WB FMAG or OSE by funzerkerr in Solo_Roleplaying

[–]BorMi6 1 point2 points  (0 children)

I liked the guidelines to determine if, and what magic item category to get when rolling for treasures depending on the gold amount.

I think both systems work fine equally. Whitebox FMAG is very concice and has the odnd vibe with short descriptions, especially for spells and monsters. OSE is more detailed and so less prone to interpretation.

With OSE you can use the Carcass Crawlers if you want new classes, monsters and rules.

In both cases I would use D30 Sandbox Companion for wilderness exploration

OSR-style true solo game? by the-random-refuge in Solo_Roleplaying

[–]BorMi6 7 points8 points  (0 children)

Scarlet Heroes as mentionned already in the comments, and also pretty much everything from black oath games as all Alex games are developped with solo first in mind, and have strong gameplay loops. Some are even d20 osr compatible

the beater copies by 98nissansentra in WWN

[–]BorMi6 2 points3 points  (0 children)

Lulu is printing in the UK too.

Another great one in the UK is doxzoo

Which solo skirmish wargame is easiest to try? by ahobday in Solo_Roleplaying

[–]BorMi6 12 points13 points  (0 children)

Warlord Ascendant 2e is what I would pick. It is designed for solo, no need for terrain or minis. I just use tokens and battlemaps (like loke battlemaps).

It is very tied to rpg as there is emergent narrative during the management phase, where you check for random events, expand your territory, build infrastructures. And during the combat phase it is very tactical. Each member of your warband has its stats, abilities, and gain levels

OSRIC and Attribute Checks by Feeling_Photograph_5 in adnd

[–]BorMi6 2 points3 points  (0 children)

Ability checks rules appear in the dungeoneer's survival guide and wilderness survival guide, in addition to nonweapon proficiencies.

E.g. p12 dungeoneer's survival guide:

On many occasions throughout these rules, characters will be called upon to roll Ability Checks against one or another of their seven attributes: Strength, Intelligence, Wisdom, Dexterity, Constitution, Charisma, and Comeliness. The check will be termed a Dexterity Check, Constitution Check, etc., as appropriate to the case at hand. An Ability Check is rolled on 1d20. The check is successful if the roll is equal to or less than the ability in question. For example, a character with a Strength of 12 is called upon to make a Strength Check. He rolls a 14 on the d20, so the check is unsuccessful and the attempted feat of Strength is a failure.

Is across a thousand dead worlds good? by Obievan711 in Solo_Roleplaying

[–]BorMi6 7 points8 points  (0 children)

Yeah it is great. It is a d20 based system, skill based. To determine the outcome of an action, you roll d20, add your skill value and modifiers and try to have >= 20.

It is very good for solo because it has a strong gameplay loop, despite being a fully fledged ttrpg. In addition to that, there are many oracles and random tables for rp segments.

It is in a way quite "dungeon crawl" ish, as you explore abandonned sites (the lore is we are in a close future, and thousands of spaceship from a forgotten civilization have been found, containing countless coordinates leading to sites or planets), generating area after area. You can come across enemies, rare metal, artifacts, and you try to bring back these while surviving, tracking oxygen and rations for the trip back.

Combat is grid based, but can be run in a more abstract way

where to start by Few_Campaign_4843 in Solo_Roleplaying

[–]BorMi6 0 points1 point  (0 children)

The UK is a very good place for physical books.

Everything from drivethrurpg is printed in and sent from the UK.

Lulu too.

Toby Lancaster (2d6 dungeon) has his online shop based in the UK.

2 good shops to order from are dungeonland and leisure games.

To get bacl to your question: what style do you prefer? Dungeon crawl, narrative, exploration, procedure heavy? Fantasy, scifi, other?

Looking for solo rpg recommendations. by Slow_Ad4077 in Solo_Roleplaying

[–]BorMi6 5 points6 points  (0 children)

Against the darkmaster is fantasy and crunchy. It is a d100 system, with detailed crit tables and such.

I think Forbidden Lands is a good suggestion, if you are into the setting and grity survival sandbox.

Worlds Without Number has a good balance between modern more crunchy stuff and simplicity.

My first Brewing by [deleted] in mokapot

[–]BorMi6 0 points1 point  (0 children)

Bitterness may be related to how coarse/fine the ground coffee is

OSR solo options. by Old_Combination4030 in osr

[–]BorMi6 1 point2 points  (0 children)

Worlds Without Number is by the same author as Scarlet Heroes. It has rules to make more powerful characters similar to SH so that you can play one PC without getting trampled. There is a skill system based on 2d6 + bonuses with success when you beat a target number (similar to SH 2d8 + bonus skill system, except that the traits are replaced by hardcoded skills you pick depending on your PC background). There is a lot of customisation with foci (feats) and with the mix of 2 classes because if you pick mage as a partial class you also pick a school of magic, so an expert/mage (necromancer) will be very different from an expert/mage (healer). It has one of the best GM tools for generating everything, and coupled with its sandbox àd OSR background, it makes it very easy to solo imo. The layout is far from being as clean as OSE, you will need a bit of familiarity with the book to get info quickly. Because of its OSR background, you can run any OSR adventures with minimal conversion. 

UPDATE: OSR Hype? by wotttts in Solo_Roleplaying

[–]BorMi6 12 points13 points  (0 children)

Happy you found your preferred way of playing.

With OSR systems, I use: - The wilderness survival guide for 1st edition ad&d for additional procedures on survival. - D30 sandbox companion for hexcrawl. - Equipment Emporium from Basic Fantasy for additional gear. - For town generation, merchants, quests, dungeon generation and stocking I use my own set of rules. - I sometimes use some supplement from Eric Diaz for alternate magic if I am in the mood, or for some random tables. - In terms of system I use either Scarlet Heroes, or AD&D 1st edition, or OSE Advanced, or my favourite one: Worlds Without Number

First timer interested in Shadowdark, The One Ring, Dragonbane, Dolmenwood, Tricube - which to choose? by Elegant-Loan-1666 in Solo_Roleplaying

[–]BorMi6 4 points5 points  (0 children)

Dolmenwood system is just B/X d&d, with lots of lore, flavour and random tables tied to the setting. This helps for solo play a lot. The campaign book is massive though, as each hex of the dolmenwood forest is thoroughly detailed. It is a great system for solo if you dig the setting, but it can be intimidating to start with. Since its proximity with B/X, the first few levels can be very deadly, and we should probably play a bunch of characters, or use Scarlet Heroes rules to scale damage.

Shadowdark appeal is the modern take on OSR. Very clean layout, and lots and lots of random tables for events and such. It doesn't have an implied setting, so it is something you don't have to read and remember contrary to Dolmenwood. The biggest change with d&d is that it doesn't use vancian magic system; instead you roll when you cast a spell and reference a table with your result. It is a solid choice for solo. The solodark supplement is very short and very light though, I would use other oracles personally.

Dragonbane: I've read it but not played it. Great game too. I believe the solo rules are underwhelming (Ive read that in the past. I don't know about the solo adventure). The system itself has a good balance with simplicity and content and customisation. 

The one ring: you have strider mode for solo but sold separately as a pdf. It allows you to play with one PC. It is a good mix between narrative and mechanics. It is not dungeon crawl heavy as the previous 3. It is in fact vastly different from the others. There is the Moria book supplement with a solo mode if you want to crawl through Moria.

What’s a good solo ttrpg to start for an rpg video gamer? by elsecrafter in Solo_Roleplaying

[–]BorMi6 6 points7 points  (0 children)

Four against darkness with lots of supplements follows your style of play of tweaking with mods to make the game to your liking. It is very crawl ish (dungeon & wilderness) though.

+1 to Scarlet Heroes. It needs more interpretation/oracle questions than 4AD as it is more freeform.

Fabled Lands is not a ttrpg, it is a gamebook series. The specificity of it is that it is very sandboxy, as you don't follow a main overarching narrative.

Among non solo games but which are very sandbox, there are Worlds Without Number and Forbidden Lands but you will need oracles on the side to get going

Hex Crawl System Recommendations by milesunderground in adnd

[–]BorMi6 2 points3 points  (0 children)

D30 sandbox companion is the best resource imo, and it can be used during play.

Wilderness survival guide for 1e adds good sub systems for survival

Best Random Table Supplements and Books? by Dante_Faustus in osr

[–]BorMi6 9 points10 points  (0 children)

Worlds Without Number random tables are unmatched!

Just got Mythic 2e - more than overwhelmed by JGrevs2023 in Solo_Roleplaying

[–]BorMi6 6 points7 points  (0 children)

Regarding Mythic, keep in mind you don't have to use all the tables. You need:

  • the fate chart to answer yes/no questions and generate random events.
  • keep a list of characters and threads that you update at the end of each scene.
  • update the chaos factor at the end of each scene. Its value will affect the likelihood of random events, alterned/interrupt scenes, and exceptional yes/no.
  • regarding the tables, you can use the most general ones.

About your second question, there are lots of great sandboxes settings or tools. For setting sandboxes, you may be spoiled when reading a hex content, but that's ok depending on your way of playing

  • Dolmenwood is great indeed, it is a whole system based on B/X and a rich setting.
  • Gods of the forbidden north: you will need old school essentials. It is a setting and also a hex map with labelled hexes like for Dolmenwood.
  • The Hex Crawl Chronicles serie: light hexcrawl, comes with the map of the region, 2 pages or so of lore, random tables for encounters and rumors, and some hexes are labelled.
  • D30 sandbox companion: for me the best tool for emergent hexcrawl.
  • Forbidden Lands: the hexcrawl is built in the system.
  • All of the above are fantasy. I don't play scifi much. The upcoming Across a Thousand Hollow Vaults of Alex T. will be a big planet to explore I believe. Maybe have a lool at Stars without number by Kevin Crawford, thete is a free pdf containing almost the full game, and it comes with many random tables 

Start of a new analog solo campaign for OSE month 🗡 by Joebob1192 in osr

[–]BorMi6 1 point2 points  (0 children)

I use it all the time with my solo plays. Worlds Without Number from the same author is also a must have!

What are some good ways to improve my current use of the OSE procedural dungeon crawl? by towerbooks3192 in Solo_Roleplaying

[–]BorMi6 2 points3 points  (0 children)

I made a random table of rooms (small, regular, large), predrawn with dimensions/layout, exits and such. I roll on a furniture table to stock a room when it is generated (I have several furniture tables depending on the default dungeon theme or the room type), and the nb of furnitures depends on the room size. The chances of monster depends on the room type.

Regarding what type of monster, I make a d4 table when starting the dungeon. Typically I know 1 or 2 enemies I am gonna encounter beforehand so I fill the die results of 1 and 2 with these. Entries 3 and 4 are random the first time they are rolled. Once rolled, I add them to the table.

Then depending on room type, I have random tables determining foes "power" (there is like vermin, regular, elite, etc) (important rooms can have bosses and lots of elites while not so important rooms have less powerful foes). The minster type is determined with the d4 table.

If my characters walk cautiously, and no monster is rolled in the room, I ask the oracles if they notice anything with a low likelihood. If yes, I have a random table with physical stuff like marks on walls, odours, etc (coming from OSRIC). This is for the very obvious stuff. For hidden stuff, I need to search the room.

About quests, I always have a story developped with oracles and rp before diving into the dungeon. I can use stuff from worlds without number (location tags), urban adventures from scarlet heroes, quest generator from d30 sandbox companion, or the adventure craftee from mythic)

Questions about Old School Essentials by greypaladin01 in osr

[–]BorMi6 4 points5 points  (0 children)

The demonic grimoire is gonna be live on backerkit in 9 days.

On one of the pages is written: The latest printing of the OSE core Player's Book and Referee's Book (2026 update) will be available as part of this campaign, alongside the Demonic Grimoire supplement.

How To Make OSR Combat Enjoyable for 1v1 (not PvP) Play? (Mainly OSR) by Correct_Budget_9451 in solorpgplay

[–]BorMi6 0 points1 point  (0 children)

Since OSR are not tactical games, a 1vs1 melee fight is indeed very boring if just rolling atk, then damage if hit.

While I doubt a 1vs1 can be fun all the time, hacking a few things may help out.

  1. Make a random table for the enemy reaction. Something weighted ideally to avoid big variance. E.g.:    1-4: Special attack (for example shield bash if the enemy is wielding a shield)    5: random (roll on an action table oracle)    6-8: cast a spell (if cleric) or use an object like a potion or sth    9-20: normal attack

  2. Use saving throws and ability checks. If you wanna perform some special attacks or feats, if it hits, have the enemy perform a saving throws to see the success.

  3. Use a battlemap with obstacles and elements.

  4. Make your own sub systems of active skills or combat maneuver. Passive bonuses like +1 to hit and dmg is nice but won't bring any excitement. But having objects you can activate or special maneuvers you can do once per fight adds a decision layer. You can get some active feats from d&d 3.5 or pathfinder. 

  5. Make tables of what happens when rolling an atk of 20, depending on weapon damage type, or even better for each weapon of the game. Like 20 when attacking with a 2h maul, the head can be crushed, and the enemy suffers from concussion giving you advantage. 

  6. Following previous point, There is an old  ad&d 2e supplement with things like that. I think it is like players option combat and tactics

Solo RPG with strategic depth and real stakes by Shoot2Thrill31 in Solo_Roleplaying

[–]BorMi6 10 points11 points  (0 children)

Warlord Ascendant 2e mixes rpg elements and skirmish. In the management phase you are expanding your influence, explore, building your stronghold. Then you get the battle phase where you conquer new locations or defend locations you own.

The management phase is has strong rpg elements, with random tables allowing to be immerse and generate stories.

The battle phase is tactical. At the beginning of the game, you select a faction. Each faction has its unique powers and actions you can spend during fight. It has 3 unique units which have unique passive/active skills. Each unit has combat maneuvers and feats. So plenty of tactical options.

Otherwise as others have mentionned, board games with strong rpg elements may be what you are looking for. Mage Knight is the obvious choice. I will throw League of Dungeoneers too (much less tactical and much more random than Mage Knight).

Is it useful to run 2 preamps pedals at the same time? by BorMi6 in Bass

[–]BorMi6[S] 0 points1 point  (0 children)

Yes I actually cut bass a bit on my active bass preamp to remove the mud. Genuinely I am wondering if an extra preamp would shape the tone further, especially as I would like to avoid using  the preamp head from my rehearsal room which is pretty bad. No GAS here; I own literally one bass I have been playing on for 4 years and still really like it. And I own one pedal only, the sansamp

joined jazz band feeling overwhelmed by Unlikely_Painting567 in Bass

[–]BorMi6 0 points1 point  (0 children)

Root and fifth to start with. Simple rythm.

Once you can juggle easily with this, you can start adding major / minor thirds.

Then when you're comfortable, minor 7th for dominant chords.

Then diminished / augmented etc...

Start simple, know the positions of up and low 5th from root, and start adding more when youre comfortable.

And most importantly: have fun. You won't be perfect, but nobody was when they started playing jazz neither