It's been over a decade since I've run an RPG, and as age and mental health issues continue to grow, I'm finding a need for games that better facilitate telling stories easily. The Tiny D6 system does that. By boiling down the "game" aspects to the bare necessities, they allow you to focus on what's important: the story.
Tiny Cthulhu truly does this well. With just two stats and a handfull of Traits, you have a complete character. More, this level of minimalism allows the GM to have all they need for almost every NPC and adversary in one line of text, as well as allowing the GM to develop the people the character encounter on the fly.
The rules account for the first 36 pages of the book, with the remainder given over to GM advice, galleries of items and adversaries to encounter, and ten distinct micro-settings, each capable of being the basis of an ongoing campaign.
Within the gallery sections you'll find a mixture of familiar Mythos elements - with references on where you can find them in Lovecraft's work - and those newly created for the product line. This will let the GM mix and match familiar elements with those the players haven't seen before, keeping things fresh and exciting.
As a Tiny D6 game, you also have the advantage of being able to implement elements from other games in the line. Want to run a horror version of "Pirates of the Caribbean"? Add Tiny Cthulhu to Tiny Pirates. Recreating "Event Horizon"? Mix Tiny Cthulhu with Tiny Frontiers.
This is one I'm looking forward to running very soon. From the very beginning of the book, it triggers the synapses, eliciting numerous "Oooo, I could!.." and "Wow, if I!.." moments of creativity that are just too much to ignore.
Well done, GKG!
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