Friday, June 19, 2015

I've played this game yesterday with a couple of friends and I enjoyed it immensely. It made me ponder about tackling this on solo due to its simple yet addictive game elements.

I've played this game yesterday with a couple of friends and I enjoyed it immensely. It made me ponder about tackling this on solo due to its simple yet addictive game elements.
http://hope-inhumanity.com/

Sophia Brandt and everyone else. This is a game using a version of the Wanderer System rules that I've been working on. It's a rough alpha, but it should hopefully be enough to let you create fun dungeons to explore. This game's called Adventureologists, and it features pulpy Indiana Jones- or Tomb Raider-style exploration. I don't have any pregen stuff yet, but I wanted everyone to see how it plays.

Sophia Brandt  and everyone else. This is a game using a version of the Wanderer System rules that I've been working on. It's a rough alpha, but it should hopefully be enough to let you create fun dungeons to explore. This game's called Adventureologists, and it features pulpy Indiana Jones- or Tomb Raider-style exploration. I don't have any pregen stuff yet, but I wanted everyone to see how it plays.
https://drive.google.com/file/d/0B6TDnVU8jLDIVktoeHAyeGRsNVk/view?usp=sharing
Alphabet die as Oracle: I've been using an alphabet die by Koplow as one of my oracle devices and finding it very handy. It's a d30 with 26 alphabet letters and 4 "wild" sides. This is how I use it: I ask a non-yes/no question and then roll the die. I write down the first word that comes to mind which begins with that letter and reasonably answers the question (keeping an open mind as to what is "reasonable"). I'm finding it important to go with the first word, and not try to second guess it. I end up with a lot of interesting results this way. I use this method a lot to fill in details (contents of a room, details on an NPC or encounter, etc.). If you find yourself without the die, you can use this method: Pick up a book, open to a random page and read the first letter in the upper left hand corner.

Sorry for resharing from another community, but I find this very useful for solo play. There's a play example in the comments, you would probably want check it too.

Sorry for resharing from another community, but I find this very useful for solo play. There's a play example in the comments, you would probably want check it too.

Currently, I use my own home-brew process for creating a web of previously not connected unexplained facts, which gradually become  more and more explained by interconnections. So I'm pretty excited to learn about similar systems.

Originally shared by Richard Williams (Epistolary Richard)

The GMless Mystery Explainer
Several times in GMless games I've encountered the situation where one player creates a mystery, other players feed the mystery because it's so damn attractive and mysterious, and then no one's willing to explain the mystery because it's too gosh-darn big and intimidating. ( called this the black hole of GMless games and it's a good name for several reasons.)

To help get games out of that pickle, I've tested and developed this: the GMless Mystery Explainer. If your game develops a mystery and everyone's shying away from actually revealing any of it, then you can bring this out mid-game. You fill it out as far as you can and then follow the steps to reveal the mystery as part of the game (because it's no fun everyone stopping, figuring out the mystery outside the game and then trying to inject it that info back into the story). 

So what this is, in truth, is a way of allocating responsibility to different players for them each to take a step forwards in explaining the mystery so the reveal can be enjoyed as part of the game.

There are two versions (so you can print it out double-sided). A 'Questions' version which provides a slower reveal as individual players take the responsibility to start linking unexplained events together. There's also a quicker 'Rumours' version where the players come up with their own theories, but are randomly allocated which are true. The players then have the responsibility to bring these facts into the story in order.

Feedback or anecdotes from games where you've used it are welcome.

Download the pdf below.
https://drive.google.com/file/d/0B9aDy3dv5nWvbEwzSU1oUUZUNEk/view?usp=sharing

Wednesday, June 17, 2015

Title


This is still half-baked, but I was hoping to get feedback and ideas here. :)

Rory Story Cubes idea inspired by 'The Sims'

Anyone who has played The Sims will be familiar with what I'm talking about. However, if you are not and want a more in-depth look, you should read this wiki overview: http://sims.wikia.com/wiki/Interest

The basic idea is that when two Sims chat their relationship gauge increases or decreases based on whether their interests match during conversation. The thing that made me think of the story cubes is that conversations in The Sims use iconography representing the interest being talked about. 

How it may apply to the story cubes during solo RPG'ing

The basic idea is to get matching iconography between PC and NPC in order to increase relationship status. This would represent conversations going well and the PC and NPC building increasing rapport because of similar interests, or whatever the context suggests. Mismatches would decrease this status for whatever reason (they find you boring, annoying, etc). The icons themselves would also suggest the gist of the interaction in a quick fashion.

Some half-baked ideas for an implementation 

Player would handpick certain icons to represent what he is saying to the NPC (player would note them and put the cubes back in the pool). NPC's interests would be determined by randomly assigning a number of cubes to them (how would this number be determined? Based on an NPC's stat, like Wisdom/Intelligence, for example). These cubes represent their interests that could potentially come up in a conversation. NPC cubes would be rolled and then the player would try to find matches between these and the icons the player chose.

Exact matches in iconography - less probable but would provide bigger bonuses to relationship gauge.

Partial matches (i.e. icons that share some features)- more probable, but smaller bonuses. 

Relationship gauges would have different thresholds indicating the status: So on a scale of 1-100, 1-10 could indicate the NPC can't stand you, while 90-100 could indicate you're one of their favorite persons. This could also color how you imagine your other interactions with them.  

Those are all details that would need to be worked out into a coherent system. 

One could always just rely on a reaction system, like D&D, but I feel like a mini game of this sort could add to the enjoyment of solo RPGing. 

https://s-media-cache-ak0.pinimg.com/736x/60/46/3b/60463b3ffba498e54b2fa0c505c1d8d2.jpg

I'm bored and although I have really enough games and role-playing games I find myself itching for something fresh.

I'm bored and although I have really enough games and role-playing games I find myself itching for something fresh.
I'm looking for a card game/board game which can be played solo or a solo gamebook, preferrably something "rpg-themed" (if it's a card game). I want something more "railroady" than a solo system at the moment. Creativity can cost energy and I want something easy but still fun to play solo.
Any ideas?