Tiny Frontiers: Revised is here! All new art, expanded and revised rules, and all new micro-settings come together with the minimalist TinyD6 rule system for a revision of the bestselling minimalist space opera roleplaying game!
Powered by the TinyD6 engine, with streamlined mechanics that utilize only one to three single six-sided dice on every action, characters that can be written 3x5 notecard, and easy to understand and teach rules, Tiny Frontiers: Revised is great for all groups, ages, and experience levels!
A Much Smaller and Faster-Playing RPG [ edit ]
Tiny D6 is an extremely minimal RPG, rules-wise. The system essentially has decided that the best way to have games focused on fun stories and exciting adventures is simply to make the rules as small of a part as possible. As such, the game only uses a single die type (d6), the entire game mechanics section is only 40 pages long, and characters are so simple that instead of a character sheet, the game uses a character index card.
Tiny Frontiers and Micro Settings
As you might expect, Tiny Frontiers takes that minimalist Tiny D6 system into the genre of Space Opera. It adds (minmal) rules for things like aliens, hacking, psionics, and spaceships. It also offers a variety of "micro-settings", and these take up the majority of the book, for instance one which pretty much explains itself with the title: Bears in Space.
Instead of (traditional) full-product RPG settings, each Tiny D6 RPG comes with a variety of different micro-settings like Bears in Space, settings which fit the book's larger genre, but also provide a more interesting take on it. While these micro-settings offer a wealth of ideas to get a GM started, they obviously lack the level of detail found in traditional campaign settings.
TinyD6, Tiny Frontiers: Revised - Rules SummaryCollapse
Character Creation [ edit ]
One of Alan Bahr's goals in creating the Tiny D6 system was to be able to fit an entire character sheet on a single index card. This should give some indication of exactly how "rules light" Tiny D6 truly is.
To create a character in Tiny D6 you simply decide four things:
- their three "traits" (ie. class abilities)
- their heritage (ie. race)
- their "drive", which is somewhat similar to an alignment, eg. "No one harms my city"
- the gear they are carrying
That's it: creation is expected to take less than 20 minutes.
Core Mechanics [ edit ]
To succeed at an action in Tiny D6 you roll 2d6, and must get a 5 or a 6 to succeed. This is known as a "test". If the test is at a disadvantage you only roll one die, and if you instead have an advantage you roll 3d6.
For instance, if one of your traits is relevant to the action, you gain an advantage to the roll, and get to roll 3d6. Because the entire game revolves around this system, 3d6 is the most dice you need to play.
Combat [ edit ]
As you might expect, combat in Tiny D6 is handled as a series of these tests. Combat goes in rounds, with initiative set through a test. Each round the character gets two actions, and a successful attack normally does only a single point of damage (most characters have <10 hit points).
So It's Tiny ... But Does Tiny Mean Good? [ edit ]
If you are looking to run a space tracel ("space opera') one-shot adventure, or even a full-fledged campaign, but you want lighter, quicker-playing rules, Tiny Frontiers will likely be the perfect fit.
On Amazon, although the game only has 8 reviews (a sign of its independent nature), it nevertheless garnered a very strong average of 4.8 / 5. RPG Geek, which generally is more critical, gave a slightly lower (but still strong) score of 7.40 / 10, from only five reviews. Good Reads (with 8 reviews) gave a score of 4.13 / 5, while Drive Thru RPG ... the only site to limits reviews to paid customers ... had the most reviews (62), and they gave a very high 4.8 / 5.
Of course, a minimalist game like Tiny D6 isn't going to appeal to everyone, and the few lower scores mostly reflect that ... but if minimalism is what you want, Tiny D6 seems to do the perfect job of offering meaningful RPG rules that are both short and fast enough let you focus on the other aspects of your game.
While there aren't a ton of supporting products, GMs who love Tiny Frontiers and find that the 160-page book just isn't enough can purchase a few extra products, including an adventure (Axel Station), a more detailed campaign setting (Tiny Invasion), and even a supplement for adding giant robots ("mecha") and monsters (Tiny Frontiers: Mecha and Monsters).