Quick way of setting up an adventure
Nice little technique that can be adapted to the solo toolbox (credit: WarriorMonk of StoryGames.com):
needs: a setting map, and two d6s
1) Choose one dice to be the starting point, and the other to be the end point.
2) Roll the 2d6 over the map
3) start the adventure at the place where the starting point dice lands
4) Your destination is where the ending point dice lands.
5) The number of each dice represents the danger level of each location. If both dices are low, it means the danger is in the path you take to the place.
6) Compare each place along with danger levels, and apply creative aids as needed, to figure out why your PC is going from one destination to the other and why it's dangerous.
7) Once you have the setup, it's adventure time!
Wednesday, July 22, 2015
Now, I know of stuff like the Dungeon Generators and even world generators on Donjon, but what sort of stuff do you guys use for Procedural Generation in your solo RPGs? This video got me thinking of them.
Now, I know of stuff like the Dungeon Generators and even world generators on Donjon, but what sort of stuff do you guys use for Procedural Generation in your solo RPGs? This video got me thinking of them.
http://www.youtube.com/watch?v=TgbuWfGeG2o
http://www.youtube.com/watch?v=TgbuWfGeG2o
Monday, July 20, 2015
Bringing Back the Solo - Pt 1
Bringing Back the Solo - Pt 1
Interesting article I found while doing a google search for solo roleplaying.
http://img.4plebs.org/boards/tg/image/1409/64/1409640084571.jpg
Interesting article I found while doing a google search for solo roleplaying.
http://img.4plebs.org/boards/tg/image/1409/64/1409640084571.jpg
a good format for writing down solo plays in a blog post
a good format for writing down solo plays in a blog post
I'm still searching for a good way to format the text in a blog post to distinguish between mechanical bits, narrative bits, GM text and player text.
For example:
- mechanical bits like dice rolls are in [ ]: (Example: [roll 1d6 = 5])
- normal narrative bits are written without formatting (Example: John threatens the thug with his knife.)
-GM text is written in code blocks (Example: you can see it in this post here, can't do it on G+: http://dieheart.net/ap-dungeon-world-one/)
- player text (in character) is written in italics (Example: John: "Hey, do you really want to do that?)
The aim is that the reader can instantly distinguish between the different parts of the write-up so it's easier to read.
Does anyone have a better idea? Color is not an option in my blog.
I'm still searching for a good way to format the text in a blog post to distinguish between mechanical bits, narrative bits, GM text and player text.
For example:
- mechanical bits like dice rolls are in [ ]: (Example: [roll 1d6 = 5])
- normal narrative bits are written without formatting (Example: John threatens the thug with his knife.)
-GM text is written in code blocks (Example: you can see it in this post here, can't do it on G+: http://dieheart.net/ap-dungeon-world-one/)
- player text (in character) is written in italics (Example: John: "Hey, do you really want to do that?)
The aim is that the reader can instantly distinguish between the different parts of the write-up so it's easier to read.
Does anyone have a better idea? Color is not an option in my blog.
Wednesday, July 15, 2015
Sunday, July 12, 2015
Originally shared by Jacob Ross
Originally shared by Jacob Ross
So, thinking about that one-page planet I shared, would you like a toolkit that lets you create your own planet adventure sets?
So, thinking about that one-page planet I shared, would you like a toolkit that lets you create your own planet adventure sets?
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