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C. J. Koger

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A member registered Mar 04, 2020 · View creator page →

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This is rad, love the vibe and the art. Mechanics are from fun systems and look solid. I'm in the middle of running a kickstarter but I'm defintely going to try and run this in the next few weeks. 

Haha, I didn’t even put that together either. I had to push a game also that was supposed to be on Sunday. Haha. Enjoy your weekend. 

Changed art attribution as needed on D6 Danger System v1.2

My apologies, you are correct. I adjusted a couple things in the example of play, and went back through to check for typos in the text,  but didn’t recheck the dice roll results again. Also, very impressive flow chart! 

Look forward to hearing about the game! Devlog and example are uploaded.

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Tell you what, let me post a one page example of play I have tomorrow. I’ll add it to the main book downloads.  I’ll do a devlog about it tomorrow as well. Thanks! Also, when are y’all playing this week, and do you mind shooting me a private message afterward to let me know how it went? I'd love to hear your player and GM feedback. 

I did look at doing it with d10s for a time. The range of the D6 works for me, and also I like that almost anyone has a couple of “regular” dice lying around they could use to play. 

In the rules as written right now, that would be a spectacular success with a complication. I have gone back and forth a bit with that one, and have considered changing the Danger Die Complications to above and not equal to and above. In the end, I landed on how it is written now. 

So, this is designed around a one shot story, so the HP and Grit you have is all you have. In between stories, if using the same characters, I would just have them heal up completely. There isn’t a healing system set up. If you wanted to add some one use mechanical items, like a medical kit or similar, that could heal someone in a limited scope, I would say go for if it fits your game. 

Using 15 points provided the best balance, especially since this was more designed for one shot games. You characters should be fairly competent at what they do. If you put 5 into everything, you basically pass any roll 2/3 of the time. At 6 / 5 / 4, you have 83% / 66% / 50 % pass rates, giving you something you are really good at, good at, and not good at. You could even go 6 / 6 / 3 if you were really min/maxing and be great at 2 things and terrible at one. Within a D6 system the percentages swing in bigger numbers with each point in a skill, and 15 points ended up being the ideal breakdown for me. 

I would say it is kind of a death spiral. The hit points reflect more of the superficial physical damage and exhaustion. Once you start taking damage to your grit, these are more serious wounds. And yes, that means that when rolling grit, you are rolling against whatever the current value is, even if that has been lowered by wounds. 

I’m glad to hear the list of potential complications is helpful. I tried to give a decent number of examples and ideas. 

Actually both. There will be some additional Keywords. I’ll eventually collect all of them so there is a list to use outside of the modules.  Also, there will probably be a couple of custom mechanics in upcoming modules like there was in Zombie Raid! 

Glad you like the new mechanic ideas. They were fun to play with, the the keywords will start to be a bigger part of the game in the future. Also, I am playing with a few others for additional modules, but also for larger settings. 

Thanks for the typo heads up as well. I’ll edit that tomorrow and get the new copy uploaded here. 

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.  

Yes, that is a pretty solid take on how things work. I like that idea as well. The character doing work on down time to expand their knowledge and range of abilities and expertise. 

That was weird. Thanks for the heads up! It is fixed now.

Zombie Raid! is finally out. In this five page adventure module for the D6 Danger System, the characters are faced with heading in to a camp full of raiders and killers while in the middle of the zombie apocalypse. They have the zombie virus cure, but can they find the supplies they need and survive long enough to finally get back home?

Zombie Raid! is laid out similarly to the previous adventure modules, but also adds new mechanics to the D6 Danger System that were custom made for this adventure scenario. It is now available for download at https://criticalmist.itch.io/zombie-raid-a-d6-danger-adventure-module 


Zombie Raid, the second adventure module is now live. There are a couple of new, simple mechanics to play around with in there.

I do have a one page example of gameplay I can load up later today to go along with the other files. I’d love to do some actual plays, and have reached out to some people I know about setting them up. Doing high quality actual plays takes a lot of time and effort, so it’ll be a project that might take a while. 

As it stands right now, it is definitely designed more as a one shot or short campaign game. It was designed around being a pick up and play, minimalist game system. Since it revolves around a narrative structure with a light resolution system, the largest hurdle is that there isn’t really a system set in place for mechanical character advancement or leveling. That is the thing that most people want in long term games. 

Thanks for reaching out! I got tied up with some other work for my day job. I am actually sitting down and finishing up the first one right now as I type this. I'll have it out tomorrow. I am  playing with a couple additional rules for the second one that I am currently play testing. After a couple more sessions it should be good to come out. 

I just released D6 Danger System last week. It is a fast-paced, rules-light system designed for any setting. All the mechanics are based around a streamlined, player-centered roll so it keeps you in the action and the story. Included in the book is a randomizer for adventure ideas and the system works great for pick up and play games, bringing new people into roleplaying, and one shots especially. It is currently pay what you want at https://criticalmist.itch.io, and I'd love any feedback if you check it out. Thanks!

I have made good use of the PDF compressor, so thanks for the tip. I also added an A5 version in a dark theme that you can download as part of your purchase now as well. 

Thanks for checking it out. It’s been fun to put together. Also,  good heads up on the pdf size. 

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D6 Danger System


The D6 Danger System is a quick, narrative tabletop roleplaying game for a group of two to five people with simple, player-centered mechanics. Designed by CriticalMist, who has decades of experience in the roleplaying game space, the system is flexible enough to be used for different genres or settings. The system really thrives in a story where the players are competent butt-kickers, ready to take down their enemies and solve problems on the fly with wit, grit, and a bit of screw it. Within the game itself is everything you need to sit down and play right away, and it will continue to be supported with updates and separately available adventure modules.


This is my first publicly available game system after doing this for fun and friends for a long time. I am excited to get it out in the world and will continue to update it over time  

It is available at https://criticalmist.itch.io/d6-danger-system


Thanks for taking a look! 

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