Die Six - Revision Time and thoughts on the WHRPG system

Dec 13, 2011 10:45

Having survived the Thousand Thrones campaign, I'm quite inspired to revisit the Die Six fantasy system I started a few years back. I now I've got a good core idea, it's a matter of working out the kinks and actually writing up my ideas.

I think structurally a careers or backgrounds structure might work really well (stealing from WHRPG) in Die Six, especially around ensuring that progression is quick and meaningful for the players. And I was very happy with the way WHRPG handled insanity and madness (especially in the way results are interpreted), although this isn't quite as applicable to the ideas I have.

While in general the system in WHRPG is pretty simple, and a hangover from the 80s, it has enough depth (in stats, and with the use of skills and talents) that it 'feels' a complete system. I personally think the damage and wounds system is great, with the critical effects a great way to ensure the game is bloody and violent, while the division of skills into Basic and Advance really gives niche protection to specialist characters.

Of course, much of these thoughts come because of the freshness of the Thousand Thrones experience, and the fact I found the game system to be agreeable. Perhaps without such a pleasant memories I might have a totally different opinion on the game!

confusion, concept, die six!, wfrpg, insight, comment

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