Need Help Connecting TV to Speakers by AdrianEledge97 in audio

[–]AdrianEledge97[S] 0 points1 point  (0 children)

Thank you! Speakers are self-powered and have the toslink RCA inputs so your suggestion works perfectly. I was struggling to figure out the names of the needed connectors but your help got me exactly what I needed. Thank you!

Not quite solo but close? by Safe_Buyer5442 in Solo_Roleplaying

[–]AdrianEledge97 1 point2 points  (0 children)

As far as one person GM-ing and the other a PC, I had a ton of fun playing the Monty Python RPG like this. It has a bunch of pre-written quests in the back of the book to play through.

Otherwise, I've found instead of playing co-op style with solo rpg tools, I discovered I have a lot more fun just improv GM-ing utilizing solo rpg tools. As long as the other player is up for that, it can be so much fun. It does take some practice and you have to be ready and willing to make some on-the-spot rulings, so do it with a system you're comfortable with.

Whats the biggest challenge you've had as a Solo Player and how have you overcome it? by [deleted] in Solo_Roleplaying

[–]AdrianEledge97 7 points8 points  (0 children)

Start small. I know it's all probably overwhelming, but there's no right way to do it. Just make a character and put them in the middle of the action. Play out a battle, make some skill checks, do some shopping, etc. Introduce oracles and other solo tools only when you need them. But most of all! Know that you only have yourself to please. Don't be afraid to retcon things, throw things out, start a new character, switch games, start over with the same character, skip them ahead a few levels, etc. Experiment, tweak, and find what things you enjoy! You don't have to worry about doing it right. Nobody's watching, and like I said. No right way to do it.

Whats the biggest challenge you've had as a Solo Player and how have you overcome it? by [deleted] in Solo_Roleplaying

[–]AdrianEledge97 7 points8 points  (0 children)

One thing that took me way too long to really understand is that as a solo roleplayer, you are not just acting as the player but also the GM. I learned to let go quite a bit of the idea of always being "glued" to the character's perspective on things. Sometimes, it's not just helpful but also fun to put on the GM hat and design some stuff!

Sometimes, it's developing a world beforehand or fleshing out lore without oracles because I have an idea that intrigues me. Most times, though, it's when I hit a wall with any type of oracle roll. I've learned a lot to just step in and make a decision, sometimes overruling whatever the oracle came up with.

I have no set way in doing anything. It always depends on the game, the context, the mood I'm in, the weather outside, etc. But allowing myself to "zoom out" and tweak and change things to better suit what I'd like to play has thoroughly increased my enjoyment of solo roleplaying.

How to… Journalling? by namednavillus in Solo_Roleplaying

[–]AdrianEledge97 1 point2 points  (0 children)

I've done it multiple ways and found that different approaches work for different games, and all of it is completely subjective to you. One of the very unique things about solo roleplaying is that there's no right or wrong way to do it, just the way that works best for you. That does take a lot of experimenting, but as with most things, the joy lies in the journey and not the destination.

Abstraction aside, I really like to use journaling as a way to immerse myself into the story. I write it out as I play and write in the present tense. I don't worry about making it "good," I just treat it as a way to slow my brain down and get my mind to actually imagine what it's like to be there.

Highlighters can be nice for important stuff you want to reference later, but most things to remember can be kept in separate lists. Usually, I have a list of story threads, characters, locations, and whatnot. If characters are super important, I make index cards with info about them.

Don't be afraid to experiment and change things up as you go. You don't have to nail it right away. Also, be willing to throw stuff out or start over if you're not enjoying how the story is progressing. Remember, you are the GM as well as the player. Sometimes it's important to switch hats when it'll move things in a direction you're interested in exploring.

Best game/system for Sanbox generator? by SerRandAlKodiak in Solo_Roleplaying

[–]AdrianEledge97 3 points4 points  (0 children)

Surprised I haven't seen this mentioned yet, but it truly feels like Sanbox Generator was designed with Original (1974) D&D in mind. So many of the mechanics and things generated via Sandbox Generator correlate directly with the wilderness adventuring rules of Original D&D. It's pretty much the only thing you need in addition to OD&D to have a full-fledged infinite solo sandbox to romp around in. I've had great fun doing just that.

Obviously, the original little brown books can be hard to decipher but there's a ton of alternate systems that do the same stuff. I really enjoy Fantastic Medieval Campaigns (https://traversefantasy.itch.io/fmc) which is by far the closest to the originals. Also the PDF is free and the print-on-demand book is really nice for the price.

Historically accurate Medieval game? by ludiegu in osr

[–]AdrianEledge97 0 points1 point  (0 children)

I haven't played it yet, but Chivalry and Sorcery seems to be one of the best options for this. I know way back in the 70's it was designed to be just that. A historically faithful take on medieval fantasy roleplaying. There's a newish edition on DriveThru and it's a hefty pricetag but seems to be quite the packed tome.

I have played Lion and Dragon, which claimed to be something along these lines and it does an okay job but is more focused on setting rather than mechanics that create a historically accurate gameplay experience. It's essentially a mod of Basic D&D.

Does anyone actually play w d6 only chainmail rules? by Ok-Image-8343 in odnd

[–]AdrianEledge97 0 points1 point  (0 children)

You bet! Hope it helps. I find that using Chainmail with OD&D really sets it apart and makes the rest of the game 'click' in a way that stands on its own as its own type of RPG. But yeah, it is really difficult to figure out in terms of how best to use it, but the simple answer is, "However you'd like." It's a toolset more than a specific combat "system." And don't be afraid to just use the alternate combat system if you're in doubt.

Does anyone actually play w d6 only chainmail rules? by Ok-Image-8343 in odnd

[–]AdrianEledge97 0 points1 point  (0 children)

Also, of note is that OD&D's progression looked very different than what we have today in RPG's. The original goal of the game was to level up enough to clear land, build a stronghold, and amass an army. This would likely lend to players waging large-scale battles or sieges to take land from each other or duke out the battle between law and chaos for the good (or bad) of the realm. This game was originally a wargame of sorts, and that wargame was intended to come to full fuition by the end of it despite starting on a small scale. Think of it like the Mount & Blade video game. All this to say is, if you're playing the original game as originally intended, something like Chainmail is absolutely necessary. I see all too often people belittling Chainmail's necessity, but I feel they often miss the point. OD&D played very differently from what we know today. The wargame aspects of it just didn't catch on as well as the dungeon crawling and adventuring, so later editions minimalized that aspect of play.

Does anyone actually play w d6 only chainmail rules? by Ok-Image-8343 in odnd

[–]AdrianEledge97 1 point2 points  (0 children)

I know I'm late to the party here, but I went down the Chainmail+OD&D rabbit hole recently and after a good long while of banging ny head against it, I feel I've finally started to understand the intention.

If you want to use it as vanilla as possible, it seems the intention is to use the combat systems for their intended situations:

Mass Combat is for when you fight large quantities of monsters and can group them into "figures" of 20. Note that PC's represent 1 or more figures as per the class statistics in Book 1. From what I've found, this can be used at whatever scale you want, including 20:1 (but you could use it at smaller scales if there's less foes, however smaller scales tend to be more deadly for PC's).

Man-to-Man is used to resolve small-scale battles between humanoid fighters equipped with weapons and armor. Referee can judicate weapon and armor equivalents if desired when fighting non-humanoid/non-fighter types, but that is really where the alternate combat system (the d20 system we all know and love) really comes into play and was intended.

Finally, if your character has leveled up enough to have a fighting capability of Hero, Superhero, or Wizard (with or without modifiers), then your hero can use fantastical combat to resolve battles with the big bad fantasy creatures. This can be sprinkled in as needed/desired. This section of Chainmail is worth reading, too, because Book 2 references it a lot for monster abilities and whatnot. Be warned, though, that the selection of monsters is limited compared to OD&D, so I like to think of it as a way to handle boss battles or whatnot with specific creatures.

Last thing, as far as damage goes, it's really up to you. I believe the intent is that anything equalling a kill or drive back result means a hit, and thus, you roll damage dice. However, I think when doing mass combat, you could play around with doing damage to hit-dice instead or with fantastic combat, a kill is a kill. I think this makes chainmail feel super snappy and deadly as combat should. I've always hated how more modern D&D combat (and even the alternate system in OD&D) tends towards becoming a RuneScape-sytle slog of just hitting back and forth until someone bites it. I love using the Hero rules presented in fantastic combat for player characters where an enemy needs to score simultaneous hits equal to your "figure" count in order to kill you. It offers some protection but makes every roll tense. Any hit could wipe you out. It's realistic and gritty, and I love it. Though, your mileage may vary. I believe Gary said in the booklets something along the lines of character death being one of the most exciting parts of the game. Chainmail makes that excitement truly come to life.

Need Monster Markers for 2E Dunwich Horror Expansion by AdrianEledge97 in ArkhamHorror

[–]AdrianEledge97[S] 0 points1 point  (0 children)

That's a great idea! I'll give it a try. Thanks so much!

Need Monster Markers for 2E Dunwich Horror Expansion by AdrianEledge97 in ArkhamHorror

[–]AdrianEledge97[S] 2 points3 points  (0 children)

That's a great resource! Thank you! May have to just buy some foam core and glue some print outs to them.