Thursday, December 15, 2016
Lone Wolf Roleplaying • View topic - Solo Gaming Appreciation Month 2016: Trollbabe actual play
This one is straight #WritingWithDice (with predictive text, but no Oracle). I didn't really need to roll for interacting with the boy, since you can assume there are boys in cities. Meaning that I could have just written freely, but I think it makes for a more fun game to try and use the mechanics when interacting with new fictional characters or elements. Makes it feel more strongly like I'm roleplaying (or rollplaying) that way rather than just writing with constraints.
I left the predictive text as I generated it since I think it is pretty self-explanatory. If they're confusing, let me know (if anyone is reading at all). However, during scene 9b, I left out a line said by Greta in one of the conflicts, which I clarify in the post if anyone cares.
https://forum.rpg.net/showthread.php?793890-Solo-Gaming-Appreciation-Month-2016-Trollbabe-actual-play&p=20671052#post20671052
I'm noticing that the use of Oracles has become more optional to me than using the #WritingWithDice + predictive_text combination. Part of the problem is the form factor of playing in mobile where sometimes the browser refreshes and you lose all the stuff you had generated in the Oracle logs.
But it's also true that sometimes I'm in the mood for having that extra layer of unpredictability that the Oracle adds, and sometimes I'm not in the mood for it. The #writingwithdice / predictive_text combo feel like they add enough uncertainty during those times. Maybe I'm just fickle.
#ap #actualplay #trollbabe
http://solorpgs.freeforums.org/solo-gaming-appreciation-month-2016-trollbabe-actual-play-t35-10.html#p79
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Hahaha, it's just a little thing, I'll push the update through. Not even playtested yet but I think the principle is sound.
ReplyDeleteI think I'm seeing where you're coming from on the principles thing. And you should totally play the way that you enjoy!
Have you looked at Stranger Things? It's based on Trollbabe and not finished, but it uses a slightly different paradigm than Physical/Magic/Social.
I mean, ultimately, you've got Thing A I'm good at, Thing B I'm less good at, and "Interacting with other people" as "If I'm REALLY good at A I'm not as good at interacting with other people".
So I would look at redefining those categories first, especially if you're noticing a lack of compatibility with your own playstyle. Because it's solo it can be very tailored.
Maybe "Heroic Action" and "Subtle Action". The first for kicking down doors, boldly seizing, punching. The second for picking locks and figuring out puzzles and setting traps. Or "Bold" and "Subtle" or "Straightforward" and "Indirect".
I'd probably then give the player an additional item of "specific thing I'm good at" and an item of "specific thing I'm bad at" to use for advantage/disadvantage. That's how I do it in 6 Hours, more or less, and it worked pretty well, though I did revise that aspect of the rules after my playtest!
Here's that thing I was working on earlier. Just a chart to roll on to make me less likely to wimp out on the complications/add some "gm input".
ReplyDeleteexposit.github.io - katamoiran - Complications & Dangers Chart
Those are great!
ReplyDelete