Just pushed out the prototype for DNGN FKRS a minimalist, OSRy/FKRish dice game.
It's got some WSCA procedure, a stripped down FitD d6 pool mechanic, my combined Stress-and-Wound-track Lifeline, and more. Just about 18 A6 pages of rules.

Librarian, cat dad, and tabletop games artisan.
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Just pushed out the prototype for DNGN FKRS a minimalist, OSRy/FKRish dice game.
It's got some WSCA procedure, a stripped down FitD d6 pool mechanic, my combined Stress-and-Wound-track Lifeline, and more. Just about 18 A6 pages of rules.
Today started farting out a FitD WSCA because I don't know any better I guess? An exercise in making my thoughts fit on A6 pages, because a WSCA should really be a pocket game.
The 1-3, 4-5, 6 distribution of d6 results has been in games for a long time and, it really is very good. Whether in core resolution mechanics or random tables.
I don't really consider myself as belonging to any particular school of game design or games thought. I've dabbled with a lot of approaches, from more storygamey stuff to the many heads of the post-OSR hydra. There are a lot of principles and aesthetics within the greater OSR space that I find compelling. But also aspects of it I don't really get.