In my constant tinkering of the Open D6 and Mini Six rules, one of my goals has always been to create a set of mechanics that provides the simplicity and flexibility needed for gaming in a convention (or time limited) setting. The prerequisites for this include being easy to teach, common consistency in core mechanics and allows genre specific additions to be easily bolted on.

My most recent attempt at this is Raw Six, where I’ve pared back Open D6 to what I think are its fundamentals. However, I’ve also looked to add more player agency with a Stress mechanic, that allows characters to gain temporary advantages, at a longer term cost.

Like Simple Six, Raw Six leans heavily on the design philosophy of AntiPaladin Games’ Mini Six rule set and I’m forever grateful for the efforts of Ray Nolan and Phil Morris.

So, please feel free to download this draft and email me any feedback (good or bad) at unboundpublishing@gmail.com.

Updates in Version 1.2 (August 2021)

The focus of this update is to mostly fill in some of the details of the mechanics and provide examples to demonstrate how the system works,

  • Fixed up various typos and grammatical errors.
  • Added an Example of Play and Example of Conflict.
  • Added Example Tags.
  • Added Example Perks and Complications.
  • Added rules for gaining benefits of playing character over multiple scenarios.
  • Added a section for Powers and special Abilities.
  • Added a short section on how or when Tags can be invoked.
  • Added a sixth Attribute (Charm) to separate charisma from willpower type abilities.
  • Added rules for Mental Toughness and defence, allowing to account for horror or psychological effects.
  • Added the sample setting of Jericho.

Archive

If you are interested in the development of this set of rules, the archive of previous versions/drafts can be found here: