Thursday, July 9, 2015

New to the community, but love what I have seen you guys doing here. Have a question: does anyone have any recommendations, resources, or tips for solo-running published adventures?

New to the community, but love what I have seen you guys doing here. Have a question: does anyone have any recommendations, resources, or tips for solo-running published adventures?

In my specific case, I want to run through some of the new D&D 5e stuff: Tyranny of Dragons, Princes of Apocalypse, etc. From the little I've tried, I noticed it was really challenging to "surprise" myself or feel any real sort of story exploration or player agency; rather, it felt like I was merely plugging numbers into a math game, and it was nearly impossible to avoid spoilers or game-breaking stats that would normally be hidden from PCs.

I guess this could be why so much of what I have read about solitaire RPGs use random world/campaign/encounter creators; however, I really want to experience these adventures. I only lack a consistent enough play group with which to run them.

Thanks for any any advice you might have!

Monday, July 6, 2015

Current multi-PC solo RPG idea:

Current multi-PC solo RPG idea:

1) build a setting’s history via Microscope or a stripped-down version of it

2) possibly use Kingdom to fabricate power dynamics within your setting. Alternately or additionally you can create a network of movers and shakers a la 13th Age Icons

3) generate characters with mechanics you prefer. Again incorporating 13th Age for One Unique Thing and/or ties to Icons would really add depth and dynamism where creative block sometimes leaves you rolling up 2-dimensional characters

4) possibly use Fate Core background Phases for weaving together your multiple characters into a cohesive, believable unified group each with some personal investment in the fates of their fellows. There are plenty of alternatives to the Fate Core way, it’s just what springs to mind at the moment. Alternately, build two-way relationships similarly to those between Fiasco PCs, whether rolled randomly from a play set or not. I guess Dungeon World bonds could work here, too.

And as always, if - no, when - you experience creative block, be sure to consult your oracles, whatever form they might take.

Is anyone else doing some thing similar? I’ve struggled with the multiple- protagonists thing at times, particularly if they’re in opposition rather than merely being rivals. I feel like having well- defined allegiances, as well as interpersonal relationships, could help unblock me there.

Saturday, July 4, 2015

I’ve been reading Burning Empires over the past couple days, which is the SF version of a fantasy system called Burning Wheel. It’s very crunchy, but has some neat concepts which make me curious how playable it might be as a solo exercise.

I’ve been reading Burning Empires over the past couple days, which is the SF version of a fantasy system called Burning Wheel. It’s very crunchy, but has some neat concepts which make me curious how playable it might be as a solo exercise.

The general Internet doesn’t seem to think it’s a great fit. The GM is apparently responsible for challenging PC beliefs, and there are some subsystems for combat (physical and social), which use hidden information. 

But I’m really intrigued by, among other things, the life path character creation system, and setting generation. Does anybody have experience with any of the BW games solo? If so, how’d that work out?
http://www.burningwheel.org

I'm thinking of turning Adventureologists into an OSR solo system. It would be more familiar to most roleplayers and I wouldn't have to reinvent the wheel. I'd borry the Fray Die and damage system from Scarlet Heroes and Adventures and Eidolons, and the enemy design principles of White Star (enemies always have To-Hit Bonus equal to their HD).

I'm thinking of turning Adventureologists into an OSR solo system. It would be more familiar to most roleplayers and I wouldn't have to reinvent the wheel. I'd borry the Fray Die and damage system from Scarlet Heroes and Adventures and Eidolons, and the enemy design principles of White Star (enemies always have To-Hit Bonus equal to their HD).

The enemies would still use the same moves, and instead of 2d6 you'd roll a black die for you and a white die for your opponent. You'd still generate random enemies when you enter a room.

This way I'd also be able to make ruins that people who play other games could enjoy. And BTW, I'm creating a pre-gen dungeon for Sophia Brandt to use without the need to generate her own.

What do y'all think?

Wednesday, July 1, 2015

Well, I made a guide to playing A Flower For Mara solo.

Well, I made a guide to playing A Flower For Mara solo.
https://solorpgvoyages.wordpress.com/2015/07/01/how-to-play-a-flower-for-mara-solo/

Lucky find today while out running errands. Some of the original solo play.


Lucky find today while out running errands. Some of the original solo play.

I saw this post while looking for information on how Traveller is played solo. Andy Slack talks about a technique he adapted from the Vornheim city kit, which Zak Smith calls "God's Chess". It's a great way of handling background epic conflicts like wars independent of your decisions. It might have other applications for #solorpg s.

I saw this post while looking for information on how Traveller is played solo. Andy Slack talks about a technique he adapted from the Vornheim city kit, which Zak Smith calls "God's Chess". It's a great way of handling background epic conflicts like wars independent of your decisions. It might have other applications for #solorpg s.
https://andyslack.wordpress.com/2015/06/26/dark-nebula-gods-chess/