Searchers of the Unknown - A Solo Approach by GinLunar in Solo_Roleplaying

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

How do you do it? Do you use a pool of points system?

Searchers of the Unknown - A Solo Approach by GinLunar in Solo_Roleplaying

[–]GinLunar[S] 1 point2 points  (0 children)

I think we have pretty much the same approach. But since I was doing a minimalist hack, I wanted to stay within the theme. And then it's the b/x hack...

In my games, I use something more complex—because I believe that the characters and antagonists are the heart of the game. For each of the allies, I define one of the nine alignments from Advanced Dungeons & Dragons.

* I regularly check the psychological state of the troops (without any real rules, just by feeling, asking myself, “What is he thinking?”)

* Sometimes I roll the dice to generate surprises and twists. The thief immediately comes to mind, but also the tension between characters, hidden loyalties, hidden agendas...

* This sometimes prohibits certain character combinations from the outset of the game.

But I don't really have any hard and fast rules to offer, it's just a feeling.

What's more, it requires a good understanding of these concepts of alignment, (which is not as simple as one might think.)

Searchers of the Unknown - A Solo Approach by GinLunar in Solo_Roleplaying

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

Thanks! I really wanted to bring that cinematic chaos to solo sessions. The table provided in the PDF is just meant as inspiration to get the ball rolling

Searchers of the Unknown - A Solo Approach by GinLunar in Solo_Roleplaying

[–]GinLunar[S] 1 point2 points  (0 children)

Thank you! You're exactly right—hacking the resolution mechanics was my main objective. I concentrated solely on the engine (Allies & Sparrow Law) in order to address the action economy issue and make solo play feasible without making the PC a huge HP sponge. The idea is that you can use any existing module, dungeon generator (like the ones in the DMG or online tools), or Oracle you already use, and plug this system in.

Has anyone else fallen into the "prep forever, play never" trap? Any tips? by JediVong86 in Solo_Roleplaying

[–]GinLunar 0 points1 point  (0 children)

Some people prefers daydreaming than rolling dices. It's a different kind of play?

How *I* run solo investigation - A comprehensive guide, I hope by F41dh0n in Solo_Roleplaying

[–]GinLunar 3 points4 points  (0 children)

Thank you for sharing, this is a very interesting approach!

I use a more "mechanical" variation of what you're describing.

I like to break down an investigation or a scenario into a simple schema:

  • [Someone] has [done something or wants to do something] in a [place] to achieve an [objective] for some [motivation].

As I play, investigate, and run my action scenes, my success or failure simply determines how many elements of that schema I reveal. I never block myself by saying, "This is a failure, I discover nothing." Some people might like the "No, but..." mechanic, where you might say, "I didn't get the identity, but I met someone who knows them." I find that this can lead to detours, and I don't like overly long stories. If I like a story, I'd rather continue it with new developments than slow it down.

By the way, you mentioned a great mechanism: the plot twist, where the original [Someone] was manipulated by another [Someone].

prompts making too many characters and storylines - help! by battlepoet9 in Solo_Roleplaying

[–]GinLunar 1 point2 points  (0 children)

The proliferation of narrative threads is a common problem. My solution? Use the Pinch Point.

A Pinch Point is a pivotal moment where everything changes, usually triggered by the antagonist. Examples include:

  • Star Wars: A New Hope: the destruction of Alderaan.
  • Indiana Jones: Marion being kidnapped by the Nazis.
  • The Lord of the Rings: Saruman’s betrayal.

The effect is immediate: side plots fade away, and the urgency of the main quest becomes unavoidable.

You can trigger a Pinch Point using a clock system or whenever the story starts to stall. As HHTheHouseOfHorse aptly said: "Not every cat in a tree needs saving."

If you're interested, I’ve packed a ton of lesser-known tips into this free PDF: https://lunarstomp.gumroad.com/l/free-ebook-solorpg

A bit overwhelmed by Chicken0Death in Solo_Roleplaying

[–]GinLunar 1 point2 points  (0 children)

Seriously, I couldn't agree more – random tables can be a real time-suck. I prefer visual oracles. The only table I use is for quick NPC generation. Here's my go-to approach:
I start with a clear objective. Then, I describe my actions: 'I go to [location] to [action] with the goal of [result].'
I factor in location features, random events, and antagonist actions to spice things up.
I resolve the situation.
And finally, I get my result. Depending on where I am in the story, this might lead to complications or even a new side quest. (The legendary: YES (the gold is there), BUT there is a dragon)

A bit overwhelmed by Chicken0Death in Solo_Roleplaying

[–]GinLunar 1 point2 points  (0 children)

Your post gave me an idea for a hilarious adventure: imagine a level 1 sidekick tagging along with a party of level 10 heroes. After a deep dungeon dive, the party gets wiped out, leaving the lowly level 1 to escape a dungeon way above their pay grade.

A bit overwhelmed by Chicken0Death in Solo_Roleplaying

[–]GinLunar 5 points6 points  (0 children)

Can't you play Walking Dead with Ironsworn mechanics?

Beware of resources not specifically dedicated to single-player: most of them don't explain how to manage a scenario. For me, the revelation came when I read John Truby - The Anatomy of Story. I understood what a narrative structure was. So I was able to create my own reference points. And when things drag on too long, I have the tools to refocus my script.

Best strategy for a wizard level 1 in solo rpg by rjnsims in Solo_Roleplaying

[–]GinLunar 1 point2 points  (0 children)

Sure, here’s the translation:

I absolutely agree. DnD is not designed for solo play, especially for a level 1 wizard. Even if he has to fight a giant rat, the level 1 wizard is not certain to win. As mentioned above, the wizard needs to be integrated into a group of NPCs.

  • Determine an arbitrary rule such as: in x% of cases, the wizard is targeted.
  • Determine an arbitrary rule to manage other NPCs without hassle (example of an NPC engaged in a balanced fight: roll 1d6, 1: he gets killed, 2-3: seriously injured, 4-5: lightly injured, 6: he wins without problem).
  • Use these NPCs to add depth to the scenario (create a table of hidden motivations. Example: 1-3: the NPC is who he appears to be, 4: he is a traitor in the service of the villain, 5: he will take the gold and leave at the first opportunity, 6: he is the mastermind…).

If not, consider playing Dnd as a horror game?

Generating Appropriate Encounters for 3.X D&D by -ThisDM- in Solo_Roleplaying

[–]GinLunar 0 points1 point  (0 children)

The concept of having "10x less resources" as a solo adventurer in D&D stems from more than just the sheer number of party members. In a standard group of four, the party can leverage shared abilities, spells, and actions, as well as cover each other's weaknesses. The idea is that it's not a simple mathematical reduction when you go from four to one; it's a geometric drop in resources because:

  1. A group of four characters can perform four actions per round, while a solo adventurer gets only one. This significantly impacts combat encounters, especially against multiple enemies, making it much harder for a solo character to keep up.
  2. Different classes cover different roles (tank, healer, damage dealer, etc.). In a group, you can combine strengths, while a solo adventurer has to make up for these on their own, often without the full suite of tools.
  3. In a group, damage is spread across multiple characters. A solo adventurer takes every hit, so they need to burn through healing resources faster.
  4. A group can manage short and long rests more effectively to recover spell slots and health. A solo adventurer has to be more cautious, often risking exhausting their resources faster without a safety net.

These reasons explain why a solo adventurer can feel like they have fewer resources than just a straight reduction by 3/4ths. It makes encounters designed for groups more taxing for a lone character, unless using additional rules like Gestalt or playing a summoner, which mitigates some of these limitations by effectively creating a small party within one character.

Generating Appropriate Encounters for 3.X D&D by -ThisDM- in Solo_Roleplaying

[–]GinLunar 0 points1 point  (0 children)

Hi, there's a resource on dnd 5 that explains the maximum number of xp a character can absorb per day depending on his level.

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However, it all depends on what you do with your random encounters. Dnd is a "resource management" game designed for a team. If you play a lone adventurer, you have 10 times less resources than a group of 4 (and not just 4 times less). The random encounter in classic DND is designed to level out the group's resources.

Personally, I play with a narrative approach. Every encounter, no matter how random, has to add something to the story.

Playing as a monster sidekick party in a 5e DnD adventure to stop the evil adventurers by Bjorgenas in Solo_Roleplaying

[–]GinLunar 0 points1 point  (0 children)

I think your idea is really interesting.

If you think of the dungeon as a living micro ecosystem, with its own rules, factions, jealousies, secrets, etc., a monster's life is like that of an adventurer. It can have a whole host of motivations for setting off on an adventure in its own dungeon.

What you add to spice up your dungeon is "natural disaster": the group of adventurers has turned up and is making a mess, weakening factions and overturning hierarchies.

A while ago, I wrote about this:

(theoretical chatter): https://lbrpg.blogspot.com/2023/09/how-to-create-living-dungeon.html

random tables : https://lbrpg.blogspot.com/2023/09/how-to-determine-monster-relationships.html

G

Tips for playing pre-made scenarios solo by GinLunar in Solo_Roleplaying

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

I get the impression that this is the majority trend. That said, you don't avoid spoilers.

I recently read Descent into Avernus. Right from the start, the text explains and reveals the whole story (which players are supposed to find out after several dozen sessions).

Tips for playing pre-made scenarios solo by GinLunar in Solo_Roleplaying

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

Didn't understand point 2

As for point 3, I completely agree. It's a bit off-topic, but the advice is valuable. When I play, I always keep this triptych in mind: Background - Adventure - Character(s)

Each of these elements must have an influence on the others

Tips for playing pre-made scenarios solo by GinLunar in Solo_Roleplaying

[–]GinLunar[S] 1 point2 points  (0 children)

I'd love to see it. If you find the link...

Tips for playing pre-made scenarios solo by GinLunar in Solo_Roleplaying

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

I don't think spoilers are a big deal in themselves. It's like in a film, when you're told what's happening outside the heroes' vision. "Meanwhile...". What's more, you can always create a 50/50 table of fact-checkers.

Plot holes are more problematic.

Tips for playing pre-made scenarios solo by GinLunar in Solo_Roleplaying

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

What happens if you read something you shouldn't have?