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!
Featuring exciting micro-settings designed to jump start your imagination and campaign, writty by some of the most talented writers out there, Tiny Frontiers; Revised will provide an easy launching pad for conventions, one-offs or short campaigns!
Designed to emulate classic space opera, and providing an open framework for exciting stories, Tiny Frontiers: Revised is here! Completely compatible with the other TinyD6 games, Tiny Frontiers: Revised is a fully-stand alone game.
So grab some dice, some pencils, some friends, and get ready for some minimalist, straight-forward, space opera roleplaying!
Alan Bahr is the lead designer and founder of Gallant Knight Games. A game designer best known for the TinyD6 line of games, along with other games such as Cold Shadows, For Coin & Blood, Planet Mercenary, and many others, Alan has been working in the game industry since 2015. He’s an avid fan of Noir films, Arthurian mythos, smooth jazz, clever role-playing games, and his amazing wife.
This is the second TinyD6 title I've read thoroughly, and I have to say I am very impressed by this system. It has the adaptability of GURPS but lacks the nuts-and-bolts mechanics that may not appeal to everyone. Tiny Frontiers only needs three 6-sided dice, and provides four broad weapons categories, a psionics system that maps onto the magic system introduced in Tiny Dungeon, and a catalogue of general traits that mimic innate abilities and talents as opposed to character classes. No die roll modifiers, no complicated tables - just the story. This would be a great "gateway game" to bring in new gamers, and lends itself well to pick-up games.
I bought Tiny Frontiers after picking up Tiny Supers and liking the simplicity of the system. Frontiers made sense because I guessed I would be more likely to run a Sci-Fi game than a Superhero one!
Tiny Frontiers: Revised is a version of the game that trims back the specifics (I think it used to have a Mech chapter that has gone into a separate supplement) and enhances the generics, with a pile of setting concepts detailed at the back of the book.
I picked up the hardback book through Print On Demand. The black-and-white illustrations are OK; the character/heritage stuff is solid, the rest fine but not memorable. The book could have done with another edit or three, as I found a bunch of instances where stray words appeared in sentences and even one where a hurried Find/Replace and made a new word up!
The page count roughly splits in half - the first 78-pages handle the core game mechanics; the rest of the book provides a bunch of settings.
The core mechanic is the same as every Tiny game; roll 2d6, with 5/6 representing a success. A Disadvantage? — only roll 1d6. Advantage, roll 3d6. If you hit someone, you deduct 1 Hit. Complex rules and modifiers are few – essentially, characters have Traits and some of these break the rules in particular ways. Heritages offers the chance to play characters from different worlds; all of these have an illustration and a nice little write-up.
All good. I like the simplicity.
However, some of the additions for Sci-Fi gaming are scant. Cybernetic traits run to one page. Psionics runs to two pages. In the former case, I did a doubletake just in case I missed a pair of pages. Optional Rules including hacking, which gets a page, and a spread of other optional rules about variable damage and armour feel tacked on and under-considered.
The GM section itself runs to 20-pages, including these Optional Rules and some material for handling Starships; but it also has a single page Bestiary that suggests you look to other Tiny games for stats or make stuff up yourself. All of the examples are uninspired.
The rest of the book offers twelve different campaign setups written by a bunch of writers. All of these campaigns follow a slightly different format like Gallant didn't offer a standard template. I thought a couple were OK - Bears. In. Space. (about uplifted Ursine explorers) and Warped (where characters have a chance to profit from discoveries against a backdrop of an ancient civilisation that created the cool stuff and might be coming back for it). The rest - Meh! Seriously. A couple were like Westerns in space without much thought or originality. The first one is an episodic reality show challenge a la Wacky Races in Space. I found myself flipping forward a lot to gauge how much more I had to read to get to the next setting section – I wanted to read everything, but I couldn't bring myself to expend the energy.
Overall, the basics remain solid, but the execution – especially as a second, revised edition – leaves a lot to be desired. Compared to the (endless) background material and colour in the Supers book, this feels shallow and unimaginative. It's a shame.
Tiny Frontiers by Alan Bahr with Thomas Keene from Gallant Knight Games, is a wonderfully compact gaming system for space adventures. It provides a game that can be used to introduce new players, new settings, and new games quickly and easily.
The Tiny D6 system is a good base and works fine here with the Sci-fi application. Personally, I didn't care for a lot of the mini-settings applied here, and would have preferred either a lighter book or meatier settings. Not disappointed I picked this one up, though.