TKurtBond:
Have you ever done a retrospective of your Mini Six Primeval Thule game? How well Mini Six worked for it, things you would change about it?
My Mini Six Thule game page https://simonsprimevalthule.blogspot.com/2020/01/the-valley-of-scorn-palace-of-silver.html
My thoughts:
Overall I was very happy with how well Mini Six/D6 System worked for Thule. The system was originally created by West End Games for pulpy heroic fantasy at the level of the Star Wars original trilogy or Indiana Jones, which fits very nicely with Conanesque swords & sorcery. The general lack of attrition - wounds are rare, magic recovers quickly - worked fine. I found the Mini Six magic system pitched at an appropriate level too, powerful but not dominating play.
The Hero Points make death perhaps a bit too unlikely; with one HP you can turn a killing wound to a critical injury once/session, which is enough to keep most PCs alive. We had one PC death in the campaign when Saya the Sword Sister chased a Night Thing into the moonlit woods, spent both her HPs attacking it, then got stabbed in the chest. Reasonably careful PCs with a decent Might score are rather easy to keep alive.
One issue I recall was when the PCs awoke hundreds of skeletons in the Licheway; as written it was nearly impossible for Mini Six skels to hurt the PCs. This did not work as a battle, I ended up turning them into a sort of hazard instead. Mini Six/D6 does not handle the extremes of play you see in Dungeons & Dragons.
Arguably the system does not suit long term play as well as D&D; it's certainly less complex than modern D&D editions. But we played 28 sessions with 3-5 Character Points (XP) per session and the game certainly still worked well.
Thanks for posting this! I have played Mini Six a lot, but haven't run a long campaign, so it was very interesting to read.
ReplyDelete(I read this post soon after you posted it, but was rereading it today, and thought to comment.)
Thanks TK!
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