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<blockquote data-quote="jdrakeh" data-source="post: 9056451" data-attributes="member: 13892"><p><strong>What It Is: </strong></p><p></p><p>Six-Hack is a simple set of guidelines for roleplaying in the spirit of The Original Fantasy Roleplaying Game (1974). It pays homage to that classic game, but introduces some modern sensibilities, as well. For example, it includes a unified action resolution system, an Action Point economy, templates for creating mutable monsters, and an abstract commerce system. It further includes some tried and true advice for Referees (referred to as "Game Masters" in many systems). Finally, it also kills some so-called "sacred cows" - for example, there are no longer any ability scores (or ability score modifiers), alignments have been replaced with player-defined moral codes, and Experience Points have been replaced with an encounter economy. </p><p></p><p>Six-Hack very much subscribes to the "rulings not rules" old school ethos. It doesn't provide rules for every conceivable situation that may arise during play, nor should it. Six-Hack assumes that the players are at the table to work together in the pursuit of fun and are capable of doing so. Six-Hack is what some would consider a "light" rule system, and it is, though I used The Original Fantasy Roleplaying Game (1974) as a writer's bible of sorts when designing the game (you'll see familiar races and classes, a similar yet different magic system, and even some classic monsters). </p><p></p><p><strong>What It Is Not: </strong></p><p></p><p>Six-Hack is not a beginner's game (it doesn't spend time discussing basic roleplaying concepts). It is not an equipment depot (equipment is largely a narrative conceit with a few notable exceptions). It is not a detailed simulation of reality (as noted above, it also doesn't provide detailed rules for every situation that may arise during play). Most importantly, however, it isn't a new game. It's just a new way to play a game that has been around since 1974. </p><p></p><p><strong>Wait! Isn't This Game Already Available? </strong></p><p></p><p>Yes! You can snag the latest, fully playable, working draft of Six-Hack from my Itch storefront for $2 OR through this Kickstarter for a $2 pledge (all pledge levels above this tier also include instant access to the latest working draft as soon as the campaign funds successfully). HOWEVER, only the final version of Six-Hack (available for a $10 pledge) will include a mini-setting, an introductory adventure, professional artwork, and eye-pleasing layout. </p><p></p><p><a href="https://www.kickstarter.com/projects/sixhack/six-hack?fbclid=IwAR28kY3jJ0pp6G5d66wwsYZCEV6RFoh05b5aNqtfDzvMB2S0KaKXOHxnpPc" target="_blank"><strong><span style="font-size: 26px">Keep an eye on this space! </span></strong></a></p></blockquote><p></p>
[QUOTE="jdrakeh, post: 9056451, member: 13892"] [B]What It Is: [/B] Six-Hack is a simple set of guidelines for roleplaying in the spirit of The Original Fantasy Roleplaying Game (1974). It pays homage to that classic game, but introduces some modern sensibilities, as well. For example, it includes a unified action resolution system, an Action Point economy, templates for creating mutable monsters, and an abstract commerce system. It further includes some tried and true advice for Referees (referred to as "Game Masters" in many systems). Finally, it also kills some so-called "sacred cows" - for example, there are no longer any ability scores (or ability score modifiers), alignments have been replaced with player-defined moral codes, and Experience Points have been replaced with an encounter economy. Six-Hack very much subscribes to the "rulings not rules" old school ethos. It doesn't provide rules for every conceivable situation that may arise during play, nor should it. Six-Hack assumes that the players are at the table to work together in the pursuit of fun and are capable of doing so. Six-Hack is what some would consider a "light" rule system, and it is, though I used The Original Fantasy Roleplaying Game (1974) as a writer's bible of sorts when designing the game (you'll see familiar races and classes, a similar yet different magic system, and even some classic monsters). [B]What It Is Not: [/B] Six-Hack is not a beginner's game (it doesn't spend time discussing basic roleplaying concepts). It is not an equipment depot (equipment is largely a narrative conceit with a few notable exceptions). It is not a detailed simulation of reality (as noted above, it also doesn't provide detailed rules for every situation that may arise during play). Most importantly, however, it isn't a new game. It's just a new way to play a game that has been around since 1974. [B]Wait! Isn't This Game Already Available? [/B] Yes! You can snag the latest, fully playable, working draft of Six-Hack from my Itch storefront for $2 OR through this Kickstarter for a $2 pledge (all pledge levels above this tier also include instant access to the latest working draft as soon as the campaign funds successfully). HOWEVER, only the final version of Six-Hack (available for a $10 pledge) will include a mini-setting, an introductory adventure, professional artwork, and eye-pleasing layout. [URL='https://www.kickstarter.com/projects/sixhack/six-hack?fbclid=IwAR28kY3jJ0pp6G5d66wwsYZCEV6RFoh05b5aNqtfDzvMB2S0KaKXOHxnpPc'][B][SIZE=7]Keep an eye on this space! [/SIZE][/B][/URL] [/QUOTE]
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