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Issue No. 185
Board Game Reviews

Grenzland 8 Explores 2d6 Games from Traveller to Braunstein

Story by Geoffrey · 450 readers

Grenzland 8 brings English and German writing on 2d6 roleplaying, from Traveller patrons to historical sci-fi and tabletop combat rules.

Grenzland 8 Explores 2d6 Games from Traveller to Braunstein

cover of Grenzland 8 - 2d6 games
cover price 4 Euros

Grenzland 8 makes the familiar 2d6 roll a meeting point for several kinds of play: science fiction roleplaying, historical inspiration, scenario prompts, and rules design. The zine mixes English and German articles, with Traveller and Cepheus Engine as reference points rather than limits. That range gives the issue its shape. Instead of treating 2d6 as a single rules package, its contributors look at what the method can support across different games and play formats.

The issue is available as a download from its website, and a physical copy is available too. The cover price is 4 Euros. For readers already interested in 2d6 games, the contents offer several ways into the subject: ready-to-use encounters, an alternative source of science-fiction inspiration, and reflections on how rules and scenarios take shape.

Historical material and useful prompts

In “The Space Empire of Alexander the Great,” agroschim considers how a historical period might supply material for a 2d6 science-fiction game. The premise points toward a productive design question: which parts of a past society become more interesting when moved into a speculative setting? A familiar historical frame can give a group a starting point for power structures, rival interests, and cultural texture, while the science-fiction setting leaves room to alter the details. The article’s focus, as described, is on using that period as game material.

“Seven Patrons,” by kyonshi, takes a more immediately practical route. It offers seven patron encounters for 2d6 games, written specifically for Traveller. Patrons give a referee a way to connect characters with work, information, or complications; a set of encounters can help get a session moving when the group needs a clear lead. The Traveller focus also makes this piece a direct fit for referees looking for material they can bring to the table, rather than a discussion of the dice system in the abstract.

Agroschim’s “The Cover Game” starts from a different kind of prompt: the often far-out covers of the Perry Rhodan pulp novel series. The article describes a small game played on Discord, where participants try to devise roleplaying scenarios from those images. It’s a compact creative exercise with an appealing constraint. A cover supplies an image to react to, while the players do the work of turning that visual cue into a situation for roleplaying. The format could interest groups who enjoy building scenarios together as much as playing them.

Rules, history, and other 2d6 traditions

“Reflections on Traumstein,” by momo, follows the development of a set of wargaming rules inspired by Braunstein and the work of Dave Wesely and Tony Bath. Its subject puts attention on how a rules project grows from earlier play traditions. For designers, that process can be as valuable to read about as a finished rules summary: it shows the lineage behind a design and gives readers a way to think about how older ideas inform new rules.

Mezylium’s “Sword World” introduces a Japanese 2d6 roleplaying game, with the article written in German. That inclusion broadens the issue’s frame beyond the familiar Traveller and Cepheus Engine examples. A look at another game tradition can give readers a fresh point of comparison: what does a shared dice method make possible, and how might a particular game put its own stamp on it? The source identifies the subject and language, without claiming that the systems work alike in every respect.

Also in German, alex’s “Warum 2W6 Spiele?” asks why 2d6 games appeal. The question ties the issue’s examples together. A dice mechanic can be a recognizable common thread, but the reasons people enjoy a game also come from its procedures, setting, and table experience. Placing that broader reflection alongside focused pieces on Traveller, Sword World, and wargaming makes the issue useful to readers interested in both particular games and the design choices that connect them.

From dungeon combat to play by mail

In “Fantastic Combat,” lkh looks at 2d6 tables for combat resolution in Dungeons & Dragons as presented in Chainmail and Dave Megarry’s Dungeon! board game. This pairing draws attention to how combat can be handled through tables and dice, and how related tools appear across roleplaying and board gaming. For readers who like tracing the history of game procedures, the piece offers a focused comparison between two named examples.

Lkh’s “Leviathan” turns to a classic Classic Traveller scenario and considers the possibility of adapting it for play by mail. The format raises practical design questions: how does a scenario work when players communicate their actions at a distance, and what needs to be clear when play unfolds through written turns? The article is framed as a discussion of that possibility, making it a point of interest for referees and players curious about ways to run a Traveller scenario outside a shared session.

Taken together, these contributions make Grenzland 8 a varied survey of what 2d6 can mean in practice. There are scenario seeds to use, game histories to explore, design reflections to consider, and connections between roleplaying and wargaming. Readers can start with the pieces closest to their table, then follow the shared dice thread into less familiar games and methods.

Source: Geoffrey · gmkeros.wordpress.com

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