Share this project


Share this project

A swashbuckling and heroic roleplaying game using the brand new West End Games D6 2nd Edition system!
680 backers pledged $32,124 to help bring this project to life.

$20,000 Stretch Goal Down! Preview of Hero Points!

Posted by Gallant Knight Games (Creator)

Hail, loyal blades of Zorro!

Your efforts have toppled the $20,000 stretch goal, and now the adventure penned by James Spahn will be added to the book!

The next stretch goal is found at $25,000, and we will be unlocking the Zorro Dice Bag, as an add-on!

When this pledge level is reached and we've achieved $25,000, all Deluxe Pledges ($150 level) will get the Zorro Dice Bag added to their pledge! Other backers may add it for +$15 USD! There will be no shipping increase for the bag if you already have a physical pledge and are in the US, and any international pledges will benefit from decreased shipping. 

The dice bag is being made by our friends at Black Oak Workshop, and it's gorgeous! It can easily hold two full sets of Zorro dice! If you want to see us reach the bag faster, you can increase your pledge by $15 and move us closer to the unlock!

Hero Point Tokens!

Our mock-up of the Hero Point tokens has been approved, and we're excited to share them with you. Our fantastic and talented graphic designer Miguel (who did all the Zorro RPG logo and book mock-ups) did this for us!

These will be produced by our friends at Campaign Coins, and will be roughly the size of a US Nickel!

The Front!
The Front!
The Back!
The Back!

Rules Preview - The Wild Die!

As we promised here is a rules update. As before, this is all production that is subject to change during the approval step, as well as not being the full text, but a sampling designed to provide you an idea of how the design goals of D6 2e are being achieved. 

Part of the goal with adding and adjusting how the Wild Die was leveraged was to provide new story and narration based mechanics to allow for partial successes and failures, and increase the dramatic and cinematic moments in the story. 

The Wild Die also serves as an excellent tool for Hero Point generation!

If you'll recall from our last update: 

If the Wild Die comes up with a result of 6, you gain an Advantage

If the Wild Die comes up with a 1, you suffer a Complication


Advantages are narrative implications that the Player can insert whenever the Wild Die rolls a 6. 

When an Advantage occurs, the Player has the following options based on  the outcome (these are always chosen by the player.)

If the Action would be successful, and an Advantage Occurred. 

First, the player can gain an Exceptional Success and gain one Hero Point. 

An Exceptional Success allows the Hero to complete the task in a truly quick, dramatic, fashion. This might include an environmental advantage (like enemies getting tangled in a horse cart during a foot chase), or simply dealing double damage in combat. 

Alternatively, the player can instead achieve an Ordinary Success but gain 2 Hero Points. 

If the Action would not be successful, and an Advantage occurred.

First, the player may add the result of 6 on the Wild Die, and then roll the Wild Die again. As long as you roll a 6, you keep adding the 6 and you keep rolling. If you roll anything else, you add that number to the total and stop rolling. 

Alternatively, the player can gain 1 Hero Point and accept the failure. 

Note: Multiple 6s on this result don’t allow for extra Advantages. 


Complications are narrative implications that the Gamemaster can insert whenever the Wild Die rolls a 1. 

When a Complication occurs, the Gamemaster has three options:

If the action would be successful, but a Complication Occurred. 

The Gamemaster can introduce a complication that makes the success a partial success, rewarding the hero with 1 Hero Point. For example, a leap across a roof ends with the hero tangled in a drying line, or hanging from a roof edge.

Alternatively, the Gamemaster can cause the action to fail but gain 2 Hero Points. 

The leap simply fails, tumbling the hero to the street below. 

If the action would have failed and a Complication occurred. 

The Gamemaster rewards the player with 1 Hero Point, and then introduces a complication that will accentuate the failure. For example: A hero trying to find their way in the desert remains losts and also realizes their canteen has been leaking and now they’re running low on water. 

The goal of these new mechanics is to add some non-binary resolution to the D6 System, and provide a little more control on how things play out!

Thanks for joining us on this journey and we're excited to show you more! The next rules preview will contain some of the rules around Hero Points! 

- The Gallant Knight Games Team

ExcalibursZone, Aaron Stockser, and 16 more people like this update.


Only backers can post comments. Log In
    1. Ben Monroe on

      Chris -- I like the idea of the player being able to decide if his task is a Failure +2 HP on the "Success + Complication" Wild Die roll. That allows the player to decide if the action at hand was important enough to him, or if he'd rather have the bonus HP for later. That being said, I can also see the argument for it being up to the GM, too, but I would be concerned that it could lead to hard feelings between player and GM.
      My experience in RPGing over the years, is that players don't mind their characters getting hosed by the GM as long as there's either a great deal of trust between GM and players, or the "hosing" seemed fair.
      So, all that being said, I know Alan and his crew have been play testing this new iteration of D6 for a year now, and I'd be curious to know how this has worked in play for them.

    2. David Jackson on

      Rereading this has got me wondering how the Wild Die (Advantage/ complication) works for NPCs. Does very NPC need Hero Points tracking separately? (possible GM book-keeping nightmare!) Do they feed Hero Points into a GM pool? (Which could get huge!) Or do only “important” characters (PCs and major villains) roll the Wild Die? (Giving an extra zing to those epic sword fights)? Or possibly something completely different...

    3. Robert Davis

      I have always used the D6 Wild Die as an And/But die and I am very happy to see that the new iteration of D6 is moving in that direction. Really like what GKG are showing so far.

    4. Eric Lemay on

      Each time I see the logo I think it's Zorror :- p

    5. Gallant Knight Games 13-time creator

      Thanks for the kind words David!

    6. David Jackson on

      ....forgot to say - also like that the options include the open ended roll from older d6 rules!

    7. David Jackson on

      I admit I’ve always had a slight struggle with “hero points” or similar in games around the point “economy”, or players hoarding/ not spending “just in case I need them later”; however, this system and tying in the wild die is brilliant! The flow of points through dice rolls seems so obvious (even on failure!) and mitigates any hoarding tendency. I also like that the points are “player facing” and look forward to some examples of the possible uses.

    8. Gallant Knight Games 13-time creator

      It's important to note that while this is a sampling of the text, there is more around this than we've shown here, both tools to make it player facing, and tools to help the GM determine what the right situation is when using these rules.

    9. MidnightBlue

      Personally speaking, I like all of the options. One thing I'm a BIG fan of these days is giving both players and GMs narrative room to work beyond the dice. But any negative that the GM feels the need to impose on a player I think should be rewarded with an opportunity for the player to shine later.

      As a player, I'd be fine with a GM turning my success+complication into a failure as long as she can try to word it in a manner that doesn't take away from the coolness of my character. GM - "Your skill lets you jump to the rooftop with ease...but a loose tile sends you falling back off." And the consolation prize of 2 Hero Points will let my character have their cool moment later.

      I do think that the "turn a success into a failure + 2 Hero Points" option should carry a note that GMs probably want to hold that option in reserve for when this can really add a story point or a significant turn of events to move the plot forward. I.e. our hero tried valiantly to escape, but a turn of bad luck and environment got her captured...and thrown into the same prison as the missing person she was looking for. Now to begin the escape scene...


    10. Missing avatar

      Chris Moore on

      I like all the advantages and complications except the complication where the GM can turn a success into an outright failure awarding the rolling player 2 hero points. While I personally don’t mind it as a GM, I don’t know many players who would like that option since it nullifies the success they felt they earned.

      What if it was a player option?