The use of cards, and in some instances actions similar to “tapping” actions from card games like Magic the Gathering and the like, may help make this a crossover game for those whose gaming experience is limited to or centered on such games. Note: The cards are not collectible. You are printing them out yourself. They are practical, not pretty, which is fine by me.
Less crunch, still crunchy – by this I mean the game is not written to be a realistic simulation. Modifiers are generally 1D6 (plus adjustments) for each card you can play. Its the play that becomes a bit crunchy, at least if you’ve been playing the standard types of RPG for the last 30 years (like I have). The card system IS a different system, and it does take some getting used to. I had a hard time grokking it myself until I found the youtube video I linked above. It’s not overly complicated – it’s just different.
Its surprisingly flexible. I thought the cards would result in the limiting of choices, but with the number of combinations that can be played (as long as the player can weave a plausible explanation for the situation in question) it covers a lot of possibilities. Hey, and you can create new cards!
Its a good review of 6d6. Not only because it says nice things but because the reviewer picks out the key element of the system – its flexibility. The review is also a good reminder of how different the 6d6 RPG is from other RPG’s and that new players / potential customers need to make a conceptual jump when they encounter the game for the first time. This is important for me to remember as I promote and market the game.
Check out Tenkar’s Tavern for more of the review and other RPG blogging action.