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West End Games D6 2e is coming!
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Whill
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PostPosted: Sat Jan 05, 2019 1:46 am    Post subject: West End Games D6 2e is coming! Reply with quote

https://www.gallantknightgames.com/west-end-games-d6-system-second-edition/

Quote:
The Core of OpenD6

When deciding to do a new edition of the D6 System, there are a few key points that must be considered first. What are the guiding design principles of D6 and what are the essential identity elements a new revision & edition must have?

Our design team felt that the core of the classic D6 System can be distilled down to a few core elements:

Fistfuls of D6s.
    The core D6 idea of rolling lots of d6s is key to the game. The core resolution of “roll against TN” task resolution is essential in maintaining the feel of the game (as is the Wild Die). Losing that feel would violate one of the core tactile experiences you get from D6 System!
Moderate Crunch
    D6 System is a game closer to simulationist than narrative, best defined as “moderate crunch”. Streamlining the game is acceptable, but the game should remain recognizable and maintain a similar level of complexity at the deepest level (the core idea being complexity, not complication).
Lots of Customization
    D6 is flexible and can run a variety of genres. It’s easy to customize and adapt the D6 System engine to all sorts of amazing games!

Quote:
Updates to the D6 System
Character Creation – Streamlined...
Complexity, not Complication...
(Even More) Modular and Optional Rules...
Update Language...

I'm really interested in seeing what they come up with after all the intensive playtesting of many WEG D6 games.
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Pel
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PostPosted: Sat Jan 05, 2019 2:21 pm    Post subject: Reply with quote

Most of it sounds good and I'm likewise intrigued. I find 'streamlining character creation' puzzling since creating a D6 character is pretty easy already.
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Whill
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PostPosted: Sat Jan 05, 2019 2:42 pm    Post subject: Reply with quote

Pel wrote:
Most of it sounds good and I'm likewise intrigued. I find 'streamlining character creation' puzzling since creating a D6 character is pretty easy already.

Exactly! With templates, you can create a character ready to play in 1-2 minutes. The news blog states, "Templates are absolutely essential to this process, as is updating and streamlining the freeform chargen processes." So I'm guessing the streamlining is mostly in reference to the freeform chargen process.
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Kytross
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PostPosted: Sat Jan 05, 2019 5:05 pm    Post subject: Reply with quote

Thanks for the heads up.
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cheshire
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PostPosted: Sat Jan 05, 2019 10:29 pm    Post subject: Reply with quote

Pel wrote:
Most of it sounds good and I'm likewise intrigued. I find 'streamlining character creation' puzzling since creating a D6 character is pretty easy already.


I took this to mean that they were going to dial things back from the way that the D6 S/F/M was set up. That was some convoluted character creation methods. It was all advantage/disadvantage selection. Never really liked it.
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Pel
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PostPosted: Mon Jan 07, 2019 2:08 pm    Post subject: Reply with quote

cheshire wrote:
I took this to mean that they were going to dial things back from the way that the D6 S/F/M was set up. That was some convoluted character creation methods. It was all advantage/disadvantage selection. Never really liked it.


S/F/M? What's that? Was it part of the OpenD6 books?

Also, I'm guessing this is an update of the current D6 books that Nocturnal has for sale? I don't have any, but they are reasonably priced and mention "15 years of refinement".
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Whill
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PostPosted: Mon Jan 07, 2019 6:54 pm    Post subject: Reply with quote

Pel wrote:
S/F/M? What's that? Was it part of the OpenD6 books?

Also, I'm guessing this is an update of the current D6 books that Nocturnal has for sale? I don't have any, but they are reasonably priced and mention "15 years of refinement".

He's referring to D6 Space, D6 Fantasy, and D6 Adventure. D6 Space is WEG's Star Wars D6 3rd Edition core book, minus the Star Wars product IP of course. The other two are genre conversions of the D6 Space system. cheshire is probably correct that they were referring to the freeform char gen system in these books which is very heavy in advantages/disadvantages/special abilities.

Despite Nocturnal selling them for $3 each, they are OGL and available for free here (scroll down to above the rancor). I recommend taking a look at D6 Space. I have found some inspiration there for my Star Wars game system.
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cheshire
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PostPosted: Mon Jan 07, 2019 7:18 pm    Post subject: Reply with quote

Whill wrote:

Despite Nocturnal selling them for $3 each, they are OGL and available for free here (scroll down to above the rancor). I recommend taking a look at D6 Space. I have found some inspiration there for my Star Wars game system.


Care to elaborate and share what you've found most inspiring?
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Whill
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PostPosted: Mon Jan 07, 2019 9:11 pm    Post subject: Reply with quote

cheshire wrote:
Whill wrote:
I recommend taking a look at D6 Space. I have found some inspiration there for my Star Wars game system.

Care to elaborate and share what you've found most inspiring?

Off the top of my head, some of the inspirational things are some special abilities/advantages (but not the whole system), some skills and skill scopes/names, a metaphysical attribute for The Force, FPs being named Fate Points, Strength Damage, Miscellaneous Damage chart, Wounded Twice being renamed Severely Wounded, Incapacitated wound status details, Die Code Simplification chart, and PC templates.
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cheshire
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PostPosted: Mon Jan 07, 2019 10:03 pm    Post subject: Reply with quote

I used the D6 Fantasy as the basis of a three campaigns. I houseruled a lot of things, but I liked the Body Points system as opposed to the R&E's damage system. But we also houseruled the ability to buy more body points with CPs. IIRC we said that one additional Body Point would cost 1 CP per 10's digit of your current Body Points. So, if you had 15 BPs, then an additional BP costs 1 CP. If you had 23, it would cost 2. If you had 37 it would cost 3, and so on. Max 3 additional BPs per session.

We also thought the scale rules were a bit easier to implement. Though with so many levels, we sometimes forgot to implement them on a regular basis if one of the characters was a slightly smaller scale than the others.

I think we used the strength damage rules as written.
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OuttaWindu
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PostPosted: Sat Jan 12, 2019 10:50 am    Post subject: Reply with quote

Oh yes, this is great news.
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