Saturday, April 15, 2017

I'm just curious if anyone here has tried running Open Legend as a solo rpg? I'm going to be GMing a one-shot adventure in it some time in the near future for my gaming group as a sort of trial for the system to see how well everyone likes it.

I'm just curious if anyone here has tried running Open Legend as a solo rpg? I'm going to be GMing a one-shot adventure in it some time in the near future for my gaming group as a sort of trial for the system to see how well everyone likes it.

Reading through the rules again, though, I feel like it would be pretty easy to randomize a lot of the GM decision making. I mean, I could run it and use Mythic GME (which I really like) or one of the other great GME options out there, but I'm wondering if anyone has already made (however unlikely for such a new ruleset) anything specifically geared toward OL.

What I'm thinking, and I should have time to do this, is that I could run my own party through the adventure I'm planning for my group to see how it goes and to see where I might be able to improve it.

http://www.openlegendrpg.com/

2 comments:

  1. I haven't tried OL solo, but I'd be interested in seeing play and commentary how it goes.

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  2. So I still haven't done this yet, but I did come up with a potential way of randomly determining GM reactions based on the "every roll matters"/keep the story moving forward ideas from OL. Definitely not perfect, but when I get a chance to try it out, I'm curious to see how well/not it works -

    All solo GM checks use d20
    “SwaT” = “Success with a Twist”
    SwaT counter = a counter keeping track of how many times a failed roll has resulted in a SwaT. Starts at 0 for each play session

    Failed Checks reaction = 1d20 - (SwaT counter x 2)
    1-10: Failure, but the story progresses (reset SwaT counter to 0)
    11-20: Success with a Twist (+1 SwaT counter)

    SwaT Outcome = 1d20
    1-3: Put a character in danger
    4-6: Make an enemy or lose a friend
    7-9: Attract attention
    10-12: Expend a resource
    13-15: Overlook an important detail
    16-18: Waste time
    19-20: Find something you weren’t looking for

    Failure Outcome = 1d20
    1-6: Player finds an opportunity for success
    7-12: The danger snowballs
    13-18: The information is false
    19-20: Roll on SwaT Outcome (increase SwaT counter by 1)

    Failed Attack Roll = 1d20 (based on optional failure rules for combat)
    GM Chooses first by default:
    1-6: Deal 3 damage
    7-12: Inflict 1 bane of power level <= 3
    13-18: Move 10’ w/o opportunity attacks
    19-20: Player chooses first, roll remaining options for GM at 50/50 (1-10/11-20)

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