Six Sided Adventures

DM Guide: Introduction & The Modular Philosophy

Welcome to the Six Sided Adventures Director’s Manual. This guide is designed to empower you—the narrator, the world-builder, and the ultimate arbiter of the story—to lead your players through unforgettable journeys without the weight of over-preparedness.

📖 Prerequisites

Before diving into these pages, ensure you have a firm grasp of the Player’s Guide. Understanding the mechanic, the "Meets it Beats it" philosophy, and the character economy is essential. You are the guide; you must know the path before you lead others down it.


🧩 The Power of Modularity

Most RPG systems are rigid. If you prepare a dragon and the players find a way to avoid the cave, your prep is "wasted." Six Sided Adventures is built differently. It is a modular system designed for the "Theater of the Mind."

The mechanics are intentionally decoupled from any single setting. This means:

  • Theme the Stats: A "High Might" NPC can be an Orc Chieftain in a fantasy world, a Heavy Combat Droid in a cyberpunk sprawl, or a massive Gravity-Well in deep space.

  • Character Creation: We have created an easy to use online form for you and your players to use to create characters.

  • NPC Creation: For creating NPCs quickly we have also created a online form this as well.


🎭 Solving the "Derailing" Issue

In Six Sided Adventures, there is no such thing as a "derailed" campaign. Because the system is built for Interactive Storytelling, the world shifts with the players.

When your players decide to ignore the King's quest and instead join a traveling circus or hijack a freighter, you don't need to panic. The Six Sided Adventures system allows you to:

  1. Instant Theming: Quickly assign a TN (Target Number) to the new situation ( for Easy, for Hard, for Heroic).

  2. Modular NPCs: You don't need a complex stat block. Simply decide the NPC's primary Stat (Might, Wits, or Guile) and let the narrative dictate the rest.

  3. Narrative Momentum: If the players "sidewind" into a territory you didn't prepare, use the environment to challenge them. Let the terrain inflict a condition that forces them to get creative.

The DM’s Mantra: You are not writing a script; you are providing a sandbox. If the players build a castle where you expected a hole, help them stack the bricks.