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Swords and Six Siders - Another nice little free RPG

Started by weirdguy564, April 23, 2023, 10:22:41 PM

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Greg Bruni

QuoteIt's not the rules.  It's never the rules.  Long term campaigns are the result of the GM's ability to setup a story for the players.
I could not agree more with this.  I have always hated when I see in reviews of RPGs the reviewer saying that they don't think the rules would allow for long term "campaign" play.  Hell we used to do campaign play over a long while with the Heroquest board game.

QuoteSwords & Six Siders sounds quite interesting!!!

I have already written my own D6 based fantasy heartbreaker, as a D&D alternative.  I think doing so, is probably a rite of passage.  Mine will never be published.  I just wanted to do it.  Quick game on the fly?  Yep.  Short campaign?  Yep.

I may purchase Swords & Six Siders, in print.  It has my interest.
I would definitely recommend getting the expanded edition.  It has a lot of optional rules that really make the game shine, like critical hits and fumbles, leveling past 6th level and spell points.  I loathe Vancian magic as is, but the spell points make it fun.

FingerRod

Quote from: weirdguy564 on April 26, 2023, 10:22:40 PM
As for the side discussion about rules lite and their use in long term campaigns, I have this belief. 

It's not the rules.  It's never the rules.  Long term campaigns are the result of the GM's ability to setup a story for the players.

This you?

Quote from: weirdguy564 on May 07, 2022, 08:39:16 PM
Quote from: FingerRod on May 06, 2022, 12:30:46 PM
Last handful of posts have asked a pretty good question. Too lite for what? Good context to have.

Generally speaking, my starting point is a game suitable for campaign play.

I would say campaign play as well.  A game has to have character advancement.  They get better over time. 

Most rules lite games are poor in this area because games have so few dice rolls, and when they do roll the dice numbers are not large enough to have room for many bonuses or such.

Honestly, most rules lite games feel more like demo rules or something from a board game.

weirdguy564

#32
Quote from: FingerRod on April 27, 2023, 09:49:13 PM
Quote from: weirdguy564 on April 26, 2023, 10:22:40 PM
As for the side discussion about rules lite and their use in long term campaigns, I have this belief. 

It's not the rules.  It's never the rules.  Long term campaigns are the result of the GM's ability to setup a story for the players.

This you?

Quote from: weirdguy564 on May 07, 2022, 08:39:16 PM
Quote from: FingerRod on May 06, 2022, 12:30:46 PM
Last handful of posts have asked a pretty good question. Too lite for what? Good context to have.

Generally speaking, my starting point is a game suitable for campaign play.

I would say campaign play as well.  A game has to have character advancement.  They get better over time. 

Most rules lite games are poor in this area because games have so few dice rolls, and when they do roll the dice numbers are not large enough to have room for many bonuses or such.

Honestly, most rules lite games feel more like demo rules or something from a board game.

Yup.  That's me.  And I have my reasons to say both.  I do NOT like the "One Page Rules" type games.  I freely admit that some rules lite games are too rules lite.  For me, anyway. 

But as a GM I can tell you that this doesn't mean those one page rules are bad for long term play.  That argument sounds more like a challenge.

I'm happiest with just enough rules to do the job, and a plot line that's interesting as hell where you just have to know what happens next.  Worst case is a bloated 600+ page rulebook with tables for how to open a door, dice rolls for how YOUR character behaves, constant looking up esoteric rules that slow the game to a boring crawl, combined with a GM that's telling a dull story with predictable plot lines. 

A good GM is a local issue.  I can't help you there.  A good set of rules we can talk about.  So I made this post.

That's why I'm talking about Swords and Six Siders positively, and say negative things about games like Risus or  Lasers and Feelings.   They're too lite.   Games like Pocket Fantasy, Star Adventurer, and Swords and Six Siders are the games that get my attention.  They do all the bits you need, and stop getting in the way to let the GM do the rest. 
I'm glad for you if you like the top selling game of the genre.  Me, I like the road less travelled, and will be the player asking we try a game you've never heard of.

Manticore

This seems like a fun little system, maybe for like a party game. I'll download and give it a look.