Issue 4 D6 Magazine Issue 4
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SILVER AGE SENTINELS (D20)
Talking Up Our Products With the weekly influx of new roleplaying titles, it’s almost impossible to keep track of every product in every RPG line in the adventure games industry. To help you organize our titles and to aid customers in finding information about their favorite products, we’ve designed a set of point-of-purchase dividers. These hard-plastic cards are much like the category dividers often used in music stores, but they’re specially designed as a marketing tool for hobby stores. Each card features the name of one of our RPG lines printed prominently at the top, and goes on to give basic information on the mechanics and setting of the game, special features that distinguish it from other RPGs, and the most popular and useful supplements available. The dividers promote the sale of backlist items as well as new products, since they help customers identify the titles they need most and remind buyers to keep them in stock. Our dividers can be placed in many ways. These are just a few of the ideas we’ve come up with: •A divider can be placed inside the front cover or behind the newest release in a line if the book is displayed full-face on a tilted backboard or book prop. Since the cards 1 are 11 /2 inches tall, the line’s title will be visible within or in back of the book. When a customer picks the RPG up to page through it, the informational text is uncovered. The card also works as a restocking reminder when the book sells. -
MARCH 1St 2018
March 1st We love you, Archivist! MARCH 1st 2018 Attention PDF authors and publishers: Da Archive runs on your tolerance. If you want your product removed from this list, just tell us and it will not be included. This is a compilation of pdf share threads since 2015 and the rpg generals threads. Some things are from even earlier, like Lotsastuff’s collection. Thanks Lotsastuff, your pdf was inspirational. And all the Awesome Pioneer Dudes who built the foundations. Many of their names are still in the Big Collections A THOUSAND THANK YOUS to the Anon Brigade, who do all the digging, loading, and posting. Especially those elite commandos, the Nametag Legionaires, who selflessly achieve the improbable. - - - - - - - – - - - - - - - - – - - - - - - - - - - - - - - – - - - - - – The New Big Dog on the Block is Da Curated Archive. It probably has what you are looking for, so you might want to look there first. - - - - - - - – - - - - - - - - – - - - - - - - - - - - - - - – - - - - - – Don't think of this as a library index, think of it as Portobello Road in London, filled with bookstores and little street market booths and you have to talk to each shopkeeper. It has been cleaned up some, labeled poorly, and shuffled about a little to perhaps be more useful. There are links to ~16,000 pdfs. Don't be intimidated, some are duplicates. Go get a coffee and browse. Some links are encoded without a hyperlink to restrict spiderbot activity. You will have to complete the link. Sorry for the inconvenience. Others are encoded but have a working hyperlink underneath. Some are Spoonerisms or even written backwards, Enjoy! ss, @SS or $$ is Send Spaace, m3g@ is Megaa, <d0t> is a period or dot as in dot com, etc. -
Dice-Rolling Mechanisms in Rpgs
Dice-Rolling Mechanisms in RPGs Torben Mogensen email: [email protected] March 28, 2006 Abstract Most RPGs (role-playing games) use some sort of randomizer when resolving ac- tions. Most often dice are used for this, but a few games use cards, rock-paper- scissors or other means of randomization. There are dozens of different ways dice have been used in RPGs, and we are likely to see many more in the future. This is not an evolution from bad methods to better methods – there is no such thing as a perfect dice-roll system suitable for all games (though there are methods that are suitable for none). But how will a designer be able to decide which of the existing dice-roll method is best suited for his game, or when to invent his own? There is no recipe for doing this – it is in many ways an art. But like any art, there is an element of craft involved. This paper will attempt to provide some tools and observations that, hopefully, will give the reader some tools for the craftman- ship involved in the art of choosing or designing dice-roll mechanisms for RPGs. 1 Introduction Ever since Dungeons & Dragons was published in 1974, randomization has, with a few exceptions, been a part of role-playing games. Randomization has been used for creating characters, determining if actions are successful, determining the amount of damage dealt by a weapon, determining encounters (“wandering monsters”, etc.) and so on. We will look mainly at randomizers in action resolution – the act of determining how successful an attempted action is. -
GURPS Power-Ups 2: Perks Web Page Can Be Found At
POWER-UPS2TM PERKS Written by SEAN PUNCH Illustrated by DAN SMITH An e23 Sourcebook for GURPS® STEVE JACKSON GAMES ® Stock #37-0129 Version 1.0 – July, 2008 CONTENTS INTRODUCTION . 3 What Perks Are Included? . 3 How Were They Named? . 3 About GURPS How Are They Sorted? . 3 Steve Jackson Games is committed to full support of How Many Should I Allow? . 3 GURPS players. Our address is SJ Games, P.O. Box 18957, About the Author. 3 Austin, TX 78760. Please include a self-addressed, stamped envelope (SASE) any time you write us! We can also be THE PERKS . 4 reached by e-mail: [email protected]. Resources include: Appearance Perks . 4 Combat Perks. 4 Pyramid (www.sjgames.com/pyramid). Our online Special Properties . 4 magazine includes new GURPS rules and articles. It also Equipment Perks . 8 covers the d20 system, Ars Magica, BESM, Call of Exotic Perks . 9 Cthulhu, and many more top games – and other Steve Power Perks . 11 Jackson Games releases like Illuminati, Car Wars, Tran- Mental Perks . 12 shuman Space, and more. Pyramid subscribers also get Physical Perks . 13 opportunities to playtest new GURPS books! Shticks . 14 New supplements and adventures. GURPS continues to Skill Perks. 15 grow, and we’ll be happy to let you know what’s new. For a Social Perks . 17 current catalog, send us a legal-sized SASE, or just visit Supernatural Perks . 19 www.warehouse23.com. Unusual Background Perks . 20 e23. Our e-publishing division offers GURPS adven- tures, play aids, and support not available anywhere else! INDEX . 22 Just head over to e23.sjgames.com. -
Menace Manual
MONSTERS THAT TIME FORGOT CONVERTING MONSTERS When I was asked to help write the Menace Manual for the d20 MODERN Roleplaying Game, I was overjoyed to see so many monsters on the list from the Dark•Matter Campaign Setting for the ALTERNITY Roleplaying Game. After all, I’d had a great time writing Xenoforms: Aliens, Demons, & Aberrations with Rich Redman, and I was really looking forward to converting some of those creatures to the d20 MODERN rules. Then reality sank in: Converting monsters from ALTERNITY to the d20 MODERN rules wouldn’t be the same as converting monsters from DUNGEONS & DRAGONS, with its built-in d20 System compatibility. Heck, it was starting to look like work. So I put together a system for conversion, which I’ll share with you now. We’ll see how it works with the conversion of a pretty basic Dark•Matter creature, El Chupacabras (from Xenoforms). The Original El Chupacabras is a small creature with 2 Hit Dice that can climb, attacks with claws and bite, and has psion- ics and a blood drain attack. It gains its sustenance by sucking the blood from warm-blooded animals. So let’s see how the conversion process works. Size and Type By JD Wiker El Chupacabras fits nicely into the Small category for size. It resembles an animal in many ways, but its psionic powers make it a good candidate for magical beast. Ability Scores The first thing I needed to change Dark•Matter mon- Converting Monsters for the d20 MODERN Roleplaying Game sters into d20 MODERN creatures was a method of con- verting ability scores from ALTERNITY to the d20 d20MODERN System. -
The Traveller Chronicle Short Fiction
The Science Fiction In Traveller A Reader’s Guide to Traveller Role-Playing Fiction By Shannon Appelcline Far Future Enterprises 2016 Preface Award-winning reviewer Shannon Appelcline (Designers & Dragon) investigates the science-fiction literature that shaped the structure and content of the Traveller science-fiction role-playing game. He reviews and discusses the broad expanse of SF that influenced Marc Miller as he designed the massive background universe of Traveller, and then gives equal consideration to the novels and short stories that were inspired by Traveller. Introduction I think that one of the best ways to prepare yourself for a roleplaying game is to immerse yourself in its fiction. It’s a way to gain a visceral, unconscious understanding of a game world — allowing you to instinctively respond to your player’s action in the context of a real universe. So, when I decided to run a Mongoose Traveller game in 2009, I started reading. Marc Miller has listed a number of novels that influenced Traveller over the years, and I began with some of those — including classics from the ‘50s and ‘60s by authors that I was largely unfamiliar with, like H. Beam Piper, E.C. Tubb, and Keith Laumer. They helped me to gain a better appreciation not just for Traveller’s universe, but also for science fiction’s history. I could have read scores more “inspirational” novels, but instead I moved on to the novels actually written about the Traveller universe. Though Traveller doesn’t have the depth of D&D’s fiction line, I was happy to discover that there were about a dozen novels that were “Traveller” to various degrees. -
D6 Class System
D6 Class System D6 is in dire need of a way to differentiate one character from another. The Advantage- Disadvantage system of the new D6 system is a great step towards that, but characters are still bound to end up with the same skills with the same skill levels after a long period of gaming. Technical based characters will not be any different than combat based characters. The new D6 Class System adds a few extra steps to Character generation, a few mechanics to character advancement, and creates an importance of balance in d6. Now a GM can measure up his NPCs and creatures up against a character party. Now a player has a sense of advancement and development in his character. And now, a tech will be more technical than a fighter. Note about multiple genres: Attributes will be listed in terms of the d6 Adventure equivalent but are translatable to the other genres. Some special genre notes will appear when conflicts apply. 1 1. Character Base Archetype The first major change is the Character Base Archetype. After the player has developed a concept for his character, he chooses a basic Archetype for his character. These Archetypes define the framework of the character’s background, education path and social circles that he gained knowledge from. These Archetypes apply to the character at character generation time as well as in advancement. The Defined Limits system puts things in terms of dice and are not directly compatible with this system. Characters generated by the Defined Limits system can be converted to this Class system, by making their archetype Basic. -
Adventures in the Classroom Creating Role-Playing Games Based on Traditional Stories for the High School Curriculum" (2012)
East Tennessee State University Digital Commons @ East Tennessee State University Electronic Theses and Dissertations Student Works 8-2012 Adventures in the Classroom Creating Role- Playing Games Based on Traditional Stories for the High School Curriculum Csenge Virág Zalka East Tennessee State University Follow this and additional works at: https://dc.etsu.edu/etd Part of the Educational Methods Commons, and the Game Design Commons Recommended Citation Zalka, Csenge Virág, "Adventures in the Classroom Creating Role-Playing Games Based on Traditional Stories for the High School Curriculum" (2012). Electronic Theses and Dissertations. Paper 1469. https://dc.etsu.edu/etd/1469 This Thesis - Open Access is brought to you for free and open access by the Student Works at Digital Commons @ East Tennessee State University. It has been accepted for inclusion in Electronic Theses and Dissertations by an authorized administrator of Digital Commons @ East Tennessee State University. For more information, please contact [email protected]. Adventures in the Classroom Creating Role-Playing Games Based on Traditional Stories for the High School Curriculum ______________________ A thesis presented to the faculty of the Department of Curriculum and Instruction East Tennessee State University In partial fulfillment of the requirements for the degree Master of Arts in Reading with a concentration in Storytelling ___________________ by Csenge V. Zalka August 2012 _________________ Dr. Joseph Sobol, Chair Delanna Reed Todd Emma Harold L. Daniels Keywords: Role-Playing, Games, Storytelling, High School, Education, Mythology, Folktales, Game Design ABSTRACT Adventures in the Classroom Creating Role-Playing Games Based on Traditional Stories for the High School Curriculum by Csenge V. Zalka The goal of this thesis is to develop a template for turning traditional stories into role-playing games for the high school curriculum. -
Issue 1 D6 Magazine Issue 1
Cover Art: Khairul Hisham Artwork, Ray McVay, Khairul Hisham, & J. Elliot Streeter Editing and Layout, By J. Elliot Streeter All content, including articles, interviews, and adventure modules belong to the contributing writers as original works under the OpenD6 OGL 1.0a, © 2010- 2011. Contact Us Today at: [email protected] TABLE OF CONTENTS EDITORIAL COMMENTARY – PAGE 1 AN INTERVIEW WITH BILL SMITH – PAGE 2 GAS FOOD LODGING, BY RAY MCVAY – PAGE 12 A CRACK OF THE WHIP, BY MIKE FRALEY – PAGE 19 PINNACLE CITY CHRONICLES: THE FRIGID WINTER OF ’05, BY DAVE MARTIN – PAGE 24 NEVER TELL ME THE ODDS! ARTICLE BY IVAN C. ERICKSON – PAGE 27 ASPHYXIA, A SPACE SURVIVAL ADVENTURE, BY J. ELLIOT STREETER – PAGE 30 SUBMISSION GUIDELINES – PAGE 40 OPEND6 OGL 1.0A – PAGE 43 Page | 1 EDITORIAL COMMENTARY Every article, adventure, and interview included in the I am super happy to have worked with the contributors D6 Magazine is a labor of love, written for fans, by fans, who not only submitted material here, but did it free. I of the OpenD6 gaming mechanic started long ago by want to extend my personal thanks to Khairul Hisham West End Games, Inc., and now released to the public for all his hard work on the cover art for the D6 under the Open Gaming License. The first issue’s Magazine, and Bill Smith for agreeing to do an theme revolves around winter, the cold, and everything interview for our readers. This has turned out as a subzero. I want to thank all of the contributors for their particularly well formed first issue, and I am excited to submissions and hope to see the community grow to work on many future incarnations of the D6 Magazine! love this free publication as it grows in both size and submitted material. -
The Platinum Appendix
SHANNON APPELCLINE SHANNON A HISTORY OF THE ROLEPLAYING GAME INDUSTRY THE PLATINUM APPENDIX SHANNON APPELCLINE This supplement to the Designers & Dragons book series was made possible by the incredible support given to us by the backers of the Designers & Dragons Kickstarter campaign. To all our backers, a big thank you from Evil Hat! _Journeyman_ Antoine Pempie Carlos Curt Meyer Donny Van Zandt Gareth Ryder-Han- James Terry John Fiala Keith Zientek malifer Michael Rees Patrick Holloway Robert Andersson Selesias TiresiasBC ^JJ^ Anton Skovorodin Carlos de la Cruz Curtis D Carbonell Dorian rahan James Trimble John Forinash Kelly Brown Manfred Gabriel Michael Robins Patrick Martin Frosz Robert Biddle Selganor Yoster Todd 2002simon01 Antonio Miguel Morales CURTIS RICKER Doug Atkinson Garrett Rooney James Turnbull John GT Kelroy Was Here Manticore2050 Michael Ruff Nielsen Robert Biskin seraphim_72 Todd Agthe 2Die10 Games Martorell Ferriol Carlos Gustavo D. Cardillo Doug Keester Garry Jenkins James Winfield John H. Ken Manu Marron Michael Ryder Patrick McCann Robert Challenger Serge Beaumont Todd Blake 64 Oz. Games Aoren Flores Ríos D. Christopher Doug Kern Gary Buckland James Wood John Hartwell ken Bronson Manuel Pinta Michael Sauer Patrick Menard Robert Conley Sérgio Alves Todd Bogenrief 6mmWar Apocryphal Lore Carlos Ovalle Dawson Dougal Scott Gary Gin Jamie John Heerens Ken Bullock Guerrero Michael Scholl Patrick Mueller-Best Robert Daines Sergio Silvio Todd Cash 7th Dimension Games Aram Glick Carlos Rincon D. Daniel Wagner Douglas Andrew Gary Kacmarcik Jamie MacLaren John Hergenroeder Ken Ditto Manuel Siebert Michael Sean Manley Patrick Murphy Robert Dickerson Herrera Gea Todd Dyck 9thLevel Aram Zucker-Scharff caroline D.J. -
The D6 System Is © Copyright West End Games 1 INTRODUCTION 5
INTRODUCTION 5 What is a Role-playing Game 5 Rules for the game 5 Rolling dice 5 The D6 game system in a nutshell 5 Campaign settings 6 Glossary 7 BASIC GAME MECHANICS 9 Dice Codes 9 Dice Codes Math 9 Additions 9 Subtractions 9 Multiplications 9 Average 9 Rolling the Dice 9 Unopposed rolls 10 Opposed rolls 10 Hidden difficulty 10 Hidden rolls 10 Bonus and Penalties 10 A little bit of statistics 11 [Optional] The Wild Die 11 Wild 6 11 Wild 1 11 [Optional] Fumble – « All 1 » 12 [Optional] High MS – High MF 12 Skill Points (or Character Points) 12 Fate Points 12 General Mechanics 12 Dice Codes Modifiers 12 The Fate Points Rationale 12 Multiple Actions 13 Round per round sequence 13 Other types of resolution 13 Order of Resolution 13 CHARACTER CREATION 14 Character Concept 14 « Pre-rolled » characters 14 « Roughly estimated » characters 14 The character sheet 14 Character’s Name 14 Species 14 Height, Weight and physical description 14 The D6 System is © copyright West End Games 1 Background 14 Motivation 14 Relationships with other characters 15 Attributes 15 Skills 15 Move 18 Merits and Flaws 18 [Optional] Appearance 18 [Optional] Social Status 18 [Optional] Wealth 18 Wounds / Localized Wounds / Health penalties 18 Fate Points 18 Character Points 18 Veteran Points 18 Creation Points 18 Selecting a Template 19 Fleshing out the Template 19 Name, Physical description, Background, Motivation, Quirks 19 Relationships with other characters 19 Species 20 Appearance, Move, Social Status, Wealth 20 Attributes 20 Skills 20 Specialization 20 Advanced -
D6 Space Opera You As a Player Have 18 Attribute Dice to Split Among Your Game, You May Need to Make Some Adjustments in the Character's Attributes
R u L E B 0 0 K DESIGN Nikola Vrtis SHAITERZONE MATERIAL Greg Farshtey, Shane Lacy Hensley, Dave Wetzel BASED ON GRAPHIC DESIGN BY Stephen Crane, John Paul Lona NTERIOR ILLUSTRATION Marshall Andrews Ill, Jaime Lombardo & Ron Hill, John Paul Lona, David Plunkett, Philip Tan, Pete Venters, Note to Our Readers Mike Vilardi, Karl Waller This PDF version of the 06 Space qJera rulebook was compiled PDF CREATION from many sources as a basic rulebook for use with such worlds as Nikola Vrtis Shaterzone, which was designed originally with its own syst.em. See the introduction for more information on this system. SPACE BACKGROUND ILLUSTRATION If you received a copy of this file from a friend and would like to John Paul Lona support the publishing efforts of West End Games, please send US$7. 50 via PayPal (https://www.paypal.com/J to THE 06 PLAYTEST TEAMS [email protected]. Thorsten Franke with Ariane Pieper, Ron Fricke, For more information about the 06 System and other West End Matthijs Krijger, Tony Moller, Scott Palter, Mike Peterson, Games products, please visit our Web site, www.west.endgames.com. German E. Vargas Ramos This PDF does not require any additional books to play, though a world might be helpful. If you want advanced options, you will need to ... and their groups, friends and accomplices. Thank you look in another 06 System-based rulebook (such as the core for the use of your imaginations and your time. rulebook, WEG #51005). You or your favorite local or Internet retailer can order the 06 System core rulebook through West End Games.