I’ll start with an example. The party are travelling on a cruise ship, by way of gifted tickets. On the third night there’s a murder aboard ship. The ships captain, knowing the party have a reputation for solving problems quietly, approaches them to solve the crime quietly. After the assassin
How far do you go in your game? Vivid descriptions, challenging subject matter, psychological games? Tonight the 6d6 team discuss their own experiences and gaming styles as they find the edges of acceptable roleplaying.
6d6 Fireball have teamed up with the wonderful Geek Native on issue very close to our heart, free RPG art. As a creative commons publisher we only use public domain and CC art in our RPGs. Finding art which is suitable and good enough for publication is tricky and along
This boils down to “get ink on paper and worry about everything else later”.
A Guest Post from Joshua ‘Sanctum of the Fiery Ladder‘ Kitz. Back in June, I won the 6d6 Fireball Adventure Writing Competition. Since then, I have spent a fair bit of time mulling things over and learning some new things as well. So here are a few tips and thoughts
The best way to shake up a party is for them to encounter a monster they don’t recognize. This is especially effective on players who have that smugness that can only come from an encyclopedic knowledge of the monster manual. When something totally new comes into sight, they find themselves
1. Lack of Preparation Nothing says “I’m a green GM” more than making the players wait five minutes whilst you try to find the NPC’s stats or work out what happens next. Fortunately this is easy to fix. Read the rules and adventures beforehand. Bookmark key pages and get
I recently posted my tips for getting the most out of playing monsters in an article called fantasy creatures without commenting on my favorite theme – politics. Monsters Have Lives Too! When you think about it, monsters will have their own trials and tribulations before the arrival of a blundering
The ‘Rule of Cool’ brings everything that is wrong with Hollywood and consumerism to the gaming table. WTF! The ‘Rule of Cool’ is best explained by Chatty DM here (and the follow-up here) but in short it is the same motivations that produce films like ‘The Day After Tomorrow’ and
As a GM, the fantasy creatures you add to your gaming sessions are your characters and for this reason probably the most important aspect of the game as well as the one that can give you the most pleasure. In practice and as a player, I’ve seen even the best