The Studio

About Pathways to Adventure

Every adventure starts with one roll of the die. We built this game so the roll is easy to make and the story is hard to forget.

Our story

Pathways to Adventure began at a real table, with real friends, and a simple wish: that the rulebook could get out of the way and let the story breathe. Too many nights had stalled while someone flipped pages hunting for a modifier. We wanted a system you could teach in a minute and still be surprised by a year later.

So we pared it back to one honest question — can you meet the moment? — and built everything outward from there. What grew is a setting-agnostic d6 system that carries sword-and-sorcery, star-faring, and everything between with the same light touch.

What we believe

We believe rules should serve the story, not the other way round. That is the heart of the Rules of Cool: roll a d6, add your attribute, meet the target, and the deed is done. Simple to learn, deep enough to carry a legend.

Every character acts through three Aspects — Body, Mind, and Spirit. They are how the world pushes back and how you push through it. We speak like a storyteller first, then state the rule plainly, because a game should feel like magic and read like clear instructions.

The people

Pathways to Adventure is a small studio building in the open.

Author
Jon Horry — designer of the system and its world.
Editor
Trent N. Ford — who keeps the rules clear and the prose honest.