Pondering on solo campaigning and world creation, which I've not done too much of either. Scarlet Heroes seems to lend itself to enabling this play style with separate rules and tools for urban, wilderness, and dungeons adventures. What are your methods or tools for world building and campaigning as a solo player?
https://wispsoftime.com/content/big-solo-campaign-bang/
in a fantasy setting (Tunnels & Dragons) I use 6 systems:
ReplyDelete1)dungeons
2)journeys by land
3)journeys by water
4)journeys by air
5)outdoors sandbox
6)urban sandbox,
each one has their own simple generators for locations, encounters, threat level etc.
in other settings I usually use the same idea
lostpangolin.files.wordpress.com - lostpangolin.files.wordpress.com/2016/10/bivius-tunnels-dragons-beta-5.pdf
lino pang this looks very good, thanks for sharing :-)
ReplyDeleteIf Scarlet Heroes is your jam, then you should definitely bolt on An Echo, Resounding (the domain play sourcebook from the same author for the Red Tide setting) Before the campaign ever starts you go through some cool rules and random tables (as we expect from Kevin Crawford) that leave you with a whole region to play in that will react dynamically to the game that happens within it. It's very cool.
ReplyDeletedrivethrurpg.com - An Echo, Resounding: A Sourcebook for Lordship and War
I'm not necessarily into the Red Tide setting and I've only just finished reading SH, but that title looks like a winner, anyway. Added it to my wish list. Thanks for the tip!
ReplyDeleteI am very much inspired by maps. I think all my attempts at campaigning made use of maps, in one form or another. Theoretically, I like Rients' idea #7 Grab some free adventures and plug them in all over the map, but I never really tried to play anything in that way.
ReplyDeleteevandro novel that #7 seems somewhat less useful from the solo perspective, since you'd likely want to discard most of the adventure and randomize it instead...
ReplyDeleteMaps, however, now that's a great idea... if you just took the maps from the "free adventures" and discarded the rest, used free maps from Dyson Logos, or your own designs... Assign some maps to some locations and use your solo tools to generate the adventure on those map if you end up there.
Not to say using pre-written adventures would be totally useless -- you could certainly use them for "color" or inspiration and use other tactics to make it interesting, and might even add interest or twists to your story.
Just a map with no descriptors could be a blank canvas, though, to paint your characters and story into with encounters from the tools you're already using.
Spencer Salyer this is interesting, I'll try it soon or later
ReplyDeleteYou could put free solo adventures (T&T has dozens) or RND zine adventures about the map for a solitaire campaign.
ReplyDeleteI once made a sandbox with 30 locations. The first 20 were on the map, and described in more or less detail depending on their nature. 21-30 were not placed nor defined. Whenever a location for a mission/plot/adventure was needed I'd roll 1d30 to see which it was. The results from the unknown 10 were rolled up with various generators when they came up, and placed in random hexes.
I tend to just wing it, honestly. Make a character who interests me, start with a few assumptions about the world based on that character, and the world evolves from that.
ReplyDeleteI've also had a lot of fun generating up some off-the-wall professions -- "what kind of world would a Persuasion Templar be a class in?" and building from that.