Space Break! A D6 Danger System Module
A downloadable game module
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Space Break! is a four page full color supplement, and is the first in a series of modules for the D6 Danger System roleplaying game. In Space Break! all of the characters are inmates working together to escape the dreaded Sector 39 Interment Satellite. This module is designed to help a GM run a game using the D6 Danger System, which is a fast-paced, narrative roleplaying system. You will find adventure ideas, encounters, and game running tips inside. The D6 Danger System roleplaying game rules are required to run this module.
Status | Released |
Category | Physical game |
Rating | Rated 5.0 out of 5 stars (1 total ratings) |
Author | C. J. Koger |
Genre | Action, Adventure, Role Playing |
Tags | d6-danger-system, module, prison, scifi, Short, Space |
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Click download now to get access to the following files:
D6 Danger System - Space Break!.pdf 322 kB
Development log
- Space Break! UpdateFeb 23, 2022
Comments
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I noticed *Body Armor* in the "Items in the Prison" section - how do you handle PCs with this kind of gear? Do you let this have an effect on the mechanics at all?
So all items are handled narratively in the system, and don’t usually have a mechanical effect other than letting you do whatever they would do. Having a gun let’s you shoot, when you otherwise wouldn’t be able to. With the body armor, that has worked so that in a situation where you would take a Hit from physical damage on a failure, there is some grace in the narrative worked out by the GM and players. Say if the player said, “hey I put that body armor on, I want to charge down the hall where the guards are firing and to the next hall.” The GM could go, “Alright, if you fail you won’t take a Hit this time, but you still won’t get to where you are trying to go.”
I think a simple mechanic of it absorbing the next Hit would make sense, there just isn’t a mechanical system for gear at this point. It’s something I’ll start looking at. Also, in your game when running it, there is the flexibility to make those calls as you see fit.
Cool - that's like borrowing a trope from all those cop shows where their body armor absorbs a first shot, but then they discard it afterwards (mostly because it's dented enough to become a hinderance). One use items and gear - and finding ways to repair those things - sounds like another great way to keep the game interesting.