West End Games D6 2e is coming!
And as with all the good things that are coming, it’s time to talk about it and give some insight into the process. We first announced our license with Nocturnal Media & West End Games last October, and that intervening 15 months has been spent playing all manner of old West End Games products, ranging from Ghostbusters, to various incarnations of the Star Wars Roleplaying Game to the later OpenD6 and even the arguably more obscure titles like Hercules & Xena.
West End Games and their D6 system is a storied and valuable part of the past of the roleplaying industry. The design strength that underlies this previous incarnations is apparent, even today, and it’s an exciting chance to refresh, update, and pay homage to a historic design!
The Core of OpenD6
When deciding to do a new edition of the D6 System, there are a few key points that must be considered first. What are the guiding design principles of D6 and what are the essential identity elements a new revision & edition must have?
Our design team felt that the core of the classic D6 System can be distilled down to a few core elements:
Fistfuls of D6s.
- The core D6 idea of rolling lots of d6s is key to the game. The core resolution of “roll against TN” task resolution is essential in maintaining the feel of the game (as is the Wild Die). Losing that feel would violate one of the core tactile experiences you get from D6 System!
- D6 System is an game closer to simulationist than narrative, best defined as “moderate crunch”. Streamlining the game is acceptable, but the game should remain recognizable and maintain a similar level of complexity at the deepest level (the core idea being complexity, not complication).
Lots of Customization
- D6 is flexible and can run a variety of genres. It’s easy to customize and adapt the D6 System engine to all sorts of amazing games!
After about 6 months of intensive playtime (the best part of the job!), we landed on some core ideas we wanted to bring to the D6 System Second Edition.
Updates to the D6 System
Character Creation – Streamlined
- Improving the speed of character creation and ease of creation will be a primary goal. Templates are absolutely essential to this process, as is updating and streamlining the freeform chargen processes.
Complexity, not Complication
- A game like D6 thrives upon complexity, but dies if it’s too complicated. Deep tactical choices are fun, complicated and finicky rules are not. In playing the various iterations, both with new roleplayers, experienced roleplayers, and new and experienced GMs, the core feedback kept being that the simpler versions of the D6 System were more enjoyable, easier to teach, and more accessible.
(Even More) Modular and Optional Rules
- By continuing to provide (as well as improve on) modular and optional rules, we can achieve a core design goal for this edition, and provide players and GMs “dials”, that they can arrange to their liking. This will allow quicker and faster adaptation to genres.
Gaming communicates in a different way in the decades since D6 came out. Updating, clarifying and modernizing the communication in the books is a key goal.
There’s a lot to unpack in such a storied line of games, and we’ve been hard at working, working to design a game that will appeal to fans of all ages, experience levels, and familiarity with previous D6 products. We’re really proud of what we’ve got, and we’re going to start unveiling the pieces soon!
- The Gallant Knight Games Design Team!
GALLANT KNIGHT GAMES is proud to announce the Director’s Cut of TOBIE ABAD’s A Single Moment.
This new edition contains revised and expanded addition, presenting new mechanics, new playsets and new narrative guides to high stakes, dramatic storytelling! These books are brought to you by the partnership between Tobie Abad’s TAG Sessions and Gallant Knight Games. Featuring writers like Tobie himself, Carol Darnell, Rob Vaux, and many more, A Single Moment – The Director’s Cut is the definitive edition of the game that inspired new ideas and mechanics, even whole other games!
Other writers in book include respected Philippine Game Designers and Storytellers such as: Nathan Briones of Project Tadhana, Lanz Frago-Crisostomo and Che de Leon of the Greasy Snitches, Mon Macutay of Abubot.ph, Adrian Martinez aka the Great Old One, Thomas Regala of The Epic Gaming Regiment. Rocky Sunico and Flip Velez.
A Single Moment – The Director’s Cut is based on dramatic flashback mechanics that help unfold an ongoing narrative story of a conflict between two samurai, framed around the impending duel to the death. Players will collect dice and scars as they explore past conflicts and trauma, building up to the inevitably fatal confrontation that will bookend the session.
The core book will detail the mechanics, as well as provide guidelines for narrative game play and other optional play modes!
The core two-player game
All new rules for Solitaire play
An expanded game that handle more than two players.
Multiple playsets to move the game into other genres (Space Opera, Romantic Comedy, Westerns – We have over 25 new playsets!)
All the tools and aids you need to play, as well as designer commentary from Tobie himself!
We’ve engaged the fantastic Daniel Jimenz to provide all the gorgeous art for this book, and he’s turned in beautiful work across the board!
The Cover for A Single Moment – The Director’s Cut
The Kickstarter will be coming soon!
Ogden, UT – November 21, 2018 – Gallant Knight Games is excited to announce they have signed a deal with Old Skull Publishing, to help produce tabletop roleplaying games! Diogo Nogueria is a talented designer, whose creative art and game design has powered Old Skull Publishing to the top tiers of classic d20 style gaming!
The agreement allows Diogo & Old Skull Publishing to focus on his game and product design while retaining complete control over both new and existing properties. Gallant Knight Games will assume most of the role traditionally associated with a publisher, including sales, marketing and inventory. All of the games with be co-branded by both Gallant Knight Games and Old Skull Publishing.
“I’ve loved Diogo’s work for a good long while (some of his innovations feature in my own Venerable Knight Classic’s line)! We had the chance to work together a bit at GenCon, and sit down and talk about the future and opportunities, and I’m beyond thrilled that Diogo shares the same vision as we do at Gallant Knight Games, and he’s willing to join our family to help bring it to fruition!
“I am super excited with this! Alan is great guy to talk to and an inspiration for myself! The way he produces his own games and the way he deals with his collaborators and other game designers is an example to be followed (even by those people in the bigger publishers). Being from Brazil, it is pretty hard to have a presence and penetration in the international RPG community. Internet helps, but being able to get your books to conventions, stores and other places helps a lot. Alan was kind enough to offer a helping hand, and I am really grateful for that. Now, with his help and support, Old Skull Publishing is ready to push harder and reach for excellence! I am super excited! Have I said that already?”
UPCOMING FROM OLD SKULL PUBLISHING
Coming up from Old Skull Publishing is a Compiled, Revised and Expanded version of Sharp Swords & Sinister Spells, combining the core book and addendum into a single tome, with new art, rules and layout, as well as the urban fantasy roleplaying game Dark Streets & Darker Secrets!
Look for more details soon!
Utah, UNITED STATES (7/30/2018)
Announcing We Are All Monsters, Here, a New Tabletop Roleplaying Game
“We have always been here, and we will be here long after you are gone.”
Gallant Knight Games and Jaym Gates are teaming up for a late 2019/early 2020 urban fantasy tabletop roleplaying game. The game will be funded via Kickstarter, with a planned launch period of 2nd Quarter 2019, and a fulfillment goal of early 2020.
Inspired by the rich wellspring of mythical urban fantasy (such as the works of Charles de Lint, Terri Windling, Patricia Briggs, and Guillermo del Toro), We Are All Monsters, Here puts the player in the role of a mythical being caught between safe invisibility, and saving the world at great personal risk. Themes include the shaping of personal heroism, chosen family, and the challenges and triumphs of finding your way in a changing world.
A new mechanical system is being developed for the game, engineered to draw on the traditions of oral storytelling and hidden identities, while maintaining an approachable and easy to learn focus.
The core writing team includes Crystal Frasier, Ann Lemay, Elsa Sjunneson-Henry, Tanya dePass, Kat Richardson, Elizabeth LaPensée, and Gina Ruiz, while Gates manages development.
“I’ve worked on some of the Tiny Setting projects from Gallant Knight Games, as well as collaborating with Alan during the fulfillment of the Genius Loci Kickstarter, and I am incredibly excited to be working with the company on this brand-new setting. I’ve wanted to do a Green Man sort of RPG for a long while, and to be doing it with such an amazing team of contributors is a dream come true.” – Jaym Gates
About the Team
Tanya DePass is the founder and Director of I Need Diverse Games, a non-profit organization based in Chicago, which is dedicated to better diversification of all aspects of gaming. I Need Diverse Games serves the community by supporting marginalized developers attend the Game Developer Conference by participating in the GDC Scholarship program, helps assist attendance at other industry events, and is seeking partnership with organizations and initiatives.
Tanya is a lifelong Chicagoan who loves everything about gaming, #INeedDiverseGames spawn point, and wants to make it better and more inclusive for everyone. She founded and was the EIC of Fresh Out of Tokens podcast where games culture was discussed and viewed through a lense of feminism, intersectionality and diversity. Now she’s a co-host on Spawn on Me Podcast. Along with all of that, she’s the Programming Coordinator for OrcaCon, the Diversity Liaison for GaymerX and often speaks on issues of diversity, feminism, race, intersectionality & other topics at multiple conventions throughout the year. Her writing about games and games critique appears in Uncanny Magazine, Polygon, Wiscon Chronicles, Vice Gaming, Paste Games, Mic, and other publications.
Crystal Frasier is a writer, game developer, and comic writer with twenty years’ experience, best known for her work on the Pathfinder line of roleplaying games and adventures and Green Ronin’s Mutants & Masterminds superhero roleplaying game. She strives to make games worlds where everyone can see themselves reflected. She is a survivor of both the Art Institute of Seattle and New College of Florida, and pulls heavy inspiration for her work from European, Central American, and African history as well as the works of L. Frank Baum and Lewis Caroll. In her free time, Crystal reads comics, walks her corgi, and obsessively rewatches old cartoons from the 80s and 90s.
Jaym Gates is an author, editor, and game developer with a background in publicity and public relations. After a stint as the Communications Director for the Science Fiction and Fantasy Writers of America, she has worked as a freelance editor and author for clients including Amazon Publishing, Atlas Games, Vigilance Press, Margaret Weiss Productions, Onyx Path Publishing, Posthuman Studios, Owlcat Studios, and many more. She is currently the Editorial Coordinator for Green Ronin Publishing and the Managing Editor for Nisaba Press, as well as serving as an acquiring editor for Falstaff Books.
As an anthology editor, her titles include Strategy Strikes Back: How Star Wars Explains Modern Military Strategy, War Stories, Upside Down, Strange California, and Genius Loci, as well as tie-in anthologies for Eclipse Phase, Vampire, and Exalted.
In her spare time, she reads, rides horses, gets strange bruises from martial arts, and consults for futurist groups. You can find out more about her at jaymgates.com, or on Twitter as @JaymGates.
Elizabeth LaPensée, Ph.D. is an award-winning designer, writer, artist, and researcher who creates and studies Indigenous-led media such as games and comics. She is Anishinaabe from Baawaating with relations at Bay Mills Indian Community, Métis named for Elizabeth Morris, and settler-Irish. She is an Assistant Professor of Media & Information and Writing, Rhetoric & American Cultures at Michigan State University.
Most recently, she designed and created art for Thunderbird Strike (2017), a lightning-searing side-scroller game which won Best Digital Media at imagineNATIVE Film + Media Arts Festival. She also designed and created art for Honour Water (2016), an Anishinaabe singing game for healing the water. Her work also includes analog games, such as The Gift of Food (2014), a board game about Northwest Native traditional foods.
She is a 2018 Guggenheim Fellow. Her ongoing contributions have been recognized with the Serious Games Community Leadership Award (2017). She was a Research Assistant for Aboriginal Territories in Cyberspace and continues to collaborate as a Research Affiliate in the Initiative for Indigenous Futures. Her dissertation in Interactive Arts and Technology from Simon Fraser University in British Columbia shares experiences from the Indigenous social impact game Survivance (2011). She was a Postdoctoral Associate for the University of Minnesota’s Research for Indigenous Community Health Center where she continued community-led work.
She runs hands-on workshops in an effort to build capacity for Indigenous-led game development. She created curriculum for the award-winning Skins Workshops developed by Aboriginal Territories in Cyberspace and the Initiative for Indigenous Futures. For over ten years, she has offered workshops to partners including the United Indian Students in Higher Education Youth Day in Portland, Oregon; Aboriginal Youth Science Exchange Camp in Sault Ste. Marie, Ontario; Urban Native Youth Association in Vancouver, British Columbia; Native Girls Code for Gen7 in Seattle, Washington; Electa Quinney Institute for American Indian Education in Milwaukee, Wisconsin; Salish Kootenai College in Polson, Montana; and the Indigenous Youth Empowerment Program in Lansing, Michigan.
Born in Montreal, Quebec, Ann Lemay was raised on Star Trek and Star Wars. She has been reading, watching, breathing, and living all things science fiction and fantasy for as long as she can remember. After joining Ubisoft Montreal as a community manager in 1997, Ann subsequently worked in the game industry as a game designer, narrative designer, and writer on a wide range of projects. In 2010 she moved to BioWare Montreal, where she wrote for Mass Effect 3, Mass Effect 3: Omega, Mass Effect: Andromeda, and contributed to Dragon Age: Inquisition. After taking a short pause from games (mostly to sleep), she was lured back to Ubisoft to work on Discovery Tour by Assassin’s Creed®: Ancient Egypt, Assassin’s Creed Origins and an as yet announced title.
Currently, Ann is looking forward to taking on a new role as Narrative Director, at an as yet unrevealed company, with a pretty cool team. A determined advocate for diversity in games, she works to mentor and support like-minded voices in the industry.
The Game Narrative Toolbox, a book Ann co-authored with Jennifer Branders Hepler, Toiya Kristen Finley and Tobias Heussner was published by Focal Press in June, 2015. It is available on Amazon: http://www.amazon.com/Narrative-Toolbox-Focal-Design-Workshops/dp/1138787086
Bestselling author of the Greywalker novels, Kat Richardson currently lives in Western Washington, writing and editing Science Fiction, Crime, Mystery, and Fantasy. She is a former journalist and editor, with a wide range of non-fiction publications on topics from technology, software, and security, to history, health, and precious metals. A lifelong fan of crime and mystery fiction, and noir films, she is also the author of the Science Fiction Police Procedural BLOOD ORBIT under the pseudonym K. R. Richardson. She’s taught writing workshops for Clarion West, Cascade Writers, PNWA, Mystery Writers of America, ArmadilloCon, and Foolscap, and when not writing or researching, she may be found loafing about with her dogs, shooting, or dabbling with paper automata.
Gina Ruiz is a Chicana author living in Los Angeles. Gina was a PEN Emerging Voices Fellowship finalist in 2014. At the moment, she is knee-deep in researching the Mexican Revolution, as well as the Knights Templars. Gina also writes essays, articles about food, recipes, book reviews, and urban fiction.
One of her speculative short stories, “Chanclas & Aliens” is included in the anthology Ban This!, while “Lorca Green,” is in the anthology, Lowriting. Gina has a few more short stories about characters related to those in “Chanclas” and “Lorca” on this site in the Stories section, while others are upcoming.
Gina is a member of Linkedin Journalists and Las Comadres Para Las Americas. You can find her on Facebook, Twitter, and LinkedIn. An avid reader and aspiring Medievalist, she inventories her books and documents her reading on LibraryThing and Goodreads. Occasionally, she blogs on the writing process.
Elsa Sjunneson–Henry is a gimlet made from feminism and snark. She is a deafblind speculative fiction writer, editor, and disability activist. She’s the Managing Editor of the Hugo Finalist Magazine Fireside. Her game work has appeared in her own game, Dead Scare, as well as Blue Rose, Wraith 20th Anniversary Edition, Threadbare, Dracula Dossier and others. She writes from a dragon lair in New Jersey. You can find her @snarkbat on Twitter.
Utah, UNITED STATES (6/21/2018) –
Gallant Knight Games and Zorro Productions, Inc are pleased to announce that they have entered into an agreement to bring the exciting swashbuckling world of Zorro to a tabletop roleplaying game!
Gallant Knight Games will bring the first full Zorro Roleplaying Game to two exciting rulesets: Savage Worlds and the upcoming West End Games D6 Second Edition.
“I grew up on the classic Zorro TV series, the movies and the books.” Alan Bahr, GKG’s founder and lead designer. “Being able to bring a classic and exciting property to the tabletop, and marry it to the newest iteration of the classic D6 System is an opportunity beyond belief! The D6 System has a history of classic properties, and Zorro is an obvious choice to join those echelons.”
The D6 System edition of Zorro is being targeted for a late Q3/early Q4 Kickstarter this year, with Savage Worlds to follow in a separate Kickstarter in 2019!
The Kickstarters will include accessories, such as dice, card decks, and tokens to bring Zorro to your taqbletop in a high-quality fashion, as well as deluxe books, replete with detailed information about the world of Zorro.
ABOUT GALLANT KNIGHT GAMES
Gallant Knight Games is a Utah-based roleplaying and publishing company dedicated to heroic, fun and high-quality RPG materials. They are best known for the TinyD6 line, while venturing out into new ideas with the Gallant Pocket Games, Venerable Knight Classics, and other game lines, such as the espionage thriller RPG, Cold Shadows.
ABOUT ZORRO PRODUCTIONS INC.
Zorro Productions Inc. controls the worldwide trademarks and copyrights in the name, visual likeness and the character of Zorro. The brand is represented worldwide for all media and ancillary products direct and through a network of agents. John Gertz, President and CEO, has been guiding the brand for over forty years through major films, television, stage productions, videogames, publishing projects, licensing/merchandising and promotions with thousands of licensed products. The corporate offices are located in Berkeley, California. http://www.zorro.com