TinyD6 has quickly become our "go to" for gaming, and Tiny Dungeons is somewhat of the backbone for this.
The TinyD6 engine, in and of itself, is very rules light - if you want a crunchy system, this may not be the one for you - but it has a number of options that allow the crunchiness to be ramped up a bit without losing the simplicity. In fact, the simplicity of the engine means rules can be tweaked and house rules employed without any real danger of "breaking" the system. This, and the pervasiveness of Tiny settings makes it easy to grab a favorite thing from someplace else and port it into Tiny Dungeons. It's also easy to use with other settings from other systems (such as "the world's most popular role playing game", which we've done).
Tiny Dungeons recreates classic fantasy roleplaying without a lot of mechanical things to get bogged down with (although, as stated earlier, if you want more crunch and grit, some options are there to make it so). The focus is largely on story telling, but unlike many other "story telling" games, there aren't a lot of rules and mechanics on HOW to tell the story - just enough is there to give your imagination a springboard to adventure.
The front end of the book breaks down the game mechanics, and then jumps into character creation. The PDF is bookmarked well, so even if you need to jump around to some of the optional rules, it's easy enough to go there and back again. TinyD6 isn't a level or class-based system, and character creation is open-ended (meaning, if you can imagine it, you can likely build it). There are a number of Heritages available (some of the usual, like Humans and Dwarves, and others that are more unique to the Tiny multiverse), each one generally having something to make it unique while leaving room for customization.
The middle section gives you the optional rules, like expanding magic, or using sailing ships for example.
The back end of the book is dedicated to a variety of settings (or what they refer to as "microsettings" since they're generally the bare bones of a setting for GMs to build on). If you have your own setting you want to run, you may think this is a waste of space, but it's a great showcase of settings by some long-standing writers in the RPG industry, displaying the versatility of Tiny Dungeons for world building. None of the setting examples and possibilities are entirely "generic" which means they're a great way to fire up the imagination if nothing else, and some offer a few extra options for the rules.
In short, I highly recommend Tiny Dungeons to anyone wanting to get back to casual, fun gaming.
|