About 20 years ago I created a fantasy version of
the D6 System for my own use, unimaginatively titled Fire &
Ice. Those were the days after West End declared
bankruptcy and laid off its staff, but a few years before its
acquisition by Purgatory Publishing and the release of the D6
System trilogy D6 Fantasy, D6 Adventure, and D6 Space.
This was the time in my life I refer to as my Desperate Freelancing
Days as I scrambled to line up freelance game-writing work while
holding down a part-time office job. Luckily I had a solid local
gaming group to provide some imaginative diversion to my real-world
troubles; so it was here that, seemingly on a whim, I returned to
play around with my favorite D6 System in a more casual
setting.
At the time I was part of a band of gaming friends
who typically met every weekend for a meal and gaming session. Over
the years we were together we ran all kinds of games, from one shots
to short campaigns for Legend of the Five Rings and Castle
Falkenstein. I had the urge to run some fantasy set in the
Thieves’ World universe, no doubt after re-reading some of
the anthologies and immersing myself in Chaosium’s amazing boxed
set. I acquired my copy the first summer I immersed myself in gaming
(1982) after reading a review in Adventure Gaming magazine and
reading the first two anthologies. In high school I ran my friends
through free-form misadventures in the city of Sanctuary based solely
on the encounter tables; given this strategy and my own immaturity as
a gamemaster inevitably led to the party wanted by the law, hunted by
enemies, and meeting a sad end in a dark, litter-strewn alley. I
didn’t do much else with it for years until I re-read the
anthologies and re-immersed myself in the boxed set. With a gaming
group always looking for new experiences, I stepped up and
volunteered to run a few scenarios in the Thieves’ World
setting.
Character sheet, rules sheet, and a few NPC cards for Sanctuary notables. |
At the time I had no interest in using any version
of D&D. even the recently
released third edition. I wanted to see if I could port
the D6 System from my much-loved Star Wars Roleplaying Game
to a fantasy setting. I cobbled together two or three pages of
general notes along with a character sheet (most of the key elements
for D6 end up on the character sheet anyway). Fire &
Ice seemed an appropriate working title given my reliance on an
element-based magic system. I probably spent more time outlining a
few scenarios, jotting down some character backgrounds and
connections to the Thieves’ World setting, and statting out
the numerous personalities in D6, putting them on cards, and
finding appropriate line art to provide some visual sense of their
appearance (thanks in part to the old “PC Portraits” features in
later issues of Dragon Magazine...still
conveniently available at a website archive).
The D6 System
worked fairly well in the fantasy setting with the exception of
magic, always a fiddly bit; it became overly complicated as spell
difficulties depended on numerous factors, with no set spells other
than what the players pre-calculated for their magic-using
characters. As I recall, D6
Fantasy eventually followed a
similar strategy, providing a point-build spell system while offering
a spell list with pre-figured difficulties. I
don’t recall much about how the actual game sessions went – I
doubt anyone in the group was as much a fan of Thieves’
World as I was – but I think
they went well enough as adventures. The
players seemed to have fun, we had a few sessions, and then I quietly
set it aside for other pursuits.
More character sheet and rules pages. |
Back then in 2000 the prospect of a generic D6
System core game, even one focused on a genre, had no future. At
the time the original owner retained rights to the D6 System
and in fact was desperately trying to parlay it into some viable
business venture; I should know, having been involved in at least one
of those attempts during those Desperate Freelancing Days. (Points if
you can guess what roleplaying game emerged from these attempts.)
Wizards of the Coast had recently released D&D third
edition with an Open Game License (OGL) that let nearly anybody,
under certain restrictions, sell content for it; no established
roleplaying game publisher would have considered trying to buy the D6
System, especially with the appearance of the Open Game License
(OGL) they could, under certain restrictions, create and sell content
for the newest edition of D&D. (Yes, I contributed to some
of those in my Desperate Freelance Days, too.) Even if I had the
rights to release D6 materials, I didn’t have the
publisher’s infrastructure and distributor contacts to do so, these
being the days before the electronic storefronts of DriveThruRPG
dominated the market, when independent publishers had few venues to
disseminate their work. Eventually Purgatory Publishing acquired West
End’s remaining properties, including the D6 System...and
years after that finally released the system into the wild under the
OGL.
Of course I still think highly of both the D6
System and the Thieves’ World boxed set. I featured
Thieves’ World years ago on my Griffon’s Aerie website as
one of my “Top 5 Most Inspiring Game Supplements.” And I still
prefer the D6 System when I’m running Star Wars or
pulp adventures. The OGL enabled a slight resurgence in D6
activity, including a number of generic rules sets and specific D6
games, a few issues of a PDF magazine, and my own meager return with
an update of my old solo adventure Trapped in the Museum and a
new solo adventure gamebook, The Asturia Incident.
Bonus
Material: Character Motivations
As part of my Thieves’ World Fire & Ice
campaign I prepared some background motivations players could choose
for their characters. Each one included places or characters from the
setting to give them some immediate opportunities to interact with
the environment. Folks who aren’t familiar with the Thieves’
World stories or boxed set won’t gain much from these, but
change the proper names and they might work as motivations for any
roleplaying game characters.
Revenge
on Tempus: Years ago your family, friends, fiancee, or village
was wiped out by the Hell Hound Tempus. Somehow you survived by
escaping, hiding, or having left home already. Since then you’ve
sought revenge against this Imperial knight. Unfortunately Tempus
enjoys the support of his god, Vashanka, god of violence, who’s
made him virtually invincible to mortal attacks. You’ve tracked
Tempus to his new posting in the backwater city of Sanctuary. He’s
serving as one of the Prince-Governor’s five elite bodyguards, the
Hell Hounds. You seek revenge against him; but since you can’t
possibly survive a direct challenge, you might try another route,
finding some way to blackmail him, or gaining the support of a rival
god to support your efforts.
The
Prince’s Treasure: Sanctuary is a virtual world of thieves, so
for you, its allure was natural. And while there’s plenty of wealth
to purloin from the city’s residents, there’s even more in the
Prince-Governor’s palace. Besides, nobody minds stealing from him,
because nobody really likes him or his radical civil policies much.
Perhaps you’ve heard of some fantastic treasure locked away in the
Prince’s most private chambers you could sell for enough gold to
live like a noble. Or maybe someone in the caravan that brought you
to Sanctuary needs a skilled thief like you to infiltrate the palace
to steal some other treasure to benefit you both.
The
Cryptic Scroll: You’ve obtained an interesting scroll in a
fancy leather case. Maybe you stole it, or perhaps you inherited it
as your family’s prized possession. You might have even bought it
as an item you found interesting at the time. Your only problem is
you can’t read the scroll...and neither can anybody to whom you’ve
shown it. It’s a fancifully decorated parchment, beautifully
illuminated, with words in an unknown language. Chance, fortune or
fate brought you to Sanctuary...perhaps among all this rabble at the
edge of the Empire you might find a sage or scholar capable of
deciphering this scroll.
Mage’s
Apprentice: Although you have some basic magical ability, you
aspire to become one of the Empire’s great wizards. But to increase
your skills you need a good teacher. (In game terms, you cannot spend
Character Points to increase your Sorcery skills until you find
someone with greater skill to teach you....) You’ve come to
Sanctuary seeking some of the wizards here, hoping to win their favor
and gain their tutelage. Now you just have to figure out who those
sorcerers are, where they live, and how to gain their good
graces...assuming mages have good graces.
The
Trained Blade: In the Imperial capital you heard stories of a
gladiator named Jubal, a slave who fought in the arenas years ago,
vanquishing opponents and eventually winning his freedom. He was
rumored to be the greatest warrior of the gladiator pits, proficient
in numerous weapons and fighting styles. You hope to become a great
weapons master yourself. When you heard Jubal might be living in the
backwater city of Sanctuary, you decided to journey there, hoping to
find him and convince him to train you in swordsmanship.
The
Face of Misery: You possess some obvious physical disability or
weakness – facial scarring, a shriveled limb, lack of voice (or
tongue), etc. You may have had this disability from birth or it might
have been inflicted on you by someone on whom you seek revenge. This
disability causes others to shun you, abuse you, and otherwise treat
you like a non-person. You’ve been driven from village to town,
never finding a home or shelter. Until you heard of Sanctuary, a
haven of rotting filth filled with cast-offs, untouchables, and
thieves. You’ve traveled to Sanctuary seeking some way to heal or
alleviate this disability through magic, the healing arts, or
intervention by the gods.
A
Noble Aim: You’ve heard Sanctuary is a city of opportunity. For
whatever ulterior motive, you’ve decided it’s the perfect place
to hobnob with members of the Imperial bureaucracy and nobility with
the hopes of someday joining their ranks and living the high life of
fine clothes, good food, and luxurious accommodations. Besides,
highly placed officials and nobles often obtain other benefits: the
ability to dip into the state funds for their own projects; the
privilege of ordering everyone else around; and a certain aptitude
for disregarding the law when it suits them.
Doomed
Destiny: All your life you’ve felt cursed. Bad things seem to
happen all the time. Maybe this is just your own rather paranoid
perceptions of events in your life, but deep down you feel there’s
more to this feeling of perpetual dread. You’ve heard of seers and
fortune-tellers living in the city of Sanctuary. Stories abound of
powerful mages there who often exact exorbitant prices for their
services. Priests of the various gods vie with each other for the
souls of the citizens. Perhaps one of these people holds the key to
revealing the cause of the unfortunate happenings in your life,
whether they’re caused by a curse, the whim of the gods, or plain
bad luck.
It is great to read about both D6, and, Thieves' World, relatedly, in the same post.
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