[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vm / vmg / vr / vrpg / vst / w / wg] [i / ic] [r9k / s4s / vip / qa] [cm / hm / lgbt / y] [3 / aco / adv / an / bant / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / pw / qst / sci / soc / sp / tg / toy / trv / tv / vp / vt / wsg / wsr / x / xs] [Settings] [Search] [Mobile] [Home]
Board
Settings Mobile Home
/tg/ - Traditional Games


Thread archived.
You cannot reply anymore.


[Advertise on 4chan]


File: maxresdefault.jpg (172 KB, 1280x720)
172 KB
172 KB JPG
Hello everyone, it's been a while.

This is a thread for us who prefer to be both DM and Player.

Question of the day: How's your game going?
>>
>>86761947
USEFUL LINKS
>Discord:
discord JKeyHcU
>FAQ/Q&A, links, topics, and games: https://rentryco/srpgg

don't forget the gg and dot!
>>
>>86761947
>Question of the day: How's your game going?
It's actually going great.
My PC and her NPC ally delved into an ancient underground city from a lost time to rescue an ancient powerful relic, the city was completely deserted but they didn't see any corpses, then they encountered a monstrosity roaming the dark hallways made entirely of the bones of former citizens, it was a weapon they developed and lost control over and it killed and absorbed them all. It grabbed the ally and I was 100% they were gonna die, then my PC risked her life to free them and they both managed to get away.

They're now really close to the artifact but that monster is still out there looking for them, they'll have to face it going out of the dead city. I doubt we can fight it, maybe with the artifact.
>>
I read the OP, downloaded Ironsworn and gave it a try. Didn't hook me, I ended up just writing instead.
>>
>>86762690
Have you played solo before at all?

Personally I didn't connect with Ironsworn on my first session. Things felt too mechanical and I didn't care about the PC or their vow, because I barely made notes. Second session I wrote way too much and got bogged down with the prose and basically wrote it like a short story. Only in the third session did I feel I actually got the hang of it and found a way that's fun for me to play.

If you haven't seen someone else play the game already, I suggest watching Me, Myself and Die on Youtube (season 2 is played entirely with Ironsworn), it's very good production quality and he plays a very fun game, it's what got me into the game in the first place. It helped me watch someone else have a go to realize I was making mechanical mistakes.
>>
>>86762847
Nope, this thread was the first time I ever heard of playing solo beyond the typical context of choose your own adventure books.

I'll give it a shot, thanks.
>>
>>86761947
>How's your game going?
Actually pretty well. I recently started on a new horror, exploration, fishing, mountain climbing game. Seems busy I know but it isn't. It's extremely lonely, but occasionally the dice have me come across another climber of fisherman on those mountains. Sometimes they are just happy to see a friendly face. Sometimes they are crazed. Sometimes they offer an exchange of goods. It's been pretty nice.
One od the more memorable moments was catching a huge fish and having to throw the rest of the fish out of the boat to catch it, but after examining it it wasn't actually worth much as it couldn't be eaten. So I starved that day.
>>
>>86763146
What system are you using? Sounds very simulationist.
>>
>>86763197
I uses to do a few systems, but non really did what I wanted so I made a custom one. I use a few different oracles though.
>>
File: mapa-nicola-sype.jpg (1.66 MB, 2000x1085)
1.66 MB
1.66 MB JPG
>>86761947
Reminder that solo rpgs are pushed by norwoods whose job is to research methods of atomization and mind kontrol. Make friends!
>>
>Question of the day: How's your game going?
It's going good. I've made a lot of discoveries about what works and what doesn't for me.
Turns out what works also makes great tools from my normal sessions with my group (I'm forever GM), so that was a nice surprise.
My current games (I always have 2 at a time so I don't fuck one up because of losing interest. I've dropped games in the past, or ruined them by trying to go too fast) are a slow horror like the Phantasmagoria PC game. Exploring a huge lonely mansion and events slowly starting to happen.
The other is a classic fantasy one with a villager PC trying to become an adventurer/hero. It's not working out well for her, but the game is very fun to play. She got saved from slavers by a wandering warrior and now she's trying to get him to train her. He's having none of it.
Oh, and a random event revealed that he's cursed with lycanthropy. I ended my session with my PC facing the warrior-turned-beast near a mountain chasm. What could go wrong?
>>
>>86764041
Reminder that group games are pushed by society, who’s job it is to survive even at the expense of its constituents. Be individual!
>>
>>86761947
>How's your game going
Just started, I'm trying to do solo Council of Wyrms 5e since there's no chance it'd ever be ran by anyone I know. My character just managed to murder his way out of his egg, fight off some people that wanted to make Dragon Balut for power and he's now on his merry way to his first dragon city.

I'm going to try and run it all the way through to his death doing a Journal the entire way.

Out of interest, what's the best place to find oracles/random generators?
>>
>>86764517
>what's the best place to find oracles/random generators?
What type? Digital? Specific to a setting? Generic? Idea generators or random tables? Images or words?
There's so much out there.
>>
>>86764517
>Out of interest, what's the best place to find oracles/random generators?
Use TempleOS.
>>
>>86761947
>Question of the day: How's your game going?

Finished my first solo adventure last week and I used the story as a plot hook in the campaign I run with friends. I thought maybe if I started a game with a character I *know* and am familiar with (an NPC from the campaign), then I might actually feel invested enough to finish (I've had two false starts).

It was a huge success, and through the solo adventure, I learned a lot more about this NPC, their motivations, and the history of the world as it pertains to the actual PCs in the campaign. I was stoked to bring it to the table, and when they interacted with the NPC the entire dialogue felt so much more meaningful.

>>86762690
>>86762847
I've played Ironsworn twice, the first time was super fun but my character died before I could complete the vow. I did not complete the second game because I felt like I didn't care about the PC or their vow. The setting for the game really helps set the tone, but it doesn't resonate much with me, and I find it hard to explore in the game when I don't know anything about the world. The Action/Theme duo-word combo just isn't enough to help me envision the "Firstborn" and their cultures and motivations. Overall, I love the system and I find myself jonesing to hack or play it in a different setting altogether.
>>
>>86764654
Generic fantasy, I've come up with my own minisetting which I'll be filling out as the game goes for the most part.
>>
>>86764679
Ironsworn just isn't for me. The Vows are a great idea in theory, but in play they hinder me to no end. The structure of the game is too apparent for me to enjoy it fully. I also hate the tracks used for combat. I know they are optional and you can resolve a fight with only normal moves, or with the Battle move, but they feels too barebones for me.
One thing about the setting. In my games, not just Ironsworn, I create a crude map and a list of world facts in advance and during play. That helps a lot to make the world feel alive. A new culture become part of the game? I pause everything and roll some facts about it before keeping on playing.
I also use these facts as one of the lists to roll on when random events come up so it's not just some abstract detail list.
>>
I missed this general.
>How's your game going?
Lots of false starts and aborted projects.
If I begin with some well known or generic setup, it goes in completely different directions and I finish the games. If I try to create my own at the start, it goes nowhere.
I guess I need that first spark in a game to be very familiar to work for me.
So I use setups from gamebooks, novels, movies, etc.
>>
>>86761947
Played a nice game of Pocket Civ. Much more of a.. well, a civ game than an RPG, but I can see it being used as an interesting base for a setting. Pretty cool for a free solo game.
>>
>>86761947
haven't played for months, I miss that; meanwhile, I mostly worldbuilding and compiling inspirational stuff (images, info, whatever related to some kind of tropical-themed "Indochine Fantasy") for future plays...

>>86762690
>I ended up just writing instead.
And That's A Good Thing! (Here's Why)
>>
>>86762690
It's because you're a well adjusted individual who probably has sex regularly and has an IQ higher than room temperature.
>>
>>86766009
And That’s A Bad Thing! (Here’s Why)
>>
>>86762690
Treat it more like a boardgame if you want to avoid the novel writing pitfall.
>>
File: fw2y5kqoq7361.png (776 KB, 792x504)
776 KB
776 KB PNG
Help me solo bros, I'm kinda a pushover and got myself into a pickle.
Basically:
>Started with mythic, likes all the tables and special shit (behaviour generator for example), like the chaos and random stuff
>looked into motif, interested the 3 dice thing where each one determines one aspect of the roll (how good/bad, deep and random). Like the different modules like the clock ticking down
>actually tried CRGE. D100 in line with the system I'm playing, splits into "yes, yes and, yes but" and so on, also a cool unique event and "chaos" system not too different from mythic.

Basically I like all three but switching between the three will kill my interest, making a single unified system seems daunting and the opinions of people on the systems ("motiff is bad, use mythic", "CRGE is better since it's uncluttered", "mythic is the most detailed one") are just scrambling my beta brain. Any tips?
>>
File: terry.gif (471 KB, 220x244)
471 KB
471 KB GIF
>>86764662
>>
>>86767222
>Any tips?
Yea, you don't actually sound like you want to play solo, you just want to talk about playing solo so you're move concerned with equipment than actual progress. It's just like people on /fit/ microanalysing deadlift techniques who don't lift, or on /v/ arguing over game mechanics who don't actually play.

Just pick one and run with it bro, make up your own mind based on real practice.
>>
>>86764662
I thought you were just shitposting but I looked up it's features and it might unironically work
>>
>>86767222
Don't worry about switching solo engines or combining them in the middle of a campaign because it shouldn't affect the game at all. They're just idea generators, not the rules for your RPG system.
>>
>>86773369
I got a pathological addiction to crunch and rules. I've even made a homebrew system with Harnmaster, Aces&Eights and GURPS all cobbled together.
I know I will have to sacrifice some things of each oracle to make the uberorakle, the one oracle to rule them all, but I'm just so undecided.
>>
>>86768375
I'm starting to feel like this. I spend too much time preparing my system and cobbling stuff together, but everything falls apart on my autistic overthinking ass and I give up.
Only time I successfully played solo was when I did D&D 5e and ran four characters through a small dungeon in Princes of the Apocalypse by making index card srandees of the PCs and talking to them as if they were real players, using oracles to determine their actions.
>>
>>86767222
Use a simple oracle (Yes/No, A/B, whatever). Learn how and when to ask questions (CRGE is good for learning this).
Just because something looks complex doesn't mean it's better.
A lot of the things like random events and such are not needed. You can do the same things using a simple oracle and asking a few questions.
The simplest Oracle I know of is:
Yes but there’s a drawback or complication
No, but here’s an opportunity or chance
Using it you never get stuck.
>>
>>86775586

Every interaction with the game is Play, even Preparation is Play if you are having fun.

So knock yourself out tinkering with rules and shit if that is fun to you. If you had a group itd be different but since it is solo play you have ultimate flexibility - let enjoyment be your North Star.
>>
>>86767222
Trips of indecision?
Anyway, what you need is the same thing I needed: experience.
Play. Make mistakes. Realize you forgot important shit. But don't stop or drop the game. Finish it anyway. Don't try to have that perfect adventure on a first try, you won't.
Keep it simple at first. A well-known or minimalist ttrpg, a simple easy to use oracle for yes or no questions, some kind of generic idea generator like a random images site or some storycubes.
If you have a specific setting in mind, you could use random tables for it instead of an idea generator, but I find that idea generators are great to stimulate your creative juices and they bring better surprises since you're the one coming up with them based on what happened before in your game. Random tables can be... very random.
Ask questions about the setting, about the NPCs, etc. in your PC's POV. Don't ask what the personality of an NPC is, ask if they act a certain way instead. Use the idea generator to give color to the world, not just to create random events. How something looks, acts, etc. can be determined that way. Even your PC can be build that way at first if you don't have a clear idea of who they should be. Draw an image, roll a 2 word combo, whatever. See what it inspires.
Use any technique that feels right, not just the oracle. Roll a dice between 4 different choices you have. Or 6. Or 8. Roll for odds or even to see if something in good or bad.
When coming up with stuff, just decide and ask the oracle if everything is like you envisioned it. If not, ask what is different about it or use an idea generator.
>>
>>86775586
>but everything falls apart on my autistic overthinking ass and I give up
It's easier to prepare forever than to try and fail. By sinking time into analyzing you get a feeling of accomplishments without the creative effort or the risk of not enjoying the thing you like to imagine yourself liking. Try it 2-3 times and cut the illusion at its base.
>>
Anyone got Circe pdf?
It had a solo play rule set, I think.
Can't find its pdfs anywhere.
>>
>>86761947
>Question of the day: How's your game going?
I think I burned out on mythic gme after using it to get acquainted with two new systems, curious to see how it might affect the way I run those games for a group. For now I'm unwinding by playing a deluxe tunnels & trolls solitaire book, I should try more of these. Less interpretation is definitely nice in its own way.
>>
>Question of the day: How's your game going?
Haha...
The system I typically use (Shadow of the Demon Lord, scrubbed up a little and then layered with tons of homebrew) strikes a very nice middle ground for me and I really enjoy soloing in it. But it recently dawned on me that when I'm playing as a single character and not a single character with some tagalong party members that combat just becomes not very interesting and that's a big draw for me. So I started another project, after also playing a bunch of basement project RPGmaker porn games and getting a little inspiration from them (yeah yeah)
Basically a simple d6 action determination AI loaded with tags and some generic options to add a bit of dynamism to combat. The tags are contextual, based on loosey-goosey "classes" "forms" and "subtypes." Each component has a table of possible options tailored to that description, so the Brute tag (an untrained fighter that gets by on strength) has things like "reckless strike: make an attack with a bane that deals 1d6 extra damage. this leaves you open, and you take 1d6 extra damage until your next turn." Undead has ranged debuffs (so a zombie's moan strikes fear into your heart, or a skeletal wizard hexes you, etc),
The idea is that creatures have a d6 "AI" array. 1, 2-3, 4, 5, 6. And each entry has an action tied to it. Generally I try to make entries strong with drawbacks, or change the flow of a fight in some way by encouraging either backing off or going in.
None of it is prerolled so I'm not just filling out a bestiary all in one go. Common entries are usually just a basic attack or casting a spell or whatever. When a creature does a thing, that's when I determine what that entry contains, and I find a way to flavor it right.
I can save the tables and reuse them if I bump into more of that creature. So EVENTUALLY the work will do itself.

And I'm setting all this up and keep coming up with tags and tables of actions and I can't stop myself, so my game is not going.
>>
>>86776774
That seems like a massive amount of work, but building it as you go probably helps with that.

I kinda went the opposite way and wrote up ~50 abilities, then just flavour them for whatever I assign them to. Less variety, but more balanced (kinda)
>>
>>86761947
>How's your game going?
Fairly well. I keep making new characters. Playing Scarlet Heroes as a level 1 Elf Magic User. My first adventure has been delving into a ruin of magic school I remember from a past life. Filled to the brim with orcs so if I get seen I die pretty much, but I've found an orc who's willing to betray his brethren and found some elves they've captured. I've also been cursed but eh could be worse
>>
Ironswornbros, how do you handle matches? It feels bad to just completely skip over them, but figuring out how this relatively simple action gets significantly worse or significantly better really kills my momentum. My last two campaigns were left on the note of
>I arrive at a camp of my allies and get a strong hit with a match
>I strike an undead horror and get a strong hit with a match
and oracle inspiration is doing nothing for me, Sometimes it's really easy to see how things improve/crumble but other times I'm scratching my head
>>
>>86779713
You can just scale down a bit for something that makes sense.
>You find the camp of your allies and they recently succeeded at a hunt and share it with you, take +1 supply
>You strike an undead horror and what the fuck dude just tick another progress box or take momentum or something
>>
>>86779751
That... makes a lot of sense. For some reason I had it in my head that matches MUST be narrative and shouldn't confer mechanical benefits. Don't think it's RAW but at some point I picked it up
>>
>>86761947
>How's your game going?
Using Mythic and the Mythic location crafter. I love it to quickly generate any area to explore on the go.
I had so much fun creating an abandoned Mechanicus forge for a 40k game, as me and my team delved deep trying to recover precious data and maybe even reclaim it for our Magos.
>>
>>86773961
>uberorakle
Motif and CRGE don't have their own random tables, but the tables from Mythic can be combined with any system.
I found Motif is good for determining things like what's in a location, NPC actions, combat AI, without having to ask a bunch of oracle questions or use specific random generators.
Never tried CRGE but it's supposed to make a story that isn't a never-ending sequence of random events. That might be a good one to start with because it runs the story for the entire campaign, and other systems could be added on to it if you need them.
>>
>>86761947
Anyone tried Starforged? Is it worth the price? I know I could pirate it but I like Ironsworn so if I pick up Starforged I may as well do it officially
>>
>>86784245
Some of the changes (small) are good, some are just complicating the game for no real reward imho
But I also think the same about Delve, so...
>>
>>86779792
>>86779751
Wait, matches don't have to be story only? Well I'll be dammed.
>>
What do you guys use as the interface for solo play? I've only used roll20 in non-solo games, is there an offline version of something similar?
>>
>>86786417
Just Tabletop Simulator, but nigh exclusively because I don't have a decent actual table to play at. All it offers me that I wouldn't get out of a physical table is on-demand tokens with character art and some quick reference document pdfs. I keep logs/notes in Office too so I'm already at my computer anyway.
>>
>>86786417
Physical notebooks. But I don't write it all out. That would take too much paper, I would use a program instead if I was soloing that way.
I also like physical dice/cards.
For me solo is my time away from the internet and pc. The only digital thing I use is my shitty unconnected phone for reading pdf.
>>
>>86786417
I used to use Roll20 for solo. Now I use Iron Journal for Ironsworn and for everything else I'll use notes app or word doc + a dice rolling app. Sometimes when I'm bored at university I'll start using my notebooks for PnP usage, and sometimes I'll use them to sketch visual references. It's a little primitive but it means all I need is my phone or some paper and some form of random number generator to play anywhere I want
>>
>>86786319
They impact the narrative and the narrative often (should) have mechanical implications. Not always, but keeping the two completely separated always seems odd.
>>
>want to start worldbuilding between sessions
>literally can't come up with anything
what's wrong with me?
>>
>>86791138
Try getting really good and bored. Shut everything off and go to the park and sit on a bench for a while and look at the trees or whatever. Your brain will just start to come up with stuff to fill in for the lack of entertainment.
>>
>>86791138
You've got to make something that you enjoy. Your game should include aspects of entertainment you like the most. Stuff that makes you laugh, excited, etc. In order for that to happen you must develop your own tastes. For THAT to happen you must experience things and pay attention to how you feel about them.
>>
File: hh10.png (113 KB, 669x808)
113 KB
113 KB PNG
>>86761947
hexhunt anon reporting in
>Question of the day: How's your game going?
I've started working on the 1.0 version. It includes:
- four standard classes: Warrior (Fighter), Witch (Wizard), Priest (Cleric), Pariah (Thief)
- reworked the task resolution system
- combat is more tactical, detailed
- reworked all weapons, armour
- gamified most, if not all, skill checks so that it is not just 'roll a d6', think of it as a mini 'dice placement' game. List of gamified skills: forage, fish, hunt and track and set traps, harvest, arcanum, brew (potion or posion), bless, enchant, lockpick, pick pocket, climb, etc.
- laid the foundation for crafting system
- set the basics of trading (a chance to be a merchant)
- potion making is gamified, with two versions Arcanum and Herbalism, includes poisons (combat toxins) as well
- reworked the fantasy creatures
- added 'scars' for going zero HP
- added 'corruption' for failing at magic use and soulstone handling
- added ZEAL which modifies spelluse
- magic item creation is 'gamified' with blessed and enchanted items created by Priests and Witches respectively
- created a "quest generator seeds" table
- Worked on weather to make it more realistic
- detailed overland actions 'surveying' is the main exploration for a hex
- detailed dungeon delving 'searching' is the main exploration for a chamber in a point of interest
- added company play which is basically a separate mini-game for you to play once you establish your company (a cult, a covenant, a band of thieves, etc.)
- added faction play
- reworked alignment, now you start as NEUTRAL and your deeds shift your alignment either way.
- added tons of items
>>
>>86792134
- expanded magic: now there's daybound and nightbound spells (the core spells for each magic-user class) and there's also shadowbound spells available for both classes but must be discovered in the wilderness
- now there are three layers of play: character play (which you play with your character, company play (which you play with your followers) and faction play (which you simulate for your gameworld, so that it generates conflicts, quests for you, etc.)
- for different layers of gameplay, there are different time-tracking units; moment, hour, watch, week, month
- reworked encumbrance, hunger & thirst, added fatigue
- started (yesterday) (re-)working on a small-scale campaign setting
>>
File: arcanum.png (71 KB, 562x788)
71 KB
71 KB PNG
>>86792134
>>86792140
an example of gamified arcanum (potion-making for priest class)
>>
>>86786417
Obsidian. I have everything setup for writing out my sessions as well as system-specific wikis (such as the GURPS Basic Set in markdown form so I can search through it quickly).
Otherwise, I use Foundry.
>>
>>86793106
>GURPS Basic Set in markdown form
HOW
>>
>>86764369
Villager PC used her Destiny point to survive the werewolf encounter (it was a boon given by a god to one of her ancestors. He was a man-whore and she's from one of his bastard lines).
But now she's a werewolf herself... but she doesn't know it. Which made me realize I should play her as a mix of PC and NPC from now on since she lacks a lot of the GM knowledge I possess.
She decided to go back home. Almost dying kind of quelled her taste for adventure.
Full moon comes. She wakes up. Her whole family is slaughtered. She doesn't remember shifting, so she thinks the warrior-beast is still alive and that it followed her.
Now she's going on a quest for revenge against him...
For my modern day horror game it's the opposite. I have no GM knowledge at all. It's all from the PC's POV. It comes with it's own challenge of making it all fit together since there's a big investigation part to that game. It makes the game a lot slower, but the slower pace works for the kind of story it is.
>>
>>86792134
>>86792140
>>86792263
Good to see you're still alive and kicking.
>>
>>86794397
Copying, pasting, and adding links where needed. I'm also doing the same for other books I'm using.
>>
Just rewatched Legend, and... anyone know if there's some sourcebook out there for the setting? I've seen fan-made sourcebooks for a lot of movies/books, no matter how obscure, but I just can't find one for Legend.
Maybe my google-fu is just weak?
Because my next game is going to be in that setting.
>>
>>86793106
this is the one true way
if i ever sell an adventure, setting, or system it will be sold with a markdown file meant for importing into obsidian
>>
>>86796619
I recall seeing a mega or maybe mediafire filled with fan-made sourcebooks for shit, maybe dig around in the Share Thread's docs?
>>
You ever have those moments where it feels like the universe just wants you to go down a particular path? Like you roll on several oracles for inspiration on what happens next and they all give you the same result? Rolled on 3 or 4 different oracles for an NPC and they all came up with some variation of "She uses seduction/dresses provocatively/is motivated by lust"

Not long back I rolled for a character's starting quest and got several variations of "Repaying or collecting on a debt". Kind of wack
>>
>>86800229
no matter what I do the oracles make me engage in my magical realm
I can try as I might to play a normal fucking game but without fail it will eventually railroad me into bonertown
>>
>>86800303
Dare I ask what kind of magical realm do you have that's a staple on oracles?
>>
>>86800358
>>
How are the CoC and Runequest solo adventures?
>>
>>86800358
I'll just leave it as "Enslave" and "Transform" are very generic verbs that are common on action oracles.
>>
>>86800229
>>86800303
My oracles aren't particularly lewd, but my NPC generation strongly leans towards hot chicks. I do the basic traits as a series of d100 rolls, with one of them being odds-or-evens for the gender. So something which should be a 50/50 chance comes up closer to 80% of the time.
>>
>>86801628
Last npc I gen'd up was a dark-skinned sea merchant named Yulmaz Radish.
>>
>>86800729
CoC are good/decent. I kind of like the older versions of the 'new' ones better. But none of them are bad.
The Solo Investigator's Handbook (not to be confused with the gamebook-style solo adventures like the Alone Against... series, Grimrock Isles, etc.) is good and really newbie friendly for solo.
>>
What advice would you give someone just starting out on their first sandbox solo RPG?
What pitfalls are there I should try and avoid?
>>
>>86801377
I had an NPC come up as 'Enslave, music, language'
It took all I had to make the character male instead of having my lucky 1st level get his own personal sex bard.
>>
>>86806690
95% on solo players are too hard on themselves. They're so scared of 'cheating' that they act like the worst GM in history out to get the players. It's okay to not kill your PC on the first failed roll.
It's okay to give yourself some form of bonus (magical weapon, hirelings, etc.) or higher level if you have a single PC.
It's okay to focus on what you like. If you enjoy exploration more than combat, explore more.
Too much randomness isn't your friend. Ask yourself "if this is true, what else is logically true?" after you use an oracle or random table. Don't roll for everything. Plenty of surprises in store for you even if you decide some things instead or randomizing them.
Instead of dropping a game, you can zoom out of things you have no interest in playing. Just ask the oracle about it, decide what that means for your game and move on to what you want to play.
>>
How do people scale combat encounters for solo play? I downloaded the Demonic Solo rules for SotDL (granted, not designed to be a solo game), and it kind of offers non-answers to this issue.
>>
>>86806906
I don’t, generally. I just have outcomes other that death, so coming face to face with an elder dragon might just leave my char wounded, or set him loose on a nearby town.
>>
>>86806906
I run DL solo and you kinda just have to get a feel for it. If you're not familiar with the system this can be hard. I'd advise, like the other guy said, just having outcomes that aren't death. If you're playing a solo character it's kind of only good for the game to give yourself an extra 4 or 8 health or so too. That or play a revenant or Urthbound, or just have some other narrative system in play where death isn't permanent. Low level DL characters are very reliant on allies giving them Help or Readying stuff in combat because they just aren't very good at anything. Having something you're good at also helps.
>>
File: UNE chart 1.png (200 KB, 840x1080)
200 KB
200 KB PNG
I've only found a few charts for generating random NPCs so far
>>
File: UNE chart 2.png (188 KB, 840x1080)
188 KB
188 KB PNG
>>
File: UNE chart.png (199 KB, 837x1080)
199 KB
199 KB PNG
Anyone know of any other charts?
>>
>>86806906
I tend to play games built for solo which is a bit of a non-answer, but yeah like the other anons said alternative lose conditions help. Maybe you're just robbed, maybe the NPC leaves you to go get a headstart on their evil plan, maybe they've wrongly assumed you're dead and you wake up 1 hit point strong. I've played Shadow of the Demon Lord in a group setting and going off of that I imagine you'll need some extra self-kindness to keep your PC alive for a while.
>>
What's your favorite solo setting? What world inspires you and works with solo the most? I have Pendragon on my side, which works wonderfully in groups but the trait system really shines in solo, allowing interesting interactions between npcs.
>>
>>86810462
>Pendragon
How is it? I'm intrigued but I don't know how crunchy it is.
>>
>>86775885
>>86775988

thank you anon, needed this. I've been working on some solo RPG systems and game modules the last 2 years and have been feeling like I've been making unfinished work as of late. I've noticed that I've been getting into old habits from when I would DM with friends--getting stuck on the planning and wanting "the best" version of something as opposed to wanting to just try an idea out and actually carry it out until it's resolved.

I spent a few hours in between work today just using a simple D6 oracle and a text doc. Went a long way towards changing my mind on what to focus on for this kinda shit.
>>
File: entourage cover.png (1.25 MB, 832x1080)
1.25 MB
1.25 MB PNG
>>86810462
Which Pendragon book is that? 5.1, 5.2? A sourcebook?
>>
Preferred game systems for solo play?
d6, d20, d100?
>>
>playing Ironsworn: Starforged for an actual play

>1st session
>a settlement is in danger from a volcanic activity following a botched industrialization attempt
>need to get them a shield generator from another settlement on the planet
>end up stealing it because trade negotiations failed

>2nd session
>a settlement is running out of resources and needs a new trade route
>explore the space searching for a new settlement to establish a trade with

>3rd session
>a settlement I found by exploration in session 2 is having a problem with an angry ghost haunting it
>try to contain it inside a definitely-not-soul jar
>ritual fails, ghost posesses a man
>barely manage to drag the possessed man to an airlock and yeet him outside

At least now I have a group of space occultists as my allies.
>>
>>86815730
Does starforged have solid rules for settlements, or is it more fluff?
>>
>>86761947
whats a good d12 rememberable table to use for inspiration? I was thinking th ezodiac, but funnyly enough, although widely known, they dont have all that many connotations. Maybe 12 olympians? I guess I can still do the zodian, just got to focus my mind on it.
>>
File: lemurian magic.pdf (1.05 MB, PDF)
1.05 MB
1.05 MB PDF
>>86761947
I hesitate to call it a game dev, But ive been really inpsired to try and create a system that focuses around balancing three things:

To-hit, effectuality, and resources consumed (or requirements)

as the major framing divice of actions. A real problem with solo in specific is often things not FEELING impactful to me. that decisions dont have consequences. I thinking making every action have a cost really makes them feel unique instead of choosing any number of solutions that will essentially lead to the same goal, making choice feel like the illusion of choice more then anything.

the real problem is in codifying this relationship to some degree so it feels solid. I got some inspiration from the magic system of Barbarians of Lemuria, which I absolutely love since it makes magic seem much more in world by having requirements corresponding to the magnitude of the magic. SOmething that the mage has to do and something that their oponent might exploit. But again, its not all that systemitized. Not that it needs to be super crunchy, but some mechanical guidelines. something that could also apply to non magic types, like, "I swing hard enough to break my blade in order to cleave into the trolls skin" sort of stuff.
>>
>>86814870
I like 2d6 (ancient school represent!), or d6 ( 0e/OSR use that d6 a lot), but
d10/d100 (d100 is mostly for the possible matches) is better and makes everything easier to calculate for me.
>>
File: Screenshot (25).png (129 KB, 410x570)
129 KB
129 KB PNG
>>86816106
When I say a settlement, I mean a place that already has people living in it, similar to cities in D&D.
If you mean establishing your own settlement, there is a deed asset that you can take that represents you establishing your own settlement, but that's about it. See pic related. That's the only form of actual mechanics explicitly related to the concept of settlements. Other times, settlements are mentioned either as example or when randomly generating a new site that your character can visit.
>>
>>86816106
>solid rules
>Sworn
anon, not even the normal stuff is all that crunchy.
>>
>>86816567
I do think a big question is how to make risk feel real. and really where the sweet spot, the balance is, between feeling annoying and feeling inconsequential. getting that golden medium Is where much of the enjoyment of RPGs lies. And where I think the REAL key to a great RPG can be found.

Consequentiality, maintaining the necessity that mothers invention, but the alacrity that keeps things moving. where plans will have to be changes and things lost in the chaos of the world so you must adapt. but not so much madness that the hope of a long term plan goes out the window either.

I think a subsystem that specifically tries to balance this could be very useful.
>>
>>86816863
of course, to some degree, this is what mythic chaos factor does. though it is also a product of you asking the right (metanarrative speaking, not pc) questions.
>>
>>86814870
I play a lot of D100 games, and those being the kind of games I like to play solo, it follows that those are my preferred solo systems.
Plus CRGE oracle is also d100 based.
>>
>>86816672
Gotcha, thanks.

>>86816729
I was hoping it maybe incorporated something like the Winterhall homebrew.

>>86816567
I have nearly every failed roll doing one of these:
> getting hurt/exhausted
> losing an item
> becoming demoralised/stressed
> advancing a clock
> forcing another action
And you choose whichever is most appropriate (or randomly select). It covers most bases, far as my playtesting can tell.
>>
>>86814870
d12.
>>
>>86814870
20+6 (Lancer)
>>
>>86811499
It is not very crunchy at all even if almost all interactions can be easily turned into gameplay and the game gives you a bunch of random tables to roll in: Pendragon's mechanics are simple af. Needless to say it is quite useful in solo and you basically need to adapt nothing, besides deciding if you want to use one or several player knights.
>>86813286
For the trait stuff? Core 5.2. What I do is to roll specific traits when two characters with different values talk, giving way, for example, to rivalries between two of my player knights (one is a prideful bastard and the other a dutiful, humble heir) or tense conversations between npcs. Passions like love(family), loyalty and hate spice things up too.
>>
For those playing Ironsworn, how long do your vows take and how often do you mark progress? I find myself getting burnt out often and I think it's because I'm afraid of marking progress lest it count as "cheating" because it'll feel too easy or like I haven't overcome enough challenges.

Tangentially related, how do you feel about how Fulfil Your Vow handles experience? It always feels weird to me that you can go on an epic quest and your character learns absolutely nothing over all those challenges because d10s reared their ugly heads right at the end
>>
How do I make an adventure exciting if I know all plans and intentions of NPCs? Should I randomly generate plot twists?
>>
>>86822057
>Should I randomly generate plot twists?
Pretty much yeah, but you don't need to. This is partially what oracles are for, when you encounter an NPC or piece of information and either lack ideas or find it bland roll on the oracles for ideas. You'll find that plot twists will sometimes naturally fall into place, an oracle result or situation you find yourself in will line up with something you decided earlier and it'll all make sense.
Depending on what you play these may be built into the system, Ironsworn has built in plot twist oracles on top of its regular theme ones for example.
Also sometimes a potential twist will be obvious. Your character trusted someone shady? Maybe as you walk up to the location the named you'll decide it was all a set up from the very start.
>>
>>86822057
I tend to look at it like I’m a DM emulating players rather than a player emulating a DM.
>>
I’ve been meticulously documenting a game since the end of august, and it’s been like four days in-game. Playing four (was five) characters, and each has enough XP for an advancement.

Got equivalent XP from playing a lone character for a single day without writing. Hilarious.
>>
>>86823480
What system?
>>
>>86814870
I love 3d6
>>
best solo rpg for solving mysteries? i want to feel smart, as if i'm in a detective novel.
>>
File: 1628184622868.jpg (80 KB, 561x700)
80 KB
80 KB JPG
>>86814870

a deck of regular playing cards or a tarot deck
>>
>>86814870
python
>>
>>86786417
I made my own Emacs extension to handle all oracle & die-rolling duties for me, so it all happens in the same place I take my notes.

A very /g/ solution, not suitable for everyone but works great for me
>>
There used to be a mediafire folder with all the Mythic Magazine issues in it, does anyone have a link?
>>
>>86826200
A similarly useful but slightly less techy and more approachable solution is to use Obsidian
>>
>>86824551
Protectors of Empai Tirkosu

>>86824686
The system itself isn’t very solo friendly, but Technoir uses plot maps, which helps you puzzle out mysteries and goes a long way towards making you feel like a detective. Pic related.

>>86827129
Does Obsidian have a built in dice roller?
>>
>>86821956
I'm not playing it anymore, but when I did it took me some time to get the handle on Vow Milestones. Making an adventure outline helps a lot. But I'm not a fan of knowing things in advance like that. If you go blind, it's a lot harder and too random for my taste. You have to find your own balance by playing, I guess.
Some tips:
1. First weak hit/misses should stop your from achieving the next milestone. If you keep rolling badly, just reach a milestone automatically, but make it hurt somehow.
2. You don't have to roll anything to reach a milestone. Good planning and resources can go a long way. It depends on what type of milestone you have to reach. You need to get to a specific place. You have an ally with a boat. Oracle says the water route is safe and easy. Reach the milestone without rolling a Move. No ally/boat, and the oracle says the route is through unexplored territory? Use the Journey Move.
3. Fail forward. Not everything needs to be a distraction or a side quest unrelated to your milestones. You could change Journey in the earlier example to Compel someone with a boat to take you there if you were waylaid by that NPC.

But that's my way of playing. The rules are kind of vague on some things. They make milestones these important events, but also imply you can reach them without rolls sometimes.
>>
>>86822057
Yes. Lots of mechanics for that. Random plot twists AND plot twists using some kind of counter/clock/etc.
Example: Each time you fail a test, you get 1 point. At 5 points, a random event occurs.
Each time you roll a match on the dice, a random event occurs.
You can roll for the degree of importance of the random event on a match and to see if it's positive or negative if you want.
The random events from the counter should probably be negative and go in increasing difficulty.
Plenty of other ways to do this. Just a yes/no oracle is enough if you know what and when to ask stuff.
>>
File: nsaabh_v1-2.pdf (149 KB, PDF)
149 KB
149 KB PDF
>>86824686
Solo tools, not solo rpg. 9 Steps and a Bloody Heart is pretty good. It's very light and easily hackable on the spot.
I've used the structure for normal games too. The clues become 'random' events happening in a scene. You can also 'fix' the Bloody heart card to make a strict 3 act structure to the game.
>>
>>86827129
Yeah, maybe, but that doesn't give me an excuse to put my basic lisp programming into a useful practice. Plus I can extend it in any way I fancy. Currently has dice rolling, oracle answers to questions, random events, NPC/thread list management. Working on an emoji-based "story dice" oracle function next, but been too busy playing to extend it more recently.

But like I said, definitely not for everyone.
>>
>>86824686
>>86824686
Look at Mythic Magazine Volume 6, that has a great system for running mystery games in it
>>
>>86761947
>How's your game going?
I'll be honest. Awful.

Normally my solo games go pretty good. I've had many successful solo campaigns, and they're usually pretty long. (In 2017 I had a 5e campaign that lasted over a year, and in the 2020 lockdown I did a huge multi-campaign project.) But here lately I feel sort of burnt out.

I was working on an "All-in-One" incognito notebook, where I could play my games without any additional books or materials, just a single notebook. No dice or nothing.
>>
>>86827502
I was proposing another option for others. I wouldn’t bother telling an eMacs user to change lol
>>
>>86827226
There is an excellent dice roller extension for Obsidian along with several other rpg centric extensions
>>
Are there any decent resources for filling out the rooms of a pre-made dungeon?
I know most solo games go for random roll rooms & I've found plenty of books on that but I like making the dungeon maps to fit what's already happening and I'd like to fill them out as the character explores with encounters/dangers/ect.
>>
>>86810462
>>86813286
>the trait system
After reading this, I checked what you were referring to, and then I did some quick wiki-dive on psychology/traits and came up with >>86827922

useful?
>>
>>86827760
I prefer to decide all the creatures that are in the dungeon but let their locations be fluid and determined during play. Quantum dungeon
>>
>>86826200
>I made my own Emacs extension to handle all oracle & die-rolling duties for me, so it all happens in the same place I take my notes.
post .el plz
>>
>>86830095
https://notabug.org/Category/EmacsGME
Don't judge my code too harshly, this is the first elisp I wrote aside from my config
>>
>>86762690
That's normal. Solo RPing is a skill that takes practice, as silly as that sounds. I did the same thing at first where I would make a roll an hour and spend the rest of the time writing down what happened as if it were a novel.
Now I play as non-digitally as possible and only write short notes with pen and paper. Keeps me engaged in the same frame of mind I have when playing RPGs with other people.
>>
File: pendragon.png (555 KB, 837x1080)
555 KB
555 KB PNG
>>86827922
Here's a character sheet from Pendragon 5.1
Looks interesting besides the point buy system it's attached to
>>
>>86833465
In Pendragon is it possible to be high in virtue and vice or are you supposed to reduce one when increasing the other?
Yes I've read the book
>>
>>86761947
Are there any good city builder solo games out there?
>>
>>86833681
There is a good Intersection Generator:
https://www.technicalgrimoire.com/cess-intersection
>>
File: 1flcm8.jpg (8 KB, 149x250)
8 KB
8 KB JPG
>Want to do a shameless self-insert Isekai game
>Comes time to choose my class or at the very least archetype
>Absolutely cannot decide what class I'd actually be in a fantasy world
>Pretty much below average in everything
>Have a moderately okay Wisdom and charisma
>Extremely low dex
>Don't particularly like the aesthetics of myself as any particular class or archetype, now that I think of it.
>>
>>86835528
Clearly, whatever entity that summoned you there recognizes this and gives you the trappings of a class and gives you the standard adventuring stats so you don't immediately eat shit.
That or you could pull a John Carter of Mars and your below average physical attributes end up stronger than average in that place due to lower gravity or something.
Or just play a classless game.
>>
>>86835528
Randomly decide the first, then randomly pick a new one to multi class into each time you level up
>>
>>86835528
Do one of those online "What class/play style are you?" quizzes
>>
>>86835528
Go with the Talisman of Death approach (it's a Fighting Fantasy gamebook).
A god summoned you to accomplish X task. You wake up with some skills and knowledge you didn't used to have so you can fit in that world (sword skill, basic knowledge of the land and it's people).
Maybe make a speial stat for how to god is pleased with you. If they are, you get a bonus on any roll involving your new knowledge. If you fuck up too much or are too arrogant (or whatever emotion the god is adverse to), that bonus disappears and you have to do something to please the god to gt their boon back.
So that gives you a class of sorts (replace sword with spells and you're a magic-user), a patron, a main quest and maybe some NPC cleric allies from the start.
Just roll for the class if you really have no idea.
That quest can be a simple dungeon delve. But for some reason you're the only one who can touch the prize the god wants without dying or something. Because you're not from this world.
Hell, if he calls you back for a new adventure, he can give you another class knowledge on top of your old one. Multiclass Isekai. If you fail, maybe you don't get to keep the skills/attributes from that adventure?
>>
>>86835528
Isekai meets Quantum Leap/Deadman
You're only there in spirit form, but can possess people.
Think about it.
>>
File: yakuzies.jpg (51 KB, 780x470)
51 KB
51 KB JPG
I'm starting up a solo game and planning to have two different PC POVs, doing their own thing and occasionally crossing paths and helping/harming the other (Like picrel).
Got any hot tips? When's a good time to switch POV and how do I handle the "down time" when a PC isn't active?
>>
>>86837857
Play them at the same time/alternating from scene to scene like if you were playing one of those old duel D&D gamebooks.
Works best if you got a map so you always know where each of them are.
>>
>>86837857
That’s how I’ve been playing my 4-group. I switch at two points:
> when there’s a lull or an extended “scene change”, allowing you to skip the dull bit and dive right back in when it picks up for them
> occasionally, when there’s a climactic finale or cliffhanger. Keeps me eager to continue.
It feels quite similar to the structure of some TV shows. I was trying to mimic Arcane, where the core conflict is set against the political stage, viewed from numerous main characters’ perspectives and entwined with their individual subplots.
>>
>>86837857
Switch every scene (change of location and/or time). I've played a game with 8 PCs like this. Resolving not POV PCs action with the oracle to save time. It made the adventure fun, but weird since important scenes for a PC could be in an other/unimportant PC's POV.
>>
>>86837953
>>86838141
>>86838222
Thanks Anons! Just switched over to the second POV, I'll keep those tips in mind going forward.
>>
Best systems for randomly generating NPCs?
>>
>>86841792
You may be interested in "MASKS: 1000 Memorable NPCs for Any Roleplaying Game".

Grab it quick. Link expires in three days.

https://litter.catbox.moe/uqbtrp.pdf
>>
any tips for running solo conspiracies? not necessarily mysteries, but simply a setting where everything is connected to each other in unexpected ways
my initial musings came up with this system:
>keep a list of people and organizations
>when you do something (i dunno, investigate), add a conspiracy point
>once you hit a threshold of conspiracy points, roll on the list and reset conspiracy points
>connect the result you rolled with the entity that is currently relevant, or roll again for a second result if there is no relevant entity to link it to
>voila, conspiracy
how's this sound? i'm not sure what a solid trigger for getting a conspiracy point should be.
>>
>>86841914
I'm using mythic bro the last thing I want is more conspiracies
>>
>>86841914
My games are more combat-focused, but it seems like you've got a pretty decent system. I'd try it out with a few sessions, see how it goes.
>>
>>86841871
thanks anon
>>
>>86833681
There's a free map making game on BGG but I forget the name myself. If anyone has it
>>
File: url(10).jpg (591 KB, 900x1164)
591 KB
591 KB JPG
>>86836699
>>86836051
>>86836246
After much deliberation with my friends, and my gamer buddies who know me most personally, we have decided that if I were isekai'd into a fantasy world that I'd be a crafty rogue, as opposed to a sneaky rogue, that I'd have a few levels in bard, but not play an instrument, (Like an oratory bars that uses words of wisdom and whitty little poems instead of songs,) and that I'd ultimately have levels in loremaster. Instead of being some badass, I'd look like pic related.
>>
How many games did you actually finish?
>>
>>86842960
Which system do you plan to use to represent your cunning rogue-ness?
>>86845340
Do you mean campaigns or are you talking to the homebrewers that make games?
>>
>>86845536
Campaigns.
I knew I should have used that word immediately.
>>
>>86845545
>>86845545
If you mean campaign like a long adventure, then 26, 11 of which were published modules.

If you mean campaign like a series of adventures using the same characters, then about 8, but it gets a little blurry because they’re all in the same setting and characters are crossing over all the time.
>>
>>86845340
>>86845545
In that case 0. I have 3 major problems when it comes to solo
>Getting burned out after playing too much in a short period
>Constantly creating new characters so I'm jumping to a new one before being "done" with the current
>I completely my current quest but get lost on want go and do next so I leave that character for a while
It's a bit of an issue, but I still have fun so eh. I also sometimes will kill an entire campaign if I'm moderately unhappy with it. Like "Oh and suddenly [rocks fall everyone dies] darn I guess I'll never play this character or world again" which is a weirdly childish habit I'm trying to kick
>>
>>86845536
>Which system do you plan to use?
I'm not entirely sure yet. I'm thinking about using a system I've never used before.
>>
>>86841792
A strong idea of your setting and current situation/location, some idea generator, some dice for degree/importance/difficulty and a yes-no (and/or option 1/option 2) oracle.
Works better than any random table/NPC creation table I've found.
Setting: D&D
Situation/Location: Unexplored forest en route to a dungeon
Idea generator: Lovingly - Healthy
A cute herbalist girl foraging for plants? Yes, but...
She's on a deadline to find a cure for
Option A: Her dad. He's dying. He has been poisoned by a giant spider still at large
Option B: Herself. She was sprayed in the eyes by an unseen creature near the entrance of a nearby cave. She's almost blind by this point
It's Option 2.
How good of an herbalist is she? I picture her young, so I'll give my d100 a -20%. 76%=56%. Basically the same level as the PCs.
>>
i've just had a shower thought
in video games featuring procedurally generated content, a common problem is that the vast majority of outcomes aren't very interesting or don't make sense (for example, with random dungeon layouts), resulting in a bland and artificial feeling
while you get a striking outcome once in a while, in general, most outcomes are boring and samey, especially when compared to an outcome crafted by a person.
it's a probability problem, where the top 5% of the bell curve is great, and the other 95% is boring
so, do solo systems which rely on RNG suffer from the same problem?
i would think a solo system's more resilient against that sort of problem the more player input is required, such as through interpretation of word prompts, since you get to play a part in crafting the outcome
thoughts?
>>
>>86847785
Most solo engines warn you about rolling for too much stuff and tell you to go with your first idea if it's cool and makes sense.
If you use random tables, maybe it's worth the time to curate them to remove boring stuff you don't want to play? Turn a d100 table into a d20 one, for example. Or just reroll if you don't want to do the work in advance.
>>
>>86847785
Not really. With a solo game you always have the power to change a result that doesn't make sense or isn't interesting into one you find engaging. Like you said you can't use most solo results immediately, it goes through a filter in the form of your interpretation so even completely random games aren't *completely* random
>>
>>86847785
i'm that anon who asked for mystery solo systems.
i just read mythic magazine 6, as recommended to me, and i think that this is relevant
they lay out an example mystery, and one thing that i noticed was that there were a fair number of generated clues and suspicious links to suspects that never were resolved, loose ends that would've been tied up in a "crafted" mystery
also, once a suspect gains a lead in the number of incriminating clues linked to them, they're obviously the culprit barring some outlier result due to how RNG works, whereas a lot of mystery fiction has a twist clue at the end which changes how the whole case is looked at precisely to prevent such a predictable outcome
so yeah, i think you might be onto something, at least in a certain capacity
>>
>>86848734
Mysteries are hard to craft on the fly, most authors have to go back over them many times to make it all neat and tidy like that. On the other hand, IRL detectives encounter tons of false leads, and rarely is there ever that "aha!" twist at the end where suddenly thigns get turned upside down dramatically.
To (mis?) quote the Usual Suspects, "In the real world, if a guy gets killed and you think his brother in law did it, odds are you're gonna find out you're right"
>>
>>86848809
Real detectives also end up with a shitload of loose ends
>>
>>86848977
Yeah, real life is very untidy.
>>
>>86848809
>>86848977
>>86849112
i guess that's true, but then again, imo mystery "fiction" is less about trying to be irl detectives and more about a satisfying narrative unfolding with some intellectual participation mixed in
>>
>>86847785
Those issues with procgen are actually two sides of the same coin - that being, how much standardisation there is between seeds. On the one hand you have tightly controlled generation, which ends up feeling samey - on the other you have barely coherent stuff because the guiding principles are lax enough to let it run riot. Striking that balance is the key.

I think you’re onto something, in that a similar balance is required for wrangling oracles. You want to be surprised by the game, but not to the point where it devolves into nonsense.

>>86848734
>a lot of mystery fiction has a twist clue at the end
But do a lot of RPG mysteries have that?
>>
What “nonsolo” ttrpg lends itself the best to solo play. I personally favor bx dnd but i feel like branching out.
>>
>>86850904
PbtA shit, because gm moves work as great adventure direction oracles.
>>
>>86849239
>>a lot of mystery fiction has a twist clue at the end
>But do a lot of RPG mysteries have that?
Created modules often do, but the GM will generally know whodunnit/the twist - and that isn't as exciting for solo
>>
>>86853865
It's the sort of thing a gamebook/solo module might be best suited for.
>>
>>86850904
Anything with procedural content generation. Traveller, Stars / Worlds Without Number, etc. Just generate a location and a character and keep generating as you go along.
>>
>>86848734
Ask the oracle if there's a twist when you reach the end. Simple as.
There's a solo engine for mysteries that you might like aside from
>>86827333
Here it is
>>
>>86850904
Piggybacking off of this, which games specifically built for solo do you guys enjoy the most? I always feel weird using established non-solo games so I use a lot of ironsworn, scarlet heroes and random things I pick up here and there
>>
>>86761947
>Question of the day: How's your game going?
Fantastic. I just investigated some random NPC, who turned out to previously be a high-ranking official. In a stroke of luck, he told me the big bad my PC is heading towards was actually another high-ranking official who lied about his research, got a lot of innocent people killed, then ran in fear for his life to the enemy they were at war with and gave up his research data in exchange for safety. So all this time I my character was dreading him he was actually a cowardly lying turncoat who sold his country to save his own skin.

He thinks I have no idea who his is, but the first thing I plan to do when I have him is shout out his full name and title and tell him his former boss asks what's it like living as a fucking coward. I might still die facing him but at least I'll get him pissed.
>>
>>86826230
Also requesting this
>>
File: barbarianprince.png (308 KB, 352x598)
308 KB
308 KB PNG
>>86761947
Do you guys have advice for making a solo game? Where do I start? I want to make an rpg/gamebook game like Barbarian Prince.
>>
I am playing gloomhaven as a brute and a scoundrel. I am about to die in the first room of the first scenario.
>>
>>86826230
>>86862422
search for the pdf thread and ye will find
>>
Any tips for playing longer sessions?
>>
>>86862750
Play a lot of different kinds of games, develop a taste, copy what you like and stitch them together in cohesive ways.
>>
>>86862798
>gloomhaven
Do you mean the board game?
Not that I dismiss it - I played Jaws of the Lion myself - but I wouldn't really consider it solo RPG. It's really more of a puzzle game and a resource management game, the resource being your patience setting up the board each time.
>>
>>86864141
Set up dedicated time and space.
Block away distractions.
Play appropriate music.
Caffeine.
>>
>>86864141
Make sure you won't be disturbed by friend sor family for a few hours (can be difficult and you might lose some friendships along the way if some of the people you know can't deal with you no responding to a text right away).
>>
>>86865621
I guess I conflated a board game with an rpg. They say JOTL is better for starting out (your pieces go on the book instead of an assembled cardboard dungeon), so maybe I should have got that but a little late as I’ve learned almost everything by now.
And yeah, setup is a challenge, but idk I kind of dig it. They have a random dungeon generator (two decks) so I’ll probably do that.
>>
>>86868604
I quite enjoy solo games myself. Playing Shu's tactics and Sleeping gods. Amazing games. Actually stealing a bunch from Sleeping gods for my solo system.
>>
>>86792134
Fuck yeah dude!

>>86761947
Started yesterday using Dungeon Gits. Got my character, a disgraced landsknecht kicked out of Fort Fireshield for his constant drinking and Devilsnap abuse. It was late last night and I just got to generating two more nodes for the Pointcrawl. One of them generated a “Mutation Tank” in the middle of a ruined village. So I’m very interested to see how it goes!
>>
>>86868604
>setup is a challenge, but idk I kind of dig it
Try it with 3 other people, who are all short on time and just want to get into playing the fucking scenario already and who the hell put away those tokens I need them, dammit I need to be home by 8PM.
>>
>>86865631
Yeah I should probably find a music source that's not a computer
>>86866581
haha
>>
>>86873434
Yeah, I was joking lol
...
...
...
;_;
>>
>>86869590
>Dungeon Gits
1st or second edition?
What solo tools are you using?
>>
>>86875764
It's okay bud, a person who can't accept that you need alone time is either disrespecting your boundaries, or incapable of doing so due to some neurodivergence. You'll find people who respect you and support you.
>>
>>86878122
Yeah the term for those fuckers is energy vampires. You're better off without them.
>>
I was thinking of playing something sci-fi so I've been eyeing Stars Without Number for a bit.
Is it good for solo? Are there other systems people prefer over that one?
>>
>>86881323
It has a lot of tools for generating adventures and hooks. I don't see why it wouldn't work, unless you really don't like its D&D-alike mechanics. In that case, Traveller's good too.
>>
>>86881323
Star wars FFG is pretty good solo.

The genesys system it's built on is also pretty good but it it's a generic so you'll need more homebrew for it.
>>
>>86876846
2nd Edition, Solo OSR for the oracle, Atelier Clandestine Generators (Castle, Dungeon, Megadungeon, Wilderness and others), Knave for expanded item bazaar and character feature generators.

I’m just making the Pointcrawl maps in paint, and writing down the map legends/Journal in google docs. I’ve also made it to where my characters can only carry 150 coins per item slot to make sure I have to think tactically to bring back more treasure.
>>
>>86761947
Not great. I keep starting new games, enjoying the setting, play a few moves and get stuck.
Usually it's the interpretation of an oracle, like the game where my character gets hired to do a job that is obviously a cover for something else and eventually makes the client admit what's really going on. Except that there is no answer to that question.
>>
>>86883979
What works for me is to start asking the oracle some questions you either didn't think of or thought the answers were self-evident. The problem is that you have too little information to ground yourself in the scenario to get the proper answer. Just start asking questions with whatever level of likelyhood you imagine. Any "No" would make you ask new questions and open up new explanations.
>>
>>86883979
I find that stepping out of the GM role and becoming the PC fully helps with that. Not all the time, but when I'm stuck. So I determine only what my PC can see, hear or understand, nothing from the GM side of things.
It's weird, but it helps me get unstuck fast. I'm using some generic idea generator for this, not random tables or binary oracles.
I'm sure it has something with the way my brain works more than the tools themselves.
It also helps to ask yourself these 2 questions all the time when using oracles, tables and such (they are more on the GM side of things):
1. Why?
2. If this is true, what else is logically true as well?
>>
>Playing Ironsworn
>Finish a tough quest
>Fulfill My Vow
>Miss
Does this leave a poor taste in anyone else's mouth? It kinda feels like "all that effort amounted to absolutely nothing and/or things got significantly worse than they were, also your character didn't learn anything from it so they don't progress". I've heard Delve and Starforged remedy it somewhat but I haven't looked at them. Feels weird to have all of your efforts to hinge on a single dice roll, when everything you did to get there also took dice rolls
>>
>>86885737
Not really. IS isn't really about leveling up even if there's a mechanic for it. You can't level up if there is no narrative reasons (you can't just pick any asset even if you have experience points, you need an in-story reason for it) and you can even if you fail to fulfill your vow (allies are a form of leveling up in this game, after all, as well as settlements that accept you, etc. They don't have the same mechanical help as assets, but they do have some)
The book does warn about not using top difficulty rank quests outside of backstory.
A miss is a narrative plot twist. You discover you've been used this whole time, that the dead friend you where trying to avenge is still alive and the bad guy, Darth Vader is actually your father and he captured your best friend Han, etc.
Forsake your vow and pick up the story years later if you want. You're now a blue milk drinking hermit and must answer a new call to adventure when some girl comes to you for help. Or recommit and get Han back from Jabba.
>>
>>86885983
I wouldn't entirely agree, mechanical progress is an inherent part of the system and the system associates it directly with narrative success. There can be quite a sting to getting lol-no'd at the end of the quest which is why I imagine Shawn introduced the Learn From Your Mistakes move in Delve which guarantees you some experience even on a miss and made regaining xp on weak hits/misses much more forgiving in Starforged. I also find it's somewhat antithetical to the usual "discover as you play" part of solo because if you don't plan out how the story "should" go beforehand you increase your chances of not hitting your waypoints and thus the chance of your character failing because the quest that sounded formidable was only troublesome or what have you and you didn't get that much progress.

I'll end this by saying that I actually love playing ironsworn and adore what the system does, but I think an overreliance on progress rolls works against it sometimes
>>
>>86886162
I see your point. The book does say to put story before mechanics, but... progress moves don't really have an alternative like other moves.
If you want to kill someone, you can go about it in like 5 different ways.
If you want to finish your Vow... you have two ways (roll for it or just drop it/Forsake it).
It's been some time since I played it, it wasn't really my thing, but I did like a lot of things about the game. Vows were not one of them.
It was hard for me to hit a good balance between making a vow outline (hated it) and going in blind (couldn't do it using the milestones mechanics, it wasn't fun for me to use them. They were blocking my flow of play).
>>
>>86885737
Yeah, it really does leave a bad taste. It should, IMO, at least give the same amount of XP, with the possibility of a twist or a sequel in the future.
>>86886162
Well hello there.
>>
>>86886428
>Yeah, it really does leave a bad taste. It should, IMO, at least give the same amount of XP
What's the point of playing if you can't fail?
Maybe it's my old school brain talking, but I think XP on fail and things like that take something away from the experience. If you look at it logically, Ironsworn vows, if you take the effort to fill all the progress, can only fail on a roll of 00. That's a very small chance of the universe saying fuck you to your PC. Some stories just have a bad ending. You killed the dragon, but his dead body falls on the princess you were trying to save. Oops.
I kind of like that there's still that little bit of a chance of a total fuck up at the end.
>>
>>86885983
To be fair if we're using star wars as an example even Luke needed exp to level up and gain his force powers and lightsaber combat/piloting skills
>>
>>86886519
>What's the point of playing if you can't fail?
NTA but my issue is half narrative failure is in itself already your punishment for failure and half that progress rolls come at the very end of an adventure.

I don't mind dying during the adventure or bad things happening during or at the end of the adventure due to circumstance and chance. My problem is that I'll have survived the adventure, overcome the circumstance and chance with either quickthinking or lucky rolls and after doing everything 'right' I get fucked both mechanically AND narratively. In most systems even if you don't succeed at your core goal you won't retroactively gain nothing from beating that goblin tribe and overcoming those puzzles just because the DM decided to roll some dice right at the very end.
>if you take the effort to fill all the progress,
That's the thing. Not all adventures fit neatly into a set number of steps and sometimes things are much slightly easier or harder. No one wants to artificially extend a good adventure with continual "oh and then this happens, and then this happens and then suddenly this happens" just because they haven't filled a checkbox.
>>
>>86886609
>Not all adventures fit neatly into a set number of steps
Ironsworn does more than most other rpg I know of. The pacing of the adventure is on the sleeve of the Vows. It's not perfect, an adventure can go really well and be near the end sooner, but since it's a Vow of X difficulty, if you roll at that point it,s like trying to end a movie after 50 minutes. In most cases you'll end up with a twist and a harder second half to the tale. It's a built-in way of making sure a Vow of a set difficulty doesn't become less difficult in play because of good rolls.
>>
>>86886519
That’s a strawman. Potential failure is good, but failing as a gotcha isn’t particularly fun. Remember that the move only triggers when you think you’ve succeeded. The most common outcome is getting short-changed in your moment of triumph, and that’s not particularly narratively satisfying.
> can only fail on a roll of 00
Technically true, but partial success can also feel like a bit of a rug-pull. And you only need to roll one 0 for that to be the case. I’m not sure on the maths, but weak hit seems to be the most prevalent result from my experience.
>>
>>86885983
>>86886519
I'm the original vow fail anon, I honestly don't mind weak hits. There's still a twist and I still get something out of it, honestly wouldn't mind if that was the default failure state. "You missed something vital so there's more to do" is a good midpoint between success and total failure. Anyway I've moved on, recommitting to the vow but since the entire issue this time was I made it ranked slightly too high I'm not going to increase the rank
>>
>>86885737
As my main vow progresses in IS, I find myself less and less enjoying the big misses. When I've just begun I need the twists and turns and narrative drama they add, but when I'm 70% through my campaign and I'm just trying to get closure to my main vow, I don't really need those unlikely big misses, I feel they slow down my progress needlessly.
>>
>>86869434
>Shu's tactics
I've been playing it myself. But I haven't yet figured out the Mystery gift password.
"Right is wrong, and wrong right.
Rignt them are them people, and wrong I."
And then the E in chapter 3.
I have no fucking idea what that means. Any luck with that anon?
>>
>>86887938
Wish I knew man. But I'm pretty sure the rignt is a misspell. I'd use a code cracker but I'm not paying for those and I'm an idiot who can't figure out John the Ripper.
>>
>>86764041
What the fuck is a "norwood"
>>
>>86764041
Based schizo poster. Still gonna play solo though.
>>
>>86862750

Somebody made a western version of this called The Drifter. It’s essentially the same game but the mechanics are a lot cleaner.
>>
File: Spoiler Image (35 KB, 667x414)
35 KB
35 KB JPG
>>86764041
>do fun active hobbies with normal people
>play autismo imagination games by myself
>>
File: 2i0qfhs0oyl61.jpg (80 KB, 746x768)
80 KB
80 KB JPG
I have never played an RPG before, would L5R with Mythic GME work okay solo?
>>
>>86894856
mythic's been working well for me with Warhammer Fantasy Roleplay
>>
>>86894856
Yes, but it,s gonna be really hard since you're totally new to it. I suggest watching/reading some actual plays, both solo and social. They can help a lot more than some dry explanations with minimal examples like you find in the games themselves.
>>
>>86894856
yes, but if you've never played an rpg before, idk iff solo is the best option since you dont quite have the mental "flow" of things. Since rpgs are kinda not just a mechanical thing (and even if they were experience would be better)
>>
>>86761947
Is there a system where conflict is meant to sway?
I mean options that allow turning the tables with specific skills or resources. Something that snowballs with implied consequences until it explodes.
>>
>>86761947
something I have been using for ad hoc tracking and qualification for pc’s npcs. I list notable factors in one of 4 catagories:
drives: attitudes, goals, what you want to do
Abilities: unique skills or aspect, what you can do
Status: your condition, mentally, physically, whatever, how are you.
Resources: items, informations, and things of utility, what can you use.

usually you must expend one item in the 4 categories to do something. or add something negative to one of the characteristics.
so frodo might be:
Drive: dispose of the ring, polite & caring, no one else should have it
abilities: stealthy, diplomatic, brave
Status: Hungry, tempted by the ring
resources: one ring, phiel, sting, elven cloak, lembus bread.

in cause I dont feel like a particular system but still want to “define” a character in context with something qualitive.
>>
Anyone have anything like a setting fact oracle? Like tables of things that resemble Ironsworn's World Truths but more of them and less setting specific?
>>
>>86902294
Yes.
>>
>>86904264
Yes and no. It's a blank list that I fill before and during the game. It can go from some generic things or ideas (Forest, Gloom, Caution, Red, Earth) to specifics (Darak the Mighty, The Caves of Salith, Poison of the Serpent-God).
I don't put everything on it, only things I want to see again/feel like they should be recurring or thematic.
It's kind of a generic fit-all table with locations, NPCs, items, plots, etc. all mixed together.
I took the idea from Calypso. It's a 1d6X1d6 table.
Games focused on exploration have a lot of setting facts on it.
>>
>>86902294
Can you explain further? I genuinely cannot parse what you mean here
>>
>>86907646
Instead of something like HP trickling down, it has a way to define "who's winning". And it bounces like an action movie by leveraging skills, consequences, etc.
At some point conflict ends and you find out who got affected the most.



[Advertise on 4chan]

Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.