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Tiny Dungeon: Second Edition €16,76
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Tiny Dungeon: Second Edition
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Tiny Dungeon: Second Edition
Publisher: Gallant Knight Games
by Jason H. [Verified Purchaser]
Date Added: 01/09/2018 11:52:24

(I am not sure if the Original of this Posted properly so I am sending it again, I will delete the Duplicate if possible)

Many years ago I decided I was done with Dungeons and Dragons not because I fell out of love with the Game. More because I fell out of love with the bloated Rules Set/Monetization of the Business it had been turned in to rather than the Hobby I loved. Zip ahead a few years and I started to learn about the 'revival' of Minimalist Roleplaying and I was thrilled to learn that many others felt the same way I did. I wanted to return to the Game where I had only a few books and a vivid imagination. Tiny Dungeons 2e is that Game and more for me. A single Book, not even the 'usual' RPG Supplement size, easily tossed in to any bag and requiring nothing more than a handful of d6. Gone are the pages of Tables and endless lists of weapons whose only variation is a single point of a Stat.

"Rules Light" is an understatement, and opens up the Game as a hybrid between Board Games and Traditional RPGs that you could easily have up and running across a table of friends in as much time as it would take you to set up a Monopoly Board. Tiny Dungeon 2e gives you back the vastness of your own imagination and won't have you flipping through page after page of obscure 'features' to see what each one does.

As a quick example: I often entertain a couple of friends every other week and we usually throw down with Cards Against Humanity as they are not RPG Folk, just for the giggles I whipped up a few maps and tossed some D6 their way and told them they were going to play a cooperative game where the Goal was to escape alive. They took it like a fish to water and before you know it the evening flew by, I had them running about like crazy people. I let them determine their own Characters by their actions and slipped the mechanics of their choices in as Special Abilities. By the time either of them thought to ask what exactly they were playing the night was almost over and I showed them the book. It took us maybe 25 minutes to set up.

Tiny Dungeon 2e runs $22.33 Canadian right now. My Wife and our friends played for about 4 hours. That's $5ish per person for an evening of Original, genuine fun. As far as price point goes this game is beyond worth it.

[5 of 5 Stars!]
Tiny Dungeon: Second Edition
Publisher: Gallant Knight Games
by William M. [Verified Purchaser]
Date Added: 01/07/2018 23:17:04

I just posted this on my blog (where you can comment or read it with a few added notes).

Today I’m reviewing the Kickstarter edition PDF of Tiny Dungeon 2nd Edition by Alan Bahr.

It’s a minimalist fantasy RPG based on the original Tiny Dungeon by Smoking Salamander Games turned up to ELEVEN. I picked up the original to play with my kids a long while back.

1.) Size and Production Quality 

The Tiny Dungeon 2e book is the largest “tiny” book to date at 194 pages. It maintains the art style from the original game (the same artist in fact), and the new layout is impressive, bringing the game up to standard with the newer Tiny D6 games.

The original Tiny Dungeon is also a great game and only 24 pages total! Hard to believe. I’ll get into the differences below, but the original book is still on sale on DTRPG for $2.99. Second edition is $19.99 ($17.99 as of publishing this article). If you’d like the Player’s Guide only (the first half of the book without the micro settings) it will only run you $9.99.


2.) Art

The cover art is amazing! The interior art is black and white in the style of the original Tiny Dungeon, and there’s plenty of it spread throughout the book. Some reuse where it made sense, and I’m totally good with that. The critter section is fleshed out and has great art for tons of beasties your party could fight (including the dinosaurs). If I have a critique here, it's only that I'd like more of that beautiful cover art. I'd pay for it.


3.) Content and Rules

Tiny D6 games are my favorite for minimalist rules games. Any 5 or 6 rolled on1-3d6 (depending on advantage or disadvantage) is a success. So simple. So powerful. This version has the most optional character creation rules of any Tiny D6 game and even has progression options built into the game. I’ll be getting these to the table soon with my daughters Zeep and Zook (not their real names) who started playing Tiny Dungeon when the younger one was only 7. I can’t express how happy it makes me that Tiny Dungeon is growing up with them.


4.) Game Master Section

As previously mentioned, there is an expanded bestiary in TD2e. 26 pages to be exact.  In addition, there are sections with advice on running games, and the extensive optional rules. I won’t spoil them all, but there is some really fun stuff in here including optional combat rules and old-school adventure generation tables.


5.) Pre-made Adventure

Not the traditional pre-made adventure, but as has become the tradition with Tiny D6, MICRO SETTINGS. I’ve been waiting for micro settings for the fantasy realm since Tiny Frontiers was initially announced on Kickstarter.  If you aren’t familiar yet, these are a delightful take on creating a ready-to-go world you can grok after a few pages and create interesting and unique new adventures for. They also happen to be written by a super talented group of authors, games designers, and other highly creative people. As a GM, I prefer these to a full adventure since I almost always modify adventures to suit my tastes anyway.


Total Score: 45/50

A great score in the upper echelons of my scoring criteria.

I’d Kickstart this game again. Twice.

[5 of 5 Stars!]
Tiny Dungeon: Second Edition
Publisher: Gallant Knight Games
by Eric B. [Verified Purchaser]
Date Added: 01/06/2018 20:35:22

Here's the review I just posted to my blog.

Full disclosure: I backed Tiny Dungeon 2E during the Kickstarter, so I got my copy of the game plus the unlocked extras at the backer cost.

The Journey to a Minimalist Fantasy RPG I wanted something with less crunch.  It was that simple.  Now, don't get me wrong!  I love crunch most of the time.  In fact, I have spend hours and hours simply prepping a character for my next Pathfinder campaign and pouring over the plethora of crunch, but as I continue to look deeper into solo play, all the rules of PF or D&D seemed like too much effort for something I'm only beginning to experiment with.  Enter: Tiny Dungeon.

I somehow found Tiny Dungeon 1st Edition and immediately was enamored with the content.  It was concise yet still represented the basic fantasy RPG genre well.  Shortly after that, I saw the Kickstarter for the 2nd Edition that looked like it would help fix one of my main complaints about the 1st edition which was that all characters felt the same.  Now that 2E is actually out, let me tell you about in more detail.

A Story of Successes The main mechanic of the game, in fact the only mechanic, is rolling 2d6 and looking for a 5 or 6 on a die.  That's called a success, and that's the game in a nutshell.  Want to pick a lock?  Roll 2d6 for success.  Want to attack an orc?  Roll 2d6 for success.  Want to do an acrobatic tumble followed by a dragon-like leap and then swing on the chandelier across the room?  Roll 2d6 for success.

Tiny Dungeon 2E is wonderful at being a quick game to pick up and play.  I would have no qualms with taking this game to my group, explaining the basics, and then getting into a game all in the same night.  The super simple system of rolling for successes and not really needing a bunch of rules for skills opens up the possibility of letting the players role play the exact characters they want, if it's quirky and doesn't fall into the normal fantasy character cookie cutter shapes.

While this simplicity is the game's biggest strength, it is also the game's biggest weakness.  Any character can try to pick a lock, tumble acrobatically, or track a beast through the swamps, and thus, every character can mechanically end up close to the same, especially in 1E, but 2E addressed this in a couple of ways.  One way to differentiate a bit is that there are abilities or circumstances that give characters Advantage (roll 3d6) or Disadvantage (roll 1d6).

Another is that in such a rules light system, there is a lot of encouragement to just use GM fiat on some issues.  For example, it would make total sense to tell a non-rogue type character that they can only attempt to pick a lock at Disadvantage even if there is no written rule for it.

One of the great things about such an extremely minimal rules set is that it implicitly puts the emphasis on playing the character rather than the stats.  I know that in PF, I tend to think about actions in terms of where my highest bonus is (bluff or diplomacy, melee or range, etc.).  TD2E really opens the door to think about what my character would really do in each situation.  I now can ask myself what response to a given situation would fit their personality instead of their stats?

A System without Class...In a Good Way Since everything boils down to the success rolls, character differentiate themselves by picking Traits where they excel.  This is kind of a "build-a-class" approach which I enjoy because you can mix and match to your heart's content.  While the rules as written say that a character can't have more than seven Traits, I feel that you need about four or five traits to really start to see a distinct character, so I'm already bending the rules there. :)

TD1E only had a handful of Traits to choose from, but TD2E added what they call Prestige Traits that more fully expand some the common archetypes.  For example, using magic in 1E was basically completely up to GM fiat, but 2E provides some specific spell-like Traits that a powerful wizard could have.  They do the same thing for martial arts fighting styles and techniques, paladins, and druids by explicitly defining these options.  I think this is one of the best improvements that 2E made because it really allows you to flesh out a bit more of each character.

You also further differentiate your characters by choosing a Heritage (or race), and there are some cool ones!  1E had the standard races and a cool new salamander race that heals by fire or ice, but 2E did a great job expanding that to some not often seen races such as bear people, treefolk, and lizardfolk.

Optional Rules and Micro-Settings Finally, they further solved the "one-size-fits-all" problem of 1E by adding a bunch of optional rules for people who prefer a bit more crunch.  There are optional rules for variable weapon damage, crits, zoned combat movement (instead of speed, which I really grew to enjoy while playing Red Markets), armor, and more.  There are plenty of provided monsters (even ignoring the fact that over half are dinosaurs for some reason) and many of the monsters have unique traits of their own.  (And don't forget the awesome art and layout!)  The optional rules for experience and leveling up provide even another avenue for making your characters stand out from each other.  In essence, 2E gets my "problem solved" stamp of approval for the issue of most characters feeling the same.

On top of this, they added a ton of micro-settings that give seeds of worlds that you can play in.  Whether you choose the wuxia inspried martial arts world or the monsters protecting their cave from the evil heroes world, each micro-settings can re-flavor your game to suit your play style.  There are a ton of good choices here plus many of the micro-settings offer new rules and traits to tack on the base game.

Overall Grade: A- In general, this is a great little game.  The only reason I would drop this game down to a A- from an A is because there are still a unbalanced traits and typos (such as leaving out action types necessary to activate abilities) that make my min-maxing side cringe just a bit.  Mixing those few minor details with the $20 price tag makes me feel it's necessary to downgrade their score.  (All the rest of their Tiny games that represent other genres sell for $10 I believe, and I got them for $5 when they were on sale.)  The book does clock in at 192 pages, which may justify the $20 PDF price tag.

[5 of 5 Stars!]
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