tag:blogger.com,1999:blog-61965465724000164822024-03-05T04:27:11.776-05:00AntiPaladin GamesRay Nolanhttp://www.blogger.com/profile/04849783661468571578noreply@blogger.comBlogger62125tag:blogger.com,1999:blog-6196546572400016482.post-50874144747926712332023-05-09T17:10:00.000-04:002023-05-09T17:10:16.077-04:00BKE and Licenses<p><b> I hate all of the license stuff.</b> <i>I believe that you can't copyright mechanics</i>, so there's nothing in the <i>concepts</i> within BKE that you even need a license for.</p><p>The CC-BY-SA license gives you the right to cut and paste the text, as I have written it, and use it in your own work. As has been pointed out by others, there's nothing equivalent to the old Product Identity section of the OGL to easily build walls between the stuff you want to retain exclusive rights to, and the stuff that is "community content" in that license.</p><p>I'm not a lawyer, and I'm not giving legal advice. It seems like I've seen references to designating certain portions of a work under CC-BY-SA and other portions under other licenses (or retaining full rights), but you need a clear way to designate stuff, and it can get really messy... it's a headache that I don't want to bring onto anyone.</p><p>That said, I have a plan to release my own game. This wasn't part of my original plan for BKE, but if I'm putting in this work, I'm going to publish my own thing too (untitled Mini Six project.)</p><p>So, here's the plan.</p><p>I'm going to continue releasing BKE under the CC-BY-SA license, for now. There's a plan to transition to CC-BY, which gives third-party publishers much more flexibility.</p><p>As BKE approaches the "1.0" milestone, I will start putting serious work into my game. (Or to phrase it another way, the current efforts at BKE are the foundation of my game.)</p><blockquote style="border: none; margin: 0 0 0 40px; padding: 0px;"><p style="text-align: left;">My Untitled product (print/pdf):</p></blockquote><blockquote style="border: none; margin: 0 0 0 40px; padding: 0px;"><p style="text-align: left;"></p><ul style="text-align: left;"><li>Will use the same rules as BKE. </li></ul><p></p></blockquote><blockquote style="border: none; margin: 0 0 0 40px; padding: 0px;"><p style="text-align: left;"></p><ul style="text-align: left;"><li> All of the mechanics that are included in my game will be released in BKE as well. (It's possible that some statblocks or something really minor like that - stuff that pertains to what I want to keep as my own intellectual property, might be excepted, or "genericized," but any rules will be placed in BKE.)</li></ul><p></p></blockquote><blockquote style="border: none; margin: 0 0 0 40px; padding: 0px;"><p style="text-align: left;"></p><ul style="text-align: left;"><li> As the creator of BKE, I don't need permission to re-use my creation, so this "product" won't have a CC license at all. However, anyone who wants to borrow the mechanics from it will be able to do so via BKE. I hope that makes sense.</li></ul><p></p></blockquote><blockquote style="border: none; margin: 0 0 0 40px; padding: 0px;"><p style="text-align: left;"></p><ul style="text-align: left;"><li> It will have some unique additions, but these will be the "fluff and crust" that brings a document to life. Things like art, advice, commentary, and most importantly mini-settings. These will be the distinguishing features of this product. (Note that I don't intend to release any mini-settings under BKE itself.)</li></ul><p></p></blockquote><blockquote style="border: none; margin: 0 0 0 40px; padding: 0px;"><p style="text-align: left;"></p><ul style="text-align: left;"><li> When I'm ready to release my product, I will re-release the most current version of BKE (the one that is identical to the rules in my product) under CC-BY. (And any older versions too, if that ends up being needed.)</li></ul><p></p></blockquote><p><b>Why wait for CC-BY?</b></p><p>This allows me to retain a "first mover advantage." I get the benefit of being able to publish this version of Mini Six in print before anyone else. (Technically, anyone can do so right now under CC-BY-SA, but they will have to deal with the headache outlined above or they'll have to be cool with the terms of the SA provision, anyway.)</p><p><b>Why did you release things under CC-BY-SA if you plan to do CC-BY later? Why didn't you just wait and do it all at once?</b></p><p>I wanted to get it out there in some form as soon as I could. If something happens to me, at least it has a chance to live on in some form.</p><p><b>What if it takes you a long time to release your product?</b></p><p>I'm bad with deadlines. It probably will take me a long time. So, here's my promise. If I haven't released my thing in a year (by <b>May 9th, 2024</b>), I will release the latest version of BKE under CC-BY at that time. </p><p><b>So you're saying it will be a year then?!</b></p><p>No. I'm saying that I'm giving myself plenty of breathing room. The plan is not to take that long. The year refers to the worst-case scenario. I haven't scraped up the cash for, nor commissioned any art yet, and that's likely to be the factor that has the most influence on my project's timeline. May 9th, 2024 will be the date I'm racing, but when my product launches I will also release BKE under CC-BY at the same time.</p><p>I reserve the right to say "to hell with it" and release BKE under CC-BY early at any time.</p><p>I intend to keep the community updated on progress.</p><p>What I mean is that it won't be surprise release. Some day I'll be able to say that "the text of (my product) is set." This means that version X of BKE is the one that will be identical to the rules in that book. It will remain CC-BY-SA until my book is done (which will entail finalizing the layout, inserting the remaining art as it's finished, and the lead time on DTRPG's print approval process.)</p><p> But that will be the head's up to the community: CC-BY is coming and this particular text (and the older ones) will be available soon-ish. If I have a projected date at that time, I'll share it.</p><p><b>So will that be the final version of BKE?</b></p><p>Who can say for sure? I intend for it to be a living document, so any errata should see updates. In addition, if I release more Mini Six material in the future (beyond "the product"), I may fold any new rules in as appropriate. I'm not committing myself to any particular vision right now since it's still early days. There's a future where BKE continues to see updates.</p>Ray Nolanhttp://www.blogger.com/profile/04849783661468571578noreply@blogger.com0tag:blogger.com,1999:blog-6196546572400016482.post-72648688686329348552023-05-08T16:38:00.002-04:002023-05-08T16:38:12.529-04:00<p> <a href="https://www.reddit.com/r/minisix/comments/13c26sy/i_made_a_formfillable_character_sheet/">u/junkgolem from Reddit</a> made a very nice-looking, <a href="https://drive.google.com/file/d/1N5D33bj3U5pV9jZb0Vfs6lT9Ea9Qfi33/view?usp=sharing">form-fillable BKE character sheet</a>.</p><p><br /></p><p>They released it under CC-BY-SA 4.0. As far as I know, this is the first 3rd-party BKE resource!</p><p><br /></p><p>So much nicer looking than the spartan one I made. And they made a great-looking logo.</p><p><br /></p><p>Thank you!</p>Ray Nolanhttp://www.blogger.com/profile/04849783661468571578noreply@blogger.com0tag:blogger.com,1999:blog-6196546572400016482.post-18361477769437869272023-05-08T02:17:00.006-04:002023-05-08T16:42:49.706-04:00Sunday Bare Knuckle Updates (Character Sheet and Preview of Optional Rules)I've updated a character sheet to work with the current version of Mini Six: Bare Knuckle Edition (0.7.)<div><br /></div><div>You can <a href="https://drive.google.com/file/d/1gtEiFZ1kGHms_fGSPu5ZgKoASOCrBAv6/view?usp=sharing">download it here</a> as a PDF.</div><div><br /></div><div>Status update:</div><div><br /></div><div>The magic system is still undergoing playtest.</div><div><br /></div><div>Optional Rules under consideration:</div><div><br /></div><div>These are the optional rules I am currently considering adding to the game. They are 100% not-playtested. Please comment on these, especially the Battle Point System.</div><div></div><blockquote><div><br /></div><blockquote><div><span id="docs-internal-guid-02d98b57-7fff-6d7b-415b-6e5a4617cb2a"><br /><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 10pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;"><b>Optional Rules</b></span></p><br /><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 10pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">Mini Six: BKE can be customized. This custom of “house rules” dates back to the dawn of tabletop roleplaying games. Here are a few ways the game can be changed, from the purely cosmetic, to profound.</span></p><br /><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 10pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;"><b>Renaming Attributes</b></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 10pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">By changing attribute names GMs can influence how a game feels. For Swashbuckling games, the four attributes could be called Power, Grace, Reason, and Poise. For a game set in an homage to 70s grindhouse films, they could be rebranded as Muscles, Moves, Brains, and Cool.</span></p><br /><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 10pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;"><b>Expand the Number of Attributes</b></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 10pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">The default four attributes of Might, Agility, Wit, and Charm are fairly broad. If a greater division is desired extra attributes can be added. Examples include Perception (separated from Wit), Courage (from Charm), and Toughness (from Might). The main thing to consider when doing this is what skills will come under which attribute? There’s no requirement that every attribute must have the same number of skills associated with it. Also, consider how different attributes interact with existing subsystems. For example, if you decide that Endurance should be its own attribute, you may want to consider how Soak is calculated.</span></p><br /><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 10pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">Additionally, you will probably want to allow characters to have additional dice at character creation if you add new attributes. A good rule of thumb is to add 2d6 or 3d6 for each added attribute.</span></p><br /><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 10pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;"><b>Vary the Number of Starting Attribute Dice</b></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 10pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">By default, BKE allows starting characters to allocate 11d6 between their four attributes. This number is intentionally not evenly divisible by four so that players are confronted with a decision right away because no character will be equally good at everything. There will be something about every default starting character that’s mechanically guaranteed to be at least a bit better or worse than all of the other attributes.</span></p><br /><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 10pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">But this can be changed too. It’s assumed that 11d6 represents competent characters, but anything from 10d6 to 12d6 is likely to feel similar overall. Characters designed with only 8d6 or 9d6 of attributes will feel like “regular people,” meaning that they will fail at many challenges not commonly encountered in daily life. Characters built on 13d6 or more are likely to begin to feel superheroic, especially since this means that the game will likely have to also allow starting characters with attributes above 4d6, even without the influence of a perk.</span></p><br /><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 10pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;"><b>Increased Attribute Limits</b></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 10pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">Characters are normally limited to 4d6 in an attribute unless a perk allows a higher score. Some GMs may wish to allow a higher limit. The GM may set a specific limit, or uncap it completely. This option can have a huge impact on the sense of balance in a game. Proceed with caution.</span></p><br /><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 10pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;"><b>Increased Attributes at a Price</b></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 10pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">Under this option, characters can select attributes above 4d6 (or the limit the GM has set), but they cost twice as much as normal beyond that limit. This applies to character creation as well as attributes improved with XP during play. Suppose that the game allows characters to have attributes up to 5d6. During character creation, it would cost 4d6 to have a score of 4d6, because that’s not above the normal maximum. But it would cost 6d6 (total) to assign a score of 5d6 (4d6 for the first 4d6, then an additional 2d6 for the fifth die.) Likewise, characters improving their attributes with XP, spend double to improve their score beyond 4d6. The GM may still impose an absolute limit that can’t be surpassed.</span></p><br /><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 10pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;"><b>No Attributes</b></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 10pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">All skills default to a base 2d6 and at character creation players receive 16d6 to spend on skills. Up to 4d6 can be spent in any single skill. For example, if playing a gunslinger, the player might spend an additional 4d6 in Pistols, 1d6 in Rifles, 3d6 in Toughness (to resist damage), 4d6 in Dodge, 3d6 in Brawling, and 1d6 in Gambling; recording it like this:</span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 10pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">Gunslinger: Brawling: 5d6, Dodge: 6d6, Gambling: 3d6, Pistols 6d6, Rifles: 3d6, Toughness 5d6. There’s no need to list all of the other skills that still default to 2d6.</span></p><br /><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 10pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">Note that the gamemaster will need to consider how this option interacts with certain subsystems. In the example above, the GM decided that the “Toughness” skill would be the substitute for things that the Might attribute normally interacts with (such as Soak.)</span></p><br /><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 10pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;"><b>Adding Special Attributes</b></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 10pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">Special Attributes are special for two reasons; first it is possible to have 0d6 in them, representing mundane or normal characters. The second is that those who do have them gain access to restricted powers. For example in a vampire game characters might use Blood Potency, Dominate, Foretelling, Spirit, and Transformation; during character creation, the player could spend attribute dice to gain some access to one or more of them.</span></p><br /><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 10pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">No extra attribute dice are given for Special Attributes at character creation. This reduces a character’s mundane attributes but the powers granted by their paranormal gifts make up for it. GMs will define which, if any, are used in their games and how they work in the setting.</span></p><br /><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 10pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">Characters who begin with 0d6 in a Special Attribute may be allowed to purchase it later with GM permission. A suggested cost for the first 1d6 is 10 or 20 XP.</span></p><br /><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 10pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">Some settings will allow skills under these Special Attributes. If a character has 0d6 in the associated attribute, then they may not learn the skills that fall under them.</span></p><br /><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 10pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">In the Freeform Magic subsystem, the option “Magic as an Attribute” is an example of a Special Attribute. That rule suggests that there is only one skill that falls under Magic: Spellcasting, though if the GM expanded the lore of their world to include different flavors of magic, then each tradition might be its own skill (necromancy, healing, elementalism, etc.)</span></p><br /><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 10pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;"><b>Quasi Skills</b></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 10pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">These are purchased as attributes at character creation but afterward are raised with XP, as if they were skills and Quasi Skills can’t have skills under them. For example, a game focused on angels might include the Quasi Skills of Spiritualism, Ethericism, and Corporeality. A starting character may have Spiritualism 2d6, Ethericism 1d6, and Corporeality 0d6. Later, the angel could spend 2 XP to improve Spiritualism to 2d6+1.</span></p><br /><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 10pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">Characters who have 0d6 in a Quasi Skill might be permitted to improve to 1d6. The suggested XP cost for this is 10 or 20 depending on how difficult the gamemaster chooses to make it.</span></p><br /><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 10pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">Quasi Skills are similar to Special Attributes. The difference is that they are inexpensive to improve for the characters who have them (compared to Special Attributes.)</span></p><br /><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 10pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;"><b>Tutelage</b></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 10pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">Under this option, characters will struggle to increase their skills with XP unless they locate a willing master or teacher. The mast or teacher must have a skill that is at least 1d6 higher than the student, otherwise, they aren’t skillful enough to be helpful. Characters with an appropriate tutor spend XP to advance their skill level as normal.</span></p><br /><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 10pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">Characters who can’t locate such a tutor must spend 1 extra XP to increase their skill level. This represents the extra effort required to improve without guidance.</span></p><br /><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 10pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">As a fraction of XP spent, this option penalizes low-skill characters more than high-skill level characters over the long term, unless they locate tutors. The upside to this option is that adding teachers to the game can be a way to introduce useful allies into a game. This option can feel like a lot more “stick” than “carrot” to some players, so beware.</span></p><br /><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 10pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;"><b>Altering the Number of Starting Skill Dice</b></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 10pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">By default, starting player characters receive 7 dice to spend on skills and perks and can’t spend more than 2d6 on any single skill. This represents fledgling heroic-level characters. The gamemaster might grant them additional dice for a more difficult campaign. The 2d6 limit might also be increased to 3d6 or more. The number of dice and maximum allocations should be weighed carefully to fit the needs of the campaign.</span></p><br /><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 10pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;"><b>Independent Skills</b></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 10pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">Skills normally always default to one particular attribute, for example, Sword always defaults to Might. In a more freewheeling campaign, skills may be detached from attributes allowing a more fluid definition of how they’re used. When skills are purchased they don’t get the benefit of any default attribute. Thus a character might have Might 3d6 and Sword 1d6. Most of the time, when fighting, the character gets to roll Might plus Sword (4d6 in this case) but sometimes the gamemaster calls for something else, such as Agility + Sword.</span></p><br /><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 10pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">Players may be tempted to suggest that their most advantageous attribute is the relevant one more often than not, but the final say should remain with the gamemaster.</span></p><br /><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 10pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">It is suggested that raising skills with XP should cost double the normal price for skill advancement. This sounds punitive but isn’t so bad because most skills will start so much lower than they would without this option. For example, a swordsman might have Might 3d6+2, Sword 5d6+2 under the standard rule, but an equivalent character under this option would list Might 3d6+2, Sword 2d6. For the standard character increasing Sword to the next level would cost 5 XP, but for the character under Independent skills, the cost would only be 4 XP, and that’s with the doubled cost.</span></p><br /><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 10pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">A drawback of this option is that some players, especially ones new to Mini Six, may not like calculating scores such as 2d6+2 plus 3d6+2 on the fly.</span></p><br /><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 10pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;"><b>Buying New Perks</b></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 10pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">If the GM agrees you may buy a perk after play has begun for 10 XP times the standard cost. Some perks make no sense to gain after a character is already established. In most settings, you don’t wake up as a new species one day, but if it can be explained in the setting, there’s no reason why it can’t be allowed.</span></p><br /><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 10pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;"><b>Buying Off Complications</b></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 10pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">To get rid of a complication the GM will impose a price of at least 20 XP, if allowed at all and you should also be able to explain it in the context of the story, maybe even a quest or adventure to justify permitting the character to lose the Complication. Alternatively, as the story progresses, the player and GM might agree to exchange old complications for new ones when that makes sense.</span></p><br /><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 10pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;"><b>Battle Points (Alternative to Wound Levels)</b></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 10pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">In place of using wound levels, GMs may elect to use Battle Points (BP). Battle Points represent the ability to carry on in a fight, but they represent more than only the health of the character. BP represents battle-luck, the will to live, and life force. When characters as damaged, their BP total is reduced, but all damage is somewhat superficial until the final blow or two. A character reduced to 0 BP dies. Until then, they continue to operate without penalty.</span></p><br /><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 10pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">All standard player characters have 25 BP, modified by the following:</span></p><br /><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 10pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">Might attribute of less than 2d6: -1 per step. For example 1d6 is three steps lower than 2d6, so a character with Might 1d6 would have 22 BP. A character with Might 1d6+1 would have 23 BP.</span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 10pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">Might attribute of exactly 2d6: +0. A character with Might 2d6 would have 25 BP.</span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 10pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">Might attribute greater than 2d6: +1 per step. For example 3d6+1 is four steps higher than 2d6, so a character with Might 3d6+1 would have 29 BP. A character with Might 4D would have 31 BP.</span></p><br /><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 10pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;"><b>Nonstandard Characters</b></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 10pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">In some settings, certain perks might alter the default BP. For example in a fantasy setting, the gamemaster might rule that being an orc grants +3 BP bonus, and being a gnome imposes a -3 BP penalty. Be careful not to assign these modifiers when the difference can be explained only by differences in the Might attribute since that is already figured in the standard calculation.</span></p><br /><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 10pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">Nonplayer characters don’t have to follow the same formula that player characters do. Most opponents that are meant to provide a challenge should, but the gamemaster might invoke some suboptions.</span></p><br /><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 10pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;"><b>Threat Level (Battle Points Suboption)</b></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 10pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">This option is more “cinematic” than realistic. What it does, is allows players to face opponents who can vary wildly in the amount of resistance they can offer, according to the needs of the story.</span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 10pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">Minions are opponents that are not meant to be a significant threat. They often take the form of nearly identical foot soldiers in movies. They have only 1 Battle Point. Any damage done by the heroes will take them out of the fight. The gamemaster may rule that they are only knocked unconscious if that seems more appropriate to the story. Minions typically have very low to average attributes and skills. They are only a threat to most competent player characters when encountered in great numbers.</span></p><br /><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 10pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">Standard opponents are created exactly as PCs are. These characters can be a deadly threat to one or two player characters, but when a number of PCs gang up on a standard opponent, they tend to last for only a few rounds at best.</span></p><br /><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 10pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">Elite opponents have bonus BP, above and beyond what a normal player character would be entitled to. This can be as a static modifier such as +5 BP, or the gamemaster might choose to make it +5 or even +10 BP per player character expected to face them at once in combat. These enemies can be very deadly, and they should only be used sparingly, to represent the most important NPCs faced in an adventure. An NPC should only by promoted to elite status when the challenge of facing them is especially dangerous.</span></p><br /><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 10pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;"><b>Scale and Battle Points</b></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 10pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">The scaling modifier does not alter the number of BP. Big things damaging smaller things are already granted a bonus for the damage they do, and when little things damage big things, the big thing is granted extra Soak to negate damage.</span></p><br /><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 10pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;"><b>Combat and Damage under the Battle Points Option</b></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 10pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">Combat works as normal, except if a character successfully hits an opponent, they may be granted an accuracy bonus to damage. If they exceed the target’s Defense score (Dodge, Block, etc.) by 5, then they are granted a bonus of 1d6 damage for every multiple of 5 they exceed the target by. Thus, a lucky hit has the potential to do a tremendous amount of damage. A target hitting an opponent of a larger scale than their own is not awarded this bonus damage.</span></p><br /><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 10pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">Next roll damage. Subtract the target’s Soak, (modified by scale, if appropriate.) The excess is removed from the opponent’s BP total.</span></p><br /><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 10pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;"><b>Natural Healing</b></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 10pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">To heal, the character needs complete rest. After resting for one full day a Might check is made and the total is how many BP are recovered.</span></p><br /><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 11pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;"><b>First Aid (Emergency medicine)</b></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 11pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">A character can offer another emergency medicine, but when they do the wounded character can’t benefit from first aid for their current injuries again (though they can still benefit from assisted healing or magical healing.) For every 5 points on the result of the Medicine test for first aid, the target heals 1 BP.</span></p><br /><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 10pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;"><b>Assisted Healing (Medicine)</b></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 10pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">Once per day, a character can assist another by making a Medicine skill check. This can only be done if appropriate medical tools and a warm, comfortable bed is available. If the Medicine check results in a 10 to 19, then the target gets to double the result of their natural healing check. For 20 to 29, they triple the result, 30 or more allows the target to quadruple the result of their natural healing check.</span></p><br /><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 10pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;"><b>Magical Healing (with the Freeform Magic Option)</b></span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 10pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">Replace the standard Healing Effects table with the following:</span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 10pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">Healing Effects</span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 10pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">Very Simple (TN 5) Waking a sleeping character or returning an unconscious character to consciousness without healing them or healing 1d6 BP.</span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 10pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">Simple (TN 10) Allow the target a single check as natural healing.</span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 10pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">Moderate (TN 15) Allow the target a single check as natural healing +5 BP.</span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 10pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">Hard (TN 20) Allow the target a single check as natural healing +10 BP.</span></p><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 10pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">Very Hard (TN 25) Allow the target a single check as natural healing +20 BP.</span></p><br /><p dir="ltr" style="line-height: 1.38; margin-bottom: 0pt; margin-top: 0pt;"><span style="font-family: Arial; font-size: 10pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;">Gamemasters may want to limit the amount of magical healing a character can receive. A suggestion is that a character may only receive magical healing once per day (between scenes) and once per scene otherwise.</span></p><div></div></span></div></blockquote></blockquote><blockquote><div><span id="docs-internal-guid-02d98b57-7fff-6d7b-415b-6e5a4617cb2a"><div><span style="font-family: Arial; font-size: 10pt; font-variant-alternates: normal; font-variant-east-asian: normal; font-variant-numeric: normal; vertical-align: baseline; white-space: pre-wrap;"><br /></span></div></span></div></blockquote>Ray Nolanhttp://www.blogger.com/profile/04849783661468571578noreply@blogger.com0tag:blogger.com,1999:blog-6196546572400016482.post-53097271651787460532023-05-03T22:08:00.000-04:002023-05-08T16:42:57.095-04:00Mini Six: Bare Knuckle Edition Release<p>Today's the day!</p><p>Mini Six Bare Knuckle Edition is ready-ish.</p><p><a href="https://docs.google.com/document/d/1rwn1xW5sFJDRSIqzB0jjJPws6jVSU5qj6nmEfN5LM4k/edit?usp=sharing">You can get it here</a>.</p><p>This exists (for now) as a Google Docs text-only file.</p><p>The future of BKE has no timetable. There is still playtesting going on (especially in the magic system) and refinements, additions, and changes, will come. That's why I've called this version of BKE "0.7 RC1." It's out there now. You can tinker with it, tear it apart, use it to power your own creations or laugh at it. </p><p>Planned changes for later versions:</p><p></p><ul style="text-align: left;"><li>Adding a "grimoire" of rote spells. Until the current magic rules are playtested further, it's too much of a moving target to try to nail this part down.</li><li>Possibly adding (optional) more detailed vehicle rules.</li></ul><div>Where is the print version? I <i>probably</i> won't be releasing BKE itself in print at any point. What I may do is release a more complete game, including art, one or more mini-settings, GM advice, etc. that is powered by Bare Knuckle, but as its own separate product. I don't do deadlines, so don't ask when it's coming.</div><p></p><p xmlns:cc="http://creativecommons.org/ns#" xmlns:dct="http://purl.org/dc/terms/"><a href="https://docs.google.com/document/d/1rwn1xW5sFJDRSIqzB0jjJPws6jVSU5qj6nmEfN5LM4k/edit?usp=sharing" property="dct:title" rel="cc:attributionURL">Mini Six: Bare Knuckle Edition</a> by <a href="http://antipaladingames.com" property="cc:attributionName" rel="cc:attributionURL dct:creator">Ray Nolan</a> is licensed under <a href="http://creativecommons.org/licenses/by-sa/4.0/?ref=chooser-v1" rel="license noopener noreferrer" style="display: inline-block;" target="_blank">CC BY-SA 4.0<img src="https://mirrors.creativecommons.org/presskit/icons/cc.svg?ref=chooser-v1" style="height: 22px; margin-left: 3px; vertical-align: text-bottom;" /><img src="https://mirrors.creativecommons.org/presskit/icons/by.svg?ref=chooser-v1" style="height: 22px; margin-left: 3px; vertical-align: text-bottom;" /><img src="https://mirrors.creativecommons.org/presskit/icons/sa.svg?ref=chooser-v1" style="height: 22px; margin-left: 3px; vertical-align: text-bottom;" /></a></p><p xmlns:cc="http://creativecommons.org/ns#" xmlns:dct="http://purl.org/dc/terms/"><br /></p>Ray Nolanhttp://www.blogger.com/profile/04849783661468571578noreply@blogger.com5tag:blogger.com,1999:blog-6196546572400016482.post-43322058171577174522023-04-12T00:36:00.000-04:002023-04-12T00:36:00.280-04:00Excuses and an Apology<p> Hey, I know folks are ready to see Mini Six BKE released.</p><p><br /></p><p>Yes, it's still coming, and no it's not ready.</p><p><br /></p><p>The reason has been that my delay made me take a harder look at it, and some flaws started showing up. So it's been a matter of trying to patch a few things. I'm trying to set the target numbers for the new magic stuff realistically and not make it totally overshadow everything a mundane character can do (with the same amount of character investment/XP.)</p><p>That's tough. And it's very much about small changes, because it's easy to go too far and suddenly the question is "why would any player character do this, as is often the case with Mini Six Bare Bones Edition's magic system, or going too far the other way and the question becomes "why would anyone do anything else?"</p><p>The new magic system is pretty much the reason for the BKE to be made, and it's taking more work than I expected. I still feel like it may be done "soon" but I don't know if that means a few more weeks, a month, or two months. Sometimes inspiration strikes, and if it does, it may come together quickly. It's all just a matter of tweaking these numbers and making sure the framework I've set up is fully working. I have a playtest group working on things right now, and I've got some good feedback to help, but I still don't have my "grimoire section" nailed down, since every time I've made a change so far, it's fallen apart and had to be remade.</p><p>On the license, I don't see anything particularly attractive about the ORC license (though if you see something I'm not seeing, please leave a comment about why I should consider it.) As of now, I intend to release under Creative Commons, though as already discussed, BKE is a framework for a game - so there are no included mini-settings or such. I may release a fuller version at a later date that is more of a full game (note that I said <i>may</i>, not <i>will.</i>) BKE would remain a sort of "SRD-like" document, while the <u>unique</u> parts of that full release would not be released under an Open License. I would update BKE with any rules content, and probably any new statblocks associated, but not the other text.</p><p>As for Mini Six Second Edition, there's no plan to start that until BKE is done.</p>Ray Nolanhttp://www.blogger.com/profile/04849783661468571578noreply@blogger.com2tag:blogger.com,1999:blog-6196546572400016482.post-21692907572920025432023-03-12T21:44:00.002-04:002023-03-12T21:44:12.110-04:00Delay on Mini Six Bare Knuckle Edition<p> Sorry, it's not what I wanted to say. This week started with a weather emergency (downed trees) and I forgot that my wife had some off time scheduled for the latter part of the week and we'd be out of town.</p><p>I had thought it would be okay, because I would get all day Sunday to play catchup, but that ended up being less productive than I thought it would. I know that Monday won't work either, but after that, my schedule appears to get back to normal. I will check in again next Sunday, which is my new projected goal time.</p>Ray Nolanhttp://www.blogger.com/profile/04849783661468571578noreply@blogger.com2tag:blogger.com,1999:blog-6196546572400016482.post-21808886131156582052023-03-02T18:09:00.000-05:002023-03-02T18:09:30.116-05:00Mini Six Bare Knuckle Edition (and Beyond) Updates.<p>Talking to a friend has convinced me that waiting for the ORC License is an example of the Sunk Cost Fallacy. Thanks, Bear.</p><p>So, it's back to full steam ahead for BKE.</p><p>Unfortunately, or fortunately, depending on your point of view, I had some last-minute thoughts I'm working on getting into the new magic system. The additions are optional rules that can be mixed into your game.</p><p>Reminders and updates concerning Mini Six Bare Knuckle Edition (BKE)</p><p></p><ul style="text-align: left;"><li>It will be released under a Creative Commons license.</li><li>Since it won't be released under the OGL, it won't claim compatibility with or relationship to OpenD6.</li><li>The main reason it has been written is to allow a pathway for writers who choose to build their game on the Mini Six rules to do so without relying on the OGL.</li><li>It is a toolkit for you to make your games. It's not a complete game. You will need to add your own setting, and probably also to fill in the gaps not covered by the rules. Some assembly will be required.</li><li>I have yet to make a plan to include any mini-settings to support it. If I choose to release BKE mini-settings, that would be a separate project.</li><li>It's a reference document. I don't intend to publish it in print. I reserve the right to change my mind if there's enough demand, but since it will be released under a creative commons license, anyone could do the same.</li><li>BKE is an evolution of Mini Six Bare Bones Edition but is not 100% identical to it. It will present some of the rules I intended to include in Mini Six Revised before I decided to leave the OGL world behind. It's intended as my farewell to this version of the rules.</li><li>It would be fairly simple to "devolve" BKE back into a clone of Mini Six Bare Bones Edition. If that is what you want, that's fine with me, but I leave that exercise to others.</li><li>Mini Six Second Edition won't be based on the core rules presented in BKE, though there will be a family resemblance.</li></ul><div>If you're reading this blog, then you're probably wondering when?</div><div><br /></div><div>When it's done. But it's nearly done now. I believe that I will be finished within the next week to ten days, but I have health issues that could always affect that.</div><div><br /></div><div>What remains:</div><div><ul style="text-align: left;"><li>Finish the optional magic rules (1 to 2 days.)</li><li>Finish the grimoire of sample spells (2 to 4 days.)</li><li>Get the formatting consistent (1 day.)</li><li>Add the foreward. (Final step, not much time.) I know, a foreward isn't needed in a reference text, but I'm going to do it anyway.</li></ul></div><div>Note that I get very little to nothing done on the weekend, due to other commitments.</div><div><br /></div><div>It will be a Google Doc file. I may release a PDF later, but that is a low priority right now because I will await feedback for corrections before committing to a less pliable format.</div><div><br /></div><div>The next planned update will be when it's done. If I'm not done by March 13th, I'll post a progress update then, (probably at a very late hour.)</div><div><br /></div><div><b><u>Second Edition has no expected completion date.</u></b> It will be done when it's done. I'm a very slow writer.</div><p></p>Ray Nolanhttp://www.blogger.com/profile/04849783661468571578noreply@blogger.com0tag:blogger.com,1999:blog-6196546572400016482.post-18035885278678501022023-02-17T21:31:00.004-05:002023-02-17T21:31:52.804-05:00Status Update: When Will New Mini Six Stuff Happen?<p> Okay, I said that "it wouldn't be long" until I release Mini Six Bare Knuckle Edition.</p><p>Time has passed - I've cooled off <i>a little</i> about all of the OGL stuff.</p><p>One thing that's not going to change is that I'm not going to produce anything under the OGL.</p><p>The next release is going to be BKE (Bare Knuckle Edition.) It will be released under a Creative Commons license or the as-yet unseen ORC license. The reason that I'm so interested in the ORC is that I want to see if a license designed specifically for the tabletop gaming community has any benefit.</p><p>Maybe it won't. Only time will tell. I'm still patient.</p><p>Until then, I'm tinkering. I previewed the replacement for the magic system <a href="http://www.antipaladingames.com/2023/01/dev-update-freeform-magic-wip-bare.html">here</a> a few weeks ago. I continue to tinker with it and I'm trying to add more value, but there's nothing else I want to show immediately.</p><p>My plans beyond the release of BKE may or may not change, nothing is set in stone.</p><p>For now, I continue to wait to see the ORC. Once that happens, I will begin finalizing BKE while I mull over which license to release under.</p><p>Feedback is appreciated regarding the new magic system. Nothing is ever set in stone with a file that can be changed with a few keystrokes.</p><p>The part I'm adding is a "spellbook." I plan to create a large list of predesigned spells using the guidelines already released. This list will (probably) be larger than that included in the previously released Bare Bones Edition. This should serve two purposes. First, it will demonstrate <i>my interpretation</i> of how to apply the rules as listed. Second, it will be a pre-compiled list of magic spells for games that don't want to get bogged down with spell design, whether spontaneous or not.</p><p>I <i>may</i> include some general advice about magic items. I know they're a huge part of certain genres of gaming, but I tend not to use them too much in games related to Mini Six.</p>Ray Nolanhttp://www.blogger.com/profile/04849783661468571578noreply@blogger.com0tag:blogger.com,1999:blog-6196546572400016482.post-36464326190711912432023-01-30T13:38:00.001-05:002023-01-30T20:45:07.152-05:00Update: Mini Six Bare Bones Edition Available in Print<p> Mini Six BBE is once again available through <a href="https://www.drivethrurpg.com/product/144558/Mini-Six-Bare-Bones-Edition">print-on-demand via DTRPG</a>. This is still the classic version of the text, with no changes.</p><p>Regarding the future of Mini Six, I will repeat what I've said elsewhere: I still intend to forge the future of the Mini Six without relying on the OGL, even though the current drama is done.</p><p>BBE will remain in place as-is, but I'm working on "Bare Knuckle Edition," a sister edition similar to BBE but not a twin. (There are some changes beyond "purely cosmetic".) I intended to release it in a text-only form as an open SRD by today or tomorrow, the end of January, but I'm taking some time to add some polish while I wait to see if it's worth waiting for the ORC or to release it under a Creative Commons license.</p><p> After I get to look at the proposed ORC license, I'll know whether or not it's worth waiting, and I'll work on releasing something. It's possible that I <i>might</i> continue to add new rules "modules" later, but there's no promise on that.</p><p>Mini Six Second Edition is planned as well, but it's a total overhaul of the game from the bottom up. It has no expected release date.</p><p>If you plan on publishing anything using Mini Six, you have three choices:</p><p>1. Use Mini Six Bare Bones Edition under the OGL. This likely makes your game part of the OpenD6 family of games.</p><p>2. Wait a short while to review Mini Six Bare Knuckle Edition. It will be released under the ORC or CC license. </p><p>3. Wait a <i>long</i> while for Mini Six Second Edition. It will probably be released under the same license as the one I select for BKE.</p>Ray Nolanhttp://www.blogger.com/profile/04849783661468571578noreply@blogger.com0tag:blogger.com,1999:blog-6196546572400016482.post-32135303077578597342023-01-27T16:48:00.002-05:002023-01-27T16:48:52.747-05:00OGL Update - Mini Six Bare Knuckle Edition<p> You've probably already read that WotC has announced that they won't deauthorize OGL 1.0a. They also said some other things that aren't relevant to Mini Six.</p><p>WotC is trying to unburn those bridges. I think that the wider community will forgive them when enough time passes.</p><p>As for me, OpenD6 remains under the OGL, and even though WotC has pledged not to deauthorize OGl 1.0a <i>at this time</i>, that's not good enough for me.</p><p>My emergency plan to de-OGL Mini Six continues.</p><p>I said I would have things done by the end of the month. I could meet that goal, <i>buuuuuuut</i>, I want to take more time to add polish. Mini Six is really unpolished, to begin with, and I'm not promising a super-slick presentation, but I think an extra few days will only benefit the project.</p>Ray Nolanhttp://www.blogger.com/profile/04849783661468571578noreply@blogger.com2tag:blogger.com,1999:blog-6196546572400016482.post-62366256890909490382023-01-23T20:40:00.003-05:002023-01-24T15:43:05.794-05:00Dev Update: Freeform Magic (WIP Bare Knuckle Edition)<p>Okay, the first draft of the new magic system is <strike>done-ish.</strike> EDIT: this is a "Work in Progress" style draft - there's still much to do. It's rough and needs editing and polishing. It's probably incoherent at this point to anyone but me. So tomorrow I will start work on the presentation and streamline it.</p><p>There are connecting paragraphs missing still, and the whole thing needs organization. I also plan to add a list of enumerated spell examples at the end. Here is the rough draft of the work in progress. The durations and effects are basically filler text at this point, which will probably see a lot of changes.</p><h2 style="text-align: left;">Freeform Magic</h2><p>The casting of magic spells is part of some settings. This optional system can be used as a guideline for how to handle spellcasting. This system doesn’t include a list of “rote” spells. It is a flexible, contemporaneous system, though the GM and players should discuss the limitations of magic within the setting at hand. The GM should consider whether certain applications of magic should be banned or “gatekept” behind special perks.</p><p>These mechanics describe how to quickly adjudicate spells, but the final arbiter of what is possible to do with magic depends on the details of the setting.</p><p>In many settings, the use of spells will require that the caster has a perk, such as Sorcerer. In addition, the caster will need a particular skill, for example, “Spells” might be a Wit or a Charm skill depending on whether magic is dependent on knowing complex lore for the former, or depends on the caster’s force of will in the latter.</p><p>These rules will presume that the GM has designed a setting where “Spellcasting” is a Wit skill, but it should be trivial to adjust this to the particular of your game.</p><p>In this case, Spellcasting only works for characters who have the Sorcerer perk. It’s possible that in very-high magic settings, the GM might decide that a perk isn’t necessary to use magic, even if it remains true that not everyone can cast magic. This would mean that all player characters could use magic, and beyond that, only the NPCs that the GM grants that power.</p><p>Similarly, the GM might decide that it’s appropriate to offer spellcasting under different skills. Perhaps elementalism is a skill, conjuring is another, and so forth. Many “flavors” of magic might stand side by side or everything might be lumped into a single category.</p><h3 style="text-align: left;">Casting a Freeform Spell</h3><p>The caster must first describe the intended effect of the spell. Spells should have a clear purpose and defined effect, and that effect should thematically make sense. For example, a caster might want to cast a “fire lash” at a target. The caster describes it as a whip made of flame, that erupts toward the target. That sounds like a damaging spell. There’s no reason for the spell to coincidentally have unrelated characteristics, like the ability to breathe water or to also heal a friend. Spells must remain along the theme defined in their descriptions.</p><p>The caster is not obligated to make the impromptu spell any more powerful than exactly what they need. For example, if last round they cast their fire lash spell at a target far away and needed a long range in order to reach the target, they can select a shorter range the next time they cast in order to attack a nearer target. Every spell may be independently calculated to take advantage of lesser needs.</p><p>Compare the base target number required for each component of the spell. Range, Duration, The highest TN is the base target number. For example, suppose that the character wants to cast a spell that will transform him into an ogre. In this setting, an ogre is a being one size bigger than a human.</p><p>When selecting the range, the choice is obvious. Since the caster is casting the spell on themselves, they choose “self” (TN5.)</p><p>When selecting duration, the caster has a choice. Since they need to keep the spell going, it must be sustainable or have a long automatic duration. Moderate (TN 15) would allow them to sustain the spell at the cost of incurring a multi-action penalty as long as they keep the spell sustained. Hard (TN20) will mean the spell persists without the need to be maintained for an hour or the remainder of the scene. Since the caster expects things to go poorly after the transformation, they choose the latter, Hard (TN 20) so that they don’t have to deal with the penalty when they are an ogre.</p><p>Choosing the target is easy. They are casting the spell on themself, so Very Simple (TN 5) is good enough.</p><p>Lastly, comes selecting the effect. This one is the most up to interpretation. The spell doesn’t cause damage or heal directly, so the caster ignores those charts. Looking at the non-damaging effects, they see that the description of Hard (TN 20) fits the bill exactly.</p><p>The TNs of the spell are 5, 20, 5, and 20. Since 20 is the highest number, that is the TN for the spell.</p><h3 style="text-align: left;">Optional Rule: Advanced calculation.</h3><p>When calculating the TN of the spell, calculate base TN as normal. Look at the numbers remaining for the other 3 spell factors and add to or subtract from that TN as the chart below. </p><p><br /></p><p></p><blockquote><p>Base <span style="white-space: pre;"> </span>5 <span style="white-space: pre;"> </span>10 <span style="white-space: pre;"> </span>15 <span style="white-space: pre;"> </span>20 <span style="white-space: pre;"> </span>25 <span style="white-space: pre;"> </span>30</p><p>5<span style="white-space: pre;"> <span> </span><span> </span></span>0<span style="white-space: pre;"> </span>0<span style="white-space: pre;"> </span>-1<span style="white-space: pre;"> </span>-2<span style="white-space: pre;"> </span>-3<span style="white-space: pre;"> </span>-4</p><p>10<span style="white-space: pre;"> <span> </span><span> </span></span>-<span style="white-space: pre;"> </span>+1<span style="white-space: pre;"> </span>0<span style="white-space: pre;"> </span>-1<span style="white-space: pre;"> </span>-2<span style="white-space: pre;"> </span>-3</p><p>15<span style="white-space: pre;"> <span> </span><span> </span></span>-<span style="white-space: pre;"> </span>-<span style="white-space: pre;"> </span>+1<span style="white-space: pre;"> </span>0<span style="white-space: pre;"> </span>-1<span style="white-space: pre;"> </span>-2</p><p>20<span style="white-space: pre;"> <span> </span><span> </span></span>-<span style="white-space: pre;"> </span>-<span style="white-space: pre;"> </span>-<span style="white-space: pre;"> </span>+1<span style="white-space: pre;"> </span>0<span style="white-space: pre;"> </span>-1</p><p>25<span style="white-space: pre;"> <span> </span><span> </span></span>-<span style="white-space: pre;"> </span>-<span style="white-space: pre;"> </span>-<span style="white-space: pre;"> </span>-<span style="white-space: pre;"> </span>+1<span style="white-space: pre;"> </span>0</p><p>30<span style="white-space: pre;"> <span> </span><span> </span></span>-<span style="white-space: pre;"> </span>-<span style="white-space: pre;"> </span>-<span style="white-space: pre;"> </span>-<span style="white-space: pre;"> </span>-<span style="white-space: pre;"> </span>+1</p></blockquote><p></p><p><br /></p><p>This chart adds +1 to the TN for each category that is the same level as the base TN, and takes 1 away for every level below that number. 0, or no modifier for the next level less difficult, -1 for the next, etc. The exception to this rule is that when a spell has a TN of 5 in every category, don’t calculate modifiers at all, the final TN will remain 5.</p><p>Looking at the ogre transformation spell example above, under this calculation, the base TN and associated TNs remain the same. The Base is TN 20 (the highest number.) There is another TN 20. The modifier for any TN equal to the base TN is +1, which is also shown on the chart. Next we have a Very Simple TN 5, which is three TN categories lower than Hard TN 20, or -2 according to the chart. (Remember that we count down three steps: “zero, minus one, minus two.”) We finally have another TN 5, which is another -2 modifier.</p><p>Base TN 20 +1 -2 -2 = 17. The final spell TN is 17.</p><p>This optional rule rewards careful selection of spell characteristics, but it takes more time, and the player might need the aid of a chart.</p><h4 style="text-align: left;">Range</h4><p>Very Simple (TN 5) Self/point blank/touch</p><p>Simple (TN 10) (5/10/30)</p><p>Moderate (TN 15) (10/30/100)</p><p>Hard (TN 20) Everything within line of sight counts as short range.</p><p>Very Hard (TN 25) Any distance, beyond where the caster can see.</p><p><br /></p><h4 style="text-align: left;">Duration</h4><p>Very Simple (TN 5) Instantaneous</p><p>Simple (TN 10) Up to 1 round. The spell lasts until the caster’s next turn. It may not be sustained.</p><p>Moderate (TN 15) The spell persists as long as it is sustained (see below.)</p><p>Hard (TN 20) The spell persists for the remainder of the scene or up to 1 hour.</p><p>Very Hard (TN 25) The spell persists for up to one day.</p><p>Legendary (TN 30) The spell is permanent.</p><p><br /></p><h4 style="text-align: left;">Target</h4><p>Very Simple (TN 5) The spell only targets the caster.</p><p>Simple (TN 10) The spell targets one being other than the caster or an object.</p><p>Moderate (TN 15) The spell targets everything in a small area of up to 5 paces across.</p><p>Hard (TN 20) The spell targets everything in an area up to 15 paces across.</p><p>Very Hard (TN 25) The spell targets everything in an area up to 30 paces across.</p><p><br /></p><h4 style="text-align: left;">Non-Damage Effects</h4><p>Non-damaging effects are the most difficult to adjudicate and require the most give and take between the player and gamemaster.</p><p>Very Simple (TN 5) The spell can produce obviously magical effects that can’t change or alter any target, or very minor abilities.</p><p>Simple (TN10) Minor abilities. Breathe water. See in the dark. Clumsy telekinesis.</p><p>Moderate (TN 15) Spells that control the mind or perception of another that may be sustained. Spells that enhance the target’s armor or combat ability.</p><p>Hard (TN 20) Spells that grant greater abilities. Flight. Transformation into a tough creature no more than one scale factor larger or smaller than the caster. Spells that control the mind or perception of one or more targets that last an entire scene.</p><p>Very Hard (TN 25) Spells that only the most skilled sorcerers can do. Minor abilities may be made permanent, but the sorcerer still must sustain the spell, so incurs a multi-action penalty until the caster allows the spell to lapse.</p><p>Legendary (TN 30) Resurrecting the dead. Time travel. Wish. Spells at this level may be made permanent without the caster sustaining them.</p><p><br /></p><h4 style="text-align: left;">Damaging Effects</h4><p>Simple (TN 10) Normal damage potential. As the casters attribute. (Wit if spellcasting is a Wit skill, Charm otherwise.)</p><p>Moderate (TN 15) Great damage potential. As the caster’s casting skill.</p><p><br /></p><p>Damaging spells may be sustained, but this counts as one action every round as long as it’s sustained. Every round the damage is sustained, the caster must make another casting check at a TN 5 higher than the previous round. (This casting check is not a separate action. It is part of the action necessary to sustain the spell.)</p><p><br /></p><h4 style="text-align: left;">Healing Effects</h4><p>Very Simple (TN 5) Waking a sleeping character or returning an unconscious character to consciousness without healing them.</p><p>Simple (TN 10) Allowing the target a single check as natural healing.</p><p>Moderate (TN 15) Healing one wound level, automatically (the target doesn’t need to make a healing check)</p><p>Hard (TN 20) Healing two wound levels automatically (the target doesn’t need to make a healing check.)</p><p>Very Hard (TN 25) Healing 3 wound levels at once.</p><p><br /></p><p>Gamemasters may want to limit the amount of magical healing a character can receive. A suggestion is that a character may only receive magical healing once per day (between scenes) and once per scene otherwise.</p><h3 style="text-align: left;">Rote Spells (Optional rule.)</h3><p>Under this rule, characters can learn specific spells. Unlike the flexible casting rules above, the formula for the spell never changes. Characters learn two rote spells for every whole die in their casting skill. They may learn additional spells at a cost of 3 character points apiece.</p><p>These rote spells are easier to cast. It is recommended to use the optional advanced calculation rules to come up with the TN, then subtract 3 from that. As always, the GM should keep an eye out for spells that would break the game if abused. One way to help balance that can be to require the spell to be highly defined. For example our “ogre transformation spell” used an example above is exactly that - a spell that transforms the caster into an ogre. It doesn’t transform the caster into anything else other than an ogre, even if of similar size, because that’s how the player defined it. There’s no reason that the GM must be that specific, but if the spell seems to be near the edge of what’s going to break the game, (and there’s no reason an ogre transformation spell would in a high fantasy setting), being nit-picky and specific is a way to hem a spell in a bit.</p><p>Using our ogre transformations spell from the advanced calculation example above, the TN of this spell as a rote spell would be 17 - 3 = TN 14</p><div><br /></div>Ray Nolanhttp://www.blogger.com/profile/04849783661468571578noreply@blogger.com2tag:blogger.com,1999:blog-6196546572400016482.post-77095386853703273852023-01-23T14:43:00.001-05:002023-01-23T14:47:26.159-05:00Dev Update and Maybe my last comments on the OGL Drama<h2 style="text-align: left;">Dev: Bare Knuckle</h2><p>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?</p><p>That's what's happening with the new magic system. It's based on <a href="https://forum.rpg.net/index.php?threads/mini-six-simpler-magic-system.531361/">this post from years ago by Daneel</a> (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?"</p><p>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.</p><h2 style="text-align: left;">Names</h2><p>I keep naming and renaming things in my head.</p><p>So there's the already existing Mini Six Bare Bones Edition</p><p>I'm currently working on the Mini Six Bare Knuckle <i>SRD</i>. Remember, this is the "de-OGL'd," "de-OpenD6'd" version of what Mini Six Revised <i>would have become</i> 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.</p><p>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.</p><p>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."</p><h2 style="text-align: left;">The OGL Stuff</h2><div>Like everyone else, my thoughts continue to evolve. In a better world, WotC wouldn't be messing around with 1.0a at all and none of this would really matter.</div><div><br /></div><div>I've heard that the publishers using the Cepheus engine are stuck in a situation that has <i>some</i> similarities to the OpenD6/OGL world right now. I feel for them. Cepheus is a fun project, and I hope that those folks get to keep doing it the way they want.</div><div><br /></div><div>I've read several times when folks say things like "you don't need the OGL anyway... You can't copyright rules... this lawyer on TikTok or YouTube said X..." You know what these folks don't generally have in common with the Cepheus, OpenD6, or D&D SRD publishers?</div><div><br /></div><div>They're not at risk of being sued by someone over this. They're not wondering if it's worth it to even consult a lawyer on a game that's just pizza money for them. Yes, most of us agree on all of those points, but we also don't want to be the small guy that WotC targets regarding 1.0a usage on new products because <i>we are easy targets unlikely to be able to mount a significant defense, due to budget constraints, or because we decide that the stress isn't worth it.</i></div><div><i><br /></i></div><div>So all of these hypothetical cases of winning in court or whatever doesn't mean too much to small guys like me. Yes, a bigger fish like Paizo might mount a winning challenge, but that's the case that WotC will do everything possible to stall for as long as they can. All the while, they can strike at smaller publishers to send a message. And while that happens, a lot of small and mid-tier publishers withdraw or are starved out. This is WotC's implicit message with the OGL 1.2: "we will get litigious again."</div><div><br /></div><div>Yes, there's virtually a 100% chance that I'm not personally on WotC's radar. But that's the kind of thing you have to consider in these cases. It doesn't matter what <i>any</i> lawyer says until a judge or jury agrees with them.</div><div><br /></div><div>Then there are the folks who say "The OGL has always been a bad deal." That may be the case, legally, but it was never really about the law - it was about the illusion of safety. That's broken now. There are companies out there who probably never would have been formed without the safe harbor that the OGL "granted." We're all wiser now, but the OGL was a net positive for the community for two decades. People weren't fools for using it, it was the guardrail that lent some confidence to put ourselves out there. "The OGL was a bad deal" is technically correct but fails to consider the psychology of the hobbyist creator.</div><div><br /></div><div>I've already said it, I won't be under the OGL moving forward. Like everyone else, I've been burned. Even if WotC backed off completely I'd still claw my way out from under the OGL because they've proven that they will always consider 1.0a to be something they can shut down, even if their website stated the opposite until 2021.</div><div><br /></div><div>For similar reasons, I'm leaving OpenD6 behind. There's obviously no intent to hinder creators coming from anyone in the OpenD6 community or the trademark owner, but since it's tied to the OGL, it's a complication I just can't deal with. I love the OpenD6 system, and I love its parent the D6 system even more, but I just want to make fun stuff and all of this legal crap is getting in the way of me having that fun.</div><div><br /></div><div><br /></div>Ray Nolanhttp://www.blogger.com/profile/04849783661468571578noreply@blogger.com0tag:blogger.com,1999:blog-6196546572400016482.post-2163390197061624862023-01-23T02:07:00.000-05:002023-01-23T02:07:10.218-05:00Stormglass has been found again. Thanks to Ron Fricke!<p>Ron Fricke reached out to me. A few years ago he created the Stormglass setting using Mini Six Bare Bones Edition, which was previously linked on this site, but at some point, the link went dead or I lost it. He describes it as inspired by the Stargate TV shows, cowboys, with a dash of Victorian exploration.</p><p>You can find it at <a href="http://www.nerdron.com/stormglass">www.nerdron.com/stormglass</a>.</p>Ray Nolanhttp://www.blogger.com/profile/04849783661468571578noreply@blogger.com1tag:blogger.com,1999:blog-6196546572400016482.post-4260484360855132472023-01-20T22:50:00.002-05:002023-01-20T22:50:52.456-05:00Dev Update: BKE 1.0 Nearly Done<p>I made significant progress on the freeform magic system that will be included in Bare Knuckle Edition 1.0 today. It's unlikely that I'll get much done on Saturday but hope to turn back to it the next day. When I get it done, I'll post a preview of Bare Knuckle for anyone who wants to comment.</p><p>As a reminder, Mini Six Bare Knuckle Edition 1.0 is intended to be the rules (and only the rules) for what Mini Six Bare Bones Revised Edition <i>would have been</i> before the OGL drama, with the following exceptions:</p><p></p><ul style="text-align: left;"><li>No additional rules (other than the new magic system.)</li><li>No OGL content or OpenD6 dependency.</li></ul><div>It will be released under a free license, but I may let it "simmer" for a little while to collect reactions and comments. The truth is that I'm very <i>interested</i> in the ORC license, and think it's worth it to wait a short while before deciding on a final license. I'm far from committed to the ORC, but if we receive a timeline in the next few weeks and it has compelling features, I have an open mind. Otherwise, I will release it soon under the Creative Commons license.</div><div><br /></div><div>BKE 1.0 is similar to (but not a 1:1 clone of) the rules that exist in Bare Bones Edition. It would be trivial for a third party to modify them into a virtual clone of BBE if they preferred that format.</div><div><br /></div><div>With the future of the OpenD6 system unclear, and the future of OGL 1.0a almost certainly complicated, some third party might be tempted to use BKE to "retro-convert" to something resembling a classic, full game published in the 1980s and 90s. I would support that effort, but I'm not the person to lead that charge. Once BKE is released in an open format, any legal efforts made by someone else to improve on, modify, remix, or "retro-convert" it wouldn't require my approval, but I'd be happy to see it happen.</div><div><br /></div><div>Shorter updates on related projects:</div><div>I've been talking to the folks at DTRPG (and re-reading some old messages.) I believe that if my print proof looks okay, I will be able to put Bare Bones Edition back into print. I expect that to take about a month to work out if there is no problem.</div><div><br /></div><div>Mini Six Second Edition isn't <i>actively</i> being worked on right now, since I'm trying to get BKE 1.0 finished, but I've also been unable to stop thinking about it completely. So, ideas continue to be created. Hopefully, by this time next week, it can be my full-time project.</div><div><br /></div><p></p>Ray Nolanhttp://www.blogger.com/profile/04849783661468571578noreply@blogger.com1tag:blogger.com,1999:blog-6196546572400016482.post-81513552888956447922023-01-19T18:19:00.000-05:002023-01-19T18:19:53.262-05:00Dev Update<h2 style="text-align: left;">Mini Six Continues</h2><div>I'm trying to write about something other than the OGL drama today. Yes, I've been following the latest news, and WotCs latest statements change nothing for the project.</div><div><br /></div><div><b>Mini Six Bare Bones Edition:</b> Will continue to exist in its current form. I'm working on returning it to print, but it will take at least another month I think. (I've ordered proofs.)</div><div><br /></div><div><b>When:</b> The PDF remains freely available. The print version will return in a month or so, if all goes to plan.</div><span><a name='more'></a></span><div><br /></div><div><b>Mini Six Bare Knuckle 1.0: </b>All done now (I think) except for the new magic section, which is taking me a bit more work than I thought it would. (Isn't that always the way it is?) This version of the game is an SRD-like text that will be released under an open license. It removes OpenD6-specific content and language. Compared to Bare Bones Edition, it also has many small mechanical changes throughout. <i>It's virtually identical to the plan I had initially developed for what would have been Mini Six Revised Edition</i>, minus the addition of the new rules modules, advice, and mini settings. If you liked BBE, then you're likely to approve of BKE.</div><div><br /></div><div>It would be trivial for you to "remix" it into something that very closely resembles Bare Bones Edition if you want.</div><div><br /></div><div>It's not a full game - it's a toolkit to make a game. It's up to you to assemble the parts, but that was also true of Bare Bones Edition.</div><div><br /></div><div>I don't plan to support BKE 1.0 with updates in the future or to back-port anything from 2.0 to it, but both will eventually be released under open licenses, so you'll be able to remix if you like. The only updates I plan to maintain for 1.0 will be errata or minor edits (spelling or grammar), if needed. (I guarantee that will be needed.)</div><div><br /></div><div><b>When:</b> "Soon." (I'm actively working on it now.) Sometime between a few days and the end of the month, I think.</div><span><!--more--></span><div><br /></div><div><b>Mini Six Second Edition: </b>I went back to the drawing board for this. Since I'm "de-OGL'ing" and taking down the OpenD6 banner, I now feel free to use ideas that I never would have otherwise. I no longer feel a responsibility to be a standard bearer for how a game system that originated in the 1980s might be presented now. (Even though I may not have been very successful at that goal with BBE.)</div><div><br /></div><div>I guess that I'm saying that Mini Six Second Edition is becoming its own thing. That's why I <i>finally</i> settled on a name. "Mini Six Revised" would imply a refinement on the earlier system, and what I now have planned is a larger break than that.</div><div><br /></div><div>Some of these ideas are things I've had in mind in the past and discarded, and some are based on suggestions and conversations that I've had in the past and recently. Everything is at the planning stage, but here are the big changes I have on the burner right now:</div><div><br /></div><div><ul style="text-align: left;"><li>A system that counts successes. Roll a handful of d6s. Every 4, 5, and 6 is a success.</li><li>Player-faced rolling. PCs roll to do things, and they also roll to avoid bad things. The GM won't usually be rolling any dice.</li><li>Attributes are static numbers. Skills are rated in (whole) dice. There is no concept of "pips" in the game. Say that you have a "shoot" skill of 5d6 and an Agility of 2. Roll 5d6 and you can add up to 2 to the resulting roll before you calculate successes. Say that your roll consists of (1, 2, 2, 4, 5). Before applying your agility modifier that would be 2 successes. But you can bump up one of those dice that resulted in a 2 to 4. Due to your agility, you have an additional success, for a total of 3. You can split up the agility bonus as you like, as well - so instead of adding 2 to a single die, you could add 1 to 2 dice.</li><li>Advantage and Disadvantage. Instead of having extensive lists of circumstances that provide bonuses or penalties the GM can declare that you have disadvantage or advantage on a test. When you have advantage, all dice turn into exploding dice (roll an additional d6 for every 6 that shows, and yes, you can use an attribute raise to bump a die to a 6 and it still counts to explode.) Disadvantage means that 4s aren't successes, only 5s or 6s count.</li><li>Normally, even a single disadvantage cancels out any number of advantages and vice versa. The GM should interpret this rule carefully and not allow "trivial" advantage or disadvantage to come into play. There's no such thing as "double advantage" or anything similar. You either have advantage (or disadvantage) to a test, or you don't.</li><li>The Fist Full of Dice rule. You can only ever roll up to 10 dice on a test. If for any reason you need to roll more than 10, then every die beyond 9 counts as an automatic half-success. for example, if you need to roll 11 dice, you only actually roll 9 and add one automatic success. If you should roll 12 dice, then you only roll 10 and add one automatic success. This means that if the total dice rolled would be an odd number, you will roll 9 dice and add a certain number of automatic successes, and if the total number would have been a n even number of dice you roll ten and add the automatic half successes. Ignore advantage and disadvantage for these automatic successes, but either status still affects the dice actually rolled.</li><li>The vehicle rules will include two modes. These modes will have names later. One mode is for things that are mainly controlled by a single person or a very small crew. Things like cars, real-world aircraft, and space fighters. The other mode is for vessels where the crew must closely coordinate to operate. A sailing ship or a battleship would be this sort of craft. The modes will operate together, but each will have some unique concerns and procedures. There is obviously some wiggle room in the middle for vehicles that are a little bit of each, so some vessels might lean into both modes.</li></ul><div>Please note that none of the ideas above are tested and only reflect my current "wish list." The final product might differ significantly.</div><div><br /></div><div><b>When:</b> When it's done. This is more ambitious than what I planned to do in December. I've never tackled a project as ambitious as this before, so it's hard for me to say.</div><span><!--more--></span><div><br /></div><div><b>Mini Six Bare Knuckle 2.0:</b> This will be released at the same time as Mini Six Second Edition. It will have all of the rules, but none of the advice or mini settings from Second Edition. It will be available under an open license.</div></div>Ray Nolanhttp://www.blogger.com/profile/04849783661468571578noreply@blogger.com0tag:blogger.com,1999:blog-6196546572400016482.post-15004017149134950202023-01-16T17:26:00.006-05:002023-01-17T03:50:21.228-05:00State of Mini Six<p> I've had a few days to think about the quickly-moving story of the Open Game License drama.</p><p>The latest statement by WotC says that content released under OGL1.0a will be "unaffected." It may or may not be possible to release <i>new</i> Mini Six BBE/OpenD6 content after they clarify exactly what they mean, at least according to them.</p><h2 style="text-align: left;">The Three-Party Problem</h2><div>There are three entities at play here. Wizards of the Coast owns the copyright on the OGL, and recently they claimed the authority to deauthorize versions. We all know that revocation of 1.0/1.0a is likely to be fought in court by a company bigger than APG, and many believe that they will lose that case. This takes time to resolve, however.</div><div><br /></div><div>The second entity is Nocturnal Media. They own the OpenD6 property. They are the only ones who can release OpenD6 under a truly free license, such as CC-BY-SA. Unfortunately, they have even less involvement directly with the community than I do. Their website is dark, and to my knowledge, they have never mentioned OpenD6 itself. They seem to exist only "on paper," occasionally licensing the D6 system proper to third parties, which of course means nothing to an OpenD6 publisher.</div><div><br /></div><div>Then there's me. I can't count on WotC to do the right thing in the long term. Even if they bend completely to popular sentiment tomorrow, there's no guarantee they won't reverse their position when the next edition of D&D is released. I also can't count on Nocturnal Media. I have no issue with them, but they're distant and seemingly inactive. So I have to be the one to move things forward, and certain solutions are impossible for me or distasteful.</div><h2 style="text-align: left;">The Future of Mini Six Can't Rely on WotC or Nocturnal Media</h2><div>First, I'll address the present. Mini Six Bare Bones Edition will continue to exist as an OpenD6/OGL1.0a product for as long as the legal status remains unambiguous. In other words, if WotC holds true to its word that previously released OGL1.0a content may remain, unchanged and without having to update the license, Mini Six BBE will remain available, including a possible return to print (but that's a low-priority right now.)</div><div><br /></div><div>However, future content, revisions, etc., will not be released as an OGL or OpenD6 product.</div><div><br /></div><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiOgb9ab-5gLDzl2UgA5GyQjzrJS3AH81q-4di85pwaZssEDLvny2rvpwfwNUiXF1C2Rfw8JQeydUZWdMFFb0Lm4a29Ydb1QGl7jVrRRsY2_G4UAtZUl2SCDcMr0G-FhgcgCWsubJUn97JlU-JaUlmVMcXcN2ltRBg71TSegWB0vZ2wsBbOBhlmZoOv/s640/BKE%20Promo.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="640" data-original-width="640" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiOgb9ab-5gLDzl2UgA5GyQjzrJS3AH81q-4di85pwaZssEDLvny2rvpwfwNUiXF1C2Rfw8JQeydUZWdMFFb0Lm4a29Ydb1QGl7jVrRRsY2_G4UAtZUl2SCDcMr0G-FhgcgCWsubJUn97JlU-JaUlmVMcXcN2ltRBg71TSegWB0vZ2wsBbOBhlmZoOv/w400-h400/BKE%20Promo.png" width="400" /></a></div><br /><div><br /></div><h2 style="text-align: left;">Mini Six Bare Knuckle Edition</h2><p style="text-align: left;">Mini Six BKE will be released as an open product. I haven't decided on the license yet, but the leading contender is CC-BY-SA. If Paizo's ORC meets its stated goals <i>and</i> has some compelling features, then I may consider it, but I doubt that it's ready anytime soon.</p><p style="text-align: left;">Mini Six BKE will look very familiar to anyone who has seen Bare Bones Edition, but there will be some changes. Bare Knuckle Edition will exist as an "SRD" that others will be able to reuse, copy, remix, or whatever.</p><p style="text-align: left;">It won't be a carbon copy of BBE. For example, BKE won't include advice on integrating with "Traditional OpenD6" content, or options that link it to so-called "traditional OpenD6" play.</p><p style="text-align: left;">It won't include any mini settings.</p><p style="text-align: left;">It will exist as a "living" document. The first released version will be BKE 1.0. That version will be the closest to Bare Bones Edition that I intend to release. BKE 1.0 will remain available, under an open license, forever.</p><h3 style="text-align: left;">Mini Six Bare Knuckle Edition Roadmap</h3><div>1.0: A clean, rules-only version mechanically similar to Bare Bones Edition (with changes as noted above.) It will be sparse, and not intended as a "full product," since it won't include much in the way of anything, other than mechanics. It will basically be an "SRD."</div><div>1.001 to 1.999: Work-in-progress versions of the rules as I reach toward the version of the rules that will be included in Mini Six Revised Edition. These versions may or may not see any public release.</div><div>2.0: All of the rules from Mini Six Revised Edition.</div><div><br /></div><div>Mini Six Revised and Mini Six Bare Knuckle Edition 2.0 will use identical rules. BKE 2 will be made available under an open license, and Revised won't be - that way it's clear exactly what is released in the open. Everything in BKE will be free for anyone to use under the terms of the license I ultimately select.</div><h2 style="text-align: left;">Mini Six Second Edition/Revised and BKE 2.0</h2><div>As you can see, I still haven't settled on a final title for the next "full" edition of Mini Six. However, since Mini Six will now be growing without the OpenD6 banner, I no longer feel so bound to keep things the same. The game will evolve.</div><div><br /></div><div>Before the OGL drama came to a head, Mini Six 2 was going to be mostly a refinement of the core rules and presentation, with added mini settings and more rules "modules."</div><p style="text-align: left;">Now, not so much. The rules themselves are no longer a given. The ultimate product may look quite different from the original edition, but the ethos will remain the same.</p><p style="text-align: left;">For example, the original edition used "classic D6" style rolling - sum up your dice. I've always liked the variant system where you instead roll for successes like in World of Darkness games or "D6 Legend" so that's what I'm exploring now. This doesn't mean that the revised edition will be a clone of Legend, but it's likely to bear that superficial resemblance.</p><h2 style="text-align: left;">What's Next</h2><div>The first thing I need to do is clean up and finalize my Mini Six Bare Knuckle 1.0 document. It will be available in a no-art text-only format, and probably as a PDF.</div><div><br /></div><div>Things you will and won't see in BKE 1.0:</div><div><ul style="text-align: left;"><li>"Traditional OpenD6 combat." The Fast Static combat system is all I'm porting over. but since there is only one system now, it won't need a name. It would be trivial for a third party to port in Traditional OpenD6 Combat if they want.</li><li>"The Simple Magic System." There were some folks who liked it, but I never heard of anyone who liked it as-is. It will be replaced by a lighter, freeform magic system.</li><li>There will be some changes regarding weapon ranges and how distance is measured. The base unit of BKE will be the <i>pace</i> instead of the foot. A pace is an imprecise measurement that is the size of a "square" or "hex" if using a battle mat, and may also be replaced with the term yard or meter interchangeably. So in BKE if a spell has a range of 10 "paces," it also has a range of 10 meters, yards, squares, or hexes, depending on your preference.</li><li>Scale rules are likely to be a little different.</li><li>Wound ranges may have slightly different TNs.</li><li>Nomenclature changes. Some terms are highly associated with the D6/OpenD6 property</li></ul><div>Remember that BKE 1.0 is supposed to be very similar to Bare Bones Edition. the changes I have planned for my later revised edition won't be implemented here. You'll still roll a number of dice and sum them, instead of counting successes. BKE 1.0 will be very close to my original intention for the revised edition but without the addition of lots of new rules modules, mini settings, art, advice, etc.</div><div><br /></div><div>All of the above would be fairly simple for someone to ignore or alter to more closely emulate BBE if they want to. <b>The point of BKE 1.0 is that if a third party wants to build onto something very similar to Bare Bones Edition (as it already exists) without using the OGL or the OpenD6 license, this will allow that.</b></div></div><div><b><br /></b></div><div>Future versions of BKE (2.0, for example) will exist so that people can use the rules from my future edition of Mini Six under an open license.</div><h2 style="text-align: left;">When?</h2><div>BKE 1.0: "Soon." I have a few things coming up this week that will eat into my schedule a bit. I already have a good start, but I need to completely do the magic system still, and I still have to go through the text again and make certain I'm not using any OpenD6-specific terms or properties. My hope is by the end of January, if not the end of this week. I seriously doubt that Paizo's ORC license will be ready anytime soon, so CC-BY-SA is the most likely option.</div><div><br /></div><div>Mini Six Revised: I don't know. I'm going to start working on it as soon as BKE 1.0 is ready, but it's become a more ambitious project than I originally planned. I'm just one person, and I've never done some of the things I need to do. Also, I don't want to rely on only stock art, yet also don't want to operate a Kickstarter. (I think that would be unfair considering no one knows if I can hold to a schedule yet.) Setting funds aside for art and waiting for those commissions are likely to be the longest parts of the project. So I think it's now best to say, <b>it will be done when it's done.</b></div>Ray Nolanhttp://www.blogger.com/profile/04849783661468571578noreply@blogger.com6tag:blogger.com,1999:blog-6196546572400016482.post-79175624641655923862023-01-13T14:24:00.004-05:002023-01-13T16:14:53.927-05:00WotC addressed the OGL controversy<p> Nothing changes for the future of Mini Six as of yet.</p><p>They said something along the lines of “Products released under 1.0a can continue to exist under that license…” (I’m on mobile and can’t bother to find the exact quote.)</p><p>What’s unclear is if they intend to deauthorize 1.0a for all new products.</p><p>It sounds like Mini Six Bare Bones Edition is safe from any attempt at deauthorization. I don’t know if I’ll be allowed to (according to WotC) publish new stuff under 1.0a.</p><p>Yes, I still believe that 1.0a can’t be deauthorized. I’m also aware that Paizo has announced that they will take the issue to court if necessary. I've never played Pathfinder, but Paizo's reaction has been exemplary and I'm now a fan.</p><p>Mini Six is in a holding pattern until WotC reaffirms that 1.0a can’t be deauthorized. Their PR statement today might be interpreted that way, but it remains ambiguous until they reveal their full OGL plan.</p><p>For anything not related to Mini Six, I don’t intend to ever release anything new under the OGL.</p><p>Paizo’s ORC license looks interesting, but I wait for details there, too.</p><p>Edit:</p><p>And what a condescending shitshow of an announcement that WotC made. It was full of weasel words, gaslighting, revisionism, half-truths, and bald-faced lies. They "always" intended to seek community input, yet their document was clearly designed to go into effect today if the plan had gone forward, and they refused to publicly discuss it until the drama escalated to the current level. There's no way that their pinky-swear that it was meant to be discussed first has any truth to it whatsoever.</p><p>I feel for the rank-and-file at WotC. Few employees are empowered to make decisions, and they're certainly concerned with the direction their company is headed in, what it may mean for their jobs, and the huge outcry of anti-WotC sentiment by the community this week must be demoralizing.</p>Ray Nolanhttp://www.blogger.com/profile/04849783661468571578noreply@blogger.com0tag:blogger.com,1999:blog-6196546572400016482.post-48459653312503498172023-01-12T21:04:00.002-05:002023-01-12T21:06:37.350-05:00No Announcement<p> Everyone who might visit this site is surely well acquainted with all of the OGL drama.</p><p>This morning there was a leak that WotC would make an announcement on DnDBeyond's twitch channel.</p><p>Also, we saw another leak, allegedly from an employee of WotC that mentioned how the rank-and-file employees were only recently told about the OGL changes, how disrespectful management seemed toward their customers, and how much attention they were giving to DnDBeyond's subscription cancellations.</p><p>I had a subscription at the Master tier. I haven't played 5e in so long that I can't say for certain when my last game was, but it was one of those things where cancellation never crossed my mind because I figured I'd play D&D again (even though I've really fallen out of love with 5e.)</p><p>After all of this OGL stuff blew up, I decided to cancel. I was waiting to cancel on the 13th or when they made the announcement official, but I saw that a lot of others were doing it today, so I did my part. I read that some people had trouble canceling because the page that handles that got overwhelmed, but my cancellation went smoothly.</p><p>Then I heard that WotC canceled their own video announcement. Canceling an announcement isn't the same thing as announcing a cancelation.</p><p>Until WotC (or the court) reaffirms the irrevocability of OGL 1.0a or Nocturnal Media places OpenD6 under a friendly license, I won't be proceeding with the follow-up to Mini Six as an OpenD6 game.</p><p>I doubt that any of those things happen soon.</p><p>It might come to pass that I get tired of waiting. I can't predict when that will be. I still see value in the OpenD6 banner, from a community perspective, and I want to continue to fly it.</p><p>Eventually, if nothing happens, I'll sadly be forced to move on without it. Divorcing Mini Six of OpenD6 OGL content shouldn't be very difficult from a practical perspective, but it's still a hard choice for me because I want the community to know that I acknowledge the foundation of the game - roots that go all the way back to the Ghostbusters RPG, and I still believe there's some intangible value to be had in OpenD6.</p><p>So, there is no announcement from WotC today, and there's not one from me either.</p><p>My next order of business will be to do something unrelated to the OGL, D&D, OpenD6 or Mini Six. I don't know what that is yet. So again, no announcements. I was bit by the creative bug and just as I started to get into the swing of things, this drama revealed itself,.</p><p>I now want to do something that doesn't depend on what WotC or Nocturnal Media decide to do. The first thing I have to do is figure out what that is.</p><p><br /></p>Ray Nolanhttp://www.blogger.com/profile/04849783661468571578noreply@blogger.com0tag:blogger.com,1999:blog-6196546572400016482.post-44377321200754580342023-01-09T21:10:00.003-05:002023-01-09T21:10:48.142-05:00Mini Six is Paused<p> You may have seen the OGL leak story unfolding over the past few hours.</p><p>I've heard the argument that the OGL 1.0a isn't able to be deathorized. I've read a lot of not-so-expert takes on it, but tonight I watched Roll For Combat's stream "<a href="https://www.youtube.com/watch?v=MDuHjpwx5Q4">Expert Contract Lawyer Explains WotC's New OGL..</a>."</p><p>I find his arguments compelling that 1.0a can't be deauthorized. </p><p>I've mentioned a contingency plan here and elsewhere. That's on hold for now. I know that I had things to say on the matter in a previous post, but I think the best way forward for Mini Six is as an OpenD6 game, and hold out hope for a solution that retains the status quo.</p><p>The next version of Mini Six is on hold, in all forms. It's not technically canceled, but I'm not putting <i>any</i> work into it until there's clarity on the situation. It's not under my control when that will be. I'm in wait-and-see mode, and there are only a few scenarios that are likely to motivate me to proceed right away.</p><p>I'm pissed off at WotC for putting the community through this - even if they reverse course or never release 1.1. I have no issues with them doing whatever they want with their future content - I wouldn't personally release under 1.1 as leaked, but whatever.</p><p>As for the Mini Six PDF up at DTRPG, I'll wait for guidance from OneBookShelf, which I'm sure may be coming soon.</p><p>I can't imagine anyone reading this who doesn't already have it, but if you don't please grab a free copy now in case I can't distribute it soon. I believe that it would probably remain available in your DTRPG library as long as you've "bought" a copy there, but I can't guarantee that will be the case without confirmation from OneBookShelf. If it's up to me, I will allow it to remain in everyone's library forever. Still, if you value it, it might be prudent to backup a copy to your PC or device on the slim chance that things are out of my control.</p><p>When I know for certain which way the wind is blowing, I'll have another update. Until then, I may be silent.</p><p>Reach me at antipaladingames@gmail.com</p><p>See you around.</p>Ray Nolanhttp://www.blogger.com/profile/04849783661468571578noreply@blogger.com0tag:blogger.com,1999:blog-6196546572400016482.post-23993550179506230532023-01-09T14:51:00.003-05:002023-01-09T14:55:59.943-05:00Update: OGL drama and related issues<p> A few days ago, I asked the question "Who owns OpenD6?"</p><p>Many people have reached out to me on the matter. I'm aware of who owns it. Nocturnal Media still owns the WEG trademark and the D6 system, so presumably, they also own the OpenD6 property and would be the authority on that matter.</p><p>It's also clear that the owner has no internet presence related to the property and I respect their personal privacy. <b>Please make no effort to reach out to them or to anyone else on my behalf regarding this question.</b> Likewise, I'm not looking for any more information. The question is settled.</p><p>It wasn't clear in my question, but my concern was that OpenD6 had become "orphaned" as the property of an owner who may not be or might not be made aware of the issues regarding the OGL in a timely manner. I'm now confident this is not the case.</p><p>I've not spoken with the owner or an official representative of theirs, so I don't know anything that isn't public knowledge.</p><h2 style="text-align: left;">OGL Drama</h2><p>Lots of folks have offered opinions (via several channels) regarding what the OGL drama might mean. Thank you. I appreciate your opinions.</p><p>Until the OGL worries move from the realm of leaks and rumors (as credible as they do appear to me), I have no official change in plans concerning the future of Mini Six, in its current Bare Bones Edition form or the upcoming revision.</p><p>I have a contingency plan in mind. There's no reason to go into more detail until and unless it becomes necessary, but I expect that it will become clear quickly.</p><p>The community has strong opinions on what the alleged changes might mean. What I won't be able to personally tolerate, is ambiguity. Even if a number of reasonable-sounding, learned folks hold one position, if WotC unambiguously holds an opposed view, I'm unlikely to make myself the legal David to WotC's Goliath.</p><p>In the case of a dispute between WotC and the community on a matter that's relevant to the legal status of OpenD6/Mini Six, I will take myself out of the line of fire. If a judge makes a favorable ruling, that's great. This kind of thing has a habit of taking a really long time to figure out, even if one side clearly has the law on their side.</p><p>To be clear, I'm sure that there's virtually a 100% chance that I'm not on WotC's radar. I'm not on Nocturnal Media's either. Regardless, I like to do things by the book. When the rules become ambiguous, I'm out.</p><p>I've been involved in a dispute that was settled in my favor ages ago, but it still lacks finality from a legal perspective. What I'm saying is that relying on the courts is a strategy, but even if it's obvious that you've won, delays are a strategy the other side can use to cause a lot of stress. As I've been through that particular hell already, I have no desire to open myself up to it again for what boils down to a labor of love, which generates pizza money at best. I don't have the energy for that stress.</p><h2 style="text-align: left;">This Week in Mini Six</h2><p>I have two paths forward. One is the one where the status quo is maintained. The other is the contingency plan. Like many creators, I'm shutting down development for now, sort of.</p><p>I'm still working on the next Mini Six, but not the parts I hoped to be working on this week. for now, I'm focusing on the parts that work regardless of which path I'm forced to choose. Unfortunately, I really need more foundational work done first before I can do more than tinker with that stuff.</p><p>There's only so much work you can do on a building before the foundation is complete. I don't expect to get anywhere near a week's worth of work done over this next week.</p>Ray Nolanhttp://www.blogger.com/profile/04849783661468571578noreply@blogger.com2tag:blogger.com,1999:blog-6196546572400016482.post-16357652372793341942023-01-07T19:22:00.017-05:002023-01-09T13:35:47.899-05:00What does the OGL 1.1 drama mean for OpenD6 and the future of Mini Six?<p><i>Update 1/9/23:</i></p><p><i>Regarding the question "Who owns OpenD6?" from a previous post. I've included this edit there as well, but also want to post it here to make sure everyone sees it.</i></p><p><i>Thanks to everyone who has contacted me or provided guidance concerning ownership of OpenD6. The short answer is that Nocturnal Media is still the owner of WEG/D6/OpenD6. I'm not seeking any more information on the matter but publicly urge the owner to consider releasing OpenD6 under a Creative Commons license (or something similar) in the event that the OGL drama creates ambiguities or ends the current 1.0a license.</i></p><p><i><b>Please do not reach out to anyone or send any messages on my behalf.</b> I respect the privacy of all involved and don't want to annoy anyone. I'm happy to receive any news regarding the status of OpenD6 from the owner or anyone authorized to speak for them should they choose to communicate publicly or privately.</i></p><p><i>It's obvious that until things become official and clear regarding WotC's position, there's no way anyone can definitively say what should be done.</i></p><p><br /></p><p><br /></p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhGRjDjmv2TieEidE3EpvwhFZ8StYVdN294ijCrd_PkGkI_uL52Ff8NnpIVqtjb3PyW2jkO3Md1HK7EVwlhU2YIwF_yVTKrO8d9CRj9QKyJs6FNvB3tcLPwVQTV_EKs_waSWxNm49l-YG0usWAqtBVMuWnJmBArJsUnZsjSSLSDA-YI7uG5ht3ynYHx/s1024/OpenD6%20OGL%20Issues.jpg" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1024" data-original-width="1024" height="400" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhGRjDjmv2TieEidE3EpvwhFZ8StYVdN294ijCrd_PkGkI_uL52Ff8NnpIVqtjb3PyW2jkO3Md1HK7EVwlhU2YIwF_yVTKrO8d9CRj9QKyJs6FNvB3tcLPwVQTV_EKs_waSWxNm49l-YG0usWAqtBVMuWnJmBArJsUnZsjSSLSDA-YI7uG5ht3ynYHx/w400-h400/OpenD6%20OGL%20Issues.jpg" width="400" /></a></div><br /><p></p><p><i>Disclaimer: I'm not a lawyer. Everyone says that in this kind of post, and I mean it. Just take the following as the opinions of a random internet stranger. Nothing here is advice or necessarily objective fact.</i></p><p>Some text from a proposed future version of Wizards of the Coast's Open Gaming License, supposedly version 1.1, has been leaked. <a href="https://gizmodo.com/dnd-wizards-of-the-coast-ogl-1-1-open-gaming-license-1849950634">Gizmodo wrote an article about it.</a></p><p>The thing about a leak is, who knows if what's proposed will come to pass? I don't, you don't, and no one else does except for the executives at Wizards of the Coast or Hasbro.</p><p>But these leaks have the appearance of truth, and they're concerning. We may find out in the coming week because the date January 13th, 2023 is mentioned.</p><p>The largest community affected by this are the folks who publish material under the OGL for third and fifth editions of Dungeons and Dragons. Then you have the folks in the OSR who aren't publishing for those editions specifically, but their work leverages the OGL 1.0a. Finally, there is the smallest group of all - folks like myself who rely on the OpenD6 license via OGL 1.0a. I don't know if there are any other non-D&D style games that also rely on it, but it would affect them as well.</p><p>The issue is that some language in the partially leaked OGL 1.1 can be interpreted that Wizards of the Coast, who owns the copyright to OGL1.0a, can de-authorize that earlier version.</p><p>OGL1.0a is the license that OpenD6 was released under. Without guidance from the current owner of OpenD6, this leaves publishers like me in limbo. I believe that upgrading to the OGL 1.1 is not a remedy for those that rely on OpenD6.</p><p>For the OGL 1.1 to be of any use to OpenD6 publishers, the owner of OpenD6 would need to first update the version of the OGL attached to OpenD6 to that version. Our licenses have to match.</p><p>If WotC does release 1.1 and deauthorize 1.0a (which appears to be coming by Friday, January 13th of next week), then OpenD6 looks to me like it will also become deauthorized, the byproduct of (surely) unintended consequences.</p><h2 style="text-align: left;">Three Possible Futures for OpenD6</h2><div>The way I see it, the owner of OpenD6 has three basic options. Maybe there are more, but I can't think of any.</div><p>1. Do nothing. OpenD6 would effectively expire. The D6 system itself is unaffected by this drama and OpenD6 does nothing to generate income for them directly. One could argue that OpenD6 stimulates some interest in the D6 system, and that goodwill has a value, but the net value of that goodwill is a matter of opinion. The publisher might simply not care or think that resolving this issue is a bother and skip it.</p><p>2. Update OpenD6 to the OGL 1.1. This is a bad idea in my opinion because of course there is a wrinkle. If the leak is accurate, 1.1 includes stipulations that are bothersome for anyone releasing commercially. It wouldn't affect the owner of OpenD6, but folks like myself would have to be sure we do whatever is required to remain in compliance with WotC. There are a few other issues as well, but the biggest one is that 1.1 allegedly contains a section that stipulates that WotC can terminate the license with only a 30-day notice, without cause. Adopting 1.1 would just carry us from being at WotC's mercy to another contract that leaves us at their mercy. The pro side of this solution (for only the owner) is that it would be fairly simple.</p><p>3. Release OpenD6 under an entirely new license. A <a href="https://creativecommons.org/licenses/">Creative Commons license</a> like CC-BY or CC-BY-SA would solve this issue for OpenD6 publishers entirely. Noncommercial CC licenses would protect fans, but would effectively end OpenD6 publishing. The Open Gaming Foundation lists <a href="https://opengamingfoundation.org/licenses.html">a few other licenses</a> which could be used. (It also lists the OGL, but that would defeat the purpose.)</p><h2 style="text-align: left;">Who owns OpenD6?</h2><p>As far as I can tell, the owner of the trademarks to OpenD6, the D6 system, and West End Games remains Nocturnal Media. Their website is gone. I haven't been able to find a direct line of communication to anyone in authority, though I have a few leads, and I haven't seen any recent activity from them.</p><p>Nocturnal Media acquired West End Games and its remaining intellectual property including the D6 system and OpenD6, in the spring of 2016. Sadly, the founder, Stewart Wieck, passed away in June 2017.</p><p>Nocturnal has continued in some form though because they have run Kickstarter campaigns since that date.</p><p><i>Edit: I think I found a way to reach Alan Bahr, who may be associated with Nocturnal. I've reached out but I don't expect an immediate response.</i></p><h2 style="text-align: left;">The Strange State of OpenD6 and the OGL</h2><div>OpenD6 had the OGL attached to it by Eric Gibson, a previous owner of West End Games/Purgatory Publishing. The original plan called for another license to use the logo, but that was changed to a version that only relied on the OGL 1.0a.</div><div><br /></div><div>This was celebrated by the D6 community at that time. Everyone thought it was "Mission Accomplished!"</div><div><br /></div><div>At that time, everyone believed that the OGL was eternal. It could never be revoked. I remind the reader again that I'm not a lawyer, but as I understand it the term "perpetual" in section 4 may not mean that the license can't be ended, it means that there's no need to renew it periodically. It's effective until it's terminated.</div><div><br /></div><div>Section 9 of OGL 1.0a lists rules about updating the license. It also says that any authorized version of this license can be used.</div><div><br /></div><div>A non-lawyer way of interpreting that might be "any version of this license that was ever authorized." If that is true, then we OpenD6 folks could ignore OGL 1.1 and continue what we're doing.</div><div><br /></div><div>That's not what it says. And I remind readers that what we wish it said has no bearing on the law. Neither does any "common sense" or "plain language" interpretation. Words and phrases can have very precise legal meanings, and that is the kind of thing that only lawyers can weigh in on, and lawyers might even disagree.</div><div><br /></div><div>Ryan Dancey is a lawyer, a former VP at Hasbro, and the person who formulated the OGL 23 years ago. <a href="https://www.enworld.org/threads/ryan-dancey-hasbro-cannot-deauthorize-ogl.694196/">He thinks that the OGL 1.0a can't be deauthorized</a>:</div><blockquote><div>Yeah my public opinion is that Hasbro does not have the power to deauthorize a version of the OGL. If that had been a power that we wanted to reserve for Hasbro, we would have enumerated it in the license. I am on record numerous places in email and blogs and interviews saying that the license could never be revoked. </div></blockquote><h2 style="text-align: left;">Slam Dunk! Let's Take 'em to Court!</h2><div>Lawyers might disagree about these issues, but someone needs to foot the bill. Legal services are expensive. On one side, we have Wizards of the Coast, a subsidiary of Hasbro. This is a concern regarding a flagship product. Hasbro had net revenue of nearly two billion dollars in the third quarter alone last year. Yeah, that's not saying D&D brought them all of that, but it's considered to be common knowledge that WotC is by far Hasbro's most profitable division, and that of their two primary products, D&D is the one that has grown the most recently while Magic: The Gathering has struggled.</div><div><br /></div><div>Dungeons and Dragons is a jewel in Hasbro's crown. They can afford to have an army of lawyers put a lot of time into such a fight, and it's unlikely that anyone, even Paizo, can fund the legal battle it would take to face them. There's certainly no one directly affected by OpenD6 licensing who can afford to take them on in court.</div><div><br /></div><h2 style="text-align: left;">What Does This Mean for Mini Six: Bare Bones Edition?</h2><div>Mini Six BBE, (released in 2010), includes a copy of the OGL 1.0a. <a href="http://www.antipaladingames.com/2022/12/mini-six-is-currently-out-of-print.html">It's currently out of print, anyway, due to issues with the print files identified by DriveThruRPG</a>.</div><div><br /></div><div>I'm working on a revision of that game, planned to be released later this year.</div><div><br /></div><div>If Wizards of the Coast doesn't take the position that OGL 1.0a is subject to being deauthorized, then nothing changes.</div><div><br /></div><div>If WotC insists that 1.0a is deauthorized, then I think that I will be forced to remove Mini Six, even in its currently free digital format, from DTRPG until such time when I can make it legal, which depends on several things. Remember that I don't have access to the original files, but I believe that I can do the simple edit of removing the page containing the OGL and replacing it with a new license, presuming Nocturnal Media blesses us with something.</div><div><br /></div><div>If 1.0a is deauthorized and Nocturnal Media (or the owner of OpenD6) remains silent, then I believe I will be forced to remove Mini Six and won't have any recourse.</div><div><br /></div><div>When I say "remove from DTRPG" I also mean that I won't be able to privately distribute it here, either.</div><div><br /></div><h2 style="text-align: left;">What Does This Mean for the New Mini Six?</h2><div>I don't know, exactly.</div><div><br /></div><div>Currently, I have a "base text" (most of the text from Mini Six BBE) that I'm working from, an incomplete outline, and about twenty pages of unedited new material.</div><div><br /></div><div>If forced to proceed without the terms of OpenD6, then the next game will become a "spiritual successor" to Mini Six. It would still be called Mini Six (revised, or second edition, etc., I haven't settled on a designation yet.) I don't mean that it would be unrecognizable - not at all. But it wouldn't be an OpenD6 game from an official standpoint. There would be no reference to OpenD6 or indication of compatibility with any other game.</div><div><br /></div><div>So that means that for now, I wait and see what happens, but I'm still working on the new game.</div>Ray Nolanhttp://www.blogger.com/profile/04849783661468571578noreply@blogger.com0tag:blogger.com,1999:blog-6196546572400016482.post-42340221202550391652023-01-06T19:53:00.001-05:002023-01-09T13:28:50.059-05:00Who owns OpenD6?<p><i>Edit: 1/9/23</i></p><p><i>Thanks to everyone who has contacted me or provided guidance concerning this matter. The short answer is that Nocturnal Media is still the owner of WEG/D6/OpenD6. I'm not seeking any more information on the matter but publicly urge the owner to consider releasing OpenD6 under a Creative Commons license (or something similar) in the event that the OGL drama creates ambiguities or ends the current 1.0a license.</i></p><p><i><b>Please do not reach out to anyone or send any messages on my behalf.</b> I respect the privacy of all involved and don't want to annoy anyone. I'm happy to receive any news regarding the status of OpenD6 from the owner or anyone authorized to speak for them should they choose to communicate publicly or privately.</i></p><p><i>It's obvious that until things become official and clear regarding WotC's position, there's no way anyone can definitively say what should be done.</i></p><p>A few years ago Nocturnal Media purchased West End Games and with it, the D6 system and OpenD6 property.</p><p>As I understand it, the founder of Nocturnal Media passed away. Nocturnal's website appears to be gone, and a quick search didn't turn up any recent activity or contact information.</p><p>Gallant Knight Games have some relationship to OpenD6 in some sort of official capacity, but I'm unsure of the exact relationship. I reached out to them tonight to see if they have any information on current ownership.</p><p>The reason I ask is that the credible-appearing leaks concerning Wizards of the Coast revoking the OGL 1.0a would have implications for the OpenD6 world, and by extension, Mini Six. I'd love to talk about it with the owner of OpenD6.</p>Ray Nolanhttp://www.blogger.com/profile/04849783661468571578noreply@blogger.com6tag:blogger.com,1999:blog-6196546572400016482.post-84912416761386496442023-01-06T02:56:00.001-05:002023-01-06T03:31:51.982-05:00Dev 5<p>I had a heck of a productive day today. This is inspired by something in my chat with Bear The Forever DM on Wednesday night. <a href="https://youtu.be/wtO1AHpRLww">He's sponsoring a contest right now with prizes of Mini Six Bare Bones Edition in print.</a> I started working on a mini-setting for the revised edition. The format of the new book is going to be about 6 by 9.</p><p>This is what a quick mock-up of the intro page looks like. I only spent a few minutes on the layout, most of my time has spent writing. I'm at roughly page 13-ish right now and my guess is that I'm less than halfway.</p><div class="separator" style="clear: both; text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhiBmM5jbw96X3a4CCsKQmyhJhig-leJ3ToCauDUeqsKDM2VTjoGhLNJ8COQ4LdQ32LCssMX5OtSY4gIJebIgHTbibjXUAMYAIfU2Pl7BphJq7bGhYcRjiDW31ouB8LRjZUb7ahtFNwEeOtMfgOkdMxaLfSlWtEf8HkcduXNya1eS4yYP5a_VeK2zwe/s1350/Polybius%20v1%20promo%20page.png" style="margin-left: 1em; margin-right: 1em;"><img border="0" data-original-height="1350" data-original-width="900" height="640" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhiBmM5jbw96X3a4CCsKQmyhJhig-leJ3ToCauDUeqsKDM2VTjoGhLNJ8COQ4LdQ32LCssMX5OtSY4gIJebIgHTbibjXUAMYAIfU2Pl7BphJq7bGhYcRjiDW31ouB8LRjZUb7ahtFNwEeOtMfgOkdMxaLfSlWtEf8HkcduXNya1eS4yYP5a_VeK2zwe/w426-h640/Polybius%20v1%20promo%20page.png" width="426" /></a></div><div class="separator" style="clear: both; text-align: center;"><br /></div><span style="background-color: white; font-family: Arial; font-size: 13px; white-space: pre-wrap;"><div style="text-align: center;">Some artwork © Dean Spencer, used with permission. All rights reserved.</div><div style="text-align: center;"><br /></div><div style="text-align: left;"><br /></div></span><p>Everything is in a really rough state of course. The layout and text above may not bear any resemblance to the final product, and playtesting could poke huge holes in the plan.</p>Ray Nolanhttp://www.blogger.com/profile/04849783661468571578noreply@blogger.com0tag:blogger.com,1999:blog-6196546572400016482.post-77123188629160575912023-01-04T16:36:00.000-05:002023-01-04T16:36:00.266-05:00From the Archive: Mini Six 2009 edition<p>Thanks to the Wayback Machine, I found an early version of Mini Six.</p><p>This was finished sometime in the late fall of 2009. There were earlier versions in the days and weeks before, but they were similar to this one. The earliest version would be only the first page and a half, then the first two pages, and so on.</p><p>This version has been superseded by the Bare Bones Edition, but here is <a href="https://drive.google.com/file/d/1hWQ9JYlzjKQMS17HX3Mb-m2fBfWYcFgl/view?usp=share_link">the earlier version</a> in 8 pages.</p>Ray Nolanhttp://www.blogger.com/profile/04849783661468571578noreply@blogger.com0tag:blogger.com,1999:blog-6196546572400016482.post-51319080386282970182023-01-02T19:02:00.003-05:002023-01-02T19:02:46.226-05:00Live Chat Jan 4 with Bear the Forever DM<p>Bear the Forever DM has asked me to talk with him Wednesday, Jan 4th at 8 PM (EST.)</p><p>I'm not much of a self-promoter, but we'll be talking about Mini Six and then wherever the conversation leads I suppose.</p><p><a href="https://www.youtube.com/watch?v=f8QxcBxAOUE">Click here to join us.</a><br /></p>Ray Nolanhttp://www.blogger.com/profile/04849783661468571578noreply@blogger.com2