Professional Documents
Culture Documents
Credits
Written By: Peter Rudin-Burgess
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Contents
Introduction ...................................................................................................... 3
How Does Solo Work? ............................................................................. 3
Sandboxes ..................................................................................................... 4
The Basic Question ........................................................................................ 5
Critical Result .............................................................................................. 5
Likelihood ..................................................................................................... 6
Advanced Questions ...................................................................................... 7
Optional Tables .............................................................................................10
NPCs ..............................................................................................................10
Enemy of My Enemy is my Friend ...................................................11
Locations .....................................................................................................12
Record Keeping .............................................................................................13
NPCs ..............................................................................................................13
Locations .....................................................................................................13
Quests ...........................................................................................................13
The Narrative ............................................................................................14
The Universe ..................................................................................................15
Characters........................................................................................................16
Lack of Skills ..............................................................................................16
Balanced Encounters .............................................................................17
Starting Out ................................................................................................17
Solo Tips ...........................................................................................................18
OPEN GAME LICENSE Version 1.0a .................................................20
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Introduction
I have always had a soft spot for games that use character
facing rolls. By that, I mean games where you roll to attack
when it is your action, then roll to dodge or evade when things
are coming at you. This frees up the Game Master [GM] to
wreak havoc with the universe all around the characters in a
group game.
When you are solo playing, the movement and actions of the
NPCs and monsters follow what you would expect them to do,
morale checks will influence that naturally, but as you picture
the scene, the monsters will behave as is natural to them.
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appears to the player. This is the only time when the player’s
vision of the scene and setting will be perfect.
Sandboxes
Solo play suits the sandbox style of play. You can go anywhere,
do anything, and either you will find adventure, or it will find
you. You don’t need an overarching plot, you can have one if
you want, but otherwise, these will manifest themselves
through your play.
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The Basic Question
The easiest questions to ask of these rules are yes-no
questions. The mechanics of the question are exactly the same
as an Attribute Test in TBH. In this case, we are going to use a
default value of 13 for everything. This is the 60/40 bias
mentioned in the Introduction. Think of this as ‘standard
mode’. You can play TBH in Hard Mode by making question
rolls 50/50 and an Attribute Test of 11, or Easy Mode with an
Attribute Test of 15.
I recommend using 13, and these rules all reflect that value.
You formulate your question such that the answer that is best
for your story is the positive or yes answer. The yes may not be
the best result for your character.
Critical Result
Treat these as the most extreme yes and no, or a Critical Yes
and Critical No. If you were asking about traps, it could be a
really bad one, or maybe not a trap at all, but you triggered a
secret door?
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Critical Results are an opportunity for you to inject something
new into your game world. Think of it in terms of yes or no...
because of this…
Likelihood
The default position in these rules is that of 60/40 in favor of
yes answers. That is how you should treat a 50/50 question.
That may sound odd, but it works. Some questions are much
more likely to be yes or no. You are much more likely to locate
a fence for stolen goods in a city than in a dwarven fortress.
Palaces have many more guards than villages, and so on.
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Advanced Questions
Advanced Questions are those that you cannot answer with the
simple yes-no mechanic. What is in the box? What does the
diary say for yesterday? What did the necromancer tell her
lieutenant? These are all questions that cannot easily be
answered with the basic question rules. You could ask, “Is the
Orb of Obliteration in the box?” “Does the diary say if they met
with Elric?” or “Does the necromancer send the Luitenant back
to the gatehouse?”. Sure, that would work, but only as long as
you have a clear idea of what you expect to see, hear, or find.
The solution is a Quality Table. The table uses d12s. Each result
represents a different quality of the answer, the size, colors,
subjects. You can either take two d12 and drop them on to the
table or roll two d12s and combine the answers.
Once you have the two words, you can put them together in
any way that “makes sense” or play word association with
them to get something you can use. Once you have two words,
you use them to drive your improvisation to create an answer.
Here are the three example questions from the top of this
section.
What is in the box? I roll for two words and get Develops +
Waste. What does this mean to the contents of the box? Well,
the box that I am imagining is a small box of mementos. I
decide that it is full of things that someone had discarded, like
memories of a long lost lover, a lock of hair, and a bundle of
unopened letters.
What does the diary say for yesterday? This time the words are
Exposed + Split. My first instinct says that the diary is about a
row or argument exposing infidelity and leading to a split.
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What did the necromancer tell her lieutenant? This time the
words are Lung + Scar. Lung implies breathing. This is a
necromancer. The lieutenant is being scolded for the damage
to the lungs that they procured for the necromancer’s project.
They are being ordered to got and get a new fresh set of lungs,
preferably still breathing!
These are
prompts, not
rules. Hopefully,
they will suggest
new things to feature in
your game, ideas you
would not otherwise
have included. This
is part of what
makes solo play
so much more than
just writing fiction.
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Improvisation Prompts
Split Repair 1 Long Short
Gash Sew 2 Milky Clear
Dirty Clean 3 Missing Found
Big Small 4 Most Least
Zig-Zag Straight 5 Damage Perfect
Off On 6 Heart Soul
Stump Reach 7 Deep Shallow
Cool Hot 8 Crown Purse
Fountain Dry 9 Puncture Repair
Scar Smooth 10 Visible Hidden
Develops Decays 11 Messy Tidy
Gone Here 12 Jewels Waste
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Introduction
I have always had a soft spot for games that use character
facing rolls. By that, I mean games where you roll to attack
when it is your action, then roll to dodge or evade when things
are coming at you. This frees up the Game Master [GM] to
wreak havoc with the universe all around the characters in a
group game.
When you are solo playing, the movement and actions of the
NPCs and monsters follow what you would expect them to do,
morale checks will influence that naturally, but as you picture
the scene, the monsters will behave as is natural to them.
3
gives Fought, Illegal, Wizard. Adding in a few joining words
gives me Fought against an illegal wizard. This could be where
our necromancer comes into the story.
The opposite situation can also happen. The Child of the illegal
wizard puts you in a very different situation.
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Locations
This optional table fills in a missing blank in the random
adventure generator. It gives the suggested destination for a
quest.
Roll Destination
1 Citadel
2 Castle/Keep
3 Tower
4 Town
5 Village
6 forest
7 swamp
8 island
9 mountain
10 Lair/Cave
11 Crypt
12 Dungeon/Ruins
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Record Keeping
Just as a GM would keep campaign notes, it will help you keep
track of your game and solo campaign If you keep a journal or
record.
NPCs
I have suggested that you only roll for the barest of details for
NPCs when you meet them. It helps keep a list of the NPCs you
create, where and when you met them, and any established
facts. After the game session, you can revisit these NPCs and fill
in more details for NPCs you think will recur in your game.
Locations
A location does not need to be an entire castle, temple, or
dungeon. Locations are any clearly identifiable place. A castle
could give you many locations if you frequently end up in the
dungeon, the grand hall, and the lady’s chambers.
Quests
Quests can be big or small. In a solo sandbox, they have a
tendency to multiply. A question that throws up an unexpected
answer can make you wonder why? Then you have another
avenue to investigate.
Record actual and possible quests and loose threads that your
adventures create. After a session, you can look over this list
and decide if some of these ideas can be linked together and
form a bigger quest, one that is proceeding ‘off-camera’. Simple
questions like “Is he telling the truth?” or “Is everything as it
seems?” can create all sorts of loose threads for you to explore.
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The Narrative
No collection of lists can sum up your adventure. Keep a brief
story or sequence of events that make up your adventure. Keep
a record of questions, the answers, and what they meant to
you. I keep a simple bullet list. I don’t like to write too much as
it slows my games down. I know solo players that write in a
long-form, almost as if they are writing a book. How much or
little you write is a personal choice.
Read through this before each session. It will help you get into
character and pick up the thread of your adventure.
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The Universe
A solo game is about you and your character. In practical
terms, it can mean that nothing exists until you encounter it. If
you are not there to experience it, it ceases to exist.
To counter that effect, the rest of the universe has a Usage Die.
If you are sneaking into a temple, you do not want to have to
make Int tests for every acolyte or temple worker to see if you
have been spotted, overheard, or signs of your incursion have
raised the alarm. Instead, you can use a Usage Die.
When the Usage runs out, your luck has run out, and the alarm
has been raised.
The same method can be used for a villain’s plans. At the end of
each session, roll a Usage die for each villain. If the Usage runs
down, their schemes to take over the world or summon their
dark god or assassinate a rival has taken a step forward.
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Characters
I recommend that you only play one character at a time. Do not
attempt to solo play an entire party. This does throw up two
considerations.
Lack of Skills
No one character can do everything. This is less of a problem
than you may expect. As the adventure is created by you, for
you, it is less likely that you will create a scene where your
fighter has to face down hordes of undead. That is a better
challenge for a cleric.
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Body-hopping can lead to fascinating games reminiscent of
movies such as Pulp Fiction or Sin City, with a cast of inter-
connected characters each following their own agendas but
crossing paths as the fiction evolves.
Balanced Encounters
One character trying to take on the challenges and risks
intended for a party is in for a hard time. Balancing encounters
is something you can choose to do, but it is often better if you
don’t.
TBH already takes into account the party size. Encounters scale
to a point. A solo character has to play smart. Frontal attacks
against hordes of monsters will get you killed in short order.
Solo characters do have one advantage, and that is that the
world does not exist as a fixed thing. You can ask if there is
another route you can take, if there is cover you can use or a
chandelier you can swing from. The more creative you are, the
more opportunities you will create for yourself.
Starting Out
Without contradicting the advice in Balanced Encounters, I do
suggest that a solo character starts one level higher than
normal. It gives you a few additional HP and the chance of a
stat bonus.
This is a one time bonus. The character will still need to meet
the requirements to get from level 2 to 3.
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Solo Tips
The following is a set of tips that I have accumulated over the
years.
The previous tip doesn’t mean that you discard everything that
goes against your expectations. It is the answers that push us
that can make solo games so exciting.
When you start solo playing, it is not unusual for the game to
proceed slowly. Solo playing is a skill, and that skill needs to be
developed and honed.
Some people have said that solo roleplaying can feel like
playing a game about playing a game. I think this is the impact
of the GM duties that you take on. It can lift you out of being in
character. As long as you are having fun, this is not a problem.
I find solo play the most enjoyable when I place the point of
view about 20’ away from my character. I think of this as the
Director’s Chair position. It helps me imagine NPCs’ locations,
actions, and positions, and I can see and imagine the NPCs’
interactions.
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Regular play frequently involves compromises. A group and
GM are all there to have fun. Solo play is a chance to be totally
uncompromising and selfish. This is your game, your world,
and your chosen style of play. Just have fun with it.
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15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
The Black Hack Copyright © David Black 2018
Hack Solo Copyright 2020, Parts Per Million Ltd. Author Peter Rudin-Burgess
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