A downloadable game

Buy Now$3.00 USD or more

PushD6 is a modular, minimalist RPG, designed to be easy to pick up, without needing to memorize much.

PushD6 Core contains the core rules, and almost nothing else. Modules for microsettings and rules add-ons are on their way, but will be sold separately.

To play, you need at least 2 players, pencils and paper, and around 5 standard six-sided dice for each player.

Purchase

Buy Now$3.00 USD or more

In order to download this game you must purchase it at or above the minimum price of $3 USD. You will get access to the following files:

PushD6-Core.pdf 7.5 MB

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Community Copy

If you aren't able to pay for a copy, for whatever reason, help yourself to a community copy of PushD6: Core.

A community copy will be added to the pool for every $3 above the asking price someone pays.

Development log

Comments

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Things i like:

  • -Easy to read, minimalistic in his construction but with a lot to master. Wih just 3 stats and a couple of traits it’s fast paced and gives a lot of narrative control. If the Stat or Trait fit, you go for it.
  • -Love every part of Advancement, it incentivizes the action, the pushing, the happiness and fun.
  • -The micro-settings are so good! would love to read a whole bunch more of them!
  • -Difficulty is perfect setted. No more, no less. Bull’s eyes!

Things i miss:

  • -Character creation could be a llittle more up in the sheet, side to side to Stats, or trait. I need to know how to build my character first before anything else.
  • - Examples, Examples! Of Combat sequences, of Traits, of Doom consequences, Core Concepts, Narrating the Traits.
  • -More Push! For be the Name of the system it’s just mencioned one time, and i see a LOT of potential to do variants of Push: Force the opponent to push against his will in high rolls to make them reroll, fail and burn dices of them; An ALL OUT PUSH like a desperated move to reverse a dire situation (One Use per sesion?), just Push just a +1 in the Dice to do a clutch save, at cost of increase the Doom.   

Things am cofussed at:

  • -Doom is great! Really unique style! Am done with HP and MP, but how many full Doom reset you need to actual die? The GM can narrate a minor Consequence and keep going and going if does not want to kill. And with no mechanical concequences can allow to narrate good, or give the chance to narrate to the Player if he wants, and escape heavy consequences. Unless this is inteded for more narrative interaction (It’s confirmed this is intended).
  • -Turn Order. With more players, all taking Fast Turn first allways. I imaginate situations when All The PLayers can gang up one NPC and one-shot him. And then comes Slow turn, so two actions for all players again than can all be coordinated again and focus in one target. But am guessing NPC’s have more resourses and are more bulky to avoid being killed so easily, the GM can narrate good defense traits too.
  • -Pushed dices than fail are lost until rest. But lost… how? I have a -1 dice to all rolls, or just with the specific trait i pushed? -1 dice for the Stat i push? Maybe am just bad at Reading, beg me pardon.
  • -Right in the beginning says: “Roll a number of d6” But until you don’t read ‘Stats’ you don’t know Exactly what you roll for D6. You can figure it out, yes, but you can improve clarity form the start saying is related to ‘Stat’.