The Six-Letter System
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
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Brawling 1, Fire (Rifle) 1, Handicrafts (Cooking) 1, Liberal Arts 1, Speech 1, Survival 1, Tracking 1, Writing 1





