Six Sided Adventures

Campaign Settings: Skinning the System

The modularity of Six Sided Adventures means the rules are the skeleton, and the setting is the skin. Because there are no locked-in stat blocks or rigid classes, you have total freedom to define the "vibe" of your game.

⏳ 1. Defining the Scope (The XP Economy)

The duration of your campaign determines how you hand out XP. As a rule of thumb, rewards should be per reward, or roughly of the total encounter budget.

  • One-Shots: Start players at a higher XP (e.g., ) so they feel like heroes immediately.

  • Long Campaigns (): Keep XP rewards small to prevent "power creep" too early. Use Time Hopping to leap forward months or years, allowing players to describe "Special Training" they underwent during the downtime.


🌍 2. Picking Your Setting

You can skin SSA into any genre. Here is how you might handle the "flavor" of character creation:

SettingRacial Bonuses / OriginsClasses / Jobs / Roles
High FantasyElven Wits - perceptive skill, Dwarven Vigor. - tough skill"The Hedge Knight" or "The Pyromancer."
CyberpunkNeural Uplinks - talent, Synthetic Limbs - skill."The Street Samurai" or "The Net-Runner."
Space OdysseyAlien Morphologies, Gravity-adapted mutations."The Starship Pilot" or "The Xenobiologist."

Remember: SSA provides templates, not prisons. If a player wants to play a sentient cloud of gas in a space campaign, you don't need a new rulebook—you just decide which core stats that "being" prioritizes.


📜 3. Rules as Written (RAW) & Succinctness

When defining custom abilities or gear, brevity is power. * The "Fire Cannon" Rule: If a weapon deals fire damage, write: "Deals 1 damage; inflicts Burning. Can ignite flammable objects." * Being succinct prevents "Rules Lawyering" later. By explicitly stating it can light things on fire, you reward player creativity rather than debating it mid-session.


🚂 4. Agency vs. Railroading

Railroading (forcing players down a single path) happens to everyone. However, the SSA system is designed to help you pivot.

  • The Session Zero: Use this to align everyone’s desires. If players want a political intrigue game but you built a dungeon crawler, the "Sidewind" issue will happen immediately.

  • Navigate, Don't Dictate: Use the modular NPC and TN system to follow where the players lead. If they jump off the "rails," you have the math to build the new track in real-time.


🎨 5. Collaborative World-Building

You don't have to build the world alone. Invite your players to hold the pen.

  • The "Exile" Strategy: If a player is an exiled Orc from the capital of Uru'tah, ask them: "What was your favorite bakery called as a kid? Is it still there?"

  • The Result: This gives players Agency and Investment. They aren't just playing in your world; they are playing in their world.

DM Tip: When a player adds a detail, write it down. Using that detail three sessions later is the easiest way to make your players feel like legends.