Sunday, September 23, 2018

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

9 comments:

  1. Heh, I see this set of stories in my head told from the perspective of the people and monsters that the PCs run into on their bloody quest for power and loot. Barmaids, blacksmiths, bugbears, and beholders would all see the group from a different perspective.

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  2. Mmm... if you were to play an NPC, I think it would be fitting if your adventures and quests related to everyday life. Instead of: Brave heroes, go and clean the dungeon from all monsters! It'd be more like: Enitix, go for some wood. Rumors say there's a group of adventurers coming, and we need to have meals ready!

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  3. I've had similar thoughts as well, but perhaps more along the lines of "perspective chapters" of various PCs, where each has their own input and viewpoint from various (sometimes opposing) fronts of a campaign world.

    I could also see playing a "torchbearer" accompanying a group of foolhardy adventures, chronicling their exploits, maybe from a standpoint of awe for dramatic effect, or a superior intellect that's constantly making jest at their atrempts (and especially failures) of bravado.

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  4. yep you could choose an NPC of a published adventure and start his/her/its own solo adventure, using the published adventure as backstory

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  5. Hello!

    Mmmmhhhh, that could be interesting. If you want an RPG system that actively could support that, you might want to look at Chuubo's Marvelous Wish Granting Engine which is basically about slice of life stories (with possibilities of the supernatural). It comes with its own (present-day) setting, but it can probably be ported easily to some other world. There are no real combat rules in it, more about personal development. It is diceless and turns roleplaying upside down in many interesting ways.

    Yours,
    Deathworks
    drivethrurpg.com - Chuubo's Marvelous Wish-Granting Engine

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  6. By NPC I was thinking more along the lines of a character who wasn't in the party the adventure follows. The auxiliary adventures perhaps for a character (or characters) not affiliated with the heroes following the main plot line.

    An example might be that if the adventure has the main heroes clearing out a goblin encampment that's been raiding the village that would give you background to setup an adventure for your own character dealing with an influx of goblins up river who fled the attack. Or if the adventure has the main heroes trying to stop the archmage from getting into the ancient tomb you'd have the background for an adventure where the archmage's second in command ransacks a library looking for clues to unseal it, which your character would need to intercept.

    You certainly could play a slice of life campaign, but there is room for heroics as well I think. I also hadn't considered using an actual written NPC from the adventure, but I like the possibilities their

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  7. Spencer Salyer - Fun idea, what if the torch bearer is secretly the dungeon master or dark lord of the deep.

    Guild Master, "Take Sid as your bearer."
    Fi-tor, "Ho! What does Sid stand for?"
    Sid, "Insidious, my mother is a fan of the classics."

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  8. Watch some Studio Ghibli films for inspiration if it's a high fantasy setting.

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  9. Since I've been playing Passage RPG, all my characters start out non-distinct, but get drawn into weird and wild experiences.

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