Best version of Beowulf ever!
![]() | You are viewing Log in Create a LiveJournal Account Learn more | Explore LJ Culture Entertainment Life Music News & Politics Technology |
The Six-Letter System (that's a wiki) is a roleplaying game harking back to the simple days of gaming. All you need is a pencil, some paper, and five six-sided dice per player.
GAMERS [600k pdf, 8 pages] is the generic version of the Six-Letter System, a series of games with the same mechanics, only the names of the basic six attributes changed, and all given six-letter titles which are mnemonics for those attributes.
Basically it's the approach old Classic Traveller took: tasks are 2d6 + skill vs some target number, and in combat there are no hit points, you just take damage directly to your attributes. You can have physical conflicts and lose from the physical stats, or mental conflicts and lose from the mental stats.
There are six attributes, optionally six "features" (to cover the Dis/Advantages of many systems), and thirty-six skills. You can have specialties in each, you just get +1 to that specialised area.
At the moment, the only character generation options are random, and I may keep it that way.
I've not yet playtested it, but I've playtested Risk Dice which has the same 42 attributes/features/skills, so I think that number works, your character can fit on an index card and it's quick to roll them up; Risk Dice also has the same "lose attributes, not hit points" thing, and that works though can be a bit abstract.
The playtesting would then be of the character generation, and parts of the combat system.
Any thoughts? Anything you think is missing from the basic GAMERS rules? Any obvious problems?
JimBobOz
Army 1 term, Common Scum 3 terms
976758
Brawling 1, Fire (Rifle) 1, Handicrafts (Cooking) 1, Liberal Arts 1, Speech 1, Survival 1, Tracking 1, Writing 1
Teamwork and tension are things which I find fun to have in a game session. It's why I prefer the old Mission Impossible tv series to the modern movie series - in the old series, each specialist contributed a bit to the mission as a whole. What was impossible for one was possible for them as a group.
That sort of teamwork, driven by or done under some external threat, I think that's great fun in a game session.
But I find that many gamers create real "individuals". I've been quite successful as a GM at getting them to connect their characters together, but they still don't act as a team. Some of you may be familiar with the basic infantry tactic of "fire and movement" or "mobile overwatch" - one group stops and gives covering fire while the other moves forward, then the second group stops and gives cover while the first moves forward. That's about the most basic kind of teamwork you can have.
But many game groups can't even manage that - players get impatient and have their characters all rush forwards at once. Obviously you can have them just get wiped out or captured, but I find that sort of thing isn't good for encouraging teamwork. It just pisses them off.
I've tried to help things out with game mechanics. Whatever the system, I say that there are "complementary traits" - your Maths helps your Physics, Jim's Strength can help Bob's Agility as he's trying to wriggle out of his bonds, that sort of thing. This is meant to encourage players to think "how can my guy help the other guy?" which is basically all teamwork is.
But I find I have to prompt players a lot. Everyone wants to be a one-person party.
Any thoughts? I'd love to be running military, police and espionage games, or games with elements of that in there - but they fall on their arse without teamwork.
Heading into the city for my weekly lunch with my friend and old gamer buddy, I was a bit early, so I stopped by the game store. Looking at the second-hand shelf, I saw that someone had cleared out their early 80s collection. There was RuneQuest, old D&D modules, the lot. And there was also Aftermath, which I happily snagged for $15.
On getting home and sliding the books out of their plastic covers, I found that the previous owner had been a chronic smoker, the books have a real stench of old, stale, dead tobacco. There's also a hint of body odour - just a hint, the dead tobacco dominates.
I find myself looking over at the bookshelf at the scented oil burner and thinking of giving the books a good splash in the inside spine. Any suggestions on deodorising books?
And so it begins...

No use asking the USA, apparently :)
Courtesy of the Daily Show, the hard questions asked of McCain.
... who can say "NO!" and whack them on the back of the head.
As seen here, a lonely geek goes up to chixxorz at cons and asks to squeeze their boobs. Some, perhaps high on too much Mountain Dew and late-night CCG games, say "yes". Dude starts a whole "wear a button" thing at the Con.
Seriously, this is a boy who was not beaten enough as a child.
Creepy fatbeards. Helping the gamer image at your local con!
"What boy has not sighed for the good old days of wars, revolutions, and riots; how I used to pore over the chronicles of those old days, those dear old days, when workmen went armed to their labors; when they fell upon one another with gun and bomb and dagger, and the streets ran red with blood! Ah, but those were the times when life was worth the living; when a man who went out by night knew not at which dark corner a "footpad" might leap upon and slay him; when wild beasts roamed the forest and the jungles, and there were savage men, and countries yet unexplored."
- ER Burroughs, The Lost Continent (1916)
And this is why we roleplay. But no authour would scribe such words today.
The game was played, and much beer (thanks, Colin!) and pizza and junk food (thanks, everyone!) was consumed.
We had as best I remember,
So! Last night with Olive absent due to having got in from his flight at some ungodly hour of the morning, and Matt absent due to being on the phone with a real estate agent to buy a house in some dreadfully bleak part of the country (Mildura), it seemed better to set aside Tiwesdæg for the session, and play a one-off instead.
Colin had with him on his little memory stick A|State (light version here) an rpg of a Dickensian cyberpunk world - though without much cyber.

