Monday, 31 August 2015

Campaign Creator Now Has Themes!


Lately we have been working hard to make Campaign Creator look a little nicer and give your games the right feel. Since given the variety of different RPGs people play, we knew that one layout wouldn't do the trick. So we came up with a set of themes to choose from that will spice up the screen a little bit, and fit the Creator to your game's setting.

Stone
The default skin is a classic cobblestone, that will fit almost any western medieval setting. When you set up a campaign, you will be able to select from a list of different themes. We currently have Stone, Sci-Fi, Bamboo, Horror, Turkish Rug, Steam Punk, and Concrete.

Sci-Fi
Sci-Fi is a dark blue, borg-like pattern to fit the far future setting.

Bamboo
Bamboo uses a thin pattern of bamboo rods, almost making it look like a dinner place mat.

Turkish Rug
Turkish rug, uses the sort of pattern one would see on the beautiful rugs from Turkey and the surrounding area.

Horror
Horror, is a disgusting green slime. Perfect for those moments of discomfort.

Steampunk
Steampunk is a series of brass and silver gears on a black spread. We are still tinkering with ideas for this one.

Concrete
And for those modern settings, Concrete gives a dark grey tiling reminiscent of the modern metropolis.

The Theme will change as you scroll through your campaigns on the main page, and cover all the screens and pop ups in the campaign editing section. I found that it added to my level of immersion when writing my campaign, I hope you all like it to!

You can get your free copy of Campaign Creator with the new themes feature here:
https://jade-gaming.myshopify.com/collections/the-campaign-creator

Written by: Andrew Gregory

Last Week With JADE: Knightly RPGs and Board Games Galore!


On Thursday last week we finished up JADE's Guest Month by having Guest GM Adam host a round of Simple D6 for us. He created a scenario where we were the remains of an order of knights that suffered the same fate as the Knights Templar.

Our ragged group of nine members fled to an abandoned outpost of the order in the hopes of restarting their life their and continuing the order's business in secret. We encountered bandits, and each suffered from the low morale of having our friends and lives taken away from us. It was a great game and the roleplay was absolutely fantastic! The in depth and diverse back stories of our characters really made the game come to life, to a point where we were even having several separate conversations around the dinner table in game!

Thanks Adam, we look forward to continuing the adventure!

Sweet, Sweet Knights.
On Monday I had the opportunity to play a game of Magic The Gathering over Skype with JADE Guest Tom. He and his game group up North have really gotten into magic cards and it was a great opportunity to show off some of my decks, and talk cards.

Throughout the week, JADE also played a bunch of board games! Dave recently acquired Terra Mystica, Relic Expedition, 3 Cheers for Master, and some expansions to Dungeon Roll. I myself purchased Star Trek Attack Wing, and a small two player game called Tides of Time.

Over the weekend we played four rounds of Relic Expedition, three rounds of Dungeon roll, and two games of Tides of Time. Excellent and fun games that I would recommend to anyone!

Like Indian Jones meets Carcassonne
This week we are playing a friendly magic card tournament with a couple of friends.

After that, we need to we plan out JADE's fall gaming season and figure out when we can finish Interstellar Exports!

Should be another great week! Happy Gaming!

Written by: Andrew Gregory

Monday, 24 August 2015

Last Week With JADE: All Work and No Play


We had a fairly slow week here at JADE last week. With Elijah way on a business trip for the week, and Dave going camping for the weekend, we only had time for a single game.

So  we continued with JADE's Guest Month and had an old friend of ours, Tom, host a single page RPG game I found called We Are All Going to Die. You can check the system as well as a short description of how our game went on the blog.

It was a lot of fun and I would recommend it to anyone looking to GM a short game with a large group.
It can be tough being a GM.

But other then that game and some behind the scenes stuff working on the Blog and JADE's upcoming Character of the Day Dice, it was a pretty slow week.

I guess they can't all be full of fun and games!

This week we play the final game of JADE's Guest month, featuring Adam's new campaign: The Order. It will use the Simple D6 Rules, which you can also read about on the blog. 

In The Order, we play as the remains of an Order of Knights who suffered the same fate as our own Knights Templar.n  As the remaining survivors, it is up to us to rebuild the Order, and avoid the same fate the befell most of our brothers and sisters.

It is going to be great!

The Order Campaign is going down on Thursday, and this Sunday we are going to try out Mage Knight for the very first time! Should be a great week!

Happy Gaming!

Written by: Andrew Gregory

Thursday, 20 August 2015

We are All Going to Die: A Review of a Fun but Depressing RPG

That about sums it up
There are some RPG's that only work with a well seasoned group; trained in the rules of the game and ready to wield them at their will. These players will certainly overcome any obstacle thrown at them. The single page RPG We are All Going to Die, is the other kind.

We are All Going to Die is probably the strangest RPG I have ever found. To being with, I found it while using StumbleUpon, and it is from a live Journal Post from 2005 by user Cavalron. If it still works, here is the link:

http://cavalorn.livejournal.com/241167.html?nojs=1

The premise of the game is that the GM creates a scenario: preferably something where everyone can easily be killed. Cavalorn suggests a Teenage Slasher Flick, Zombie Apocalypse, or anything with a high probability of killing everyone. It doesn't need to be too complex, just something quick and easy to fill a couple hours.

Quick and easy.
Your players then create characters accordingly. They name, and come up with some sort of back story for them and thenn pick four things they are good at, and 2 things they are bad at. The GM of course must approve all of this, as it is pretty fun for players to try and abuse. For example Dave tried to pass off being bad at his taxes as one of his two things. Needless to saythe GM vetoed it.

Then the GM randomly picks one of the players to be the survivor and keeps this a secret. This player will survive the game, every other player will die. And that's it you are now ready to begin.

There are no dice rolls, the GM simply decides each outcome based on the 4 things the players are good at, the two things they are bad at, and how logically each character acted in each situation. It is also up to the GM to deceive each player and mess with their minds. Players should always be questioning whether they survived a scenario because their actions made sense or if they were the survivor.

I recommend reading through the rules to get some more clarifications. It will only take a minute.

And you're back!
To test out this rule set, I recommended that JADE Guest DM Tom use it for his guest month game, and he was more than willing to give it a try! Rather than going the horror direction, Tom decided to create an action packed scenario where we would have to rob a gold mine. In no time flat we setup our four characters featuring: a get-away driver, a demolitions expert, a hacker, and a strong arm.

No minis though.
It took us a bit to get a hang of the system. Announcing what we were going to do, and more or less having it happen without any rolls or checks was hard to get used to for our group, and we stumbled over ourselves a bit until we got into the flow. It only took about a half hour before things were running smoothly, and during that time we planned out our heist.

To get onto the base, we were going to steal a van from the power company and show up to do routine maintenance. If we were met with any resistance we would just claim "there must have been some kind of mix up." Once in the base, we would disable the generators so as to cause a distraction, and then walk in and grab the gold.

Good plan everyone!
Stealing the power company's van was easy enough, so was actually getting down into the mine. The problem was that we had no idea where the generator was, much less where they were keeping the gold. So after some questions that almost got us kicked out, we figured out where to go and planned further from there. Dave and I went to the refinery, to gain access to the gold, while Jade Guest Adam and Jeff would go over to generator and cause a disturbance.

Moments later, after Jeff and Adam went down into the Generator room, the alarm started sounding. Adam had pushed the panic button causing the guards to surge all over the base. Using this distraction and the noise of the refinery, Dave and I stormed the smelting room, killing no less than 20 people in the process. It was brutal.

In the generator room, things had not gone as well for Adam and Jeff. The guards had killed Adam's character as he tried to hold them at bay by threatening them with C4. It was a bold choice that didn't pay off, but jeff on the other hand, ended up getting captured after he surrendered to the guards, and taken into one of the humvees.

Some times the best move is to give up.
Dave and I had managed to force our way into the refinery, just as Jeff escaped his captors, and slipped around the guards to join us. After securing the gold, we needed to find a way out, and the building was quickly being surrounded by guards.

We each considered suicide as our only recourse, until I had the idea to dress up as hostages and claim that our captors had done just that: Killed themselves seeing the hopeless situation. Shockingly it worked, and we were able to walk out of the refinery with the gold carefully hidden. We just needed to get out of of the mine.

Thinking quick we surprised two guards standing by a Humvee and made a daring escape up the winding ramp of the gold mine.

Brought to you Spike TV.
Dave lost his life during the chase (that involved other Humvees and a helicopter) after getting shot and bleeding out in the back seat.

With only Jeff and myself surviving we returned to our contact, only to have Jeff betray me in the end to keep all the money for himself! And with that our first game of We are All Going to Die was over.

We all had a lot of fun! And agreed we would defiantly try the rules again! After the game, everyone was chattering about bout how they would handle a game if they hosted it themselves. Personally I would Do Starship Trooper's the BAttle of Klendathu... But that's just me!

We are All Going to Die makes for a quick and dirty RPG session I recommend for any game with a larger group, or for just a bit of fun!

Thanks for writing and posting this game Cavalorn, whoever you are. You created a gem!

Written by: Andrew Gregory


Wednesday, 19 August 2015

The Maps of Interstellar Exports Part IX

System 0207
In Game 9 of Interstellar Exports, and the hopefully soon-to-be-played Game 10, Captain Dry and his crew took their ship the S.S. Hornby to to System 0207: the Chalandra system. Way back in Interstellar Exports Game 1, Dry heard a rumour about a crashed ship in the asteroid belt, and a missing scout ship. But that was not what brought them here.

Following the advice of their recently acquired crewman, Meatfoot Blargin, they hoped to find a weapons dealer on Chalandra II that Meatfoot was sure could open the mysterious case given to them in Game 2.

The Chalandra System has 3 planets and an asteroid field, but only the second planet can support life. As a result, the crew didn't spend much time exploring, but of course they could have if they wanted to.

Chalandra I
Chalandra I is a Class H planet: Low atmosphere, desert like conditions, not conducive to life. Think Mercury. There are however mineral deposits on the surface, if any one had the capital to exploit them.

Chalandra II
Chalandra II was colonized by a group of independent settlers, who then had the misfortune of being betrayed by their leader, and forced to live under a military dictatorship. The Planet is currently divided into several habitable domes and refineries. Chalandra II's main export is Astrodyanide: a valuable mineral that is harvested from the soil and refined into star ship fuel, before being sold on the black market.

As such Chalandra II is a fairly lawless place so long as you are not attempting to subvert the government. It was here that Meatfoot, told Captain Dry that they would find an old friend of his from his Draco syndicate days: Marty, of Marty's Military Surplus.

It turned out that Marty could in fact open the case, but he asked a steep price in return. Rumour had it that an unidentified ship crashed in the asteroid belt in the system. He knew it to be true, as the last crew he hired had made contact with the wreck, but he hadn't heard from them since.

After sweetening the pot with some heavy gear, the guys agreed to Marty's proposal and head over to the asteroid field.

Uncharted Asteroid in Chalandra System's Asteroid Belt
Following the coordinates Marty provided, Dry and his crew found the wrecked ship, the missing ship from the crew Marty had found before, and another ship in orbit, trying to stake a claim to the asteroid. Using his superior fire power, Marty was able to convince the orbiting vessel that they should work together and they landed to explore the ship.

Things got a little messy from there.

The Wreck
I don't want to tell you too much about this ship as the guys have barely just entered it, but I made it using different sci-fi rooms I found with a google search, and some patience in gimp.

This is where Interstellar Exports Game X will begin... And given the dangers in vessel most likely end.

Chalandra III
The third and final planet in the Chalandra system is Chalandra III and it is a remarkably uninteresting planet. There are no Astrodyanide deposits, no notable minerals, and no real reason to go here. But given the surprises I like to hide all over the place... Who knows what could be there?

And that's it, those are all the maps I made for JADE's first Traveller Campaign: Interstellar Exports. I hope you all enjoyed our romp through the galaxy! Let's all hope that the game stories will get up on the blog soon and that we can actually finished Interstellar Exports Game 10!

Written by: Andrew Gregory

Tuesday, 18 August 2015

Hammerhead Xenomorphs


Since Khurasan Miniatures made three variants of their "Demonic Alien" line, I had to get the full set. The final variation I was missing were the hammerheads.
While not being from any one of the Alien Quadrilogy films, perhaps these shark inspired xenomorphs will serve as a stand in for the the Jaws-Alien crossover film we have all been dreaming of... Or is that just me?


With these 12 extra xenomorphs, it brings my total to 36. A healthy number for the party in JADE's Traveller Campaign Interstellar Exports to battle against.


As well, as I mentioned in the last Xenomorph Post, It also allows me to host the "Mining Station Sigma 9" in the 2nd edition of Donald Featherstone's Skirmish Wargaming. I have been looking forward to trying that scenario our for some time, so it will be a real treat to actually get it down on the table, and with a full set of 15mm minis.


Now that I have three different variants, I feel that I really do need to figure out different stats for each type of xenomorph that the guys will encounter in Interstellar Exports. Nothing too drastic, maybe just different hit points, and a different special ability or two.


Either way, they will make a fantastic edition to the horde of aliens currently sitting on my shelf, and I can't wait to see them in game!

Written by: Andrew Gregory



Monday, 17 August 2015

Last Week With JADE: Dinosaurs and Board Games! Oh my!


Last week we kicked off JADE's Guest DM month with Sarah hosting the second game of her D20 Modern campaign: Escape Dino Island. The game itself was fantastic! Sarah was able to perfectly capture the feeling of danger and distress as we explored the Dinosaur riddled jungle.

The game ended with an encounter with a a nest of raptors that almost almost finished us. Thankfully we narrowly escaped with our lives and were able to retreat to a safe position for the night.  It was a great game and the guys at JADE are talking about inviting Sarah back to finish the game off before next year's guest month!

Escape Dino Island Game 1 is available on the blog, I hope to get Escape Dino Island Game 2 up as soon as possible!

They get you every time.
Not only did we have a great game of D20 Modern, We also played and checked out a bunch board games. I personally played three rounds of scrabble (and oldy but a goody), an old British pub game called Shove Ha'penny and a round of Carnival.

We also have been stocking up on the game titles. Dave has recently gotten into buying pocket games, and has recenly acquired: Dungeon Roll, Carnival, Masquerade, Compounded, Coup... and I am probably missing a couple there. We have played Dungeon Roll and Carnival, and found both to be simple and fun game. I would recommend them to any casual gamer.

Building a theme park is always fun.
Dave and I also made the pilgrimage over to Toronto's 401 Games to see their selection and ended up buying another two games. I got the amazingly retro looking Battle At Kemble's Cascade.

It is apparently like an Arcade Game
And Dave snagged an awesome piece of Victorian Sci-Fi: Onward to Venus.

Has any one read the graphic novel this is based on?
I can't wait to check out both of these games, they are sure to be a hit around the table!

This week we are playing an interesting single page RPG I found online called "We Are All Going To Die." In this game only one of us will survive, but only the GM knows who. This week's Guest GM is Tom and he is setting up a bank robbery for us to try and make it out alive of.

I will let you know how this game goes, along with the review of the system soon!

And as Always, Happy Gaming.

Written by: Andrew Gregory

Top 10 D&D Rule Books that Everyone Must Have


Over the forty odd years of Dungeons and Dragons publications, there have been 5 editions, and countless books. And I mean countless! So many that it is hard to know where to begin. So here is the ultimate top 10 list of D&D books (across all editions) that you have to have in your library!


1. The Player's Handbooks

Yes, a bit obvious but the Player's Handook in any edition is always quite a special book. At the most basic level of the game, this is the only book you need. The player's handbook in every edition gives you the game system, how stats work, how saving throws work, hit points, combat etc.

Frankly, without a Player's Handbook you can't really play the game, so if you are only going to get a single book, this is the one that you need.


2. 1st ed. AD&D Dungeon Master Guide

With everything I said about the Player's Handbook being the only book you need to play the game, that doesn't quite hold true for 1st ed AD&D. Sure the Player's Handbook can tell you the combat procedure, but what it doesn't tell you is what you need to roll on your d20 to actually score a hit on your opponent. For that information you will need to get the Dungeon Master's Guide which has the combat matrices for all classes, armour classes, and monsters.


3. 1st ed. AD&D Dungeoneer's Survival Guide

Those of you switching from a more recent edition of Dungeons and Dragons to 1st ed. will find their character's woefully under powered. And it is true. Comparatively you will have fewer class abilities, fewer skills, and fewer hit points.

So in order to actually give your character a reasonably sized set of skills, you need to get the Dungeoneer's Survival Guide. This is the first book that gave dungeons and dragons a skill set for player character's called Proficiencies (much like in 2nd ed). AD&D Proficiencies are a collection of skills that your choose from to give your character that much more ability, and a fighting chance in your game.


4. 1st ed. AD&D Oriental Adventures

Aside from the obvious benefits of giving you a ninja class for your game, Oriental Adventures gave 1st ed Ad&D an alternative to the Alignment system used in all 5 editions. Instead, you are given an Honour total, a number assigned by your race and class. The higher the number the more honourable you are, the lower the number the less honourable you are. Your DM will assign you honour based on your actions through out the game.

The Honour system creates a more active and relatable sense of your character's morality in the world, as well as providing  a great avenue for quest hooks.


5. 2nd ed. AD&D Tome of Magic

Second Edition has an insane amount of books. TSR was going bankrupt and desperately try to make some coin but. as we all know it sadly didn't work. However from this last hurrah, we did get some pretty amazing stuff added to the game. The reason I chose the Tome of Magic is for one simple reason, it introduce the Wild Mage Class, one of the most fun and unpredictable magic using classes.

And to add to its legacy, the Wild Mage Class is the inspiration for the random spell effect table in 5th ed. So the kudos really has to go out to the first book to feature the class.

6. 2nd ed. AD&D The Complete Fighters Handbook

I have a lot of the Complete "______" Handbooks, but the the 2nd Ed complete Fighter's Handbook is the only one I have actually read cover to cover. While the dozens of interesting character kits make for some interesting roleplay choices, the real strength of the Complete Fighter's Handbook comes in it's last few pages. There you'll find new combat techniques, new proficiencies. My personal favourite is the the Shield Weapon Proficiency which you can use for a Bash or add to your parry roll. An awesome power for 2n edition.


7. 2nd ed. AD&D Al-Qadim

2nd edition's The Al-Qadim is the only official D&D campaign setting that deals with the ancient and medieval middle eastern fantasy. That aside, Al-Qadim also offers a fantastic bargaining system to include in any game, and the prices on dozens of items that you can't find any where else, like fabric for example. However, that's not what makes the Al-Qadim great.  Its true shining is the introduction of the Sha'ir Character Kit. The Sha'ir is a magic wielding genie summoner. You may request any spell you have heard the name of and your Gen familiar will try and fetch it for you from the planes of magic. You have limit on the number of spells you can cast a day, and at higher levels you actually get the ability to imprison and command djinni!

It is an incredibly OP class, and not at all surprising that it never made it out of 2nd ed. aside from in an issue of Dragon Magazine.


8. D&D 3 Book of Vile Darkness

The Book of Vile Darkness is one of the best known minor artifacts. it is surprising that it took them so long to get a version printed. The Book of Vile darkness is a treasure trove of information for any DM hosting and Evil campaign and for any player with an evil alignment. It is sure to darken your games and provide a little more depth into what would likely be a slaughter-fest otherwise.


9. D&D 3.5 Spell Compendium

There are a decent amount of spell compendiums out there for D&D, so it was hard to decide which one to put on this list. While the decade spanning, 7 Volume 2nd Ed AD&D Wizard's and Priests Spell Compendiums are undeniably awesome, the 3.5 Spell Compendium has two advantages. First, The 2n ed books are quite rare, there is a much better chance at finding the the 3.5 spell compendium. Secondly the 3.5 Spell Compendium  fits in a single book. You don't have to lug 7 spell books around to have the access you need.

While it doesn't have as many spell as its 7 volume counter part, it is a great addition to any magic using class.


10. D&D 5 DM Screen

OK, So I know this one is not technically a book, but it is probably one of the best DM screens there is. I really like using DM screens in my game, as there are usually several snippets of information to help you host your game on the back. However, D&D 5 takes a slightly different take. ON top of providing you with some rules, you are also treated to an NPC generator, a random small event table, and a search table. All of these tools make it much easier to deal with the unpredictable nature of table top RPGs, and will help you host a smooth game... And the D&D 5 DM screen is shorter than the other ones, so you can actually see over it!

I know that there are thousands of books and modules out there to choose from, and I probably missed a couple of your favourites. What do you think?

Written by: Andrew Gregory

Saturday, 15 August 2015

Simple d6: One-Off RPGs at Their Finest


During a failed attempt to get the entire group together to finish JADE's Traveller Campaign Interstellar Exports, we decided to at least use the evening for an RPG and throw down a small campaign set on an 18th century pirate ship. We would play as captured British sailors and have to escape from the ship.

The problem was none of us wanted to go through the rigmarole of setting up a whole character sheet in any version of D&D, or any other RPG that I own... Especially not World of Synnibarr. They all just took too long and with only a couple of hours to play we needed something fast. That was when I remembered an RPG I Stumled on a while back. The game was called Simple d6 and I found it on 1d4chan.

You can check it out here: http://1d4chan.org/wiki/Simple_D6_-_Third_Edition

While our GM Elijah prepared our setting, I quickly set to reading the rules... And it didn't take long, the printable version only spans two pages!

And there is a second page, but you can go to the 1d4chan page for that.
The game system is a little strange, but fairly easy once you have the hang of it. Players start by coming up with a name and a concept for their characters. For the game that Jeff and I played with Elijah, our characters were: Jacabo Montgomery Esteban Ferringsmere, Concept: 18th Century Ship's Gunner (Jeff) and Lawrence Orwell, Concept: 18th Century Upper Mastman (Myself). The concept of your character should fit the game setting and must be approved by the GM.

Next you select 5 skills. These should be based around your character and should be as specific as possible. For my character I chose: Use Ropes, Climb, Swim, Sword Fighting and Firearms (Rifle). Jeff on the other hand chose: Meteorology, Climb, Knife Fighting, Fishing, and Swim. Again the GM must approve these choices

The final step is selecting a quality for your character, an overall ability that describes them. Jeff went with Literate (signifying his intelligence), I went with Strong to be the brawn of the party. And of course, the GM has to approve.

And that was it! We were done, our pirates had been created. Now there are rules for Spells, and other special abilities, but being lowly 18th Century humans neither of those rules were appropriate to this game.

It was pirating time!
As ready as we were to go, there was one more thing Elijah had to give us for the game. The Aspects, which are the most important part of the system. The Aspects represents the different elements that will be encountered and can change from game to game. Each player gets 1 defense and 5 hit points in each of these aspects. Now you can move these stats around a little bit, but this being our first game we didn't bother.

In Simple D6 each encounter with the potential for an adversarial out come (NPC interactions, Tying down an unruly mast in a storm, etc.) is treated as a battle. Both player and GM roll against one another using d6's and looking up damage on a chart. the first person's aspect to reach zero loses the encounter. In a social or non-violent setting, having your HP reduced to zero means you lose the encounter. Your HP then returns to max, and you are ready for the next encounter. In a combat or  violent situation, the damage to your HP is permanent and can result in death. Defense in each aspect lowers the damage done to the stat, and you race to reach get the other to zero first. In this way the outcomes of those complex situations are handled!

For those skills that don't require that level of interaction (tying a knot, climbing a rope, etc.), and for actually rolling in one of the Aspect Battles, players tally the number of skills and qualities they have that relate to what they are attempting, and roll that many d6's. The player chooses one of those d6's as their roll, and look up the success on the chart. Really simple!

The Aspects Elijah chose for our game were Social, Combat, and Naval.

Now we were ready to play. Character creation time, including learning and then teaching the rules to two others: 20 minutes. I was impressed.

Not Bad.
Elijah proceeded to take us on an adventure. Using his excellent knowledge of Ships and Sailing from that time, Elijah took us to a pirate ship about to go into mutiny, on the edge of a storm at sea.

Our characters had been kidnapped, but with no where to go, and the only other option being to walk the plank, we had been accepted as crew members and entitled to the same rights as any other. So using our relative freedom, we discovered that the crew trusted their captain to get them through the storm, as he was a renowned pilot, but we unhappy with his division of the spoils, and lack of treasure of late. With an understanding nod, Jeff and I knew exactly what to do.

We framed the cook, making it look like he was a thief, and that the captain had been hiding even more luxuries from the crew. It cost the reputation (and probably life) of the ship's cook, but in the end the crew did mutiny. There was a fight on the deck where I had to knock out the dual wielding Quarter Master with nothing but a broom stick, while Jeff enraged the crowd with cries of anarchy. It was fantastic, but it was only part of our plan...

Just part of the plan.
The pirate ship had a schooner in tow, and we decided to use the conundrum to sneak off and escape with it... But Elijah pointed out that the two of us were not enough to get the Schooner ready to sail again on her own. Thinking fast, we stormed into the captain's quarters, where he and the navigator were hiding. We told them that we had come to rescue them, barricaded the door, and convinced them to come with us to the schooner. We then climbed, zip-lined (almost drowned) and made our way to the schooner. Safely off the mutinous ship, I cut the rope with one of the quarter master's swords I had taken after defeating him, and we were free.

With our ship unattached from the pirate ship, we slowly drifted to a stand still as the pirate ship gained distance from us into the storm, and with out their captain, most likely to their deaths.

And we got one of these bad boys.
We got all of that from an RPG written on a single page. It was awesome! The system provide enough moding and and depth to keep an experienced player interested, while not bogging things down with unnecessary and complicated rules keeping it fast and dirty.

Personally I wouldn't want to use the system for a long standing multi-game campaign. If I am going into depth in the campaign, then I would also like to do that with my characters. However for a one-off campaign, this is perfect. It doesn't have the time commitment of creating a complex table top RPG character and thus lets you prepare and throw down a game in an evening.

It would also be a great way to introduce new players to Table Top RPG's without scaring them with the giant rulebook... Or if your group is just drunk and unruly.

All in all, I really like Simple d6, and I plan to host all of those spontaneous one-off campaigns (that every gaming group plays from time to time) in this system.

Written by: Andrew Gregory