Professional Documents
Culture Documents
Easier
Solo Play
Peter Rudin-Burgess
CREDITS
1
CONTENTS
1. Introduction
2.Roll
2. Roll as many questio
questions
ns as you like 5
3.Mind
3. Mind maps for inveinvestigations
stigations 8
4.Start
4. Start with a One-Shot 12
5.Cover
5. Cover your bases 14
6. Training
Training Wheels 17
7.Don’
7. Don’tt Judge yourself against professionals 20
8.Don’
8. Don’tt play the boring stuff 23
9.combats
9. combats can be oracled away 25
10.First
10. First Level Again? 28
11. A
A short History of Time 31
12. What
What works for you? 34
13.Character
13. Character weaknesse
weaknessess 38
14.Improv
14. Improv vs. Prep 42
15.Rogue
15. Rogue Oracle 46
16.Safety
16. Safety Tools 49
17.Stickies
17. Stickies vs. Cards 52
18.Po
18. Power
wer Hooks 54
19. The
The Importance of NPCs 57
20. The
The Importance of Places 61
21.Building
21. Building Villains I 63
22.Building Villains II
22.Building 67
23.Building
23. Building Villains III 69
24.Short
24. Short is Sweet 71
25.Oracle
25. Oracle World Building 75
26.Oracle
26. Oracle Mashups 79
27.Oracles
27. Oracles & Muses 83
28. The Adjective Ladder 85
29. Random Generators 88
30. Organ
Organise
ise your Tools 91
2
1. INTRODUCTION
T
he tips and advice I share in this book
come from my own experiences
experiences of solo
role-playing many different games.
I started seriously solo playing while I was
writing role-playi
role-playing
ng game reviews
reviews.. Many of the
reviews on blogs are based only on reading through
the PDF version
version of the game. This sounds a bit
shallow,, but the
shallow th e prevailing view
vi ew was that you could
c ould
get a good impression just from a read-through
if you had seen enough
enough games.
games. This attitude still
exists today for games, adventures, and just about
everything else in the RPG industry.
I tended to disagree but getting to play all the
games I was sent was impossible. When I rst
3
between how
game worked. the solo rules worked and how the
worked.
It didn’t take long before I was receiving a review
revi ew
copy of a game, and I waswas reading it through
through and
then creating a solo tool that used the same ideas
and game mechanics. Then I could play the game
and write an honest review.
I have
have lost count of how many different
different games
I have played, but it is well over
over a hundred different
dif ferent
systems.
Some of the advice in this book relates to the
the
physical playing of the game, some
some of it is more
about expectations.
The tips and advice is presented in no particular
order. They are simply in the order that I rst
started making the preparatory
preparator y notes.
notes.
4
2. ROLL
RO LL AS MA
MANY
NY
QUESTIONS AS YOU LIKE
LI KE
I
caught myself
myself doing this the rst
rst time during a
game of Stars Without Number
Number.. My character
was snooping around an old factory
factory,, where
he had been a security guard before it shut down.
He headed up to the admin ofces, and all the
computers had been ripped out, wandered into
where they used to do the payroll, and there was
the safe, still locked, as it was left. The manager’s
ofce was also locked, and that struck me as
unusual. Why lock an ofce you are never coming
back to? After
After a bit more of a walk around,
around, I left
the factory, and that locked ofce really bugged
me. I was coming back with a big hammer to open
the door, but that was for the next session.
5
6
7
I
magine a police incident room with pictures
of suspects pinned to a board and key facts
facts
that have been discovered about them jotted
around each image. Then lines connecting fact to
fact.
I did this in a cyberpunk game using Cepheus
System. As I learned facts about my game world,
set in the subway rail network, I added these to a
mind map. As I played, the more facts I added to
the map,
map, I found myself using the oracle less and
and
less. Finally,
Finally, the map gave me an overall
overall picture of
what was going on. The need to generate random
answers was diminished because I already knew
what was
was happening oror what a place
place was like.
like.
8
them
them. toFor
theexample,
For sheet andifdraw
you connections
create an NPC between
as a
witness,, you can interview
witness inter view them, and as they give
their account, you can add what you learn to the
mind map. It doesn’t matter who they are talking
about, every character is present on the map, and
you can ll in the facts in the right places.
There are some great
g reat mind mapping tools,
tools, but
Iexample
think that pencil
below and paper
started with are hard to
a John Doebeat. The
victim
of a car crash. As I investigated,
investigated, I discovered
discovered
that there was a gun and bullet casings in the
footwell of
of the car.
car. The victim had no ID on him
but did have animal bite marks on his forearms.
The crashed car was a Tesla, and I discov discovered
ered
that it was registered to a Miss Grey, who was a
Drug Enforcement Ofcer. Unfortunately, it also
9
As I discove
discovered
red more about
about Miss Grey
Grey,, I could
add it straight onto her ‘bubble’ on the mind map.
map.
If I discovered
discovered more about the victim, I could
could add
it to his ‘bubble’. My next move would have been
to try and trace the weapon, to see who owned it.
At this stage, I could even start speculating
about what happened. Is Miss Grey a werewolf?
The John Doe was a meal she picked up,
up, and she
removed the ID intentionally. As it happened,
10
11
4. ST
START
ART WITH A ONE-S
ONE-SHOT
HOT
I
was playing Alien RPG recently
recently.. The game
has two modes, cinematic, which leans into
the movie franchise, and you are unlikely to
get out alive. The second mode is campaign style,
and you more likely to get caught up in corporate
shenanigans than caught by a xenomorph.
My character joined a crew shipping
compressed gas tanks to a military facility on a
colony world. That was about the last thing that
worked
work ed out right. I had an instant personality clash
with another member of the crew; loading the
cargo had me fail my skill checks back to back,
and then we
we were pulled
pulled out of cryosleep because
my shoddy loading had shifted and damaged the
hold to the point where we wouldn’t be able to
13
I
was in a desert oasis
oasis,, there were tents all
around, and the moon cast everything into
monochrome. The camp was an ousted vizier
and his mercenary force the night before they
attacked the sultan’
sultan’ss palace.
palac e.
I wondered
wondered if the sultan was was aware,
aware, and if so so,,
in what form. I started
star ted with a simple question and and
followed
follow ed up with a couple
couple more. The result of of the
questions was that yes, the sultan was aware and,
yes, was
was ready to act. But, at this point, I had a mind
blank. What could
could the sultan do in the middle
middle of
the desert?
What I actually did was take a break, but the
lesson I learned was to imagine what both sides
of your yes-no questions
questions will mean
mean before you roll
14
question is about
or not, then there whether
are peoplea corridor
there or is
not.deserted
In my
case, I couldn’t think how the sultan’s men could
get to us in the middle of a desert without them them
being seen long in advance
advance.. If I had thought about
it more, that
t hat would be my answer, the sultan’
sult an’ss men
could have
have been spotted and the alarm
alar m raised, and
that was my entry point into the next scene.
15
16
6. TRAINING WHEELS
I
may well have played over a hundred different
role-playing games. I don’t know the exact
gure, but if I had to say the
the one I know best,
it would be Rolemaster 2nd edition. That is a game
that is often derided as Rulesmaster
Rulesmaster or Chartmaster
Chartmaster..
The creators of RolRolemaster
emaster built it as a modular
system. You could swap out individual rules with
an optional rule,inandcomputer
a background nothing would break. I have
programming and
coding. What Rolemaster was doing in the early
1980s would be recognized as Object-Oriented
Programming today. It was at least a decade ahead
of its time.
To capitalize on this modular system, the
To
publishers, Iron Crown Enterprises, created
17
companion books
books full of optional rules.
rules. These
could be snapped in to replace a core rule, and
everything would
would work
work as intended. So if you
wanted a dark and gritty low magic fantasy world,
world,
snap in the rules that tted. If you want
want high
fantasy, replace the rules with the high fantasy
options, and you are ready to go.
Each companion
companion listed all of the optional rules
from the core books and all the companions that
went before in a tickbo
tickboxx checklist
checklist.. A GM could ll
out the checklist and copy it, and pass it to their
players to create characters to the same standards.
the Things
systemwent
and wrong whenbook
discovered
discovered new players came
upon book
boo to
k of
optional rules in seemingly no organized order.
Somewhere, the idea of selectiv
selectively
ely picking rules to
customize the game got lost.
For me, I can play Rolemaster for hours at
a stretch without having to reference a single
rulebook. The only time I do access the rules is
to
canuse theplay
solo placombat
y what tables. The netone
is considered result is that
of the mostI
complicated games from the 1980s just as easily as
a one-page micro RPG. Thus, Rolemaster is one
of the good games
games for me.
me.
If you have
have been playing D&D or Pathnder
Pathnder
for years, they are probably
probably a good
g ood t for you.
If you are new to solo play,
play, that will be enough
18
or challenshould
challenge
character ge and be
have
ablean
antoidea of Then
cope. whether
youyour
can
ask informed questions of your oracle.
oracle.
If you are trying to learn a game and learn how
to solo play simultaneously, that is a recipe for a
frustrating time.
Many solo play forums carry
carr y discussions about
what is a good system for x, y, or z. I think the
answer most often should be the game you are
most comfortable playing.
19
While
videos onityoutube
is great, to
youtube, seemust
you highbe
production
careful tovalue
not
mistake them for real life.
The cast of Critical Role and Me, Myself and
Die are professional actors, and especially in Me,
Myself and Die, they are heavily
heavily edited.
If you or I roll an oracle result and
and it stops us
dead while we think
think of what it could mean,
mean, then
20
to pause
table the recording,
or reference go andyour
and build access any random
response, then
you will look
look like a giant of improvisa
improvisation.
tion.
I tend to play in a sort of stream of
consciousness, not worrying too much about
recording my sessions. Maybe bullet points or
footnotes, but these can be very terse and would
only have any meaning to me. There are almost
certainly nointerpret
difcult to do-oversinifthe
do-overs I rolled an answer
present answ
scene.er I found
I wholeheartedly think we should always strive
to be the best we can be, but my life doesn’t come
with an ‘undo’ button every time I get something
wrong, and I certainly don’
don’tt get to edit out bits
that didn’t go so well.
Comparing yourself
yourself to professional
professional production
crews can lead to unrealistic expectations.
I have tried making actual play videos. You can
nd them on my youtube channel, and I am sure
that you will agree with me when I say that I am
obviously
obvious ly uncomfortable playing
playing in front of a
camera.
I don’t edit my videos. I hit record and then
21
If you
actor, I amare a natural
surenatural storyteller
you could make or improvisa
improvisational
a ne tional
video actual
play or have
have great fun at home solo playing, a game
that would make my jaw drop in admiration.
If that is not you, then don’t
don’t feel that that
that is
how it has to be done.
I once ran a group
g roup role-playing session
session in a pub
in Bristol,
Bristol , England. We didn’t have
have a table, so were
stood around a pillar holding up the ceiling that
had a kind
kind of shelf around it to hold the
the drinks.
drinks.
Wee were playing AD&D,
W AD&D, and these were the days
of THA
THAC0.
C0. We
We had the books with us, but mostly
it was all running from memorized rules
r ules and spell
descriptions.
That was one of the best role-playi
role-playing
ng sessions I
ever saw.
saw. The reason was that
tha t because we were not
sitting down at a table, we were free to move, and
every player started ‘acting out’ how their character
acted. Would
Would we have made it on the stage?
stage ? I think
not. Was it good? By our usual standards, it was
exceptional,, and that was good
exceptional g ood enough for me.
22
F
or a while, I was almost obsessed with
interrupted scenes. When I transitioned
from one scene to the next, I would ask, “Is
the next scene as I expected?”, When I got a no
answer, I would create an unexpected complication
complicati on
that upset the course of the action. I could
could go from
interrupted scene to interrupted scene, getting
ever more sidetracked away from what I thought
was the
the main plot.
I eventually realized that my main plot was in a
place where not a great
g reat deal was happening.
happening. When I
fast-forwarded
fast-forwarded the plot to where I was about to set
out on the main quest, that was when my attention
became focused again. The desire for something
23
aa sea
sea journey
journey of several
could be amonths
mon ths.. Inthing.
perilous a fantasy game,
However,
in a modern-day setting, they are generally quite
safe and somewhat uneventful.
uneventful. If nothing much
much is
happening, we don’t think twice about skipping it.
In a solo game, you can even skip over things
that could well
well be mysterious
mysterious or dangerous if you
just are not into that.
24
9. COMBATS CAN BE
ORACLED AWAY
I
played a 5e game, and I had to follow a rough
mountain track that snaked and climbed
around the mountain towards the summit and
the Phoenix Lord’
Lord ’s temple. As I climbed, I ran into
int o
the rst of
of her sentries,
sentries, a pair of Kenku guards
guards..
Further up, I surprised a Kenku ofcer. I still had
ninety percent
I was fairly of the
certain mountain
I would meetpath
would a fairtofew
climb,
climb , and
sentries
and checkpoints.
The rst encounter told me what I was going
to face on my climb to the top.
The second told me a bit about their
organization. The ofcer was a different kind of
of
25
on.
After a while, it was obvious that the goal was
to wear down the character’s resources to make
the nal chapter more knife edge.
If I enjoyed
enjoyed these
these sorts of comba
combats
ts,, they were
were
rather one-sided in my favor; all would have been
good. But, as it was, they bored me. I felt that all
these random encounters were getting between
me and the exciting confrontation that awaited me
at the top of the mountain.
mountain.
I noticed that I was losing at most 1d8 hit points
per encounter, often nothing at all. The adventure
suggested six to eight encounters, so I split the
difference and rolled 7d4, and took the damage,
and moved
moved myself
myself to the top of the mountain
mountain..
I learned from this that many minor encounters
exist only to burn your character’s resources. That
could be hit points, spell slots, ammunition, or any
other game resource or meta currency
currency..
I now play
play the rst couple of minor encounters
to get a feel for what is being thrown at me. Then,
I let them foreshadow what is to come and set the
feel of the adventur
adventure.
e.
26
27
T
here is frequently a sliding scale; games that
are extremely lethal lean towards have fast
and simple character creation rules
r ules.. On the
other hand, games, where you are unlikely to die in
your rst session, tend to be more involved. This
makes sense as you don’t want to spend hours
making a character only to die ve minutes into
your
of therst session.
rst; Basic D&D
it was literally,
literally is a characteristics,
, roll your good example,
characteristics
pick your class (race and class were one and the
same), then roll hit points and starting money.
Boom, you are ready to play.
Hero System and Champions are at the opposite
end of the spectrum. I could spend a week
week crafting
my hero for a Champions game. The math could
28
level just
just to have
have a chance of making it.
That is a lot of adventuri
adventuring
ng just to play an
adventure you bought last week.
I suggest
sug gest that you create the character you want
to play at the level you want to play them. Then,
you can always
always create a version
version of your character
character
at each level to keep on le for future reference.
You can alwa
You always
ys go back and play low
lower-lev
er-level
el
adventures afterward and use those intermediate
character sheets.
If your character
character dies in an earlier adventure,
adventure,
you can make
make a choice. If you are playingplaying
standalone adventures
adventures,, then does it matter? If you
are playing a campaign, you can choose between
not being dead, being captured or robbed and
29
30
I
n the previous tip [First Level Again?] I
suggested having character sheets at all the
intermediate levels if you start at higher than
1st level. What you are really doing there is playing
an adventure that happens in your character’s
future.
We can take that a step further
We fur ther and hop about
in your timeline inside an adventure.
This work
workss exceptionall
exceptionallyy well in solo play but is
really difcult with a group of players
players.. However,
However, I
think it is where solo play can really shine!
I was setting up a game, and I wanted to play
out a proper medieval trial by combat. So I wanted
31
32
Fromtimeline
current this point on, the
and play I could
scenesstay withmore
in the the
traditional sequence.
Trying to combine out-of-time scenes and
Trying
ashbacks in a traditional game is difcult. I was
playing this game while I was traveling. When I
had time to kill in airports, I could run the combat
rounds. When I was in the air, I didn’t really want
to get thefordice
perfectly out.
these The social
interludes
interludes.
. scenes tting in
33
T
he primary tool in solo play is the oracle.
But which oracle?
The disadva
disadvantage
ntage of generic oracles is that
they can shatte
shatterr your suspens
suspension
ion of disbe
disbelief
lief or
immersion in the game. If your favorite
favorite game is
all d6s and counting successes, then having to roll
d100s and reference tables can jar.
System Specic oracles are keyed to a particular
par ticular
game or rules
r ules system. This addresses the immersion
immersion
issue.. For example,
issue example, using your
your oracle to decide if a
jewelry box is locked typically uses the same kind
of roll as your skill test
test to pick the same lock. It
is this unied approach that is the system-specic
oracle’s biggest advantage.
Theyou
is that disadvant
disadvantage
you need aage of theoracle
different orsystem-specic
system-speci
acle for eachcgame
oracle
if
you play many different games.
As most of us tend to stick
stick to games, we know
well. So this
this often isn’t
isn’t a real problem.
This is my fav
favorite
orite approach, and I create
system-specic tools.
tools. Increasingly games
g ames are being
published with solo rules built-in as well.
Non-Authoring tools are often very different
from the other kinds
kinds of oracles
oracles..
Any oracle that givgives
es you an answer that you
need to interpret is considered an authoring oracle.
Wee call it that because the meaning comes from
W
within you, just as a nov
novelist
elist has to create all the
details of their own fantasy worlds
worlds..
35
Y
You
ou place
that appearit ov
over
in er
thea page
slots of
or text and take
window
windows s. If the
youwords
have
have
chosen a text in the same genre as the game you
play, you tend to get words that t well with your
game. You then take the words that you revealed
and use them to form the answer to your questions.
questions.
You
Y ou will not get a simple yes/no answer; you will
get a dozen words or so from which you try and
shape an answer.
Cut-up solo takes a text, preferably in the same
genre as your game, and the entire text is cut into
snippets of three to eight words.
words. You
You then draw
random snippets and try and form them into
sentences and paragraphs to form what your DM
or GM said to you, and you then react to it, then
return to the random snippets.
36
I would
tools suggestand
as possible trying outwhat
seeing as many
you different
like and
what you don’
don’t.
t.
37
W
hen I talk about character weaknesses,
I mean game mechanics or elements
baked into the game system. For
example, 5e has a random personality aw as part
of character creation,
crea tion, my Cleric [Wesley
[Wesley,, the war
domain cleric] has an obsessive personality, but
these are for avor only or as a role-playing guide.
38
outHero System
of points
points. and
. You
You Champions
start build
with a pool
pool of characters
about 100
points, and you can add to your pool for buying
skills and powers by taking Disadvantages. Some
of the most fun Disadvantages
Disadvantages have an activation
activation
roll. If you had an NPC attached
attached to you, there
would
woul d be a chance of them being caught up in your
adventure.
adventur e. The same game mechanic
mechanic controls if
an organization that is hunting you shows up. The
GM can roll these activation rolls when planning
a session and work the disadvantage into the play.
Essentially they are really specic oracles. “Is my
dependent NPC caught up in this adventure?”
yes/no, “Does the criminal gang nd out where I
am staying?” yes/no.
Solo tools like Mythic GME deal with story arcs
or threads. These character weaknesses or aws
are their own story arcs. There is a story behind
why you are attached to that
that NPC. There is a story
to explain your dark secret.
Games that have these aws and weaknesses
give tools like Mythic GME something to work
with that will weav
weavee your character even more
tightly into the story
stor y. Of course, in solo play,
play,
you are always
always the star of the show,
show, but there is
39
40
41
14. IMPRO
IMPROV
V VS. PREP
P
repared games are the bugbear of solo
players everywhere.
everywhere. I mean,
mean, of course, the
published module.
module. If you don’t
don’t know
know the
module well, you cannot answer the questions that
arise. If you do know it, you lose the surprises.
surprises.
If you want
want to lean into your
your oracle, it could
could
tell you something that directly contradicts the
published material.
There are several ways to address this
this.. One is to
favor the GMing role and ‘run the adventure’ for
a virtual character.
character. If you enjoy
enjoy GMing, this can
be a good game. You can play the social elements
‘in character’ but the exploration or investigation
as the GM.
42
want. Write
numbers out the details
encountered of eachstats
and combat one,on
such as
a slip
of paper
paper.. If you have
have the
the matching
matching miniatures
miniatures
but them with the slip of paper as well. Now
Now put
each encounter into a matchbox [the little capsules
capsule s
inside a kinder egg also work well]. When you
explore the adventure site and the key indicates an
encounter, you grab a matchbox at random and
open it. That is what you are now facing!
If you don’t
don’t have
have matchboxes
matchboxes or cannot eat
enough chocolate eggs, you can put each encounter
slip into an envelope and pull them out at random.
This does mean that the module may say that
there are 1d4 goblins, but you pull out two ogres
and an Owlbear, but that’s
that’s the breaks, and I suggest
sug gest
running away.
43
forward.
Cordova Two
Tand
wo ofMike
the best
Sheaimprov
(also GMs
knownareasJason
Sly
Flourish).
Both Jason and Mike advocate minimal prep,
not no prep. This is about distilling the key facts
needed to start an adventure. As a result, their
adventures feel like a moment frozen and just
waiting for the characters
characters to arrive
arrive on the scene.
scene.
44
Jason
Jason Cordov
locations, Cordovaa has
encounte rs, ora events,
encounters, 7-3-1 ,system.
events Seven
each with key
a reason
for existing.
existing. Three pieces of sensory information
to help you imagine the scene, and one thing to
convey ‘at the table’. This could be a combat
strategy,, or a tone of voice
strategy voice,, or a rst impression.
The idea
idea of the 7-3-1 is that the seven elements
are few enough to hold them all in memory.
45
S
ometimes I like to start a game with just
my oracle, play a few scenes and jot down
anything I learn about my character,
locations, and setting in that rst sitting. Only after
that do I roll up a character.
I had created a new cut-up solo book and
wanted to take it for a test driv
drive.
e. So I played a
couple of scenes
scenes,, and I was getting into the story,
story,
so I played a few more scenes, and the plot started
to emerge.
Then I hit a ‘snag’, not a problem, just
just a bit of
a snag. I had bought Free League’s Coriolis and
had the rules and character sheet all ready, but this
game didn’t feel like a Coriolis game; it felt more
like Aladdin or Alibaba and the Forty Thieves.
46
oracle.
wasn
wasn’t I wasn
wasn’t
’t that sor’ttinofdanger
sort game of
yet.getting
I wasninto
wasn’t combat;
’t using it
skills,
just exploring the world, talking to people, and
looking for clues about what was really going on.
I thought I could create a character when the
ghting started.
It didn’t take long before the oracle started to
suggest that the ‘villain’ was actually a hero, the
princess who had been abducted was really being
freed, and that I was not on a mercy mission at all,
just a search and destroy set up by a villain to hunt
down the hero.
This was not what I had in mind at all when I
set out to play this game. Coriolis is supposedly
the most Firey of all the Firey wannabee
wannabee games
out there. This was not Firey!
Was it fun?
Was fun? Denitely
Denitely.. Was
Was it what
what I had
had set
set out
out
to play? Denitely not. The
T he oracle was rolling like
it had its own agenda.
If things are not playing
playing the way
way you expected,
this is not a problem. It is an intentional, built-
in feature
feature of the oracle
oracle system.
system. If our oracles
oracles did
not throw up unexpected results, then solo games
g ames
47
I think there
I suggested are twoboth
picturing answers to this.and
positive First, earlier
negative
results before you ask
ask the oracle; if you use this,
this,
you have two options that lead to branches you
want to explore
explore and do not break the
the neutrality
neutrality of
the oracle roll.
The second answer is permission to overrule
the oracle. Overruling the oracle feeds into my
48
S
afety tools in mainstream RPGs are
becoming standard content. I think this is
a good thing. When I was still at school, I
played D&D. I had been introduced to Traveler,
Champions, Boothill, Tunnels & Trolls, and
Rolemaster. Then I met the rst player who had
an entire
entire shelf
shelf of RPGs with
with names
names I had never
never
49
went to very
very dark places,
places,50so they had stopped
stopped solo
playing.
With these experiences
experiences,, I felt it was necessary
to touch upon safety tools in solo play. The tool
that works the best, in my experience, is called the
veil.
Veils
V eils refer to the phrase “to draw
d raw a veil over a
scene,” meaning to end the scene and not show
what happened next.
In solo play,
play, you can arbitrarily
arbitr arily throw in an event
e vent
that changes your narrative to deect the course
and prevent the scene you want to avoid from
happening.. This could be as simple as interrupting
happening interr upting
an NPC with something that they suddenly have
to take care of and is more important/urgent
important/urgent than
you.
You can pause
You pause one thread
thread of an adventure
adventure and
pick up with a different character, maybe with the
intention of the two characters
characters intersecting
intersecting at that
precise moment and changing the story.
Possibly, the most important safety tool is
knowing that just about every solo player I have
ever spoken to is perfectly comfortable with simply
changingg something in their
changin their game if it is not fun.
This is not cheating; it is perfectly acceptable.
Games are designed from the ground up to be fun
to play, and in RPGs, rule zero is that all other
rules are simply guidelines.
guidelines.
You
You have
have permission to change your
your story.
story.
51
A
nyone who has followed my writing
will know that I am a huge fan of the
sticky note or post-it™ notes. These are
improvisational
improvisa tional gold. I can think of ten cool things
things
that may happen in my adventure, put each ea ch one on
its own note and save them for later. Then, as I
play,, when an opportunity arises for one of these
play
to come
into into play, I can grab the note and insert it
the game.
I like notes for NPCs, locations, and events. I
don’t need to decide where and when these will
come into play. Instead, they turn up as they
naturally t into the story.
A second
second cool thing about the sticky is that it is
is
limited in size, stopping me from over-preparing
52
plot
on a hook,
singleand
3x5detail
indexsix NPCs
card. As and
NPCsthree locations
or locations
take on greater importance, they may deserve their
own card. In this way, a single card is enough to
start Session 1 of a game, and other cards are
really just recording things that you improvised
during session one.
Another system that is in
in the same vein is used
by
imageIndex
of Card RPG.orEach
a location index The
challenge.
challenge. card adventure
contains
adventurean
is
then ‘dealt out’ by laying cards to construct what
is, in essence, a 5-Room Dungeon.
The thinking behind all these systems is that
preparation is the enemy
enemy of improvisa
improvisation.
tion. The
more you write down and commit to being a fact,
the less tolerance you have to things changing on
A
power hook will kickstart your solo game
by throwing you into the action but at the
same time leaving you will unanswered
questions.
In a traditional RPG session, it is a cliché to
have the characters meeting in a tavern, giving the
players some time to get into character and the
characters time to get to know each other, then
something happens, and the adventure starts.
In a solo game, you don’t need to do that
warming up process; you can leap
leap straight
straight into the
the
‘then something happens” stage.
Or better still, “something has already
happened”. As you see the event from your
character’s point of view
character’s view,54
, you do not need to know
many details.
de tails. Things your character couldn’t know,
know,
you don’t need to know.
action;
so manyinaction is simply
unanswered not
questi anthat
questions
ons option. It also
I haven’t
haven has
’t ruled
anything out.
I make my way forward in the next scene,
looking for a train company employee, but don’t
nd anyone until I reach the engine. In real life,
I know nothing about trains except that they are
normally late. So I assume that the engine and driver
compartment is probably
passengers wandering locked
in and to stop that
demanding drunken
they
turn this train around. An oracle question tells me
that the lock is smashed, and I head forward to
the driver’s compartment. Now I ask a few more
questions, is the driver here? Yes. Are they OK?
No. Were they murdered? Yes. Is the train guard
here? Yes. Are they
the y alive? No.
55
So this urr
urryy of scene-setting questions has
set up an interesting situation, but I haven’t even
begun to touch on what is really going on.
The power hook of the runaway train has
make surethere
here and you stay on track
to make sure and
theirfudge
storya plays
few rolls
out
how they wanted. Your oracle has no agenda and
doesn’t care about your story arc.
Sometimes the big sweeping campaign goal
can store up problems. Can you keep up the solo
playing to see the campaign to the end? Can your
character achieve
achieve the goal? If the answers are yes
and yes,isthen
yes,
answer great,
a no, thengo
g oyou
for may
it. However
However,
nd it , becomes
if either
frustrating to set up campaigns that you feel
somehow failed to deliver.
56
W
ithout NPCs, there is no role-playing.
You
Y ou don’t
don’t hav
havee other players to bounce
ideas off of, so without NPCs
NPCs,, your solo
games become some kind of board game, moving moving
pieces around and rolling dice, or a wargame with
pieces on a map.
57
help keepatthe
can hint NPCs
things memory
that the NPCstraight, and these
may have been
working
working on or towards
towards in the meantime while
while you
were not around.
around.
The smaller your cast of characters
characters,, the more
often you will interact with them, and the richer
the history that will grow up between you and
them.
58
Having
makes a smaller
the shock whencastyou
of elevate
supporting chara
characters
one to thecters
role
of the villain even
even more shocking.
shocking.
This is not something I recommend for every
game. Still, sometimes all the evidence will point
to someone close to the action, a trusted
tr usted courtier,
a bodyguard, or someone operating from the
shadows. Maybe your fence turns out to be a
shadowy
wa
way kingpin,
y of keeping andnger
their the
n gerfence rolepulse?
on the was just their
for help.
woul
wouldd askSometimes
me for helpwe
help.. I would meet
vateup,
was a private
pri and they
detective
detective by
profession. I would wait for my vicar friend at the
backk of the churc
bac churchh at the end
end of a service and ask
ask
his advice.
When I inevitably disappeared, I elevated the
vicar to full player character rather than ending
the game and started investigating my own
59
NPC if Ithink
I don’t had bounced from one
from
so. Eventually, contact
the vicar to
tdiscovered
o another?
enough about my private detective to know about
the reporter at the Times, and they could pool
information. I still only played one character, now
the vicar, but the strong bonds between the NPCs
enabled me to carry on the game.
60
I
want to add the same advice as I giv givee for
NPCs but for places.
pla ces. Fewer
Fewer locations that
tha t you
have experienced multiple times will give you
a richer experience than whistling through a dozen
locations.
mov
moveIfe the
withaction
it. Butmoves,
mov es, then
if there youoption
you
is an must to
inevitably
reuse a
location, I would always take it. For example, you
could have
have a palace of a thousand rooms,
rooms, but all you
really need to know is the courtyard, the entrance
to the grand hall, and possibly a private audience
chamber.. Just this limited
chamber limited snapshot of palace life
is enough to convey what the entire palace is like.
61
directors. In essence,from
could be commanded the anywhere
Starship Enterprised
on the ship.
They had near-per
near-perfect
fect comms
comms onboard
onboard and
and voice-
voice-
activated
activated computers,
computers, but most of the action takes
place on the bridge, transporter room, sickbay, or
one or two generic private quarters.
Entire planets are reduced to maybe two
locations, summarised as inside and outside. One
scene
the awayshow
showss off
team the tolandscape
inside andmuch
talk to the thenmore
gets
interesting NPCs.
This is harder to do on a dungeon crawl or a
hex crawl,
crawl, but outside
outside of those situations
situations,, if it is
plausible to revisit
re visit the same inns, taverns, markets,
and merchants, I recommend it.
You
You can refresh your memory of what you
know and add more details to what has already
been established at each return.
62
D
o you really want to know who is the big
bad in your game? Does your character
know?
If you think that
that the answers are
are probably a no
to these questions,
questio ns, you could consider
consi der an ‘over the
hill’ method of villain building
building.
63
swords,
the same.they tried to kill me. The end result was
I was starting to think that something was up!
Roll on a few
Roll f ew more encounters,
encounters, and I managed
to get one of my would-be
would-be killers to talk. They had
been hired by a wealthy merchant in the previous
city to stop me from getting to the port town,
which was
was my next destination.
I had a name, but unless I turned around and
went back, there was not much I could do about
it. I did know that these people had been paid to
kill me.
How did I know, because the oracle had given
me a cryptic
cr yptic clue like “wealth increases peril”.
peril”. So my
interpretation said that wealth was the merchant,
and increases peril meant that the merchant was
using their money to make life more dangerous
for me. So that was where the hired killers came
from.
How did I decide there were killers in which
inns? A simple reaction roll, One on a d6 said
they were hostile, Six said they were friendly, and
shades of reaction in
in between.
between. I would
would ask if there
64
merchant
member ofanda discovered
powerful that
powerful they one
alliance, were
on a minor
e that was
rumored to be involved in smuggling.
And so this game went on from the immediate
immediate
problem being the hired thugs to the merchant to
the criminal gang, to a crime boss. As I crested
each hill, I could see the next
ne xt hill to climb, the next,
bigger villain by identifying who my immediate
adversar
adversary
of comma y was.
command was
nd. to
In effect,
effect
get to, Ithe
thwas moving
e head up the
of the chainl
criminal
crimina
organization.
The chain of command ended when it felt
like I had reached the top.
top. Of course, that was
was
a subjective decision, but when it felt like I had
solved the problem, the problem was solved.
This method is great for sandbox-style games
g ames..
There was no connection between the one-eyed
mountain man and the assassin sisters until I
created it. I thought there was a connection, so
I tested it using the oracle. I didn’t even do it
directly.. It was several encounters later
directly lat er that I asked
a surviving attacker and discovered the merchant.
Then I could retrospecti
retrospectively
vely t the encounters into
the new idea. What had, in essence, been random
65
66
67
I intrigues.
style think these
intrigues . Is itfor
the‘power behind
sultan that the throne’
is attempting to
manipulate events, or the vizier whispering poison
in the sultan’s
sultan’s ear, or is the vizier the agent of the
sultana’s mother? Maybe the sultana’s mother is
being deceived by an evil djinn?
This method workworkss best in games with an
investigative style, and where the potential villains
can
morebesuspects
identied early, even
early,
through play.if you do go on to add
It can feel like a little manipulated
manipulated if the
technique is used to extend a game just because
the boss ght was disappointing. In a political or
crime based game, it can feel brilliant threading the
evidence all the way back to the very last possible
suspect.
68
T
may consider themselves to be more intelligent
than everyone else or more entitled. They may
believe in
in the rule of the strongest, but thatthat is
nearly always tempered with the idea that the weak
being ruled ov
over
er is in their best interests
interests..
Having a really great motivation for your villains
make them easier to play and easier to decide what
they would do in a given situation.
In essence, villains have a very clear morality.
They believe they are right, and what they are doing
is ‘the only way’. Not only are they right, but they
are morally in the right. They can rationalize killing
millions of people if the world
world is ov
overpopulated,
erpopulated,
or they would have spent their lives in poverty or
misery.
69
Your
Y
sees our
you villain
vill
as ain
out maybe
ma
to ybe yourtheir
your
destroy greatest rival,
rival, one
reputation or who
as a
misguided soul who needs to be shown the error
of your ways
ways..
I nd that my villains often end up being the
person I believed was my helper, mentor, or quest-
giver.. I suspect that this
giver th is says more about me than it
does about my villains, but this revelation is never
overtly
seem tointentional;
intention
est.al;This
suggest.
sugg it is could
just what
be the oracleuence
answers
a consequence
conseq of
playing many modern and near-future games. I get
fewer dragons and demons to play with.
I was playing Ashen Stars, a sci- investigative
game. I wanted a complete sandbox and had no
preconceived
preconce ived ideas about what I wanted
wanted to do with
the game. I just let the oracle make the choices.
What started
motivated, asthat
and a missing
becameperson
conbecame
spiracy,, politically
a conspiracy and when
the nger started to point to the colonies mayor,
their prime accomplice was the liaison ofcer who
I had been dealing with all along.
So there again was my recurring treacherous
NPC close to my character.
70
E
arlier I talked about one-shot adventures.
I often start with a new game with a one-
shot adventure to get a feel for how the
game plays.
Once I get a grip on the system, I may carry
carr y on
with my rst character
character,, building off the one-shot
game, or start with a new character now I have a
better
better grasp of the game.
game.
Most of my campaigns
campaigns are rather short.
short. In my
group games, we tend to run multiple year-long
campaigns. The longest ran from 1985 to 2004
with the same characters and group of players
players.. My
current Rolemaster campaign has been running
for seven years.
71
This
every is not
time, andbecause
I pick of
upcharacter
some of death,
these or not
games
again.
Short campaigns that reach a satisfying ending
are easier to achieve
achieve with a shorter
shorter campaign. If
you had a central theme, it is easier to stay focused
on that theme. If you are pursuing a single single
supervillain, it is easier
easier to maintain
maintain the sense of
momentum
years. for weeks than it is over
over a period of
by
the interruptions
way, becomingbecause
harder of real-life
to pick gettingand
up again, in
just zzling out. If you haven’
haven’tt played a character
for months, and your notes suddenly don’t make
as much sense as you thought they did, then it is
easier to start again
ag ain than to pick up the pieces
pieces..
I nd it a more positive experience to play six
or eight shorter campaigns in a year than one that
72
shorter mini-campaigns
come back for differentthat have theThe
adventures. character
levels
and leveling up become natural bookends to mark
convenient places to nish a mini-game. Progress
between
betw een levels
levels is easily
easily marked
marked off in terms of
experience points.
Games with incremental character progression
and very crunchy rules, like Hero System or
GURPs,
long. Thatsuit
putscampaigns that are beyond
all the bookkeeping
boo kkeeping one adventure
the end
en d
of the game, and you can playplay an entire campaign
without worrying about it. Then you you can decide if
you want to bring that character back for a second
or third outing.
This could be just my personal preference, but
I rarely ever reuse characters from horror
hor ror games. I
quite
Tales,,enjoy
Tales but itDelta
feelsGreen,
a little Alien
odd toRPG,
haveeand
hav Eldritch
staved
staved off
multiple apocalypses. So for me, it is new horror,
new character.
Tales from the Loop
Tales Loop,, by Free League, is naturally
set up this way. Your character starts as a young
teenager, and each adventure takes place during
the summer vacation. One adventure means you
73
feel
until limiting, you can
you nd your always
happy place.expand the scope
74
B
efore I discovered solo oracles, I used to
fail at world-building on a grand scale. I
used to think you needed a world history
that tted into the lifespans
lifespans of elves and went
went back
to the creation. I would get maybe two thousand
words into the world lore and then dry up up.. My
worlds were ghastly
worlds ghastly and probably
probably boring.
boring.
Post solo, and I can create a world I want to
play in, in a matter
matter of minutes
minutes..
The process is rather simple. Start with a
really top-level yes-no question. This should be
something that will literally change the world. Does
magic exist? That is a good one. Now, ask your
75
a bit of expla
explanati
nation.
on.
Now you ask a second question as a follow-up
to the rst. The objective is to drill down to the
details of your new setting to to a level where you
you
can picture it and play in it.
The list will be short and to the point and easy
to recap each time you pick up your game.
If you have
three-way hav e a question
choice, such as that shouldmodern,
historical, really beora
future setting, you can split that in two, choosing
between historical
historical or modern and thethe winner of
that contest and future. Or you can just roll a dice,
which is probably easier
easier..
Here are some example questions.
1. Is there magic in the worl
world?
d? No
2. Is this a fantasy world?
world? Yes
3. Are there monsters? Yes
4. Do people
people know there are monsters?
monsters? No
5. Is religion important? No
6. Is the country at
at peace? No
7. Is the foe human? No
8. Is the foe elven? Yes
9. Are elves civilized? No
76
10. Do dwar
d warves
ves exist?
exist ? Yes
Yes
11. Is the governm
government
ent a monarchy? Yes
Yes
12. Is it ruled by a king? No
13. Is the ruler a warrior queen? Yes
Yes
14. Is the country winning the war? No
15. Is the capital a city? No
16. Is the capital a castle?
castl e? Yes
Yes
17. Is it under siege? No
18. Is disease rife? Yes
19. Is surrender likely? No
20. Are knights noble? Yes
The intention is to drill down but only asking
questions that are important to me. So, as I went
down
answer,the
answer list,formulated
, then I asked a the
question, considered the
next question.
Your list of questions will be unique to you.
Your
For example, if the very rst answer had been a
yes, I would have asked more questions about the
nature
natu re of magi
magic.
c.
By the time I reached
reached the end of the list, I had
pictured an Arthurian Guineveve leading an army
of knights against a horde of barbaric elves
elves..
You do not hav
You havee to start from a blank slate. For
example, if I wanted to play
play a WWII occult horror
game, I could take
take all of that as assumed
assumed and then
asked questions about ner details. I could even
imagine it as a brieng given to the character, as
an ofcer detailed exactly what the situation was.
77
This worl
world-building
d-building exercise builds the worl
world
d
around you and your character. You only get
answers and clarication on things that you care
about.
I stopped
carried at I20
on until hadquestions but the
constructed I could have
rst scene
and was ready to play.
78
O
racle mashups are a variation on oracle
world-building
world-b uilding.. You
You take
take two
two ideas,
ideas, ideas
that are not normally associated together
and try and combine them.
An example woul
would
d be goblin hordes mashed
up with Sherlock Holmes.
79
You
You are adding details to your
your very broad
broad concept.
concept.
I nd it works best
best if you alternate which
which idea
you are asking about at rst, but as soon as you
get something that interests you, dive into it and
80
woul
would d have
the time. beenhave
I could regular transatlantic
rolled crossings
fo r this, but
for as I know at
very little about 18th Century West Africa or Asia.
I don’t want to be researching everyt
everything
hing as I play
p lay..
It makes the game more viable to place the origins
of the goblins in South
South America and the European
threat as coming from Portugal and Spain. I have
been to Spain many times, so I can now draw on
my own experiences when picturing locations.
I can start the yes-no process again to build
an opening scene and a mystery, but I would also
bring in my other oracles to get ideas from outside
my own inspiration.
Finally, once I have created a mashup setting,
I like to look back over it and decide which game
system is best suited for this world. In this case,
81
82
U
ntil recently, I referred to the tools that
give you the yes-no answer as an oracle
and the tools that give you more long-
form answers as inspiration prompts. They are,
after all, intended to inspire your imagination.
A solo game
g ame designer used the term
ter m Muse for
this second category, and I think it ts rather well.
The problem is that other game designers use
different names for the same things.
Probably the most popular solo game to date
is called Ironsworn. In that game, every random
table is called an oracle. The logic is that each table
is intended to answer a specic question. Oracles
answer questions, and therefore they are oracles.
83
So,, be
So
could a random table
an oracle, of wandering
a muse, monor
monsters
a generator, stersa
random table.
I rather like the name muse as it is in keeping
with the greek inspiration of the oracle. It doesn
doesn’t
’t
really matter what name is used as long as you
understand that they are all the same thing, ways
to give you an answer to your question.
84
T
his idea comes from a game, or more
accurately a game engine, called FUDGE,
the Freeform Universal Do-it-Yourself
Do-it-Yourself
Gaming Engine. The ladder was later incorporated
into FATE, which became much more successful.
More people seem to know what FATE dice are
than FUDGE dice.
FUDGE uses adjectives to describe both skill
levels and difculties. To shoot a cigarette from
between a bandits lips may require a GREAT shot,
to hit a barn door from the same distance would
succeed even on a POOR roll.
Your skills are described in the same way
Your way,,
using these adjectives. You could be a GREAT
marksman or a POOR negotiator
neg otiator..
FUDGE dice are marked with three faces,
pluses move your result up the adjective ladder,
minuses move your result down the adjective
ladder and blank faces mean no change. You roll
the four dice and see what your performance was
like.
Here is the ladder.
SUPERB
GREAT
GOOD
FAIR
MEDIOCRE
POOR
TERRIBLE
85
As longon
described as the
all skills,
skills
same , abilities,
abilities
ladder,, you
and challenges
challenges
don’t are
actually
need numbers.
There is a lot more to FUDGE, but the ladder
is a very good world-building and NPC-building
tool.
Suppose you created a game
g ame world using some
of the techniques above
above.. In that case, you may not
know what game system you will be using when
you create the key NPCs or legendary
leg endary weapons, or
iconic monsters.
Most role-playing
role-playing games use numbers to dene
strengths, weaknesses,
weaknesse s, and abilities. However,
However, until
you decide what game you are playing, you cannot
add those numbers to your world-building.
If we take FAIR
FAIR to be perfectly average, you can
now easily assign values to the adjectives to match
just about any game. In D&D terms, SUPERB
may be +3, Great +2, and Good Good +1. In Call of
Cthulhu, each
ea ch level may be +10 to a skill or -10 for
the lower
lower end of the ladder.
ladder.
The numbers only matter when you need to
make a roll. When you are world-building,
world-buildi ng, you can
86
87
W
hen I am talking about random
generators, I am referring to the multi-
stage tables where you roll once for
each part, and all the rolls build a ‘thing’.
Creating generators can be pretty quick and
easy.. Easy enough to do during the middle of your
easy
game if you think you
you will use it a second
second or third
time.
My favourite dice is the d6, so my default is
nearly alwasy
alwasy a d6 table.
table. If I wanted to create
create a
random swamp encounter generator, I could start
with six swampy
swampy monsters.
monsters.
1. Bullywug
2. Crocodile
3. Lizardfolk
4. Giant Frog
5. Poisonous Snakes
6. Yuan-Ti
This table is little more than a wandering
Assuming that
that all monsters are not spending
spending their
lives lying in wait for characters to attack, we can
give them an activity option.
1. Hunting
2.
3. Basking/relaxing
Building/nesting
4. Fleeing
5. Arguing/ghting
6. Mating
Now, two d6 rolls give us something for the
creatures to be doing, andthis could impact their
perception checks or reaction rolls. But where do
we meet these creatures? We
We can add a third layer
for the environment
environment..
1. Pool of water
water
2. A bare tree trunk
3. A stan
stand
d of reeds
4. A water channel
5. A dry mound
6. A rock
Our swamp is now not just a bland mono-
terrain. It has features.
As a test drive I rolled 6, 3, and 1. That giv
gives
es
me a Yuan-Ti, building a shelter next to a pool
of water
water.. A second attempt, and I roll 5, 4, and
6. This gives me poisonous snakes eeing behind
a rock. This is quite interesting. What do snakes
ee from? Is this encounter
encounter a foreshadowing
foreshadowing of
a bigger threat? Seeing as that is the far more
interesting answer, that89is what I would choose.
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I
n theory, you can solo play with your dice and
a game so simple that it ts on a page or even
integrated into the character sheet.
In reality, in my experience, we end up using
many different resources. We have our character
sheet, sheets for NPCs, game notes, rulebooks,
your oracle, and then various random tables and
muses. You can then add the dice, maybe a GM
screen, and a notebook, tablet, or PC to keep
notes. I also like card decks as tools.
You can easily create as much paper and mess
You
on a table as a group game with six players.
It will pay you back many times over to organize
your game notes and assets.
assets. If you have
have a book
book of
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