Converting my Edge of the Empire solo campaign to So1um Expanded Edition:
Vehicle Combat Rules
After thinking about it for a while I decided to convert my Edge of the Empire campaign to the So1um Expanded Edition ruleset. As I mentioned in my last actual play the FFG system is a little bit to fiddly for my taste for solo play and I really enjoyed my playthrough of the Edge of the Empire Beginner Box adventure using So1um. It just went smooth. Of course I will continue the current storyline and keep my character, just the mechanics will change. To stick close to the original I decided to use the six stats from Edge of the Empire, together with the skills. Basically the skills work just like cliches in So1um: If you have a suitable skill you get +1 die to your pool.
And since vehicle and foremost space combat is an integral part of Star Wars, I put down some vehicle combat rules that I sketched up while playing the space combat encounter of the Beginner Game.
I will share them with the community as an add-on to the So1um Expanded Edition. Credits go to matt jackson for creating So1um.
https://drive.google.com/file/d/0B57N6qPGHuMaeXVIZXE1R05UV3c/view?usp=sharing
Thursday, August 31, 2017
Wednesday, August 30, 2017
The finale of my Scarlet Heroes urban adventure, which sees Cleric Kasumi trying to rescue a physician from an organised crime syndicate.
The finale of my Scarlet Heroes urban adventure, which sees Cleric Kasumi trying to rescue a physician from an organised crime syndicate.
https://moggynomates.angrymog.com/2017/08/31/scarlet-heroes-part-eight-urban-adventure-part-five/
https://moggynomates.angrymog.com/2017/08/31/scarlet-heroes-part-eight-urban-adventure-part-five/
https://moggynomates.angrymog.com/2017/08/31/scarlet-heroes-part-eight-urban-adventure-part-five/
https://moggynomates.angrymog.com/2017/08/31/scarlet-heroes-part-eight-urban-adventure-part-five/
For those of us who post our solo plays to blogs: does it make more sense to keep those integrated with our other RPG blogging, or to set up a standalone blog specifically for that? I've been doing the former (https://skaldforge.wordpress.com) but strongly considering breaking out all my solo RPG stuff into a separate blog.
For those of us who post our solo plays to blogs: does it make more sense to keep those integrated with our other RPG blogging, or to set up a standalone blog specifically for that? I've been doing the former (https://skaldforge.wordpress.com) but strongly considering breaking out all my solo RPG stuff into a separate blog.
Tuesday, August 29, 2017
Hey community
Hey community,
I have a beginner question and my google fu seems to be too weak to find an answer on my own:
How do you track your progress?
I started playing a Solo RPG in january (with the help of the GM apprentice's card deck) in some kind of hard-boiled detective Setting. I'm using a notebook/calendar/planner of yesteryears (the actual thing made of paper that pile up on every office desk) to keep track of timeline, deadlines etc. (sometimes as keywords, sometimes prose) and a folder for my NPCs.
But still I get lost in the information. I need to skim through my notes repeatedly and read passages I read a dozen times before to get me on track again on every session.
I've been thinking about making a NPC-relationship map but still: All the bookkeeping feels like a chore and even keeps me from proceeding the game now to avoid all the "work".
On the other side, as a GM for my group, I don't take that much notes. All the necessary information is distributed among the hive mind of my gaming group. So, even in my long term campaign I just need a couple of pages and my setting information.
I have a beginner question and my google fu seems to be too weak to find an answer on my own:
How do you track your progress?
I started playing a Solo RPG in january (with the help of the GM apprentice's card deck) in some kind of hard-boiled detective Setting. I'm using a notebook/calendar/planner of yesteryears (the actual thing made of paper that pile up on every office desk) to keep track of timeline, deadlines etc. (sometimes as keywords, sometimes prose) and a folder for my NPCs.
But still I get lost in the information. I need to skim through my notes repeatedly and read passages I read a dozen times before to get me on track again on every session.
I've been thinking about making a NPC-relationship map but still: All the bookkeeping feels like a chore and even keeps me from proceeding the game now to avoid all the "work".
On the other side, as a GM for my group, I don't take that much notes. All the necessary information is distributed among the hive mind of my gaming group. So, even in my long term campaign I just need a couple of pages and my setting information.
Monday, August 28, 2017
An observation: tools like Mythic are referred to as GM emulators. But in my experience so far when soloing, I spend probably at least twice as much time on GM decisions than on PC decisions. Maybe that will balance out a bit with practice. But I think it points to reframing how we think about solo RPGs. Rather than just creating a game for ourselves to play as PC, it's really just as much, if not more so, about turning GMing into a solo game.
An observation: tools like Mythic are referred to as GM emulators. But in my experience so far when soloing, I spend probably at least twice as much time on GM decisions than on PC decisions. Maybe that will balance out a bit with practice. But I think it points to reframing how we think about solo RPGs. Rather than just creating a game for ourselves to play as PC, it's really just as much, if not more so, about turning GMing into a solo game.
My first sit-down with the Hexcrawl was fun, but a little tense. This feels more like an After Action Report than an actual play. I was using the Judges Guild Wilderness Exploration, Mythic GM and Deluxe Tunnels &Trolls for the mechanics.
My first sit-down with the Hexcrawl was fun, but a little tense. This feels more like an After Action Report than an actual play. I was using the Judges Guild Wilderness Exploration, Mythic GM and Deluxe Tunnels &Trolls for the mechanics.
Session 1: I have a party of a warrior, a wizard, and two rogues. As they are my test group, I haven't built up much backstory, but I couldn't help but imagine Gandalf, Aragorn, Merry and Pippin...in fact I may go change their names.
I will be using Saving Rolls for survival, likely vs INT or CON. The SR level will be determined by terrain and the number of hexes since the last sign of civilization (villages, roads, forts, etc). I say probably because I completely I forgot I wanted to factor in wilderness survival until I was half way through the session.
They found an encounter and a Lair on the last hex explored, on the shores of Lake Althode (Hex 0404). I rolled Giant Killer Bees for the encounter, so I opted (without rolling) to make the lair a giant Beehive in the bluffs near the lake. I hadn't forgotten how fun T&T is when you're rolling hand fulls of dice and looking for doubles. The party won with little difficulty, but they took enough damage that they chose not explore the hives.
The Positive: First and foremost, I enjoyed myself. The hexes that were generated made sense, and once I had a few done ideas for event hooks began to pop into my head. The combat was as quick and fun. I think as I get into it more, and remember to incorporate all the components I'm looking for, it will be a fulfilling solo campaign.
The Negatives: This will definitely be a game for early mornings, when the house is quiet and I have some alone time. It feels a bit like hearding cats, and until I've built up some gaming muscle memory for the systems it will be part work and part play.

Session 1: I have a party of a warrior, a wizard, and two rogues. As they are my test group, I haven't built up much backstory, but I couldn't help but imagine Gandalf, Aragorn, Merry and Pippin...in fact I may go change their names.
I will be using Saving Rolls for survival, likely vs INT or CON. The SR level will be determined by terrain and the number of hexes since the last sign of civilization (villages, roads, forts, etc). I say probably because I completely I forgot I wanted to factor in wilderness survival until I was half way through the session.
They found an encounter and a Lair on the last hex explored, on the shores of Lake Althode (Hex 0404). I rolled Giant Killer Bees for the encounter, so I opted (without rolling) to make the lair a giant Beehive in the bluffs near the lake. I hadn't forgotten how fun T&T is when you're rolling hand fulls of dice and looking for doubles. The party won with little difficulty, but they took enough damage that they chose not explore the hives.
The Positive: First and foremost, I enjoyed myself. The hexes that were generated made sense, and once I had a few done ideas for event hooks began to pop into my head. The combat was as quick and fun. I think as I get into it more, and remember to incorporate all the components I'm looking for, it will be a fulfilling solo campaign.
The Negatives: This will definitely be a game for early mornings, when the house is quiet and I have some alone time. It feels a bit like hearding cats, and until I've built up some gaming muscle memory for the systems it will be part work and part play.

No GM? Still No Problem!
No GM? Still No Problem!
Written by David N. Ross, Forest of Secrets is a solo / 1-on-1 adventure, compatible with the fifth edition fantasy SRD. It's meant for 1 cleric, fighter, or similar class character of 2nd level.
Astenforth is a dangerous place, and the Ringwood forest even more so. Things go from bad to worse when you're forced off the road by the Baron Astenforth's men and have a chance encounter with the woman they’re hunting.
http://www.drivethrurpg.com/product/218812/Forest-of-Secrets?affiliate_id=273771&src=buffer
http://www.drivethrurpg.com/product/218812/Forest-of-Secrets?affiliate_id=273771&src=buffer
Written by David N. Ross, Forest of Secrets is a solo / 1-on-1 adventure, compatible with the fifth edition fantasy SRD. It's meant for 1 cleric, fighter, or similar class character of 2nd level.
Astenforth is a dangerous place, and the Ringwood forest even more so. Things go from bad to worse when you're forced off the road by the Baron Astenforth's men and have a chance encounter with the woman they’re hunting.
http://www.drivethrurpg.com/product/218812/Forest-of-Secrets?affiliate_id=273771&src=buffer
http://www.drivethrurpg.com/product/218812/Forest-of-Secrets?affiliate_id=273771&src=buffer
Subscribe to:
Posts (Atom)