Open Legend Solo Adventure concluded
Sessions 3 (https://docs.google.com/document/d/1WoXGmbuMBgwFcEsmK3eVnvk7_DLzWHJfjV-3Msd0dSc/edit#bookmark=id.4ldi1hj39v2f) and 4 (https://docs.google.com/document/d/1WoXGmbuMBgwFcEsmK3eVnvk7_DLzWHJfjV-3Msd0dSc/edit#bookmark=id.5v7rkzola050) of Volkor's quest, in which he finally makes it into the building... and then pretty much immediately discovers why it's a good idea to bring some friends along when you're going on a dangerous quest into a bizarre magical building.
I like how you let the dice decide the last question. That's a tough question to ask.
ReplyDeleteChris Stieha Yeah. I would have handled that very differently if I were GMing someone else - and, in fact, the actual rules for Open Legend would give me at least one more shot at not dying, but doing it any other way felt sort of...dishonest, I guess, is the best word. With that said, there are some things I plan to do/handle differently in my next attempt at solo Open Legend, but I definitely enjoyed it enough and see enough potential there that I will be doing it again.
ReplyDeleteI 'm looking forward to your next adventure.
ReplyDeleteI totally understand how letting the dice decide feels like the only honest answer. I've got a few TPKs on my blog, and a lot more adventures where N/PCs to whom I've grown rather attached get killed. I never rack up body counts like this as a GM for other players (well, except in Call of Cthulhu, but that's the expectation going in).