Category Archives: D6

Interview: Greg Saunders

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About a week ago I wrote about Greg Saunders’ Exilium Kickstarter. Since I was interested in learning more about his new game and the man himself, I asked him to answer a couple of questions. He’re are his answers.

Stargazer: At first I want to thank you for taking your time to answer a few questions for us. So, who is this Greg Saunders anyway? Please tell us a bit about yourself. When did you start playing roleplaying games and what made you writing your own?

Greg: I’m a father of two who’s been playing RPGs for years, since about the age of ten when AD&D was my game. I’ve played a huge number of games, especially in the eighties and nineties, my favourite from my youth being WHFRP and the Enemy Within campaign, and of course CoC. I first started writing games when I didn’t have much time to play them, due to the arrival of my two children! I have a fairly creative streak (I also do some sculpting of miniatures to an amateur level), so it’s an expression of that same desire. The Indie RPG scene really put me on to the idea that mechanics can be used to reinforce themes, and that’s at the core of my writing. Exilium uses an open generic rule set, but it has been adapted to specifically work with the ideas of redemption that drives the narrative of the game.

Stargazer:  With this out of the way, let’s have a look at “In Flames” and “Exilium”. You’re currently running a Kickstarter project that is supposed to fund a reimagined version of “In Flames” called “Exilium”. What made you considering creating a new version of the game and can you elaborate on some of the planned changes?

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Kickstarter: Exilium–An Open D6 SF RPG

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Today Greg Saunders, the designer of “In Flames” contacted me. He is currently trying to fund “Exilium” which is a reimagining of the aforementioned “In Flames” RPG. So what is Exilium all about?

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Exilium is a science fiction roleplaying game based on the Open D6 System. In the game you play a character who has the feeling of being trapped in a body not their own. Eventually it turns out that your character was once part of a group of post humans living in a paradise-like realm called Elysium. Because of some crime committed, you have been banished. Your ultimate goal is to earn the right to return to Elysium.

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Greg is trying to raise enough money in order to add full-color art and professional layout to Exilium. The rules are already written, and all the material already released for “In Flames” will be included. But Exilium is not a simple patch job. The setting has been overhauled based on player feedback, and some details have been tweaked for ease of play.

The funding goal is set as 1500 £. As of the time of this writing 662 £ have been raised. So is Exilium a Kickstarter project worth your attention? If you are a fan of either the d6 System or scifi you definitely should check it out. The risk is minimal, since there are no unrealistic stretch goals, and the text is already done. As soon as the project is funded (and if you pledged at least £10) you’ll get an art-free version of the game (and of course the final release version at soon as it’s done). Sounds like a fair deal to me.

If you want to learn more about Exilium check out its Kickstarter page.

Why WEG’s Star Wars The Roleplaying Game 1st Edition is my favorite d6 System game

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Ok, I think I things got a bit out of hand with this title, but that’s basically what I want to write about today. Let’s get some things out of the way first: I am not talking about WEG’s version of the Star Wars universe here. This post is first and foremost about the rules Greg Costikyan came up with.

The mechanics in Star Wars The Roleplaying Game 1st Edition are a successor to the system employed in WEG’s Ghostbusters RPG. In its core it is a dice pool system in which you roll a number of six-sided dice equal to the relevant attribute or skill and compare the total result to a difficulty level set by the GM. If your attribute or skill has a score of – for example – 4D+2, you roll 4 dice, add their results together and add 2. It’s perhaps a bit more math intensive than counting successes in other games, but even a first grader should be able to do it.

To make things simple the game assumes that if you have a certain score in an attribute you automatically have the same score in all skills dependent on that attribute (if you haven’t improved it yet). So if you have 4D in Strength, you have 4D in Brawling, 4D in Climbing/Jumping, etc. I am sure you get the drift.

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