I had an issue where I nearly had to evacuate the house last night. So I got my clothes, computer, and other necessary things packed and ready to go. Thankfully, it turned out to be nothing but a big nothing, but it was scary. All is well, and I unpacked, having survived a brush with disaster.
But my 2d6 games were in my travel bags, again. If I were to "lose it all," then my 2d6 games would be the bridge that gets me through. I wanted GURPS, but I would need to have a bag ready with GURPS, since there were way too many choices to make when throwing things in a travel bag and packing in a panic. The 2d6 games? In a small mini-tablet bag, and still ready to go.
The biggest advantage of 2d6 games over GURPS and even 5E is that no software is needed to play, and all you need are commonly available six-sided dice. I should be hauling GURPS and possibly OSRIC 3.0 along, but the 2d6 games are just enough for an emergency, given my state of mind. The polyhedral dice set would need to be pre-packed, since sorting and choosing one in an emergency would take too much time. That is easy enough, but I always have six-siders in my travel bags.
Not needing access to computers or character design software clearly gives you an advantage when carrying around a simpler, fast-playing, no-software-needed game. My 2d6 games fit that role, and OSRIC 3.0 also does. Shadowdark would also work. OSRIC would be a bigger, heavier book, but you can get a lifetime of gaming out of that. With GURPS, all you need is the two core books, but needing software puts the game at a disadvantage for portability.
OSRIC 3.0 is brought up here because it is a self-contained, complete implementation of the original 1E rules and the best version of the greatest role-playing game ever made. The PoD book from DriveThru is a single, softcover volume that would travel well, but be a little bulky. It replaces all of 5E and every OSR game ever written, so there is a value to choosing that game as my champion to grab when I am rushing out of the door and into oblivion.
GURPS is far more compelling to me as well, so there is that to consider. Two books for any genre imaginable is a strong prospect, and that promise still holds up. I still need software to play this, so that adds a computer, Internet access, and power requirement into the equation. Arguably, OSRIC is far better with printed character sheets as well, to keep all the numbers straight. The 2d6 games beat them both in not needing much of anything in terms of character sheets or software.
Remember to pack pens, pencils, erasers, dice, a ruler, and a small journal notebook or two! You can grab the books, but you still will not be able to play without the basics. It is best to pre-pack these sorts of things and leave them in your bug-out bag.
The thing that keeps those 2d6 games in my "grab and go" bags is genre support. FTL Nomad and Sword of Cepheus 2nd Edition have tons of tables, charts, world and universe creation systems, encounter tables, and lists of stuff to keep me busy for a good, long time when my mind is in a panic and not thinking straight. With a game like GURPS, I still need to "design it all myself," and with my brain not working correctly due to panic, that's much harder. With the 2d6 games, I can turn my brain off, create a character, and have random chart adventures while I sit in that hotel room trying not to think about home. Even OSRIC fails that test; where the 2d6 games shine is that they are portable "mini-games" and entire universes and adventure-creation engines in a small book.
What a night.
Well, disaster averted, but a few truths were revealed as I rushed to leave behind a history of gaming and had thoughts of seeing it all burn.
What I chose to be left with are my truths.
I can play these 2d6 games with the stationery they supply in the hotel room, and I do not need access to a printer, my library, the Internet, or anything else. And the bags are as big as my iPad Mini, and that travels with them.













