Babbling at the Counter #15.5 – Pen and Paper / Tiny d10 Playtest
Tiny d10 – My First Playtest
What’s Tiny d10? Well, it’s a free RPG system that’s in its
early stages of development. As such, its author is asking for some feedback
about what’s been published so far.
As the game is “Absolutely free… forever”, it’s
right up the Warehouse’s alley. I, as the Storeman, had to give it a try. So
here are my impressions with the system, after testing it with a friend.
Note: This isn’t a weekly review because the game is not complete yet,
but it’s actually playable. If you give it a spin, please let the author know
your opinion, so the game can continue growing and improving.
Tiny d10
Core Rules: The rules are well-written and are easy to understand and
follow. They are simple right now, but I expect to see more specific rules when
the Setting Supplements are published.
Character Creation: It’s fast and simple. Once you get it, it takes a
minute to create your character. You have four stats, and between them they
cover every kind of action: Power (physical strength), Reflex (quick feet and
readiness), Intelligence (mental ability and knowledge) and Aspect (social
skills). You choose what you are great at (+3), good at (+2) and the rest gets
+1. There will be character classes, but they are incomplete right now. As my
player didn’t used the special abilities we made (following the guidelines on
the site), I can’t say how they would have worked.
Conflict Resolution: Here’s where I fell in love with this system:
single d10 + Stat + Skill (if you have a useful one in the situation). The
target numbers used are 6, 8 and 10, and they work great. You easily know which
stat to use and then creating a difficulty is fast, too. Combat is treated
exactly the same way (redundancy in rules is good design, as it helps learning
and remembering them).
The game offered a lot of creative freedom. My job as GM was very
relaxed. It was obvious which stat we should use and it was better to play to
your strengths, but the character wasn’t crippled if he tried something weird.
The Luck System: This is one of the weakest points of the system. I
loved the idea “ask for something and see if the dice give it to you” but, as
the chances of luck actually happening were so low (1 in 10), there was no
suspense. When he used his luck ability, neither one of us was expecting it to
succeed. And it didn’t.
I’d rather give players a more direct control over the narrative, like
“Destiny points” or “Plot points” if you’d like. Something to “spend” to catch
a break instead of a gamble that will most surely fail.
Action Points: Something like this (read Luck System if you skipped the paragraph
and have no idea what I’m talking about). Action Points can be spent to
increase your odds of success on any given throw. They are simple and nice. I
just would offer the chance to use them as “plot tools” instead of relaying on
the separate Luck Mechanic.
One unexpected twist here is that your Action Points come from the same
pool that your Health Points. At character creation you have 10 points to split
between the two. It’s not a bad twist, though. I see it as having two polar
opposites: a lucky bastard that can make explosive moves but goes down with one
hit; or a tank that plays it safe. You can make anything in between, favoring
Action or Health, or maybe looking for a balance between the two. It’s new and
unusual, but in a good way.
Bottom Line: I enjoyed Tiny d10 and plan on playing more of it. It’s the
kind of simple game we look for here in the Warehouse. It gives both players
and GM freedom to work with, and its rules are explicit enough that no one
feels cheated.
I can’t wait to see more from it, and you can expect to see more here.
I’ll try to keep you updated, but don’t forget to check the official site, too.
- The Storeman