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Quick Start Guide to SIX RPG

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0% found this document useful (0 votes)
7 views2 pages

Quick Start Guide to SIX RPG

Uploaded by

yhuan.carlos
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

2 1

Alice Poole [Link]


Players, what would you like to do? *You can be both for solo play.
narrator sets the first scene. One narrator*. •
When everyone is ready, the One or more players*. •
under CC BY-SA 4.0.
One or more pieces of paper. •
SIX © FEYPOP 2025 is licensed
shuts down”. One writing utensil. •
rules the ashes” or “the library One six-sided die: 6. •
don’t intervene, like “the dragon Speak the Sky Dice & Clock Fonts
stakes for the episode if players What You Need
Alice Poole Writing
NARRATOR: Come up with the wallet or your head.
light you can keep them in your
Game Credits
barbarian” or “the cool one”.
roleplaying games, with rules so Roleplaying
character concept like “goblin
to the basic mechanics of typical
PLAYERS: Come up with a Basic
SIX is made to introduce beginners
like “no blood” or “skip romance”. Why Choose This One? tell YOUR story!
age tale” and set limits as-needed, players. Get started in minutes and
“fantasy horse race” or “coming-of- and drama, alone or with friends. game system perfect for brand new
premise for the episode like helps you tell stories of adventure is a quick and easy roleplaying
TOGETHER: Come up with a SIX is a roleplaying game that Every hero starts somewhere. SIX

SIX
Getting Started What is This Book? Adventure Begins!
Playing the Game Narrating the Game Boons & Banes Travel
Players take actions to change the Narrators describe the world and Occasionally, players or scenes Travel scenes represent journeys
world of the story. how it reacts to player actions. may acquire boons: temporary from one place to another, like epic
If players want to do something If narrators want to set the pace of advantages that go away after use, hikes or car rides.
uncertain and significant, they roll. scenes and stakes, they can use such as a sword glowing with a Players may roll to move normally,
The result influences the outcome. clocks. Clocks count successes or hero’s spirit or rallied townsfolk. roll with advantage to move slowly
Once per episode, each player may failures that lead to an outcome. Occasionally, players or scenes (but risk advancing the stakes), or
roll twice and use the higher result At their discretion, a narrator may may acquire banes: temporary roll with disadvantage to move
if their concept would give them an stall or advance clocks to keep a disadvantages that go away after quickly at risk of finding danger.
advantage for that action. scene or episode dramatic. use, that must be used to roll twice The result determines what they
and use the lower result for the discover along the way.
next roll, such as ominous storms
ROLL OUTCOME CLOCK DURATION or a twisted ankle. ROLL OUTCOME
Advantages and disadvantages
6 Yes, and… Long; set pieces. cancel each other out. 6 Secrets, loot.
0/6
Boons and banes lasting longer
543 Yes, but… Medium; encounters. 543 People, places.
0/4 than one use, such as
enchantments or embarrassment,
21 No, and… Short; interludes. may be tracked with clocks. 21 Hazards, foes.
0/2
3 4 5 6

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