Hello, people! Yesterday I posted my new solo game, but I removed the post because I had placed a file without grammar revision, by mistake ... sorry! But finally here is SPACE JOURNEY, my newest mini solo game, this time with far fewer typos. Who downloaded the previous file, please replace it. The story goes something like this:
"The Great Galactic War has destroyed almost every corner of the universe. You are part of the resistance, soldiers who keep the respect and loyalty to the Great Galactic Kingdom. Unexpectedly, you have obtained one vital information, capable of reversing the results of the war and finally conquering the great conflict against the Enemy.
But there is one dangerous quest ahead: you must undertake a dangerous journey of 30 light-days, to the planet Haratha, capital of the Great Intergalactic Kingdom, to personally deliver this precious information to the Supreme Queen."
It is just a beta version, I am working on that...thank you for the patience!
https://drive.google.com/open?id=1rxXYUWtCL2rZQw7MIYzUlzQaLjF-FX_l
https://drive.google.com/open?id=1rxXYUWtCL2rZQw7MIYzUlzQaLjF-FX_l
Showing posts with label Lone Wolf Roleplaying: Solo Design Book Club. Show all posts
Showing posts with label Lone Wolf Roleplaying: Solo Design Book Club. Show all posts
Wednesday, December 20, 2017
Hello, people! Yesterday I posted my new solo game, but I removed the post because I had placed a file without grammar revision, by mistake ... sorry! But finally here is SPACE JOURNEY, my newest mini solo game, this time with far fewer typos. Who downloaded the previous file, please replace it. The story goes something like this:
Thursday, December 7, 2017
Hello guys! Here is a game I created, a solo RPG to be played on the streets, without the need for data, dice, writing ... it uses cars - more specifically, car colors - as a random factor.
Hello guys! Here is a game I created, a solo RPG to be played on the streets, without the need for data, dice, writing ... it uses cars - more specifically, car colors - as a random factor.
Basically, the story is this: In this game, you have been mysteriously transported to a corner street, in a parallel reality slightly different from ours. You have only a vague recollection - a deja vu - that you know is the only thing that can bring you back. Otherwise, your memories will be replaced by new ones - your mind will adapt to this new reality - and you will simply cease to be "you.
You know that the order in which certain cars will stop at the traffic light will be the necessary condition to reopen the portal and transport you back home.
It was inspired by Matt Bohnhoff's "Anything Helps" game.
PS: Sorry for the grammar and English mistakes. I am correcting them, slowly...
https://drive.google.com/open?id=1d3x9x2tmt1t7qGgO-Lg7WTDeTwEc-bi5
https://drive.google.com/open?id=1d3x9x2tmt1t7qGgO-Lg7WTDeTwEc-bi5
Basically, the story is this: In this game, you have been mysteriously transported to a corner street, in a parallel reality slightly different from ours. You have only a vague recollection - a deja vu - that you know is the only thing that can bring you back. Otherwise, your memories will be replaced by new ones - your mind will adapt to this new reality - and you will simply cease to be "you.
You know that the order in which certain cars will stop at the traffic light will be the necessary condition to reopen the portal and transport you back home.
It was inspired by Matt Bohnhoff's "Anything Helps" game.
PS: Sorry for the grammar and English mistakes. I am correcting them, slowly...
https://drive.google.com/open?id=1d3x9x2tmt1t7qGgO-Lg7WTDeTwEc-bi5
https://drive.google.com/open?id=1d3x9x2tmt1t7qGgO-Lg7WTDeTwEc-bi5
Wednesday, October 25, 2017
Who here uses Covetous Poet's Adventure Creator and Solo GM Guidebook? Do you use it for solo? What do you like/dislike? How much do you generate ahead of time, how much during play?
Who here uses Covetous Poet's Adventure Creator and Solo GM Guidebook? Do you use it for solo? What do you like/dislike? How much do you generate ahead of time, how much during play?
Seems like potentially really awesome, with 1000 item lists of inspirational material and gentle help organizing/nudging plots along.
Anyone know of an app for this?
Seems like potentially really awesome, with 1000 item lists of inspirational material and gentle help organizing/nudging plots along.
Anyone know of an app for this?
Monday, October 9, 2017
I updated Heirs of Sea and Shadow, primarily with an eye to reworking the Dynasty system and integrating it with the base rules and advancement.
I updated Heirs of Sea and Shadow, primarily with an eye to reworking the Dynasty system and integrating it with the base rules and advancement.
I also fixed some typos, clarified some rules, and, of course, added in some more tables, including ones for eye and hair color, life events to make heirs more interesting and random, and world events to help keep the world vibrant.
Anyway, not a full edition or version or whatever, just an update to the draft document in progress.
https://exposit.github.io/katarpgs/lite/heirsofseaandshadow/
I also fixed some typos, clarified some rules, and, of course, added in some more tables, including ones for eye and hair color, life events to make heirs more interesting and random, and world events to help keep the world vibrant.
Anyway, not a full edition or version or whatever, just an update to the draft document in progress.
https://exposit.github.io/katarpgs/lite/heirsofseaandshadow/
Friday, August 11, 2017
Francesco Rugerfred Sedda is looking for playtesters for his solitaire game. Just a heads up in case anyone would like to take it for a spin.
Francesco Rugerfred Sedda is looking for playtesters for his solitaire game. Just a heads up in case anyone would like to take it for a spin.
Originally shared by Francesco Rugerfred Sedda (Rugerfred)
Hi, everyone!
I'm looking for playtesters that would like to play a short solitaire-rpg called The Legendary Catch.
It will be a blind playtest, the whole game will not last more than 20-30 minutes, and will require just you, 5 six-sided dices, and a single printed page for an handout (or three pages in total if you want to print all the rules plus the material needed).
So, few things about the game and the test itself if you would like to play it:
- There's a chapter about "documenting" the game. For the playtest you may pick any of these and, when you finish playing, I would like to check and analyze it.
- I would also like a short playtest report aside from the documentation: your opinion on the game's flow, mood, and any peculiar or meaningful thing that you want to add.
- I am also interested in comments regarding the written form of the rules, and general feedback on how polished they are.
- I am not testing the layout or graphic elements: if something is complicated or problematic to read or use, I'm interested in that, but right now not in any other specific graphic detail.
Here's the rule document: https://docs.google.com/document/d/1b8ZWaWKlTtddWCFIJlLEypLzccbtlzUlK3aXfjlp2BY/edit?usp=sharing
Thanks! <3
Originally shared by Francesco Rugerfred Sedda (Rugerfred)
Hi, everyone!
I'm looking for playtesters that would like to play a short solitaire-rpg called The Legendary Catch.
It will be a blind playtest, the whole game will not last more than 20-30 minutes, and will require just you, 5 six-sided dices, and a single printed page for an handout (or three pages in total if you want to print all the rules plus the material needed).
So, few things about the game and the test itself if you would like to play it:
- There's a chapter about "documenting" the game. For the playtest you may pick any of these and, when you finish playing, I would like to check and analyze it.
- I would also like a short playtest report aside from the documentation: your opinion on the game's flow, mood, and any peculiar or meaningful thing that you want to add.
- I am also interested in comments regarding the written form of the rules, and general feedback on how polished they are.
- I am not testing the layout or graphic elements: if something is complicated or problematic to read or use, I'm interested in that, but right now not in any other specific graphic detail.
Here's the rule document: https://docs.google.com/document/d/1b8ZWaWKlTtddWCFIJlLEypLzccbtlzUlK3aXfjlp2BY/edit?usp=sharing
Thanks! <3
Sunday, July 23, 2017
This is feedback on Heirs of Sea and Shadow, a game by Tam H.
This is feedback on Heirs of Sea and Shadow, a game by Tam H.
I chose the Demonsguard scenario and played through a scene to get a feel for the core mechanic.
What I liked: How dangerous fighting was, with negative Status Effects quickly building up to make future fight rolls even harder. I felt that this fitted in with the theme of the game very well: violence only making things worse. I liked the feel of the setting in general, with the emphasis on hope and redemption. I liked how the trade-off between overt and covert proficiency was inbuilt into the core sliders. I found it fairly easy to choose which core slider I should roll on: the definitions of each was clear and without overlap.
What was confusing: The scale’s current number sliding up or down following a failure. I wasn’t sure whether I should slide the scale in a way that would decrease the chances of success at the same roll (so failure and success would have opposing impacts) or if I could choose whether to raise or lower the score.
What needed work: I felt that one of the example skills that I picked (Warrior) had a large amount of overlap with the core slider Fight.
What might be good to expand on: A few examples of foes and obstacles that the player might come up against. Perhaps also some ideas about how to redeem or negotiate with a few of those foes. Maybe expand upon the scenarios by providing some scenes that could follow each of the beginnings, to give the player something idea of what to aim for when using the oracle. Providing a few example places, groups and important individuals in Never may be helpful as well. Perhaps some more guidance on acquiring new resources and how many Resources it is reasonable for the character to have at once, given how important re-rolling is as a mechanic.
Overall, I found the core mechanic of Heirs of Sea and Shadow to reflect the setting’s themes very well and be easy to use.
I chose the Demonsguard scenario and played through a scene to get a feel for the core mechanic.
What I liked: How dangerous fighting was, with negative Status Effects quickly building up to make future fight rolls even harder. I felt that this fitted in with the theme of the game very well: violence only making things worse. I liked the feel of the setting in general, with the emphasis on hope and redemption. I liked how the trade-off between overt and covert proficiency was inbuilt into the core sliders. I found it fairly easy to choose which core slider I should roll on: the definitions of each was clear and without overlap.
What was confusing: The scale’s current number sliding up or down following a failure. I wasn’t sure whether I should slide the scale in a way that would decrease the chances of success at the same roll (so failure and success would have opposing impacts) or if I could choose whether to raise or lower the score.
What needed work: I felt that one of the example skills that I picked (Warrior) had a large amount of overlap with the core slider Fight.
What might be good to expand on: A few examples of foes and obstacles that the player might come up against. Perhaps also some ideas about how to redeem or negotiate with a few of those foes. Maybe expand upon the scenarios by providing some scenes that could follow each of the beginnings, to give the player something idea of what to aim for when using the oracle. Providing a few example places, groups and important individuals in Never may be helpful as well. Perhaps some more guidance on acquiring new resources and how many Resources it is reasonable for the character to have at once, given how important re-rolling is as a mechanic.
Overall, I found the core mechanic of Heirs of Sea and Shadow to reflect the setting’s themes very well and be easy to use.
Friday, July 21, 2017
So, kicking off the group design thing!
So, kicking off the group design thing!
I have a few projects that are ready for other eyes and that need solid play testing.
I am also happy to provide ridiculous levels of feedback if anyone's looking for it.
So... is anyone game?
Edit in some info:
The game is Heirs of Sea and Shadows.
https://exposit.github.io/katarpgs/lite/heirsofseaandshadow/
It's a strongly narrative game of romantic high fantasy with sliding scale stats, a "push your luck" mechanic, and a dynasty system. It relies heavily on actor stance over character stance, drawing on the way I play games like Total War and Crusader Kings 2 (but without the war aspects of either).
At this point, I'm primarily looking for the "feel" of the core mechanic, especially how it works in practice.
I would also like to hear about the dynasty system, which is still very rough.
I would appreciate any constructive feedback, however short or long. In this thread is just fine, or a google doc, or whatever works for you.
I have a few projects that are ready for other eyes and that need solid play testing.
I am also happy to provide ridiculous levels of feedback if anyone's looking for it.
So... is anyone game?
Edit in some info:
The game is Heirs of Sea and Shadows.
https://exposit.github.io/katarpgs/lite/heirsofseaandshadow/
It's a strongly narrative game of romantic high fantasy with sliding scale stats, a "push your luck" mechanic, and a dynasty system. It relies heavily on actor stance over character stance, drawing on the way I play games like Total War and Crusader Kings 2 (but without the war aspects of either).
At this point, I'm primarily looking for the "feel" of the core mechanic, especially how it works in practice.
I would also like to hear about the dynasty system, which is still very rough.
I would appreciate any constructive feedback, however short or long. In this thread is just fine, or a google doc, or whatever works for you.
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