Thursday, September 27, 2018

Downloaded the rules for Barbarian Prince and the Barbarian Prince App which just moves.aroind a hexmap.


Downloaded the rules for Barbarian Prince and the Barbarian Prince App which just moves.aroind a hexmap.
Have been thinking about simplifying it and making it more like Tunnels and Dragons.
There are a lot of rules but they're intuitive. And random table based.

Wednesday, September 26, 2018

No dice? Playing solo? Freeform writing?

No dice? Playing solo? Freeform writing?
Any time you need a conflict resolution, use this handy sheet.

https://www.dropbox.com/s/fsawjx8vnx8ni75/Jeshields_PnP-ConflictResolutionSystem.jpg?dl=0
https://www.dropbox.com/s/fsawjx8vnx8ni75/Jeshields_PnP-ConflictResolutionSystem.jpg?dl=0

If you were to remove all randomizers (dice, cards, resource management) from solo roleplaying, leaving only pen and paper, what would that experience be like? Could it still be called roleplaying?

If you were to remove all randomizers (dice, cards, resource management) from solo roleplaying, leaving only pen and paper, what would that experience be like? Could it still be called roleplaying?

For bonus points, what if in addition to the above conditions, your base RPG was also something like Amber diceless?

Originally shared by Lunar Gin

Originally shared by Lunar Gin

Hi,
For those who like minimalist rules, I suggest a new ruleset. Ultra simple, extremely fast. The idea was to fluidify and simplify even more what I had written in Rocket Dungeons. With these rules, you can play with 100 adventurers if you want!
Very soon, I will write another post on how I can play quickly, because Mythic is definitely too complicated for me!

https://lbrpg.blogspot.com/2018/09/solo-rpg-simplest-world-ruleset.html

Tuesday, September 25, 2018

The sounds like a potentially interesting future game for solo players.

I have a question that's been bothering me for a long time: how do you determine when a character takes enough harm to die in FU: Freeform Universal? That one question keeps me from playing FU, since I can't seem to come up with something that feels right for determining when a character takes enough conditions to die. Or even the amount of conditions to call for the character's death. And just saying the character dies doesn't gel with me, since I would prefer a mechanical means of determining that.

I have a question that's been bothering me for a long time: how do you determine when a character takes enough harm to die in FU: Freeform Universal? That one question keeps me from playing FU, since I can't seem to come up with something that feels right for determining when a character takes enough conditions to die. Or even the amount of conditions to call for the character's death. And just saying the character dies doesn't gel with me, since I would prefer a mechanical means of determining that.

I've considered the HP system from Tiny Frontiers. But that's not a good feel for me, either. And I just don't care for using standard HP with FU.

Monday, September 24, 2018

If you're a Five Parsecs From Home player, go ahead and download the rules again from the Wargame Vault.

If you're a Five Parsecs From Home player, go ahead and download the rules again from the Wargame Vault.

Enemies are now led by a Boss, you start the campaign with a unique Personal Item and the Character Event and Campaign Event tables are a bit more detailed with better explanations and some tweaked results.

Hey guys

Hey guys,

Looks like there's a new Bundle of Holding out there for Tunnels & Trolls. If you want a fantasy RPG that has plenty of Solo modules, this might just be a game for you.

https://bundleofholding.com/presents/TunnelsAndTrolls?utm_source=sendy&utm_medium=email&utm_campaign=325TunnelsAndTrolls
https://bundleofholding.com/presents/TunnelsAndTrolls?utm_source=sendy&utm_medium=email&utm_campaign=325TunnelsAndTrolls

I recommend this game. Like GURPS this is a Universal Roleplaying System. You pick relevant traits for your genre.

I recommend this game. Like GURPS this is a Universal Roleplaying System. You pick relevant traits for your genre.
The full strength, wisdom, dexterity charisma
Or just Physical Mental Social
Or just Fight and Defend.
https://www.drivethrurpg.com/m/product/205229

Moonsylvers thread made me want to start a thread

Moonsylvers thread made me want to start a thread
Post music videos with enough if a setting it could be explored in a solo game.
Describe how you'd run it.

This video is on a psychedelic alien planet. Two animated slates pilot an all terrain vehicle in an ambiguous mission.
Perhaps a.search and rescue or locating an important resource.
I could roll for damage.to the car or obstacles (like sentient whirling crystals of energy beam fungus)
https://youtu.be/44xUwId9AgM

Ideas for a boardgame / RPG mix... something I could try during the next SGAM, maybe? Thanks to Geek Gamers for mentioning Voyage of the B.S.M. Pandora!

Ideas for a boardgame / RPG mix... something I could try during the next SGAM, maybe? Thanks to Geek Gamers for mentioning Voyage of the B.S.M. Pandora!

https://solounmondodicarta.wordpress.com/2018/09/24/voyage-of-the-bsm-pandora/
https://solounmondodicarta.wordpress.com/2018/09/24/voyage-of-the-bsm-pandora/

Sunday, September 23, 2018

Here's a question: does any one here ever engage in Solo-RPG "Thought Experiments"? I have done so fairly often in the past, just to test new tools, see if a certain type of game, scene, or whatever "works", or if I could figure out how to make it work, and so on.


Here's a question: does any one here ever engage in Solo-RPG "Thought Experiments"? I have done so fairly often in the past, just to test new tools, see if a certain type of game, scene, or whatever "works", or if I could figure out how to make it work, and so on.

Basically I just come up with a scene, idea, whatever (sometimes the coming up with the scene or idea IS the Experiment itself) & just tinker with running it & see what happens.

I've done this in the past with NPC emulation, NPC Conversation Emulation, trying out Mood and Emotion generators to see how they play, etc. Sometimes I tinker by using different tools together & seeing how they interact, what kind of results they generate, and the like. My latest game actually started out as an Experiment that was going so well I tried a little more. And a little more. Then I just kept going with it.

So what I'm saying for new Solo'ers, or even old hands, is that if you ever have questions of "can I do this or that" or "how do you do this thing or that thing" is don't be afraid to just try stuff. Set up hypothetical situations & see how they turn out. Putter around with different ideas, tools, set-up's & see what happens.
Hey guys! Expanding my solo RPG library! Besides Four Against Darkness and Bivius Tunnels and Dragons, which other solo systems are focused in party play?

Hello!

Hello!

The discussion in my other recent thread where Libre was mentioned has inspired me to start another discussion. This time, I don't want to focus on the oracle but rather on the adventure structure imposed (or not imposed) by the solo engine/GME. Over time, I have come across several variants on how to deal with that, and I have also come to realize that it is an issue that makes and breaks games for me.

So, I hope to get two kinds of feedback from the community: First of all, what are your preferences, and secondly, do you know any other approaches to the question of adventure structure.

For myself, I am mostly interested in sandbox play or open adventure structures. A tension arc makes me queazy and five-act-plays make me run away screaming.

On the sandbox end, I think the most commonly known example is Mythic, the original solitaire RPG. While the chaos factor can be seen as expressing tension and creating ascending and descending tension, there is no real mechanism for having a break like you would have in a climax and there is no adventure structure except for what the player imposes. There are scenes used to update lists and chaos factor, defined by the classic unity of space, time, and person.

( https://www.drivethrurpg.com/product/16173/Mythic-Role-Playing?src=hottest_filtered&it=1 )

At the opposite end of the scale, there is the Covetous Poet, which is based on five-act-play-adventures whose strict structure is imposed on play with relatively little space for variation.

( https://www.drivethrurpg.com/product/129909/The-Covetous-Poets-Adventure-Creator-and-Solo-GM-Guidebook?term=covet&test_epoch=0 )

Relatively close to Mythic, there is Ironsworn, which is noteworty as its progress moves do structure the events during the game, including vows which are a structure for quests. So you could argue that a vow is a basic unit for an adventure, or rather for tracking adventure progress. However, vows are not exclusive and thus, there is potential for a lot of overlap. Likewise, there is no mechanism for a tension arc within an adventure/quest/vow. Ironsworn is also noteworthy as it loosely based on the Apocalypse World engine (personally, I think it is a lot better than Dungeon World, though), which sets it apart among the other solitaire systems I know.

( https://www.ironswornrpg.com/ )
( https://www.drivethrurpg.com/product/238369/Ironsworn?src=IronswornWeb )

While the above engines try to come relatively close to a normal RPG experience, there are also some that I call more 'gamey' as they have aspects of scoring successes or otherwise playing a meta-game to conclude adventures, which is not as abstractly included in the others (Ironsworn progress moves still put the simulation first and only measure abstractly what is provided by the simulation and not the other way around).

On the one hand, there are the Two Hour Wargames adventure game titles (now sold by Rebel Minis): 5150 New Hope City, PI (Sci-Fi Crime Investigation), Larger Than Life (Pulp adventures), Future Tales (Sci-Fi pulp adventures), and Lovecraft's Revenge (Lovecraftian Horror action adventures). They all have the same core mechanism to create an adventure skeleton from an opening scene to a final showdown scene (or catastrophy scene on a failure). The main part of the adventure is a series of main scenes which are generated one at a time with unity of location and 1 to 3 encounters each, ending with a task (finding an object, asking a person, etc.) where a skill check determines whether the player gets a clue towards solving the adventure. Extra clues can be gained at times and there are occasionally scenes created in between (travel scenes, captured by the Big Bad scenes). The adventure goes to the final battle when an initially rolled number of clues are collected; if a certain number of scenes are failures (not the main clue collected), the adventure ends in failure/catastrophy. There is no tension arc in them, although there is a final confrontation. Lovecraft's Revenge does have a darkness parameter that may increase between scenes and which influences the encounters you have making bad things worse.

( http://www.twohourwargames.com/ )
( https://www.drivethrurpg.com/product/128674/5150-New-Hope-City-PI )
( https://www.drivethrurpg.com/product/219471/Larger-Than-Life-Directors-Cut )
( https://www.drivethrurpg.com/product/231156/Future-Tales )
( https://www.drivethrurpg.com/product/238578/Lovecrafts-Revenge )

And then there is Libre, which at first glance seems like a game similar to Mythic. However, adventures are always missions with the player choosing initially, how many successful scenes are required to finish the mission successfully. Play ends and starts with low risk scenes of dialogue while the core play consists of three types of scenes - low risk scenes for gaining information and resources, combat scenes which count against success and failure, and obstacle scenes which count against success and failure as well. While the aspect of a number of successes needed may be seen as similar to THW's approach, the obstacle scenes turn things upside down. Upon creating the scene, the player has to select three skill checks the character is likely to face and success in which would turn the scene into a success for game purposes. So, the player has to actively consider the game nature and bend the fiction to meet the needs of getting certain tests. In addition, obstacle scenes do not conform to any unity standards, instead, they last as long as the player wants to try to get those three successful skill checks, moving through time, space with changing persons as needed. So, there is a high awareness for the player that he is playing a game.
As for the tension, there is an indirect tension mechanism in that every failure has negative consequences, and with each following failure at a related task, the consequences get more dire. Similarly, skill checks and oracle questions increase story stress which is tested against for random events which in turn then half the stress, thus having kind of a climax effect.

( https://www.librerpg.com/ )
( https://www.drivethrurpg.com/product/229547/Libre-Solo-Role-Playing?term=Libre&test_epoch=0 )

Those are the noteworthy ones I know enough about to comment on them. I have also tried CRGE during development, but was turned away so I hardly recall it, so maybe someone else can give a good summary.

So, please share your thoughts, and maybe tell us about what other noteworthy approaches are there. Hopefully, we can get some useful information together for people (besides some interesting insights into our psyches).

Yours,
Deathworks

https://www.drivethrurpg.com/product/238578/Lovecrafts-Revenge
I have an idea I've been kicking around for making use of published adventures in solo games. It may be fun to try playing an NPC. A character that the PCs would pass by could have their own stories that skirts the edges of the main plot and be influenced by it. That would make the published adventure useful for answering questions about what is going in the world, but doesn't hinder you with foreknowledge that might ruin the fun with your own character

Saturday, September 22, 2018

Tunnels & Dragons Q&A:

Tunnels & Dragons Q&A:

thank you David Alvarez for your ideas about T&D, it is still in Beta version, every feedback is welcomed. Because comments are disabled in your post, I try to answer you here:

1) Damage Track:
the system lets you make a wide range of characters for
a wide range of fantasy styles, not just OSR dungeon crawling

you can play a courtier in a reinessance setting, a swashbuckler alchemist,
playing a fairy tale or a gothic horror fantasy etc,
you can easily improve your chances in combat choosing appropriate stats,
for example if you want 5 combat stats:

Kinship: Dwarf
Class: Warrior(+)
Career: Champion(+)
Background: Gladiator
Advantage: Good-Weapon

1b) "I advice adding two to three damage boxes"
Bivius includes this possibility without adding new mechanics.
read rule #9 in Bivius Companion
you can substract levels to another plausible stat
for example in a combat if you use your Class Warrior you may lower your stat Constitution

2) you said: " Enemy Rank says how tough it is
This is sorta implied in the book but there aren't any rules on how to represent this. Any enemy above your rank is High Stat Challenge. "

Nope

Level and Ranks ar different

a level describes if your Stat is above average (High level) or not.
a rank describes your experience level (R1: Rookie, R2: Veteran, R3: Master)

you can read in T&D 7.3 Enhanced Enemy:
"for a Rank 1 PC a High threat is a Rank 1 "

T&D is still in Beta and I should explain this mechanic better:

a low level threat enemy is an enemy of one rank less than your PC
a high level threat enemy is an enemy of the same rank of your PC

example: your PC is Rank 1 and this is your second adventure, your pc in a dungeon fight an ,
if the threat is low then you choose one Rank 0 enemy (e.g. a skeleton)
if the threat is high then you choose one Rank 1 enemy (e.g. an orc)

same with multiple PCs, just multiply enemies or make a single enemy stronger:
example: your PC is Rank 1 and she is accompanied by her sidekick and an alt
in a dungeon they face an ,
if the threat is low then you choose a multiple Rank 0 enemy (e.g. 3 skeletons)
if the threat is high then you choose a multiple Rank 1 enemy (e.g. 3 orcs)

3) you said: "Also, for strong enemies, such as dungeon bosses,
you need to strike them a number of times equal to their rank.
If we follow the base rules, a single lucky hero in a party can down a dragon
with one strike and that's quite anti climatic. Also, some traps and dangers can be used this way."

Nope, you probably miss the difference between Ranks and Levels again

4) you said: "Ask before discovering something in overland exploration:
I found that the way overland travel works, it creates maps that could be way too densely populated, like having 3 settlements in a row for example. Before asking what you find, ask if there's something of interest in the Hex, and then look for encounters."

Yeah, again I should explain better this mechanic:
the journey system is not a map generator.
the procedure represent what happens in one day of travel not a zone/hex
also you pick the options for the settlement and it's up to you to make the journey beliavable.
and a settlement can also be an outpost (few tents) or a village ruins, not necessarily a town.
example if you are riding a donkey you travel 1 zone in a day,
a zone is 15 miles wide, if you got three in a row of three turns
they are 3 settlement in 3 days trip (75 km/45 mls) you travel near
day 1: an outpost(few tents), day 2: a village, day three: a fortress ruins
in a desert you ride a camel and the distances are doubled: 6 zones in a 3 day trip of 150km/90mls but stil a max of 3 settlements)...

chances to have 3 settlements in a row? 12.5 %

5) you said: "Unfavorable combat situations:
When you're in combat, you usually roll your Class Stat. If combat conditions are unfavorable for you, roll it as Low. If it's already low, you can only use it against equal oponents. Try to make the situation favorable first. Enemies lower their rank when in unfavorable situations."

I don't understand what you mean here

6) you said: "-Dropping loot when escaping:
The game also hints that you can lose loot and gear
when escaping from combats and dungeons, but never syas how."

my bad, it's a beta... you know ;-)
the text about what is and when happens an 'escape' is missing

an escape happens everytime your pcs, after a failed test, decides
to flee from that threat and location.
then the pc goes back to find another way to reach the quest location
(if there is a T-Cross and 4 way interscection in a previous location)
or the pc comes back to the surface.

when there is an escape you ask BRO if you lose something and what it is.

Ok guys, someone here recommended me Bivius RPG supplement Tunnels and Dragons, and I really like its ideas, but it has, in my opinion, a flawed execution.

Ok guys, someone here recommended me Bivius RPG supplement Tunnels and Dragons, and I really like its ideas, but it has, in my opinion, a flawed execution.

However, being a very simple system, I managed to try and adjust some of the fiddly bits. Here's what I did and any feedback is appreciated.

-Damage Track: I find damage to stats to be an excelent idea, but since it's the only thing you can get damaged and in combat it's quite possible the only thing you might use is your Class or Profession Stats, a solo player can get worn down very quickly. I advice adding two to three damage boxes that can be ticked off once per failure to avoid taking damage to stats directly. You can chose where to allocate damage.

-Enemy Rank says how tough it is: This is sorta implied in the book but there aren't any rules on how to represent this. Any enemy above your rank is High Stat Challenge. Also, for strong enemies, such as dungeon bosses, you need to strike them a number of times equal to their rank. If we follow the base rules, a single lucky hero in a party can down a dragon with one strike and that's quite anti climatic. Also, some traps and dangers can be used this way.

-Ask before discovering something in overland exploration: I found that the way overland travel works, it creates maps that could be way too densely populated, like having 3 settlements in a row for example. Before asking what you find, ask if there's something of interest in the Hex, and then look for encounters.

-Unfavorable combat situations: When you're in combat, you usually roll your Class Stat. If combat conditions are unfavorable for you, roll it as Low. If it's already low, you can only use it against equal oponents. Try to make the situation favorable first. Enemies lower their rank when in unfavorable situations.

-Dropping loot when escaping: The game also hints that you can lose loot and gear when escaping from combats and dungeons, but never syas how. When you're running away from a dangerous situation, make a BRO check to see which important item you lose.

Friday, September 21, 2018

Good afternoon people. I have a question about solo RPGs in general - how do you manage combats on your games?

Good afternoon people. I have a question about solo RPGs in general - how do you manage combats on your games?

The exploration and interaction works well with almost any system I use, but when it comes to combat (which I also enjoy), it boils down to lots of dice rolls, and it gets boring fast.

I know there are systems like Tiny Dungeon and Dungeon World where combat is faster and easier than Pathfinder and D&D. But sometimes I do like the crunch of these systems.

So, to resume my question, I just want to know if you have any tips for how can I make combat less boring in solo adventures with traditional systems. Thank you.

Here's a Passage-style oraclular list but for Planet Psychon or Ultra Violet Grasslands or whatever Heavy Metal / Moebius inspired thing you want. Some are from Passage, because it has a great list of words in there.

Here's a Passage-style oraclular list but for Planet Psychon or Ultra Violet Grasslands or whatever Heavy Metal / Moebius inspired thing you want. Some are from Passage, because it has a great list of words in there.

1. Weakness
2. Might
3. PSI
4. Magic
5. Tech
6. Ancient
7. New
8. Crimson
9. Jade
10. Fuchsia
11. Azure
12. Light
13. Shadow
14. Memory
15. Hallucination
16. Walls
17. Portal
18. Discovery
19. Loss
20. Gods

The only thing that really needs explanation is the colors.

CRIMSON: Blood, Chaos, violence, brick, sky, rivers, motion

JADE: Wealth, vegetation, jungle, food, decoration, labyrinthine, complexity

FUCHSIA: Mutation, dust storms, sky, weather, skin, pools

AZURE: Sky, wind, air, starkness, openness, expanse, stillness in motion

Gods can be AI Gods, actual Gods, agents of Gods, false gods...

Memories or Hallucinations can be dreams, dream-quests, desires.

Planet Psychon has a lot of tables for weather, what the hex you're in looks like or sounds like, colors, etc. It's great, it's really vivid. UVG has some similar things going on with its illustrations and descriptions. Google them! They're AWESOME!

Passage is also pretty great. It's here: https://www.rpgnow.com/product/250996/Passage--A-Storytelling-Exploration-Game-for-Exactly-One-Player

Thursday, September 20, 2018

Which system (not Scarlet Heroes) do you find more suited to run a campaign focused in combat and dungeon crawling?
So I have got Mythic and I'm ready to dive into my world. Any tips on where to start???
So I have got Mythic and I'm ready to dive into my world. Any tips on where to start?

Hello!

Hello!

Inspired by Passage, I am wondering about our base assumptions about solo roleplaying. As far as I can tell, just about all free-form solo roleplaying system (as opposed to CYOA books) use a variant of a Yes/No oracle.
What if we dropped the Yes/No oracle and used only a content generator/keyword generator like Passage's domains or Mythic's Action and Meaning tables?
Instead of asking Yes/No-questions, we would need to ask questions about how, what and so on.

What do you all think, or has anyone tried something like that?

Yours,
Deathworks

Tuesday, September 18, 2018

Originally shared by Lunar Gin

Originally shared by Lunar Gin

Hey folks,
I am releasing today my new scenario from the #SAALT series. For those who do not know, these are solo scenarios built on a succession of scenes (and not on a succession of rooms).
Don't hesitate to come and see, the secret revealed at the end will not disappoint you!
https://lbrpg.blogspot.com/

Sunday, September 16, 2018

https://www.dmsguild.com/product/242400/Elminsters-Guide-to-Solo-Adventuring

https://www.dmsguild.com/product/242400/Elminsters-Guide-to-Solo-Adventuring
https://www.dmsguild.com/product/242400/Elminsters-Guide-to-Solo-Adventuring

https://www.rpgnow.com/product/252507/And-You-Will-Rest-Your-Head-on-Your-Parents-Grave?src=newest_since

https://www.rpgnow.com/product/252507/And-You-Will-Rest-Your-Head-on-Your-Parents-Grave?src=newest_since
https://www.rpgnow.com/product/252507/And-You-Will-Rest-Your-Head-on-Your-Parents-Grave?src=newest_since

So this was a challenge I created long ago that I'm now deciding to share with you guys. Thoughts?

So this was a challenge I created long ago that I'm now deciding to share with you guys. Thoughts?
https://solorpgvoyages.wordpress.com/2018/09/16/the-gandaflocke-challenge-rules/

Sometimes I just want to play a board game and so many of them profess to be "RPGs in a box." But what does that really mean? and what does it take to achieve this? I investigate these questions in this vlog.

Sometimes I just want to play a board game and so many of them profess to be "RPGs in a box." But what does that really mean? and what does it take to achieve this? I investigate these questions in this vlog.
https://youtu.be/FbOCNMr5UYw

https://www.kickstarter.com/projects/studio9games/midnight-legion-portal-of-life?ref=thanks

https://www.kickstarter.com/projects/studio9games/midnight-legion-portal-of-life?ref=thanks
https://www.kickstarter.com/projects/studio9games/midnight-legion-portal-of-life?ref=thanks

Saturday, September 15, 2018

https://www.rpgnow.com/product/252413/The-Avalon-Solo-Adventure-system

https://www.rpgnow.com/product/252413/The-Avalon-Solo-Adventure-system
https://www.rpgnow.com/product/252413/The-Avalon-Solo-Adventure-system

I'm reaching out to the community for some advice. I'm looking for an established campaign setting that has a large number of "something " worth exploring, (ie. find all the lost sites of x, visit all the major temples, retrace the historical exploits of those one guys) and a lot of fluff to read along the way. I'd prefer one where any looming danger is able to be circumnavigated without effecting the setting details too much. Any suggestions?

I'm reaching out to the community for some advice. I'm looking for an established campaign setting that has a large number of "something " worth exploring, (ie. find all the lost sites of x, visit all the major temples, retrace the historical exploits of those one guys) and a lot of fluff to read along the way. I'd prefer one where any looming danger is able to be circumnavigated without effecting the setting details too much. Any suggestions?

The reason is that I need to reboot my Journal game. I've done a few more entries with the Journal RPG, and it is a lot of fun. The problem I've run into is that I leaned into my love of fantasy tropes too hard. I wanted to lead a campaign that was focused on the joy of travel, instead in entry 1 I set up an epic fantasy style tale. Needless to say daily entries with that hanging over the character's head have a certain tone to them. I want "Travels With Thaddeus" not "The Epic Of Thaddeus ".

Thursday, September 13, 2018

So has anyone here used the Mythic RPG rules and not just the GM Emulator? Of so what did you think?

Last night, I was able to finally do a GMless/Oracle drive group play. It was a heck of a lot fun, and I'm looking forward to more games like this. A few folks asked for an AAR, so here it is. I wonder how many people play games like this, because I'm kind of infatuated with the idea of zero-prep/no GM gaming.

Last night, I was able to finally do a GMless/Oracle drive group play. It was a heck of a lot fun, and I'm looking forward to more games like this. A few folks asked for an AAR, so here it is. I wonder how many people play games like this, because I'm kind of infatuated with the idea of zero-prep/no GM gaming.

Wednesday, September 12, 2018

I FINALLY convinced one of my friends to try a GMless game with me, powered by Mythic. We started around 8:30 with me explaining how Mythic worked, and called it for the night 2 hours later, our investigators (we decided on Call of Cthulhu) collapsed in our hotel room after a thrilling car chase and escape from the strange cult we had stumbled upon after looking into potential insurance fraud from a university professor.

I FINALLY convinced one of my friends to try a GMless game with me, powered by Mythic. We started around 8:30 with me explaining how Mythic worked, and called it for the night 2 hours later, our investigators (we decided on Call of Cthulhu) collapsed in our hotel room after a thrilling car chase and escape from the strange cult we had stumbled upon after looking into potential insurance fraud from a university professor.

For an absolutely ZERO prep game, it was glorious. I took me years of trying to convince my friends to try it out, now we're playing it again tomorrow. This may not technically be a "Solo" post, but the tools and skill I've learned in Solo playing have opened up an entirely new way to play. And, damn, is it fun.
Hey, all! Im newish to the group, and im sorry if this was posted elsewhere, but are there any dnd5e adventures that i could run a brand new player through? I'm introducing a buddy to the game, but for the past 2 months, havent been able to get at minimum another player for phandelver or whatever. Thanks in advanced.

Monday, September 10, 2018

Hey everyone. I designed this rpg and would like feedback. Although there are no actual solo rules within, I created it to play a solo dungeon crawler.

Hey everyone. I designed this rpg and would like feedback. Although there are no actual solo rules within, I created it to play a solo dungeon crawler.

Thanks!

Originally shared by Dennis C. Nolasco

Hi all. Hi created this rpg to be a rules light version of Torchbearer, but the core rules are based mostly on Cthulhu Dark. I would really appreciate it if others could help playtest and provide feedback.

I'm most concerned with the play balancing of the luck score and also the wear & tear number of turns.

Thank you!

#rpgdesign #gamedesign

Finally had some time to sit down and type this up from my notes I posted a couple weeks back. I hope someone finds it useful.

Finally had some time to sit down and type this up from my notes I posted a couple weeks back. I hope someone finds it useful.

Originally shared by Spencer Salyer

I believe this would work for a traditional GM role as well, but I'm coming from a solo player perspective: using the Tarot to generate a story based on conflict.
https://wispsoftime.com/content/tarot-for-solo-rpg-conflict/

Sunday, September 9, 2018

I don't know how to make characters for Mythic.


I don't know how to make characters for Mythic.
I know how to make scenes...
I read it years ago, didn't understand it, and let myself forget about.it.
Rereading it leaves me reconfused.
I just got to say that Mythic emulator is fantastic at World building.

Saturday, September 8, 2018

Hello Adventurers!

Hello Adventurers!
I wanna start play a solo game like Indiana Jones or somelike similar in this idea. You can recommend a game that you know? Exist a game with this treme like Adventure + Archeology?
Thanks to all.

Thursday, September 6, 2018

I mashed up Quill White Box and Troika! and had fun. I haven't written up the AP yet, but I have written out the rules and the scenarios for others. This first rev is a little rough and I discuss ways to change it in the future. Either way the scenarios will work fine. Troika is fun - I might be going a bit more science-fantasy than Planescape but hey, the setting is nothing if not implied and malleable.

I finally gave the Covetous Poet's book an all-out treatment, at least the best I can do at home. I was even able to add in the three expansion genres to the book, with no completely blank pages. Pagination is not continuous, but I added them at the end, so, sort of like appendices.

I finally gave the Covetous Poet's book an all-out treatment, at least the best I can do at home. I was even able to add in the three expansion genres to the book, with no completely blank pages. Pagination is not continuous, but I added them at the end, so, sort of like appendices.
I even did the back cover, which is almost all black. Usually if the back cover doesn't really add anything special, I just use blank cardstock.
Not perfect, had a little tape accident on the cover that I had to touch up.
Staple-bound.
Thank you, Frank!





Another gaming essential. Not for solo gamers, but I'm sure when y'all play with others you can relate.

Another gaming essential. Not for solo gamers, but I'm sure when y'all play with others you can relate.

https://adrinkinhandgaming.blogspot.com/2018/09/gaming-essentials-right-group.html
https://adrinkinhandgaming.blogspot.com/2018/09/gaming-essentials-right-group.html

I'm wanting to run some lost-style flashbacks in my current solo game, to shake things up a little and make my party a little more fleshed out (hopefully with some surprising revelations along the way!), character-wise. I was planning on just using Mythic to come up with a random scene premise and go from there, but I'm very open to suggestions!

I'm wanting to run some lost-style flashbacks in my current solo game, to shake things up a little and make my party a little more fleshed out (hopefully with some surprising revelations along the way!), character-wise. I was planning on just using Mythic to come up with a random scene premise and go from there, but I'm very open to suggestions!
I'm playing Pathfinder, in case it's relevant, although I don't really want much gameplay in these sequences.

Wednesday, September 5, 2018

Could anyone point me in a direction for a simple solo engine of some type? I finally printed out MAZE RATS that I’ve had in my library for some time now. It looks fairly simple for me. I’m new to pen and paper RPGs. Planning on playing/journaling my game in my down time and work. I would appreciate the help.
Hey guys, just discovered solo RPG and so far I’m liking what I see. I have a question. I’m looking into Basic Fantasy as my first system but do you guys level your characters and all? If so, do you adjust it to scale better for the solo rpg gamer? Any tips for doing so? Thanks guys.

Tuesday, September 4, 2018

I just thought of something that might be worthwhile to try out. It can be used anytime but I think especially for solo play through a module. What if we rolled iniative for the room. For example if the room can act out it’s traps and monsters before the PCs can act. Just a thought that came to mind. It almost gives the dynamic of being surprised.

Monday, September 3, 2018

Question for y'all: What's your favourite format to write Actual Plays in? Do you like the recap style that concisely sums up each session, the novel style that reads like an actual book (sometimes with crunch omitted entirely), or even the screenplay style that focuses on speech and actions? Or another format entirely? What pros/cons do you think the style has?

Question for y'all: What's your favourite format to write Actual Plays in? Do you like the recap style that concisely sums up each session, the novel style that reads like an actual book (sometimes with crunch omitted entirely), or even the screenplay style that focuses on speech and actions? Or another format entirely? What pros/cons do you think the style has?

Bonus question: What's your favourite format to /read/ Actual Plays in?

I hereby cast Summon Greater Discussion.

Originally shared by Lunar Gin


Originally shared by Lunar Gin

Today I publish my second adventure of the fantasy #FlashFantasy : The Forest of Mists. Like the previous one, it is a 4-page, quick to read, dice free, own adventure. I tried to include an original structure in this adventure: the player will have to retrace his steps. This is the sequel to the adventures of the magician Hallendrow. The universe is gradually expanding....

Thank you for your comments



https://lbrpg.blogspot.com/2018/09/flash-fantasy-2-hallendrow-is-back-in.html

Saturday, September 1, 2018

I saw this game. I don't know anything about it beyond the blurb and the preview. But it might be of interest to this group.

I saw this game. I don't know anything about it beyond the blurb and the preview. But it might be of interest to this group.

https://www.rpgnow.com/product/250996/Passage--A-Storytelling-Exploration-Game-for-Exactly-One-Player
https://www.rpgnow.com/product/250996/Passage--A-Storytelling-Exploration-Game-for-Exactly-One-Player

I was tired of working out d100 tables by hand so I made this spreadsheet to do the maths for me! Just go to File->Make a Copy to start playing around with it. You enter the items you want included in the table in the names column, the weight of each item in the weights column (all the weights would be 1 if there's an equal chance of each item occurring), and watch the spreadsheet automagically give you a properly distributed* 1d100 table!

I was tired of working out d100 tables by hand so I made this spreadsheet to do the maths for me! Just go to File->Make a Copy to start playing around with it. You enter the items you want included in the table in the names column, the weight of each item in the weights column (all the weights would be 1 if there's an equal chance of each item occurring), and watch the spreadsheet automagically give you a properly distributed* 1d100 table!

*There's some necessary rounding taking place, but it's about as close to the precise ratios as you could ask for.