documents, D6 Adventure, D6 Fantasy, and D6 Space are all available for free download over at RPG Now.

This may seem to make Mini-Six obsolete, but I personally prefer the small package in which Mini-Six is presented. It's got everything you need and nothing you don't. I say download it all, take Mini-Six to the table with you to use as a reference while you play and keep the rest to read when you feel the urge.

Realizing my preference for the small and concise Mini-Six over the fluffier, prettier, official D6 Documents (which are fully illustrated, nicely detailed and quite attractive) has got me thinking. Both are free. Many would argue that the larger more attractive volumes are the better choice. Why don't I think so?

I am curious about the kinds of game information that GM's and players take to the table top when it comes to actual play. I want things that are easy to remember and reference, and that won't get in my way. That's why I like RPG's in small packages. I also think this is a big part of the OSR. Old School is familiar and simple and easy to deal with at the tabletop. The problem with this is that game systems don't sell games. A good clean easy game system will sell a copy to a group who will then play the game for years.

Fluffy games with loads of information and juicy setting details and all the trimmings will be sold and read and then put on a shelf. The gamer goes back and plays the familiar game he already has. The reader having read fluffy game "A" goes to the store and buys fluffy game "B." Gamers will buy a game to play, but readers drive the market. Readers are the ones who will buy games returning to the store looking for the next interesting "read." All the fluffy, juicy bits are what grabs the reader, because reading a game is a different experience than playing a game.

Game players do not drive the industry. Game readers do. Game readers purchase more product. But game reading is not game playing and that is why we have things like Mini-Six available for free. As I look back at the games on my shelf that I love the most, it's not the game with the most clever genre twist or the most clever setting that grabs my attention. It's the game with rules that are easy to play or to mentally envision "in play" that are the ones that speak to me. This is an important distinction because it reflects what drives me as a game designer and helps me to stay on point as I move forward in my own endeavors.


Regards,




Jeff Moore