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This is the ideal amount of added "crunch" and "flavor" for a TinyD6 rules-lite system! Graduating from Tiny Dungeons 2e to Adavanced Tiny Dungeons was exactly what my players craved for character growth and advancement options in longer campaigns, but still works for one-shots or short campaigns. The classes and AC that were added gave it that old-school vibe, and provided for more differentiated character abilities. Lots of optional rules are given that can be used to add nuance to the type of fantasy game you want to run (e.g., Sword and Sorcery). My players favorite optional rules were the various weapon and magic weapon traits that made certain weapons more unique and desirable.
If you enjoy Tiny Dungeons 2e (or any other rules-lite system), I cannot recommend Advanced Tiny Dungeons enough. My players and I have had a blast with it, and we've even re-played some previous 2e adventures just because it's so dang fun! It offers a brief section on converting from 2e to Advanced.
SIDE NOTE: We used Yochai Gal's "Cairn" d100 spellbooks list for the Spell-Reader trait. It made for some gonzo magic hilariousness.
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Errors/typos from obvious copy and paste from Tiny Dungeon. Many traits are copied over without any changes to flavor text to match wasteland theme. Both Wasteland and Dungeons are good games but wasteland doesnt add enough to be $18. A module for TinyD would have been more appropriate.
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Inspiring, but still sketchy, the dolphin has strange capacity levels compared to anyone else. One of the characters is supposed to have a secret, but their abilities make it very easy to guess.
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Extremely Necessary!
A nice change of pace without changing games
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Backed this when they first announced it. Only done light solo so far, but I'm enjoying it. Only complaint: need more monsters.
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Creator Reply: |
Good note! We'll take a look at the monsters and see what we can do with an expansion. |
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This is the only Tiny D6 book I've read, so I don't know if they're all like this, but this one seems to use being rules light as an excuse to just not put much in the book. The most egregious example is the section on enemies. By default, enemies are just differentiated by how many HP they have. The book suggests that if you want to give them abilities, to take them from the player options or just make something up. I didn't pay for a book to be told to make something up. The bestiary is a single page with 3 dull example enemies on it. Maybe I just have a very different perspective to the authors and the people who like this game, but to me personally, this book felt a bit lazy.
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Got this after reading some Vance and Wolfe. Also after contemplating d20 systems and various resource mechanics. What I really like about this is that although it appears deceptively simple there is depth and longer term playability.The Heron's path is inspired. The generic system is available as MAIL and also worth looking at. The background and fluff is really atmospheric and evokes the genre well.
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Creator Reply: |
Thank you so much for the kind words! It means a lot to hear! |
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I just showed my group the character creation and how to roll, and they unanimously dropped D&D 5e in favor of using this... so, I think I made a pretty good purchase! I'm as obsessed as they are. But let's talk positives and negatives, so you know what you're getting into! I rate it 5 stars because of how dazzling its strengths are, but there is a gap or two worth noting (that I'd otherwise deduct points for).
TL;DR: It is very direct, has great range, is fast and fun to play/run. Will need other sources to patch up spots that aren't explored enough. (Micronomicon, GM guide of your choosing, etc.)
Pro's:
-Dice rolling here has reached perfection. In practice, it's fast, easy, unobtrusive during gameplay, and even has a tactile component to feeling your character's strength and weakness--when you have Advantage, roll 3d6, and disadvantage, 1d6. Again, it's fast, and you feel it.
-Character building? Fantastic. There is almost nothing in the way between you and playing the character concept you want to play. It's all balanced around picking each trait you want to use, which is the main measure of power. Traits and Runes are fun.
-Nothing in the way: this taught me that stats hold back RPGs more than they offer!
-Easy running. I just talk and call for rolls. I look at my players and know what they are capable of intuitively. The enemies I use fit in one line of text (HP, AC, trait list).
-Convenience. My players would often forget about abilities they had (they're narrative-focused). The formatting fluff's been cut, you just have a list of exactly the abilities you have and what you can do with them. No numbers to keep track of, either, minus a few +1 damage things!
-Flexibility. Want to do something there isn't a trait for? Well, write one--so long as it's settled with the same rolls, you're in the clear.
-Take from other systems as freely as you want. Converting things into this is easier and more intuitive than anything else I've engaged with.
Con's:
-The copyediting could do with some work--I've come to notice typos as I've familiarized myself with the book.
- On its own, it is void of guidance on rewarding the party for adventuring.
- There isn't a gauge on appropriate encounter building.
- Also on its own, the magic traits are pretty vague and lack any set gauge as well.
Almost all of these cons are resolved by getting something like the Micronomicon to fill in any gaps on player options or information about trait usage.
The lack of guidance on running adventures or using equipment is also patched up quite quickly by any other RPG books you have or use. I'm using the 5e item tables and Monster Manual next week, as I have been.
In other words... there's no issues that you can't work around and live with.
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this is quintessential book for tinyd6 system ruleset IMO
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It's been over a decade since I've run an RPG, and as age and mental health issues continue to grow, I'm finding a need for games that better facilitate telling stories easily. The Tiny D6 system does that. By boiling down the "game" aspects to the bare necessities, they allow you to focus on what's important: the story.
Tiny Cthulhu truly does this well. With just two stats and a handfull of Traits, you have a complete character. More, this level of minimalism allows the GM to have all they need for almost every NPC and adversary in one line of text, as well as allowing the GM to develop the people the character encounter on the fly.
The rules account for the first 36 pages of the book, with the remainder given over to GM advice, galleries of items and adversaries to encounter, and ten distinct micro-settings, each capable of being the basis of an ongoing campaign.
Within the gallery sections you'll find a mixture of familiar Mythos elements - with references on where you can find them in Lovecraft's work - and those newly created for the product line. This will let the GM mix and match familiar elements with those the players haven't seen before, keeping things fresh and exciting.
As a Tiny D6 game, you also have the advantage of being able to implement elements from other games in the line. Want to run a horror version of "Pirates of the Caribbean"? Add Tiny Cthulhu to Tiny Pirates. Recreating "Event Horizon"? Mix Tiny Cthulhu with Tiny Frontiers.
This is one I'm looking forward to running very soon. From the very beginning of the book, it triggers the synapses, eliciting numerous "Oooo, I could!.." and "Wow, if I!.." moments of creativity that are just too much to ignore.
Well done, GKG!
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I have ran about four tiny gunslinger one shots. Every time they've been a hit I know the bestiary is slim to none but I found it was not that hard to create creatures and other NPC's. In my gaming group loves this game. It seems really light, but if your story is action packed and there is tension, this is a great gaming system!
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SYMA |
by Timothy M. [Verified Purchaser]
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Date Added: 02/18/2023 16:37:47 |
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Simple to learn, entertaining to play. SYMA presents a dark fantasy world with a set of mechanics that will have players carefully weighing the risks before taking action. It's the closest thing I have seen yet to the feeling of playing Dark Souls in table top format.
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For me this is the best TinyD6 product I read. I never played or ran the game but I like the simplicity of these rules and the Cthulhu flavor does not disapoint. It was not sufficient to find the already good rulesets of the other products but you will also find some pieces of Cthulhu mythos: creatures, books, magic everything is here to make a good game without searching in another rulebook. The best TinyD6 product (for me) so far.
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Great tiny supplement for a holiday-themed session.
Made a backbone of a really nice NPC. Would I want my PCs to play this? Nah. Was it good to have to run a session? Yes.
Note that the authors have another flavour of Yule Elf online, which is also awesome! Search for their new blog!
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This is a great supplement to Tiny Frontiers (or other rule sets). It provides a good framework for introducing mechas/monsters. It can also be used as a standalone rule book. It even has several pregenerated builds to run with. As with other Tiny D6 rule books, this sets up a good minimalistic framework regarding its subject, and the options are easily extended based on the creativeness of Game Masters and/or players.
I was hoping to also find information about Power Armor/Suit, despite the description describing piloted "massive robots". I cannot fault the authors for content that they did not claim to include though. Regardless, I feel the book offers ideas that could be scaled down for Power Armor/Suits.
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