Tiny Frontiers

Tiny Frontiers is a rules‑lite sci‑fi game powered by TinyD6’s 2d6 tests. Classless and low‑prep, it favors quick scenes, clear outcomes, and micro‑settings that kick off play fast. Ideal for one‑shots and short campaigns where starship action and frontier exploration take center stage.

At-a-glance

Science Fiction • Needs GM • 2/5 complexity • One-shot friendly • None prep

Decision Tags:
Low Prep
Tiny Frontiers

Tone is adventurous and flexible rather than hard‑science simulation. The engine is TinyD6: roll 2d6, any 5–6 is a success.

Theme and Setting

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.

How Play Feels

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.

What Makes It Distinct

You want denser mechanical crunch or build complexity You want the system to stay almost invisible at the table. You want denser mechanical crunch or build complexity You want the system to stay almost invisible at the table.

Where It May Not Fit

You want denser mechanical crunch or build complexity You want the system to stay almost invisible at the table.