Tuesday, May 31, 2016

Something I'm curious about this morning:

Something I'm curious about this morning:

How many people doing solo role-play have previous experience as a GM for a regular group? It strikes me that GM experience can help with creativity on the fly, among other things. If you don't have GM experience, do you still find it relatively easy to come up with plots, potential situations, etc?

Sunday, May 29, 2016

First test of all three together. A test of the ABS12 game system, solo game engine, and fact generator. The gameplay. and the story that results from all three. "Peaches and Blades" A fantasy short story.

Thursday, May 26, 2016

Here is my first test of the ABS12 Solo Game Engine and the Fact Generator together, alone without any other mechanical system.

Wednesday, May 25, 2016

Here is a fact generator to help inspire to create descriptions. This is something I have never done before, it's untested, and will probably need some tweaking. It may be used with a solo engine in a game system.

Monday, May 23, 2016

Here is a solo wilderness adventure played using the solo gaming guidelines of Scarlet Heroes. It illustrates what a great tool Scarlet Heroes is for generating random wilderness encounters, events and features while you play.

Here is a solo wilderness adventure played using the solo gaming guidelines of Scarlet Heroes. It illustrates what a great tool Scarlet Heroes is for generating random wilderness encounters, events and features while you play.
https://dansgamingblog.wordpress.com/2016/05/24/the-city-of-glass-a-solo-scarlet-heroes-wilderness-adventure
Here is my attempt at a Solo Game Engine, building another layer off of those that came before me. It's for a small simple system I'm working on. Tell me what you think about using conditionals and branching to bring a sense of 'Maybe', instead of just using 'but' type answers.

The party get to the lower level again and kill a boss monster in my fourth playtest of the Deeper Dungeons supplement for 4AD.

The party get to the lower level again and kill a boss monster in my fourth playtest of the Deeper Dungeons supplement for 4AD.
https://dansgamingblog.wordpress.com/2016/05/23/4ad-playtest-of-deeper-dungeons-part-four

Sunday, May 22, 2016

My magic "system" for Mythic RPG is pseudo-realistic. The magic that one can tap into channels from the caster's body. Your "biomatrix" or "positive/negative energy" or the energy resonating from your "spirit/soul" acts as the focus/instrument needed to convert the surrounding/ever-present mana that exists into "magic". You may think: "well, doesn't that mean /everybody/ can use magic then?" Yes and no. Yes, everyone can use magic, but it takes training to understand the pseudo-real components of even trying to light a candle with your fingertip...or mind if you're a psychokinetic. And no, not everyone can use magic. Creatures of lower intelligence will never have the mental capacity to understand how convert mana into magic.

My magic "system" for Mythic RPG is pseudo-realistic. The magic that one can tap into channels from the caster's body. Your "biomatrix" or "positive/negative energy" or the energy resonating from your "spirit/soul" acts as the focus/instrument needed to convert the surrounding/ever-present mana that exists into "magic". You may think: "well, doesn't that mean /everybody/ can use magic then?" Yes and no. Yes, everyone can use magic, but it takes training to understand the pseudo-real components of even trying to light a candle with your fingertip...or mind if you're a psychokinetic. And no, not everyone can use magic. Creatures of lower intelligence will never have the mental capacity to understand how convert mana into magic.

I will explain thoroughly. Still: please ask questions for further clarification.

1. Roll to see if you can conjure the spell. The Acting Rank (AR) is your [magical ability] vs the Difficulty Rank (DR) of level of the spell you are trying to conjure.
Example: If you are trying to conjure a fireball in your hand, from your fingertip(s), mouth, eyes, etc. Its base DR is Below Average (a Level 3 spell). Let's say your AR is Above Average (level 5). Looking on the Fate Chart, you'd have a 80% chance at conjuring a single fireball.

You can make this fireball stronger /or/ weaker. Stronger will mean the success percentage will decrease. Weaker will mean the success percentage will increase.

For this example let's say your foe has the Toughness of High. Just /one/ rank above your [magical ability]. You're are definitely going to want your fireball to be stronger. Unless....you're a pacifist? Maybe a weaker fireball would be less lethal? Maybe force the creature to flee or see reason in your early (failed) attempt at Diplomacy? But for this example you are dealing lethal wounds. Your success percentage of being able to conjure a fireball with the DR of High and your AR is Above Average is 45%. What are your 4 possible outcomes?
a) Yes- You succeed at conjure the fireball.
b) No - The spell fizzles out.
c) Exceptional Yes (Critical Yes/Nat 20)- Flash Fire: you get a +1RS on the current rank of the fire.
d) Exceptional No (Critical No/Nat 1)- The fireball explodes and you or your ally is harmed by the fire.

What about rank modifiers?
a) As stated before: +1DR each time you're trying to make a stronger fire.
b) Distracted: +1DR
c) First try: -1AR

2. Fire/shoot/throw your spell, if you succeeded in conjuring the spell.

3. Fatigue.

How long does it take for the spellcaster to become fatigued from casting spells?
a) I feel that strongly depends on the spell's requirements. If your [magical ability's] rank is Incredible (level 8) then you could probably throw...15 level 3 fireballs back-to-back and start to feel "winded" after the 15th fireball fires.

You can attempt powerful spells at a low-level, but do you even have a chance to succeed? Failure could mean the spell backfiring and killing you OR you immediately die from extreme fatigue.

Do they have spell slots and/or have to prepare spells? If not, then how do you know what spells you can use?
a) No spell slot or prepared spells. You judge your character's spell knowledge based on their history with magic.
b) Example: My lady's PC has two magically imbued parents. Her father is gifted with Chlorokinesis and her mother with Fire Sorcery. She was raised by her mother, so she naturally had a higher rank with Fire Sorcery. While the Chlorokinetic ability being innate, it wasn't too low, because she practiced with it when she could. Her Fire Sorcery training gave her PC a good set of attack spells, but she never learned how to shape the fire into humanlike objects i.e. a sword, shield, or armor. She can use fire breath or fireball, but had to learn from a master spellcaster how to shape her magic into a sword and shield.

Playtest: The Order of the Sabre [Mythic RPG].

Playtest: The Order of the Sabre [Mythic RPG].

Posting the first* Mythic-based adventure on LWR. By "based" I mean using converted material to Mythic's engine and running it as a Mythic game.

This game was intended for a liveplay of D&D with a group that I was suppose to eventually DM for. I was "training" as a co-DM. It didn't work out, but I /still/ wanted to run the scenario. The names of the NPCs used in this playtest are not the name of the original group's PCs. The only thing that stayed the same were their races. I changed the second human male from a thief to a knight (or fighter, if you like), because two thieves in the same party is /not/ a bad idea, but redundant for me. The decided to call this NPC party "The Order of the Sabre". They are starting at Level 4. Also, I apologize for the spelling/grammatical errors in advance. This was not proofread haha. Please enjoy, comment, and ask any questions. They will all be answered! : )

Thank you,

Demetrius


*To my knowledge and pleeease correct me if I am in fact wrong.

Here is my third playtest of the Deeper Dungeons supplement for 4AD.

Here is my third playtest of the Deeper Dungeons supplement for 4AD.
https://dansgamingblog.wordpress.com/2016/05/22/4ad-playtest-of-deeper-dungeons-part-three

Friday, May 20, 2016

Part 6 of my Eberron campaign. This one is fairly crunchy with some serious fighting.

Part 6 of my Eberron campaign. This one is fairly crunchy with some serious fighting.

This picks up in the Blood of Vol cultist base, where part 5 left off. Dungeon World is a very narrative game, so if you haven't been reading the series so far then this isn't the one to start with. The current adventuring day started with part 4, so you could start there if you don't want to start from the beginning. All episodes so far are on the blog.

p4: http://shadowoftheflame.blogspot.co.uk/2016/05/the-soldier.html
p5: http://shadowoftheflame.blogspot.co.uk/2016/05/blood-gathering.html
p6: http://shadowoftheflame.blogspot.co.uk/2016/05/the-flame-illuminates-darkness.html

Hi All, Part 3 of Rick O'Sheas pulp adventure using Mikes Mythic emulator is now up

Wednesday, May 18, 2016

Part 5 of my Eberron campaign, this is the first half of the raid on the Blood cultists' base. The next part will be ready to post by Friday I think.

Part 5 of my Eberron campaign, this is the first half of the raid on the Blood cultists' base. The next part will be ready to post by Friday I think.

If you're not familiar with Dungeon World but want to follow along with the mechanics, remember that you can look up most of the moves:

Basic moves for the "player" characters: http://www.dungeonworldsrd.com/moves#TOC-Basic-Moves
Fundamentals of rolling moves: http://www.dungeonworldsrd.com/playing-the-game#TOC-Making-Moves
GM moves: http://www.dungeonworldsrd.com/gamemastering#TOC-Making-your-Move
I'm using some supplements to the core game, mostly covered in the [meta] post on the blog.

I highlight player moves in green, GM moves in red, and game/GM principles in blue.

Earlier parts of the campaign are all the same blog; the "player" characters' character sheets are in chapters 1 and 2.

Monday, May 16, 2016

I've been turning an idea over in my head the last few days. The basic concept is a streamlined merger of Quill and Microscope. Essentially, the player would start with the end of a story, and have to work their way through the events that brought them there.

I've been turning an idea over in my head the last few days. The basic concept is a streamlined merger of Quill and Microscope. Essentially, the player would start with the end of a story, and have to work their way through the events that brought them there.

The connection to Microscope is that you could price together the events in any order. However, the timescale would be much shorter and more focused. I imagine that you would insert important events and the scenes that explore those events. Microscope without the Eras essentially.

The Quill connection would come from a seed list of words or concepts that need to be worked into the storye events. Depending on some sort of randomizing mechanic you would get strong concepts that lead you to answering the 5Ws/1H of the story. Otherwise you may get sidebar concepts that lead you down a rabbit trail but would lend some sort of bonus the next time you were checking for a new concepts.

It's pretty rough, mostly I wanted to see if anyone else had any ideas on the game concept. Or perhaps see if anyone was working on something similar in nature.

Here is my second playtest of the Deeper Dungeons supplement for 4AD. The dungeon gets more interesting on the lower level!

Here is my second playtest of the Deeper Dungeons supplement for 4AD. The dungeon gets more interesting on the lower level!
https://dansgamingblog.wordpress.com/2016/05/16/4ad-playtest-of-deeper-dungeons-part-two

Sunday, May 15, 2016

Hi everyone!

Hi everyone!
I recently started playing solo using the Mythic system and love it. The biggest issue I'm having so far is coming up with ideas for monsters, street names etc etc. I don't have the money to buy a "random table book" and was wondering if there are any free or cheap android apps, pdf or epub files, or sites with nicely structured tables?

Hugs // Markolainen

Thursday, May 12, 2016

Alright, so I've begun a campaign over on the Lone Wolf forums called "The Fabletop Campaign" where I do post by post of my campaign in Fabletop.

Alright, so I've begun a campaign over on the Lone Wolf forums called "The Fabletop Campaign" where I do post by post of my campaign in Fabletop.

It will be Freeforums exclusive until there's a handful of scenes, then I'll compile them and publish them on Solo RPG Voyages.
http://solorpgs.freeforums.org/the-fabletop-campaign-t24.html

So I found this cool website with a nice isometric field and even its own system. I'm definitely gonna be playing a solo campaign of this at some point.

So I found this cool website with a nice isometric field and even its own system. I'm definitely gonna be playing a solo campaign of this at some point.
http://fabletop.com/

Tuesday, May 10, 2016

Hi All, the next session of the Rick O'Shea pulp game using Mike Overbo's Mythic GM emulator is up

Here is my third and final session of my first adventure of 4AD. I like the way that a story emerged during this third session, which led me to fudge the dungeon generation rules a little as I explain on my blog. At the end of the adventure I had an important question to ask for which I consulted the Answer Oracle at the end of the Covetous Poet's Adventure Creator and Solo GM Guidebook. I find this oracle useful for when I just need a simple yes/no answer (in contrast to the Scarlet Heroes oracle which can give you a 'yes, but' or a 'no, but' answer). I've used it a bit while playing Ruins of the Undercity but haven't used any other parts of the Covetous Poet's Adventure Creator.

Here is my third and final session of my first adventure of 4AD. I like the way that a story emerged during this third session, which led me to fudge the dungeon generation rules a little as I explain on my blog. At the end of the adventure I had an important question to ask for which I consulted the Answer Oracle at the end of the Covetous Poet's Adventure Creator and Solo GM Guidebook. I find this oracle useful for when I just need a simple yes/no answer (in contrast to the Scarlet Heroes oracle which can give you a 'yes, but' or a 'no, but' answer). I've used it a bit while playing Ruins of the Undercity but haven't used any other parts of the Covetous Poet's Adventure Creator.
https://dansgamingblog.wordpress.com/2016/05/10/4ad-dungeon-part-three-four-against-ekzor

Monday, May 9, 2016

I'm jumping in feet first with 4AD. Find my play-through write-up at my blog to see how it turned out. I'm really enjoying this little game and reading others' adventures! And yes, I'm as mercenary as my characters, posting this for the possible reward! :-)

Here is my second session of 4AD, Lord of the Dungeon

Here is my second session of 4AD, Lord of the Dungeon
https://dansgamingblog.wordpress.com/

Sunday, May 8, 2016

I'm trying to locate a session write up where the person plays D&D but used Mythic GME to control the PCs while they run the module. Lost the pdf on my computer. Thanks!

Saturday, May 7, 2016

Found some time to play some more solo Mythras Classic Fantasy...

Found some time to play some more solo Mythras Classic Fantasy...
http://ubiquitousrat.net/?p=3367

Solo RPG has been there from the beginning (Evidence #2):

Solo RPG has been there from the beginning (Evidence #2):

"The Solitaire Game: One player undertakes some journey or adventure alone. He or she handles the effects of the rules as the situation progresses. Solitaire is ideal for players who are isolated by situation or geography.
In addition, there are many aspects ideally suited to solitaire consideration. A single player can spend the time generating characters, designing starships, generating worlds and subsectors, planning situations, and mapping out ideas to use in
later group adventures"
(Traveller Book 1, 2nd ed. 1981)

This is what I want:

This is what I want:

A game inspired by XCOM where you're the leader of a group, organisation or community. Every day in real life, a set time passes in the game and you spend 15 - 30 minutes playing through the content and deal with daily random events like accidents, opportunities, internal conflicts or external threats.

On the long term you're managing resources, planning, training, expanding, upgrading - nothing too fancy though. But the core of the game is the missions. You choose who to send and make "tactical" decisions where you have to gamble with your people's lives, the success of the mission or bonus rewards.

Example:
You've rolled on the mission table and the outcome is that one of your people have been pinned down on a supply raid. You describe how. Based on your people and equipment you have several choices with a probability of success, partial success or failure.

* Retreat and leave them. (100%)
* Use the distraction to grab the supplies, but leave them. (80%)
* Use valuable explosives to blow up the enemy, but it might also destroys vital supplies. (70%)
* etc...

Think FTL without combat or Out there OMEGA.

The setting could be a post apocalyptic Fallout vault, an XCOM clone, New World settlers, space exploration, a criminal organisation and so on.

Do you know if there is anything like this? Or something that could be used as a framework to make a hack.

Thanks to Wesley Camp I bought Four Against Darkness.

Thanks to Wesley Camp I bought Four Against Darkness.
If you want to win a copy, read the end of the blog post, please.

Originally shared by Sophia Brandt

Playtesting "Four Against Darkness", a solo dungeon-crawler (pen & paper), by andrea sfiligoi .
Win a copy!, read the end of the blog post.

Thanks to Alex Schroeder for the awesome gridmapper!

http://dieheart.net/4ad-playtest/

More play from my Dungeon World game set in Eberron.

More play from my Dungeon World game set in Eberron.

Session 2:
http://shadowoftheflame.blogspot.co.uk/2016/05/thaliost.html
Session 3:
http://shadowoftheflame.blogspot.co.uk/2016/05/the-inquisitive.html

Someone posted in the forum here last week that the *World systems can work if you want to solo as GM; although that's not how I was originally thinking about this, it does seem to be playing that way.

Thursday, May 5, 2016

I'm thinking about how to adapt Cyper System to solo play. Here is my thinking so far. we already have good and bad events, when the dice come up 1 or 20. So that can stay.

I'm thinking about how to adapt Cyper System to solo play. Here is my thinking so far. we already have good and bad events, when the dice come up 1 or 20. So that can stay.

And as a solo rule ever time 1 is rolled the player gets 1 XP. I suspect this will give a higher rate of XP then normal, so I think the cost of advancements will have to be increased somewhat. I'll start with doubling it for everyting other then refusing a GM Incursion.

For yes no questions the 50/50 mark is set at dificulty 4. more likely things get lower numbers unlikely things get higher numbers.

We throu in a chaos factor which starts at +1 (this makes dificulty 4 come out trully 50/50 by default). And shift it up and down as normal. remembering that when it gets to +3 it becomes a difulty adjustment.

And that I think is all the changes I'm going to need to run a game. though I'll probably throw in a variation of lasting damage and horror mode combat as optional rules.

Here is my first 4AD adventure, The Statue of King Frorth

Here is my first 4AD adventure, The Statue of King Frorth
https://dansgamingblog.wordpress.com/

Wednesday, May 4, 2016

Hi everyone. I'm Daniel and I've just joined. I play 4 Against Darkness, solo Labyrinth Lord using Ruins of the Undercity, and solo Scarlet Heroes.

Tuesday, May 3, 2016

Solo RPG has been there from the beginning:

Solo RPG has been there from the beginning:

"Although it has been possible for enthusiasts to play solo games of
DUNGEONS & DRAGONS by means of “Wilderness Adventures”,
there has been no uniform method of dungeon exploring, for the campaign
referee has heretofor been required to design dungeon levels.
Through the following series of tables (and considerable dice rolling)
it is now possible to adventure alone through endless series of dungeon
mazes! After a time I am certain that there will be some sameness
to this however, and for this reason a system of exchange of sealed
envelopes for special rooms and tricks/traps is urged. These envelopes
can come from any other player and contain monsters and treasure, a
whole complex of rooms (unfolded a bit at a time), ancient artifacts,
and so forth. All the envelope should say is for what level the contents
are for and for what location, i.e. a chamber, room, 20’ wide corridor,
etc. Now break out your copy of D & D, your dice, and plenty
of graph paper and have fun !"
(Gary Gygax, The Strategic Review, 1975)

you can google it and find his solo dungeon creation system

Monday, May 2, 2016

Glendal Lorg, the Scarlet Hero Elf Thief, continues his exploration of the Fort of the Unholy Mound, in my new blog-post about it. Something actually happens this time! Yay for combat!

Glendal Lorg, the Scarlet Hero Elf Thief, continues his exploration of the Fort of the Unholy Mound, in my new blog-post about it.  Something actually happens this time!  Yay for combat!

Please read if you feel so inclined.  Thanks and enjoy!