Ey what are some good d6 systems? D6 has always been the holy grail for me, haven't seen much of good implementations apart from the outlines of
Lithium Flower's very intriguing system from local Codex CYOA.
I exclusively run indie-RPG systems that use 2d6. Specifically, there is an entire family of systems sometimes referred to as "powered by Apocalypse" that I enjoy. These systems are, generally speaking, more narrativistic and less crunchy than D&D, with a tighter focus and fewer rules fewer rules, no segregation between combat and out-of-combat actions. A GM can make gameplay either extremely abstracted and cinematic or more detailed and tactical (I ran a difficult world crawl thing for a year thing using one of these systems so its certainly not a exclusively a narrativistic system) but you generally. Personally, I find that I have a lot of difficulty going back to the "Okay guys, combat is starting, let's roll for initiative" structure and greatly enjoy the more natural flow of 2d6 systems which I find to be much more intuitive than that of D20, though I admit that I have only played a handful of non 2d6 systems so take my opinion with a grain of salt.
To my knowledge it all started with
Apocalypse World by Vincent Baker:
http://apocalypse-world.com/
This system introduced a bunch of mechanics and a philosophy that rocked the indie-RPG scene. It is designed to roleplay a conflict-ridden post-apocalyptic society. The way said conflicts develop is done THIS well - the idea is that the game master sets up 2-4 threats, each with a doomsday clock that advances as a result of player failure to control the situation or the passage of time. As the clock advances, escalating consequences occur which are designed by the GM in advance, such that the game begins with a few manageable threats and ends in a snowball of rape and fire. There is no traditional party structure - instead each character is a member of said community doing their own thing and there are no rules that prevent players from allying with one another or turning on each other.
As I wrote above, there is also no segregation between combat and non-combat actions - whether you are trying to seduce someone or shoot them, you always roll 2d6+relevant stat and look at the result: 6- is always a failure, 7-9 is always a success with some unwanted consequence, and a 10+ is always a success. A critical part of this is the "fail forward" system, meaning that whatever the result, it must be consequential - where in D&D failing a perception check to examine some tracks may mean one simply fails to notice anything of note, in ApocWorld it could lead to the PC that failed a roll being ambushed then and there (this also means that you generally only roll for consequential shit and - I've had sessions full of tense intrigue where no one ever rolled a die and other sessions where every roll snowballed into another through the weight of consequence.) Instead of turns the GM allows the players to act in a sequence that makes sense according to the situation at hand, such that a frontline fighter may be given an opportunity, and when they inevitably get their face blown off the doctor PC may ask the GM if they would have time to run into the battlefield to drag their body back, etc. In practice, I found that combat is much harder to run
well than in D&D due to a lack of structure, but once everyone is on the same page it is a flowing and fast paced experience that takes no prisoners that I personally find much more engaging than turn-based D20 crunch. Maybe I'm just a faggot.
This game is also setting-agnostic for the most part, so you can use the same rules for Mad Max or STALKER or Euromaidan or x postapoc settings with little to no modification. The book itself is an excellent read and is some of the best teaching tools for a GM you can find, written in a very accessible, informal tone and with plenty of examples to get you into the mindset of the game.
-
Perhaps better-known than its direct inspiration,
Dungeon World by Sage LaTorra and Adam Koebel is a successor game of sorts, seeking to bring the philosophy and mechanics of Apocalypse World into a generic high fantasy ala D&D
http://www.dungeon-world.com/
This system has issues but it is the favorite of many for a reason. Its pros it does the D&D party-based adventuring thing with the excellent flow and narrative mechanics of ApocWorld while expanding AW's mechanics to allow for crunchier aspects of D&D like enemies with THICC statblocks, loot with special properties, feat-based character building, etc. Among cons I count poor balance (also true for AW, but unlike DW it was never supposed to be played as a party-based dungeon crawl so balance is not particularly relevant) and the fact that the game's theme, while generic enough that it
could fit a variety if genres if after some modification, is insufferably boring heroic high fantasy stuff. Personally I can't really stand ye olde orckz vs elfos fightan fantashey anymore so while I appreciate this system for what it is I wouldn't run it without heavy narrative modification - I posted some house rules to improve the gameplay
in this thread if anyone is interested, though. I did run a science-fantasy world crawl heavily inspired by Age of Decadence for like a year using this system, so there is that.
-
Nowadays, though, I mostly hack an even lighter demake of Dungeon World called
World of Dungeons into 25-100 page systems tailored to run whatever game I feel like at the time:
http://www.onesevendesign.com/dw/world_of_dungeons_1979_bw.pdf
Most recently it was my shitty not-Torment thing, but I am ( very slowly and not-so-surely) working towards turning it into cyberpunk and low fantasy mercenary company systems whenever the inspiration strikes.
Of course, there are dozens if not hundreds of other hacks, modifications, and entire systems that are powered by Apocalypse, from cyberpunk thriller Sprawl to the urban fantasy Urban Shadows to the supernatural teen romance thing Monsterhearts (which was a blast to play as a oneshot joke). If you are interested in any of the above, it should be easy enough to find basic rules and character classes online as most systems in this family publish them for free. Many fan-made hacks, including World of Dungeons, are free in their entirety.
Hope you find this informative and I am thinking of tapping some codexbros the next time I plan on running a campaign.