Monday, March 30, 2026

RPG Blog Carnival: Small Souls in a Big World! - 3DIE6 RPG

 

Happy Spring. And this month's RPG Blog Carnival transitions from the Very Big, to the Very Small, thanks to Errant Thinking.

Back in '21 or so, I pledged to a little game produced by Deeply Dapper Games as part of that year's Zinequest: 3DIE6.


And playing as a tiny ant-thing is about as small as you'll get in an RPG. Because, as far as I know, no one has developed "Tardigrade, the RPG" yet.

First of all, the game, as you might have intuited, is a d6 system. In 3DIE6 (and its sister games), the three d6's are either combined into a 3d6 additive roll (skill tests) or as three individual dice with individual values (combat) - these being "attack," "defense," and "effect."

But first, the setting. 3DIE6 takes place within "The Shimmer," a subterranean labyrinth of fungus-illuminated tunnels and warrens. Your PC is one of the Roan, an insect that may be a bit human, or alien. We're not sure... 

It's a dangerous and deadly land for a tiny arthropod such as yourself. So much so, that it's good to bring along a friend. Or two. Not as companions, but in your own head. Because each Roan is actually three personalities, selected from the six base archetypes of the game: Brutal, Clever, Nimble, Precise, Resilient, and Vicious. The archetypes are designed not to be across the board equivalent to our familiar basic PC classes, but to overlap or be more setting-specific in our ant-world. And as archetypes, each has its strengths and limitations. 

an example character

So what's up with the three-in-one character? Each Roan is inhabited by three selected archetypes, and may switch in three situations: after a rest (referred to as cocooning), the primary or active personality is killed, or under duress during an encounter (although with penalties for the latter two cases). The idea was born from the system/game originally being designed as a solo system, so an individual player could have access to a "party" of different skills. Regardless, it's also useful for one-on-one play, or a limited party of just a couple of players. Think of it as resource management including the three PCs in your body...

The setting, The Shimmer, has a number of post-apocalyptic undertones. The Queen is fading in virility and power, which allows the Roan to break from their natural hive-mind and explore, seeking resources and propping up their decaying City and Queen. Or striking out on their own.

As a subterranean world, there are plenty of foes: rogue Roan, fungal beings, giant boring worms, spider things, and probably real ants. Combat with the d6 system is fast and fatal.

The zine includes setting background, character creation, the d6 mechanics, a handful of statted foes, and a brief "Tunnel Master" section with some game advice and lightweight random tables for plot, tunnel generating, and loot.

In addition to the 46 page zine version, a 135-page expanded core rulebook is also available. A Second Edition is pending on Kickstarter.






Monday, March 23, 2026

They Met at a Tavern 23: Breaking out the Temple of Dynss, once again.

Who graced the table at the brewery?

  • Wayne: Pharan, human Sea Wolf
  • Chris: Galen, human Priest
  • Dan: Kiara, elf Ras Godai
  • Seana: Zanegar, 1/2 orc Sea Wolf
  • Roger: Drom, dwarf Desert Rider
  • Wilson: Gim, dwarf Fighter

Full house. Let's do it. 

The party departed from Zelkor's Ferry to the nearest city of note. What's the town? Let's ask the players for help. 

We have a medium-sized city that is well-established, but fallen on hard times, and a shadow of its former glory. It is run by a council of merchants, with a figurehead of a mayor. The city looks backwards, and makes a good trade in relics. That said, one of its notable landmarks is the old trading hall, once an impressive edifice, but now threadbare. The city is called Bettiholme. 

The party disembarked from their packet-ship, and paid a treasure toll to the harbormaster. Gim, an itinerant dwarf, was met. Fending off a band of enterprising urchins, they reached the shop of Delmar Hevrolug, brother to Kalgor Hevrolug of Zelkor's ferry. After some bitching about the state of his business, Delmar agreed to find a buyer for the party's magic orb

The party was directed to the shop of Kashmi Rasam, an artificer and dealer in artifacts. They managed to avoid serious mishaps and petty crime as they were slowed by a small street carnival, with snake charmers, jugglers, and acrobats. As city guards rushed in to apprehend pickpocket jugglers, spilling snake handler baskets, the party made a quick departure...

Rasam was quite enthralled by the find of the orb, pressing the party for information. The orb was demonstrated, although Kashmi warned that it may only have a limited number of uses left. Best not to show it off. He agreed to act as broker and find a buyer.

But first, we carouse. The party was recommended a modest dwarf-operated inn in the neighborhood. None of that weak halfling beer there. Only one PC woke up in the gutter. 

Friday, March 6, 2026

They Met at a Tavern 22: Breaking and Entering the Crypt of King Solimas (plus mini-review)

 

  • Seana: Tarl, human Fighter
  • Chris: Roult, human Basilisk Warrior
  • Callista: Erol, elf Priest
  • Dan: Budris, human Bard
  • Wayne: Pharan, human Sea Wolf
  • Roger: Drom, dwarf Desert Rider

So the band decided which way to go - west into the hinerlands, or east across the water to hock the magic orb. Barrows are always a fun attraction. And our high-rolling priest is back. Necromancer Solace knew of a clump of them about a day away, and provided a map. Budris sought out some lore, finding that some barrows were known to contain "interesting" fungus.

Drom got his camel out of the stable, and led the rest of the boot leather band westward. Eward, mute stablehand, was excited to have been able to care for, and pet, a camel. 

Humping across the grasslands, a herd of loose horses were spotted. Some scouting, and it was found that they were domestic, likely escaped. Some herding and horse-handling attempts later, and everyone had a ride, although Budris and Roult needed quite a bit of help, as their horsemanship was pitiful. 

Onward, and camping. The party awoke to find themselves among several burrows (not barrows, nor burros). Chris (as player) recalled another unfortunate camping experience... Several giant soldier ants emerged, but chose to simply block the burrow entrances as the party immediately decamped. 

Good morning!

Ok. Barrows.

I have a handful of barrow maps, with associated random tables. But I also had "The Crypt of King Solimas" burning a hole in my adventures folder. So be it.

The party found a barrow with a bronze-coated slab, rather than the boring old stone. Must be important...