At‑a‑glance: Space opera • TinyD6 (2d6 tests) • 2–5 + GM • Near‑zero prep • Rules‑lite • 1–2h sessions
Tiny Frontiers: Revised aims for pulpy, cinematic sci‑fi—trader crews, scout ships, bug hunts, and diplomatic scrapes on the fringe. The core book stays setting‑agnostic and hands you a stack of micro‑settings so you can launch tonight: gritty frontier patrols, sleek exploration, or Saturday‑morning heroics. Tone is adventurous and flexible rather than hard‑science simulation.
The engine is TinyD6: roll 2d6, any 5–6 is a success. Advantage = 3d6; disadvantage = 1d6. Characters are classless and built from simple Traits that define what they do well (Ace Pilot, Survivalist, etc.), plus a few choices for weapons and heritage. Because nearly everything runs on the same test, turns are decisive and the GM can focus on fictional positioning instead of rule lookups.
Combat is quick and brutal by design—range bands and straightforward weapon tags keep pacing snappy. Starships are handled with similarly light procedures so the crew acts together rather than disappearing into minigames. The rules favor rulings‑over‑rules: you can improvise gear quirks, hazards, and alien biology without hunting for subsystems.
Tiny Frontiers distills space adventure to the essentials. The micro‑settings package is the star: each is a bite‑sized premise with prompts, factions, or tables that jump‑start a campaign in minutes. Traits keep character concepts readable at the table, and the unified 2d6 test ensures consistency across exploration, social scenes, and firefights. It’s an excellent “grab‑and‑go” sci‑fi option when you want play to start now and the rules to disappear behind the story.
Perfect for new players, mixed‑experience tables, and groups that value quick starts and episodic sessions. Expect crisp turns, clear outcomes, and minimal bookkeeping. If your group wants crunchy ship builds, gear trees, or simulationist cargo spreadsheets, TF will feel intentionally light; if you want to frame a scene and fly, it sings.
Reviewers consistently praise Tiny Frontiers: Revised for ultra‑fast onboarding, classless Trait builds, and micro‑settings that make prep nearly zero. Common notes: intentionally light crunch and swingy, high‑stakes fights; great for episodic play, less so if you want heavy ship crunch.
Compare Tiny Frontiers with other great ttrpg games.
Tiny Dungeon shares the TinyD6 core but points at fantasy dungeoneering; Tiny Frontiers ports the same speed to starships and blasters. If you like TD’s trait‑driven simplicity, TF gives you the same flow for sci‑fi crews and away‑team action.
24XX is a CC‑BY rules‑lite chassis geared for hacking any genre; Tiny Frontiers is a finished sci‑fi game with micro‑settings and the TinyD6 feel. 24XX is a toolkit for designers; TF is plug‑and‑play for tables that want to launch tonight.
SWN delivers a deeper OSR sandbox: sectors, factions, and procedures for long‑form campaigns. Tiny Frontiers trades that depth for speed—fewer dials, faster scenes. Pair them when you want SWN’s prep tools but TF’s at‑the‑table tempo.
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