About Tiny D6...

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PolarBlues

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There's not shortage of rules-light systems. They usually fail to get much traction. Tiny D6 seems to have bucked this trend and now has a well supported range of games and, apparently, a loyal following. I've only had a quick look at a free download, so I don't know much about it. But I am curious.

Is anyone familiar with the the Tiny D6 games? Have they really leaped ahead in the rules-light pack and if so what's their secret?
 
I was surprised at the $18 price tag for the pdf and want to know more before buying.
 
ORtrail ORtrail has a few of them (Tiny Supers, and i think Tiny Dungeons and Tiny Frontier). He's been posting some builds of Malibu Comics Ultraverse characters over on the Big Purple and the forums for Supers! I have the Tiny Supers player's guide (and I think the 1st edition of Tiny Frontiers; it's been awhile so I can't remember which other book I have). I haven't looked at the players's Guide for Tiny Supers in depth yet, but it looked ok. The Player's Guide for Tiny Supers is only 7 bucks, and does include all the rules and powers.
 
I've bought a few of these recently. I like the system very simple as you'd expect.

However, in Tiny Dungeons, there are quite a few options to customize the rules in the text as well. So if you felt it was too light you can easily change it. I would definitely allow larger weapons to do more damage (again that's in the rules).

Character progression is limited. But there are rules for alternative progression in one of the fanzines. Basically, you add more talents incrementally.

Overall it's an elegant system with a lot of support. And given its modular nature, it's easy to customize.

I like it a lot! The post-apocalypse game is cool too.
 
Besides I have some 5mm D6s, which I think is about as tiny as it gets, and frankly you can step on one of those barefoot and not notice it.
 
I liked the core concept of Tiny D6 ('roll 2D6 and succeed with any roll that's a '5' or '6', roll 1D6 if at a disadvantage, roll 3D6 if at advantage) and you can mix-and-match the Traits (traits are skills or super powers or psionics or cybernetics depending on setting) from all the setting books.

Everything seems to have been built off of Tiny Dungeons, with a bit too much copy-and-paste showing up in Tiny Supers for example. If you want a simple system you will probably want to tweak and add pieces to? I think any Tiny D6 game is worth a look.

When our group finally gets around to trying an adventure or two with Tiny Supers (with Traits added from Tiny Frontiers) I'll have a better idea. My biggest concern right now just from reading and creating characters is having to to pick an Archetype that might not feel like a good match with your character concept, set damage and armor, and some odd power costs (Spider-Man's Spider Sense is very expensive for example) and a lack of some expected modern Traits (which I took from Tiny Frontiers to resolve this issue).

Again, if you'd like a simple system to play around with and houserule? I'd say Tiny D6 is worth a look.
 
Thanks for the heads up! Eight months after starting this thread, I'm still unsure what the fuss is all about. This is the ideal chance to find out. That it is the supers version of Tiny D6 is an extra bonus.
 
Thanks for the heads up! Eight months after starting this thread, I'm still unsure what the fuss is all about. This is the ideal chance to find out. That it is the supers version of Tiny D6 is an extra bonus.
Tiny Supers has the most extra mechanics too.
 
Tiny Supers is PWYW for the time being.
Yeah but the suggested price is $20, so IMO you shouldn't get it for free unless you're willing to come back and pay that if you like it.
 
Yeah but the suggested price is $20, so IMO you shouldn't get it for free unless you're willing to come back and pay that if you like it.
I was a Kickstarter backer so I got literally zero dogs in that race.
 
Yeah but the suggested price is $20, so IMO you shouldn't get it for free unless you're willing to come back and pay that if you like it.

The Publisher doesn't seem to care (they've posted as such on their FB group). I also think the $20 is for the print, because none of the print options had a price listed when I snagged this (so if you don't put a price in, it should default to the suggested price)
 
The Publisher doesn't seem to care (they've posted as such on their FB group). I also think the $20 is for the print, because none of the print options had a price listed when I snagged this (so if you don't put a price in, it should default to the suggested price)
A print option will tell you what the minimum price to print the book is if you put a number that's too low. The suggested price is just that, a suggestion.
 
A print option will tell you what the minimum price to print the book is if you put a number that's too low. The suggested price is just that, a suggestion.

Last time a publisher did that, it wasn't the case. I'll take your word for it though, as I didn't check the print version (as I wasn't interested in getting one)
 
Slight necro, but looking at this system for pickup games. Just bought Tiny Gunslingers, and it looks very cool, might give it a try soon. Any more experience with the system since folks were talking a couple of months ago? Any tips or caveats?
 
Slight necro, but looking at this system for pickup games. Just bought Tiny Gunslingers, and it looks very cool, might give it a try soon. Any more experience with the system since folks were talking a couple of months ago? Any tips or caveats?

I have a number of Bahr's games and mechanically they are very minimal (imagine a slightly crunchier, or more accurately flavourful Risus) but he usually seems to have a really good grasp of the genre and provides good background and provides some idea of what to actually do in game. I do wish they'd provide a few more supplements but with such a niche genre as westerns that may not be viable.
 
I have a number of Bahr's games and mechanically they are very minimal (imagine a slightly crunchier, or more accurately flavourful Risus) but he usually seems to have a really good grasp of the genre and provides good background and provides some idea of what to actually do in game. I do wish they'd provide a few more supplements but with such a niche genre as westerns that may not be viable.

Hopefully they expand Tiny Trove (their community content program) to include more than Tiny Dungeons. I'm sure there are people who have ideas for different games that could expand on the core books of some of the lesser games
 
Anybody played mini six? Any thoughts on how they compare?
I'm visualizing a progression of complexity (partly for my 9 year old and new gamers) from tiny d6, mini six to 5E.
Statless, low stats with skills, the big leagues. I might put 3.5 or PFRPG out there as "legends of yore".
 
Anybody played mini six? Any thoughts on how they compare?
I'm visualizing a progression of complexity (partly for my 9 year old and new gamers) from tiny d6, mini six to 5E.
Statless, low stats with skills, the big leagues. I might put 3.5 or PFRPG out there as "legends of yore".

Not sure I've heard of mini-six. Maybe look at playing the original SW d6 game with the kids as the setting will be a good hook and the system is quite solid and a step up in complexity from Tiny d6 but not near 5e in complexity. They recently did an anniversary reissue and it was available for a reasonable price when I last picked it up.
 
I picked up a copy for $30 about a month ago. That's half off the retail price.
 
I went and ordered Tiny Gods today, as I always love how games portray playing deities as characters. I'm likely going to get Tiny Frontiers and the Heritage Composer (which is a 3rd party project) next
 
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