I supported a kickstarter sometime last year, for a rpg called 6d6*. I finally got managed to get some of my friends together and we tried the Savage Island adventure. It was quite fun to try out a new system.
I am quite the DnD fan, but this system really seemed to be different enough, and with enough depth that I could find it interesting. I really enjoyed how the mechanics for running a combat and narrative encounters is so similar, but very different at the same time.
I do think the game has some rough edges still. The "fantasy" setting for the game isn't finished, so that's kind of obvious, but there are also some "advantages" (the building brick of a character) that seems a bit off. The healing mechanic really didn't make any intuitive sense to me either, and it really does feel like it's been fiddled with a couple of times without a good final result.
What the game has accomplished is creating a new (to me) experience when it comes to handle out-of-combat actions. It's really free-form, but at the same time it has some quite good guidelines. Where 4e DnD has skill challenges that really doesn't work without a very experienced DM that knows the flaws of the system, 6d6 really helps you as a GM to create "skill challenges" that are interesting.
I think the system is a rough gem and would recommend you to try it out if you want a new rpg experience.
* http://6d6rpg.com/wiki/doku.php
I am quite the DnD fan, but this system really seemed to be different enough, and with enough depth that I could find it interesting. I really enjoyed how the mechanics for running a combat and narrative encounters is so similar, but very different at the same time.
I do think the game has some rough edges still. The "fantasy" setting for the game isn't finished, so that's kind of obvious, but there are also some "advantages" (the building brick of a character) that seems a bit off. The healing mechanic really didn't make any intuitive sense to me either, and it really does feel like it's been fiddled with a couple of times without a good final result.
What the game has accomplished is creating a new (to me) experience when it comes to handle out-of-combat actions. It's really free-form, but at the same time it has some quite good guidelines. Where 4e DnD has skill challenges that really doesn't work without a very experienced DM that knows the flaws of the system, 6d6 really helps you as a GM to create "skill challenges" that are interesting.
I think the system is a rough gem and would recommend you to try it out if you want a new rpg experience.
* http://6d6rpg.com/wiki/doku.php