Game Skills

The 6d6 RPG is not a game of pure chance, which means there are strategies and skills involved in playing it. Using them is part of the game and should be encouraged by everyone. Good players and Game Leaders are ones who help others learn and master game skills, even if it is to the detriment of their own characters.

Role Playing

The number one skill in role playing is taking on the role of the character by speaking and acting as the character would. The most basic part of this is remembering the difference between what the character knows and what the player knows. The nature of the 6d6 RPG is as an open-book game with the Game Leader hiding little from the players. This means players often know information about a threat or a monster's abilities before their character does. This trust of a player's desire to role play and collaborate runs through the design of the game. Without it, the discussion and agreement on the appropriateness of advantages is unworkable.

The other basis of good role playing is having a character with a personality different from the player's. This is not easy, and many experienced players end up with characters who are just variants of themselves. There is no silver bullet for developing this side of role playing other than lots of experience and constant consideration of a character's personality.

Players should place limits on role playing and there are lots of reasons for not acting in-character. Role playing is a social and fun game for the entire group. A character with a personality and set of motives which cannot function well within a group or which disrupt another player's enjoyment is detrimental to the game. Each group must set its own standards of acceptable behaviour and it is everyone's responsibility to respect other players' preferences over sensitive subjects such as gender and race. Role playing is about imagination and some things are best if they happen "off-screen" and in a player's own mind. The bottom line is that playing a character is not an valid excuse for being an insensitive arsehole.


A key player skill in the 6d6 RPG is blagging, the ability to persuade others that an advantage is appropriate and usable in a particular situation. It requires creativity to think of reasons why the advantage applies to the action, and also inter-personal skills to persuade the other players. At its best, blagging increases characterisation, adding detail and subtlety to that character's history and advantages.

Blagging is also a way to bring humour and laughter to the game table. Allowing the occasional outlandish justification for sheer chutzpah does nothing to harm the game. A good blagger knows the secret of success is not to push their luck too often and abuse the good will of their fellow players.


A little forethought during the selection of advantages and in the setting of their CP values will make a big difference to a character's range of actions. Designing characters with a spread of advantages so they have something to contribute to most common situations is sensible, enabling the player to be involved with more of the game. Giving the more commonly used advantages higher CP values allows the character to succeed in actions more often. This is desirable and good for the game.

Optimisation is undesirable when it becomes the focus of character creation and improvement. Picking advantages because they are the most powerful regardless of the character's back-story and experiences is bad role playing. The most enjoyable characters to play and to share a game with are those which have flaws. Pick advantages well and optimise how CP is spent, but remember no hero is perfect.

Knowing the Rules

The better each player knows the rules of the game, the quicker the game can proceed. Which means more time for plot development, more time for characterisation and more time for all the fun aspects of role playing. What isn't fun is watching someone look up rules for five minutes or ask for the twelfth time the difference between static and dynamic potential. Not every player has to be an expert with an encyclopedic knowledge of game trivia but players are expected to learn the rules which apply to their character and to help other players learn the rules they need.

The 6d6 RPG is a simple game and we encourage groups to ad-lib and not to spend time poring through this book for rules. That can be done after the game session and noted for future games.

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open/mechanics/core/buffing.txt · Last modified: 2013/12/06 13:40 by tregenza
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The 6d6 RPG tabletop store is owned and operated by Chris Tregenza. Who also owns and runs Myomancy, a site about ADD / ADHD medication, Autism and Dyslexia Treatments and also site called Poosk. Chris also provides copy-writing, web design SEO advice to sites like Dingles' Games pathfinder rpg resources.