D6 2e Preview: Modularity, Oh My!

Art by Simone Tammetta, Ludvik Skp, and Tan Ho Sim for Gallant Knight Games. Copyright 2024 Gallant Knight Games

Modular? What does that mean?

When we sent our email about D6 System 2e, we knew it’d inspire a lot of questions! Today’s preview is the first in a series of reveals about what Gallant Knight Games has planned out for the new core rulebook for the D6 System.

If everything goes right, the next preview will have a Kickstarter page for everyone to follow along with!

Now, let’s dive into what we meant by modularity! As always, this is preview material and is subject to alteration or change before the final product!

Escalating Modularity

Throughout the D6 2e core rulebook, you will find that the book is structured in a series of escalating rules modules, each being used to introduce alternative rules or modifications to the baseline rules.

In addition, throughout the book, there are other sidebars and optional rules. These optional rules are designed to allow you to genre bend and modify the game to fit various themes, in a “plug-and-play” fashion. The additional and optional modules help you to fine-tune your campaign to fit the genre you’ve chosen to play in!

The modules are housed under various genres or sections of the book, but each module can be used with other genres and modules. That means, even if magic is housed under Fantasy, there’s no reason you can’t use it in superheroes or science fiction! If a module does not work with another module, we’ll call it out.

Some of these modules are long (several pages or more) and some are short (only a page or two)! The goal is to communicate as efficiently as possible.

Like any tabletop roleplaying game, the more rules you add to the game, the more likely an unusual edge case is going to come up. Dice mechanics are no match for the sheer power of imagination and creativity players can espouse, and as such, the GM must be prepared to make a few rulings now and then to ease the gameplay where the rough parts might cause fiction.

But…

Let’s put our money where our mouth is! Here’s a list of the currently written and planned modules for the core rulebook (with a few surprises held back). There’s a lot here, but we think you’ll be excited to read about it!

Core Rules
These are the basic rules that all D6 2e games need to function. They are the least complex distillation of the game. Attributes, skills, the wild die, and more all end up in this section.
Module: Hyper-lethal Combat
Module: Environments
Module: Pips
Module: Weapons by Genre/Era
Module: Experience Points
Module: Milestone Character Advancement
Module: Perks & Talents
Module: General Foes & Bestiary
Module: Templates


Fantasy
These rules cover fantastic and historical style roleplaying, from deep and dark dungeons to mighty quests and heroic happenings in worlds of sword and sorcery, high fantasy, low fantasy, and everything in between.
Module: Fantasy Skills
Module: Magic Points Casting
Module: Freeform Skill-Based Magic
Module: Active & Responsive Combat
Module: Fantasy Bestiary
Module: Fantasy Templates


Science Fiction
These rules cover hard science fiction, space opera, and more! If you want to careen across the stars in acts of rebellion, try to make ends meet in a difficult and dark universe, or boldly go into the utopian future humanity could have, this is for you!
Module: Science Fiction Skills
Module: Starships & Starship Combat
Module: Driving & Vehicles
Module: Psionics
Module: [Surprise!]
Module: Science Fiction Bestiary
Module: Vehicle Templates
Module: Science Fiction Templates


Superheroes
These rules cover superheroes, from the classic four-color paragons of goodness to the grim and dark Iron Age heroes who were soaked in blood while wearing pouches galore.
Module: Superheroic Skills
Module: Superpowers
Module: Gadgets & Gear
Module: Hideouts & Strongholds
Module: Nemesis, Companions, and Sidekicks
Module: Superheroic Templates

Whew…

That’s a lot of text. You deserve a cool art preview. Check out this piece by Tan Ho Sim for the book! You can probably guess what section it’ll go into!

D6 System: Second Edition!

D6 System: Second Edition!

D6 System 2E is coming! It’s been a long road, but we’re thrilled to be able to announce that our next Kickstarter campaign is the long-awaited D6 Second Edition core rulebook! 

Get the scoop on what you can expect with this project!

This is the first in a series of previews and reveals about the upcoming D6 System: Second Edition Kickstarter! We’ve got some big questions to get into, so let’s start!

This is a long-gestating passion project for the GKG team and we’re thrilled to have hit this milestone. (This is a long post, but more information will be coming over the next few weeks!)

What is D6 2e

D6 System: Second Edition (abbreviated to D6 2e) is a relaunch of the classic West End Games D6 Systemupdated and modernized as needed and presented in a new full-color hardback. It features a modern, modular, and and because its licensed directly from West End Games, Gallant Knight Games has been able to plumb the depths of historical D6 System content, helping to grab the best from this storied roleplaying games lineage, and bring all together into a cohesive new rulebook!

Why is it called “2e”?

Wow, that’s a good question. When we were talking with WEG regarding this project, for a long time, we struggled with the name. D6 System books often just were defined by “eras” or the systems they supported.  Finally, we all realized that even though numerous iterations and previous publications had existed, few (or none, really) of them had consistently presented themselves as an “edition”, but more as an evolution or iteration on previous releases. 

Together, the teams felt that calling this corebook “2e” would mark a new era in the game’s publishing line, and would help to codify and communicate clearly where the we were aiming to take the game line in the future, while also using language that existed in the tabletop rpg spaces common vernacular. 

Modular?

Yeah! We wrote the rulebook to present the updated D6 System as a series of “plug and play” modules. Rules are presented as discreet sections, so you can append, remove, or modify the existing D6 2e chassis with whatever best fits the games you want to run at the table.  The D6 system has always been a powerhouse for a variety of styles and our goal is to honor and elevate that as a core focus of the design process! 

The current modules intended for the corebook are:

  • Core Rules
  • Advanced Rules
  • Fantasy
  • Superheroes
  • Science Fiction 

Each of the above modules has various smaller sections and we’ll get into that soon! We’ve got even more modules planned for stretch goals, as well as additional content and genre modules.  

The Planned Project

The upcoming Kickstarter project (we’re just waiting for Kickstarter to approve the page so we can send and share a link to follow) will feature a full-color hardcover 200-page book in a 7×10″ size!

The core rulebook will have three covers you can choose between, featuring the initial three genre modules. While the contents are the same in each edition, you’ll be able to showcase your preferred genre on the table. 

The superhero cover is illustrated by Tan Ho Sim, and the fantasy cover is illustrated by Ludvik Skp!

The science fiction cover is underway and we’ll be revealing that soon. Be aware that these images, as well as the above information are subject to change as the project moves forward!