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Oracle RPG

The document describes a solo RPG method called "Oracle" where the player randomly generates adventures using dice and reference tables. The player creates a character and draws missions, encounters, locations, and other story elements. The player imagines how these elements fit into the narrative while using the "Oracle" to answer questions and generate surprises during the adventure. The document provides examples and reference tables to assist in the random generation of story elements.
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0% found this document useful (0 votes)
383 views15 pages

Oracle RPG

The document describes a solo RPG method called "Oracle" where the player randomly generates adventures using dice and reference tables. The player creates a character and draws missions, encounters, locations, and other story elements. The player imagines how these elements fit into the narrative while using the "Oracle" to answer questions and generate surprises during the adventure. The document provides examples and reference tables to assist in the random generation of story elements.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

RPG Solo

Oracle
What is an oracle?
In Greek culture, the oracle means a prediction of the future, or entity.
that makes predictions. But here it is represented as the answers that
would be given by the RPG master.

RPG Solo Oracle Model


The purpose of this mode is to play any adventure of any
randomly infinite RPG system.
Several adventures, various possibilities that you can create on your own and
play in seconds, with the best: The surprise of NEVER knowing what you
wait!

What is needed
You will need only 3 six-sided dice (3d6), or simply
roll a 6-sided die multiple times if needed.
A pencil and a sheet of paper to take notes on the game information. Besides
of great imagination and willingness for adventures.

Preparing
Choose your preferred system;
Take the character sheet of the system and create your character;
During the whole game you will use the tables;
Use the 'Mission Generator' and write down the mission;
The game and maps will be generated from this drawn mission;
Utilize sub-tables to create your 'bestiary' with the opponents
found in your adventure and the treasures found.

Playing
The adventure, locations, encounters, description, and map will be created.
randomly, but the adventure of what will happen will be you inside the
system, universe/world.
Within the background of the character you created, invent a
situation, a place, an event that will happen to motivate you
character to fulfill the drawn adventure.

Using the oracle


The oracle will be like the master answering questions and describing the
plot. He is all the tables you have here.
Roll the dice and compare the result in the tables to describe the
scenes, whether your character can or cannot perform a certain action (yes or no),
descreva pessoas, objetos, sentimentos (tabela de descrição).
When entering an area, room, or dungeon, use the table of
(land content/meetings) to draw what is in it.
The important thing is to create a story, a chronicle, to use the oracle to
generate events and your favorite RPG system to solve
adversities.
Use the oracle and its tables at any time during your adventure.
as many times as you want. The "oracle" through tables of places,
dungeons, rooms, yes and no.. Etc will answer your questions.
Use the oracle by rolling 1d6 for yes or no answers.
describe things, generate encounters, discover what is in the room.
However, the rest of the adventure, the explanations of how each word/event
random fits you invent yourself (within of course the logic and
RPG system that you chose to play.

The tables and Sub-Tables


The tables, even with loose words and expressions, may not be
necessary. After all, listing and numbering every possible situation would be
impossible!
It is up to you to use these results to adapt to reality.
adventure and character.
Although the description table is very limited, it does not prevent you from
change with the words you want or you can AND MUST use the words
as synonyms to describe things.

Using each table


Weather: in case you want to determine the weather.
Land: when you need to draw the vegetation of the hexagon that
your character is (see the last page).
Land content: use one, two, or all options, sometimes the
the place is a warehouse that needs more rooms, or a tower that needs
more floors. Or there are none of these places and there is only
exits that lead to other rooms.
Encounters: randomly generate what your character will find
in every room of the house, every room of the dungeon, every corridor, etc.
Meetings for great journeys: Your character will travel for great
distances and you need to generate random meetings. Use the map
hexagonal on the last page to draw each plot.
Description: used to describe everything, everyone, feelings, objects,
decorations, everything your imagination commands. If the drawn word does not
use nearby synonyms that are consistent with the scene you are in
imagining.
Treasure: these are the items that the character finds during the game.
In this table, we discover the category of the found treasure, if it will you
heal, protect, whether it is useful or not.
Yes and No: whose answers are yes or no, can or cannot, day
Good night, right or wrong, etc...
NPCs: use to generate the NPC that you encounter on the road in large
travel
Enemies: When an enemy appears on the table, use this table to
determine which monster will be faced. Use the monsters from
RPG system that you chose to play.
Traps: When falling into the 'trap' table, use this sub-table.
to determine the effect of the activated trap.

Example game:
I will try to simulate in practice through topics how to play.
I chose my system and let's imagine an adventure in the world of
medieval fantasy.
I created my character, a Warrior named Arthum.
I used the table 'Adventure Generator:' I rolled 3d6 4 times: I got 10, 12, 12, 8 -
The adventure was: 'The heroes need to TRANSPORT A CULT that was
ARRESTED in a DEPOSIT.
Did it make sense?! But let's try to imagine something...

So I imagine that Arthum is in a tavern when a merchant


a representative of a magical cult appeared asking for help.

Let's imagine what this merchant was like?


I rolled 1d6 and consulted the 'Description' table
Left 3 = Old

the man who arrived at the tavern was an old man, an elder who had long
I was at the service.

Did people pay attention to him at the tavern?


I rolled a 1d6 for 'yes or no'
Left: 2 (pair) = Yes

People paid attention to the old man when I approached and offered.
my services. The old man (let's call him Tallon) presents himself as
Tallon explains the situation.

Since people paid attention to Tallon, how will it be that the


Did the people at the tavern react?
I rolled 1d6 for the description table:
•Came out: 4 = NEW

It seems that this is new in the tavern, maybe it is the cult itself or
this old man asking for help.
Note that I can play in the description table as many times as I want.
for more details of each scene, but to move quickly let's
imagine that Arthum offered for the job.
Will Tallon follow me?
I rolled a 1d6 for yes or no
•Out: 1 = odd NO

The old Tallon did not follow me, but he pointed out where the depot is.
where his cult members are imprisoned.

Is it in a place close to the city I am in?


I will roll a 1d6 for 'yes and no'.
Came out: 6 par–YES

So I can walk to the place.

How is the weather?


Roll 1d6 for the weather
It came out: 3 = RAIN

It is raining, but nothing will stop the Warrior Arthum who is heading to
the deposit shown by the old man of the Tallon cult.

I think I'm going to roll a date to see what happens until I
arrive at the warehouse.
Roll 1d6 for 'Encounters during the journey'
Exited: 6 NPCs

While Arthum followed the road, he meets someone.

Who would someone be?


I will see in the table 'Description'
Roll 1d6
Released: 1 = GOOD

Apparently the person I met is good and


friendly...apparently.

I will use the 'Yes and No' to find out her gender.
•YES–Male, Not Female:
I rolled 1d6
•Left: 2 pairs = YES = Male
I think I want more details.
I will roll 1d6 for more 'description'
•Left: 3 = OLD

Then Arthur was walking and in the middle of the road he met a gentleman.
age, a good old man who started to talk to him.
Let's say this old man also heard about the cult and that the deposit
where it is full of dangers.

Note: If your meeting is with an enemy and you want to resolve it in a Combat
you can use the rules of your system to solve this, using
initiatives, shifts and actions.
At the end of the battle, ask the 'oracle' if he left any items.
If yes or no, and if it's 'YES', roll the treasures table.

After a few minutes of walking, I said goodbye to the old man and Arthum arrives.
to the deposit.

Skipping some scenes in the adventure, let's say we will then enter
in the deposit, however, we need to know what kind of dangers the hero will face
face.
So let's generate the location or the dungeon 'deposit'.
How I will want a large place with rooms, underground and exits.
I will roll 1d6 for each item on the 'terrain content' table.
Use the pencil and the sheet of paper to draw the map.
It would be like this:
Roll 1d6 to find out how many rooms
Left: 2 = two rooms.
Roll 1d6 to find out how many exits, that is: how many doors there will be.
revealing the rooms
•Came out: 5 = in addition to 1 that would be the entry, we will have 4 more doors of
outputs
Roll 1d6 to know how many underground floors we will have.
•It's out: 2 = we will have 2 more underground floors. (we can use
one of the 4 exits that came out so that one of them is the trapdoor for the
subterranean for example). However, for each floor to be normal
In the underground, we would have to roll the number of rooms, doors and
outputs.
But you can generate and draw each floor as you progress,
It doesn't have to be all at once.
Since I want battles and traps, I can use the 'possible' table.
"meetings" EVERY TIME I ENTER A ROOM.
Inside each room, I can also roll the table if I want.
description! In case I want more details about the room to imagine the
dinner.
And so I play, fighting, using the rules of my system.
to overcome the challenge. The important thing is to have a cool story in the end!
This is the entire mode of the game. You will need to create a harmony.
to generate results and imagine the scene in the context within your
adventure.
Maybe the result with the phrase or the word doesn't make sense, but how about
to strive to find a meaning, perhaps a synonym whenever
to imagine the scene.
The important thing is for you to use your imagination, generate random results.
to give the feeling of 'I'm not in control, I DON'T KNOW WHAT'S GOING TO'
"HAPPEN" to ensure the surprise and emotion in your adventure.

Below we have a template ready for fantasy-style adventures.


medieval that you can already play.

But let's say that the adaptation you play or some of the words
the tables do not match the adaptation of your system or do not match
with the reality that unfolds your story.
Don't let it be for that:
Create your own tables, your descriptions, your mission table.
everything!
You can and MUST change everything you want.
At the end of the booklet, we will have blank table templates for you.
even filling in adapting your adventures. Do not write in them! To
Instead, make photocopies and use the copies to create several other adaptations.
for various universes you want to play!
Adventure generator

Roll 3d6 to form each item of the mission

The heroes ...that it was...


3d6 a ...and is...
they need...

3 defeat city Forgotten below the sea


hidden in a
4 to destroy villain Built
dungeon
5 discover princess Formed in secret kingdom
6 listen person Created In a forest
In a mine
7 to prevent friend Wholesale
abandoned
8 protect group dead In a warehouse
9 travel to fortress imprisoned In a castle
10 to transport monster bewitched In a den
11 advance curse cursed In a building
12 prevent cult prisoner In a distant place
13 explore city kidnapped In the clouds

14 certify population destroyed In the underground

15 recover family done On an island


16 liberate kingdom hidden in the magical kingdom

17 save race elected Forgotten


18 to redeem Rei writing On another level

If the sentence doesn't make sense, roll again.


ADVENTURE:

NO YES
ODD PAR

Weather 1d6 Lands 2d6


1 and 2 Good 2 City
3 and 4 Rain 3 Villa
5 and 6 Bad (lightning, snow, etc) 4 Forest
5 Tower
6 Swamp
1d6 Meetings for long trips
7 Mountains
Delay/ setback
8 Gorges
2 Challenge (test) 9 Desert
3 Enemy* 10 Mina
4 Shortcut 11 Natural cave

5 Treasure* 12 Okay

Land content
6 Npc*
1D6 Rooms/ tickets
1D6 Walks
DESCRIPTION 1d6 1D3 Subterranean

1 Good / nice / cool 1D3 Outputs

2 Bad / awful / terrible Meetings 1d6


1 EMPTY
3 Old / Elderly / Ancient
2.3 ENEMY*
New/young/recent 4 TREASURE

5 Poder/ influente/ forte 5 TRAP


6 SPECIAL
6 Rare/ royalty/ uncommon

Nt*= use the following sub table


Sub-tables
Fill in according to the adaptation and system you are using.
Use your 'bestiary' to place the enemies and items of your universe.
to fill out the treasures table

NPCs1d6 Action1d6 ENEMIES 2d6


1 man 1 Strolling 2 Giant beetle page 39
2 Woman 2 informant 3 Ghoul pg.43
3 Old 3 Chatty 4 Goblin pg.45
4 Creature 4 Seller 5 Gnll pg.44
5 Elf 5 Rude 6 Gnome pg.44
6 Dwarf 6 Cowardly 7 Hobogoblin pg.46
8 Kobold pg.47
TRAPS 1d6 / p.62 9 Lizard Man pg.47
1 Blade 10 Runner snake p.51
2 Dart 11 Zumbi pg.54
3 Explosion 12 Group of batters pg.49
4 Items that fall
5 Fossil Treasures 2d6 / pg.57

6 poison 2 cure
3 Swords
4 Clothes, objects
5 Armors
6 Shields
7 Potions
8 Scrolls
9 Anés
10 Canes
11 Sticks
12 Magical items

Note: In this case, I used the D&D 1st Edition book to fill in the sub-tables of
enemies, treasures and traps.
RPG Solo

Oracle

What are you waiting for


to start playing?
Choose your system;
Use the tables or create
your soon after:
Adventure generator
Roll 1d20 to form each item of the mission

The heroes
1d20 one ...what was... ...is...
they need...

1
2
3
4

6
7
8
9
10
11

12

13
14
15
16
17
18
19
20
ADVENTURE:

NO YES
ODD PAR

Climate 1d6 Lands 1d10


1 and 2 1
3 and 4 2
5 and 6 3
4
1d6 Meetings for long trips 5
1 6

2 7
8
3
9
4
10
5
6 Land content
1D6 Rooms/ tickets
1D6 Walks

DESCRIPTION 1d6 1D3 Subterranean


1D3 Outputs
1
Meetings 1d6
2
1
3 2
3
4
4
5
5
6 6
Sub-tables*
Fill in according to the adaptation and system you are using.
Use your 'bestiary' to place the enemies and items of your universe
to fill in the treasures table

NPCs1d6 Action1d6 ENEMIES 1d10


1
1 1
2
2 2 3
4
3 3
5
6
4 4
7
5 5 8
9
6 6
10

TRAPS 1d6 Treasures 1d10


1 1
2 2
3 3
4 4
5 5
6 6
7
8
9
10
Land
Use this area to create the map with the drawn lots.
Each hexagon is a type of terrain drawn, fill it with it

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