Showing posts with label D6 System. Show all posts
Showing posts with label D6 System. Show all posts

Tuesday, June 10, 2025

Advice & Inspiration for Gaming Andor

There will be times when the struggle seems impossible.”

Nemik’s Manifesto

Watching the Star Wars series Andor has me thinking about running a D6 Star Wars Roleplaying Game campaign again (assuming I had any interested players...). Back in my younger years, toward the end of the 20th century, I would have hoped to see a specific roleplaying game sourcebook covering all elements we saw in Andor: planets, weapons, characters, locations, vehicles, starships, organizations, character templates, and gamemaster advice But after 30 years, multiple versions of an official Star Wars roleplaying game, and a flood of Star Wars media I’m encouraged I — and maybe the hobby overall — have grown from focusing on formally published game supplements to embracing the wealth of media resources available in today’s information landscape so fans can create their own do-it-yourself roleplaying game experiences in their favorite settings. So I’m re-watching the media, browsing through relevant sources (and eyeing new ones), and, in reflecting on the kinds of stories in a resistance-driven “Dawn of Rebellion” era, looking to similar, adjacent resources for knowledge and inspiration.

Tuesday, February 4, 2025

My Favorite RPGs

 In our leisure we reveal what kind of people we are.”

Ovid

Goodness knows I’ve played a good number of roleplaying games over the years. Sometimes I dabbled by reading rule- and sourcebooks, drafting some characters, jotting down adventure notes, even writing entire scenarios. Other times, after all the preparatory play activities, I brought a game to the table with friends or even strangers at a convention. I’ve played one-shots and lengthy campaigns. Along the way I tried numerous rules systems in various genres, with varying degrees of success and satisfaction. Although I’ve enjoyed it all — and some stand out as pleasant memories of my gaming past — I’ve come to admire a few games, both systems and settings, I’d default to if I had more chances to run roleplaying games.

Tuesday, July 12, 2022

WEG Memoirs: The X-Files RPG

I was at a loss for this week’s Hobby Games Recce piece (an all-too-frequent occurrence these days). So I found my masking tape and put an “X” in the window, hoping my secret contact could help me out, give me a clue, send me in the right direction. Next morning I found a mysterious envelope at my front door. Inside I discovered the terrible truth about a long-dead conspiracy: notes for a planned X-Files Roleplaying Game....

I’ve had X-Files on my mind recently. I’ve been sucked into watching episodes on Comet – “THE place for Science Fiction programming on television” – in the normal schedule or on one of the channel’s frequent weekend marathons. On a recent visit to my hometown and my favorite independent bookstore (Books on the Common) I also picked up a print copy of Jack Sanders’ Ridgefield Names, which reminded me of the Great Swamp there, of a spooky story I once told someone while driving through the swamp late one night, and of an adventure I wrote and later sold to Pyramid Magazine. I originally designed the piece, “The Great Swamp Beast,” for an X-Files roleplaying game West End Games proposed to Fox in the late 1990s. Alas, like so many efforts, it didn’t go anywhere. But I still have some notes, an outline, character sheet, and other ephemera attesting to the game’s early yet aborted development.

Tuesday, June 22, 2021

WEG Memoirs: D6 Indiana Jones RPG

All your life has been spent in pursuit of archaeological relics. Inside the Ark are treasures beyond your wildest aspirations. You want to see it opened as well as I.”

Belloq


Following clues to the lost files....
Someone on Twitter last week posted a photo of their used bookstore haul of West End Games’ World of Indiana Jones roleplaying game books...and I immediately had a flashback to those final months of the company’s existence before bankruptcy in 1998 when we proposed a complete reboot of the game line in a premium, full-color hardcover core rulebook. I not only managed to find the proposal still lurking on my hard drive but also – far in the depths of my bottom-most file drawer – the three-page print out in a folder labeled “Indiana Jones D6.” Given its history I’m glad no angry, cursed ghosts few out of the dusty pages to melt my face.

Tuesday, September 8, 2020

Every Star A Destination

I’m constantly flattered when fans fondly recall West End Games’ Star Wars: The Roleplaying Game. They spot references to West End creations in current Star Wars media. They remind us how much they enjoyed projects on which we worked. And occasionally we get to return to that period a long time ago (more than 20 years) far, far away (in remote Honesdale, PA) when we worked full-time and freelance to produce two or three Star Wars game products a month for a burgeoning crowd of gaming and film fans. I was lucky then for these opportunities and I’m lucky again to relive a little of that excitement creating game material to reach a similar audience. The recently released Star System: Every Star A Destination scenario collection includes an adventure I wrote, “The Jungle Prophet.” West End Star Wars line editor veteran Eric S. Trautmann approached me about contributing to the book – a D6 System homage to the popular Instant Adventures supplement suitable for sci-fi roleplaying games – to commemorate the game’s 30th anniversary and the re-issue of a slick reprint slipcase edition.

Tuesday, January 21, 2020

Fire & Ice: D6 Fantasy before Its Time


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.

Tuesday, November 6, 2018

Streamlined Combat for OpenD6 Solo Gamebooks


I’m developing a solitaire D6 Space gamebook, a programmed adventure in the spirit of the numerous solo “tutorial” scenarios I’ve written over the years and have enjoyed in other games. I’m having fun with it, incorporating science fiction tropes I admire, going off to explore entertaining tangents, offering a few seemingly outrageous options, and (hopefully) providing an engaging adventure with plenty of meaningful player choices. Along the way, however, I’ve discovered a particular drawback to using OpenD6 in this programmed solo gamebook format: the combat system isn’t really conducive to providing players with an adversary’s stats and letting them resolve the fight on their own...a staple of many gamebooks and solitaire adventures. It’s not as much a factor in the scenario I’m writing now – it’s not particularly combat-heavy, though it contains a few fights at pivotal moments – but it’s given me cause to think about and develop a better system for more combat-oriented solo gamebooks using OpenD6.

Tuesday, April 9, 2013

Balancing Rules & Setting


A previous Game Design Journal subject -- the feasibility of creating a “core” D6 System rulebook -- sparked some insightful discussion on Google+. The examination of the issue focused exclusively on a core book of setting-neutral D6 rules, though with the possibility (if not necessity) of offering some brief setting samples to demonstrate rules elements and their adaptability to different genres (much like AntiPaladin Games’ Mini Six version of the D6 System).

Gamers and game designers have long debated which is more important, rules or setting. In many cases designers specifically craft rules to suit a particular genre. In others they adapt a core game engine (with or without a publicly available core rulebook) to original settings. Can a rules set successfully exist without a compelling setting?

Part of the challenge in creating a core, system-neutral rulebook like one for the D6 System remains finding an audience for a rules-only book without an exciting setting associated with the mechanics. Many gamers are fans of systems already attached to existing settings and seek to port it to other genres (much like West End Games’ Star Wars Roleplaying Game, the parent of D6). Others look for core rules sets compatible with their play styles to adapt to their favorite genres. Both highlight a key point -- the preferred setting -- the absence of which makes genre-neutral core rulebooks rather flat; a setting not only inspires interest but demonstrates how the rules operate within the context of a specific genre. The larger the core rulebook and more complex the system, the more work gamemasters face to adapt setting-neutral mechanics to a particular genre.

The list of popular roleplaying games with innovative, popular settings is far longer than the list of successful, generic rulebooks derived even from those exciting games. R. Talsorian’s Cyberpunk (both the 2013 and 2020 versions) emerged at a time when that literary science fiction genre remained popular in the public’s eye; but the associated Interlock system and its iterations saw only limited popularity as a stand-alone, setting-neutral game engine, despite its use in some the company’s other games. Guardians of Order’s TriStat system served it well for its Big Eyes, Small Mouth series of games but didn’t find much popularity as a separate entity. Fudge, a rules-light game engine from Grey Ghost Press, Inc., found its way into a handful of specific settings over the years, morphed into the more currently popular FATE system, and still remains available for free at the publisher’s web site. West End Game’s first attempt at a generic system, MasterBook, premiered with a setting-neutral core rulebook and two “World of” genre sourcebooks (The World of Bloodshadows-- an original property -- and The World of Indiana Jones); despite numerous licensed settings, the game failed to take off thanks in part to a game engine overly complex for its presumed media fan audience. Apart from the Star Wars Roleplaying Game, West End Games’ D6 System found brief resurgence at least twice: first in the mid 1990s when associated with the Indiana Jones and Hercules & Xena licenses (though the latter used a success-based derivative called D6 Prime) along with the D6 System: The Customizable Roleplaying Game setting-neutral framework; then in the mid 2000s as long-format D6 Systemcore rulebooks, what I call the D6 Trilogy (D6 Fantasy, D6 Adventure, and D6 Space) under the auspices of Purgatory Publishing (as West End Games). Arguably the system has seen recent resurgence with Wicked North Games’ stewardship of d6 Magazine and its incorporation of an iteration of the D6 System in its Cinema6 Framework, Azamar, and Westwardgames, and to a lesser-known extent as AntiPaladin Games’ system-neutral Mini Six rulebook (a personal favorite of mine).

Most of these systems have fallen by the wayside in the wake of more popular games firmly based in compelling settings or brands. Few can survive successfully for long in the face of the hobby’s juggernaut brand, Dungeons & Dragons (in whatever edition/flavor you choose, including the powerful Pathfinder Roleplaying Game brand). Some, like the D6 System, have enjoyed some degree of resurgence thanks to an active fan base and publisher advocates, much more feasible in an Internet Age of Facebook, Google+, and web site forum communities.

Exceptions: GURPS & Risus

Two exceptions come to mind demonstrating how a core rulebook can find success separately (for the most part) from a compelling setting: S. John Ross’ Risus: The Anything RPG and Steve Jackson Games’ GURPS.

The free Risus rules provide an “RPG lite” based on character clichés instead of skills, with a built-in depletion mechanic for dealing with hit points, power loss, and similar ability drains. The brief rules offer several optional systems to vary gameplay across genres and play styles. Its ease of adaptability -- based on character clichés covering broad skill sets -- enables gamemasters to quickly customize Risus to any genre, even those beyond the humorous ones for which the game suggests it’s best. Much of the game’s success comes not in a financially profitable sense compared to other game releases in the roleplaying game “industry,” but from a broad fan base, online community, and generous creators sharing new material. The Risusverse online community serves as a nexus for the game’s fans and a resource for numerous settings, scenarios, and even cliché lists. Other authors, like the prolific Brent Wolke, have crafted slick-looking supplements to mold their original settings to the Risus rules available on their blogs (in this case, Wolke’s engine of thwaak).

Thanks to its immense popularity, long provenance, and strong product support, Steve Jackson Games’ GURPS remains perhaps the only successful, system-neutral rules set. Unlike Risus, the game indulges in the comprehensive rules “crunch” many hard-core roleplaying gamers enjoy (I’ve not played it, but I own and have perused the “lite” version, a past edition, and a German edition). With the power of one of the largest and oldest game companies left in the “industry,” it has solid marketing and online community support. Perhaps GURPS derives its greatest power from the numerous volumes of compatible setting sourcebooks covering particular genres, specific settings, even licensed properties. They’re incredibly inspirational not only for fans of the game but those seeking resources to adapt to their own favored game engines. For instance, I’m not a GURPS player, but I still own sourcebooks for ancient Egypt and Rome, plus a few other non-historical genres (such as the fascinating Warehouse 23, designed by Risus creator S. John Ross). GURPS’ success comes both from fans and strong market performance, though, like many roleplaying game lines, it may seem eclipsed by other popular hobby gaming pursuits.

Balancing Act

Most of this missive has focused on the existence of a core rules set apart from setting, and the viability of that as a stand-alone publication. Perhaps the lesson learned -- after this ponderous examination -- depends on one’s intent. Going to the rules-only extreme runs the risk of a limited audience focusing only on game mechanics apart from setting. Creators merging rules within a specific, compelling setting -- the usual strategy -- balance the best of both according to their own tastes, with the benefit of an appealing game world putting the rule in practical context and tempting gamers with an inspirational setting. Some folks (myself included) eschew the rules altogether in favor of primarily setting material (as I’ve done with my Any-System Key setting sourcebooks Pulp Egyptand Heroes of Rura-Tonga). The balancing act depends chiefly on the creator’s intent and future marketing strategy. No matter what proportion of rules to setting one provides, it must seek success among gamers with often mercurial, broad-ranging tastes in both.