Dev: Bare Knuckle
First the good stuff, Bare Knuckle is coming along. I didn't get to work on it much over the weekend. Have you ever taken a bite and as you chew, it magically gets bigger and bigger in your mouth, making it harder to swallow?
That's what's happening with the new magic system. It's based on this post from years ago by Daneel (used with permission.) I thought, how elegant, just a page or so to do a whole magic system. At the core, that's right, but I've also been refining it, tweaking, trying to make it do more. Maybe when I'm done I'll end up cutting a lot of the extra stuff, and you'll say to yourself "I thought there would be more?"
But since I feel like I have time while I wait for the ORC anyway, I don't feel a need to rush something out.
I keep naming and renaming things in my head.
So there's the already existing Mini Six Bare Bones Edition
I'm currently working on the Mini Six Bare Knuckle SRD. Remember, this is the "de-OGL'd," "de-OpenD6'd" version of what Mini Six Revised would have become if the OGL drama didn't happen, without any extra bits (settings, fluff, extra rules modules) with the exception of the new magic rules which replace the "simple magic system" found in Bare Bones Edition. It would be trivial for someone else to retro-convert it into something even closer to BBE if they want, and since it will be released as an open game, that's fine with me.
The next thing I'll turn my attention to is Mini Six Second Edition. It will be a more robust offering than Bare Bones Edition was, and isn't designed to be compatible unless you squint at it really hard. The core rules will still be "mini" but there will be a lot more optional content.
It will be released alongside its own SRD, which I previously called Bare Knuckle 2.0. I've decided not to do that because it will create confusion. The SRD for Mini Six Second Edition will just be called something like "Mini Six Second Edition SRD."