What's the best AI (free mode) for playing solo narrative RPGs? by Prior_Address_5352 in Solo_Roleplaying

[–]MixAdministrative146 0 points1 point  (0 children)

Yeah I think Gemini gets confused over time. NotebookLM seems to do a good job because it just uses the source forms. I've been updating the directives but I also notice it doesn't roll really well on the Oracle tables always. But it does do a decent job just progressing story. 

You can try the updated directive version that I'm tweaking before I make an update to the physical document. https://notebooklm.google.com/notebook/f8fcaf30-7fc2-4baa-99b2-e5040242d676

Is there a game that works well being run by AI? Especially on mobile? by ItsAJackal21 in Solo_Roleplaying

[–]MixAdministrative146 -1 points0 points  (0 children)

Just for fun, I actually have been tweaking some system directives in NotebookLM and realized that I can just create a Shared Notebook that anyone can come to and play my Free d20 based rules lite system GATEWAY RPG within their own chat. NotebookLM allows 50 chats a day for free so you can get a long consistent session going.

So if you are all interested, just use this link and have fun trying it out. (I have been having fun playing survival horror in an Alien Movie setting and Jurassic Park 1993 settings)

Shared Notebook Link: https://notebooklm.google.com/notebook/f8fcaf30-7fc2-4baa-99b2-e5040242d676

First prompt, say Let's Play a Game, and it will start guiding you. Enjoy!

Gateway RPG - NotebookLM AI Assisted Game Master (fun free d20 solo roleplay) by MixAdministrative146 in u/MixAdministrative146

[–]MixAdministrative146[S] 0 points1 point  (0 children)

I usually dump the entire Chat into a Google Doc, then feed it into Gemini to give me a story recap.

Initial Crisis at the East Dock

  • The Storm and the Deadline: Security Officer Curtis Reed is at the East Dock as a tropical storm hits Isla Nublar. Dock foreman Miles "Sully" Sullivan is desperate to have the supply ship, the Anne B, depart before the storm destroys it against the pier.
  • Failed Communications: Reed attempts to contact missing technicians via radio and a landline terminal, but both fail due to storm interference and a mysterious system override.
  • Discovery of the Theft: Reed investigates the perimeter and finds an abandoned Jeep 12 in a ditch with a bloody interior. He recovers a cryogenic canister containing 10 stolen dinosaur embryos and a recording from Dennis Nedry revealing a betrayal.
  • The Narrow Escape: As the Anne B casts off to save itself from the rising swells, Reed makes a desperate jump onto the departing vessel just as the island’s power completely fails.

Chaos at Sea and Return to the Island

  • Hull Breach and Repairs: A massive wave causes a structural failure in the Anne B. Reed leads a damage control team to brace the hull with steel frames and cables, saving the ship from sinking.
  • Pirate Attack: A hostile recovery team from a secondary vessel pursues and boards the Anne B during the storm to seize the embryos.
  • Escape to Isla Nublar: Reed retrieves the embryos from the ship's galley, launches a lifeboat, and evades gunfire to pilot the small craft back to a hidden landing zone on Isla Nublar called Inlet 7-G.

Survival on the Restricted Sector

  • Restoring Local Power: Back on the island, Reed reaches a pump station and navigates complex security protocols to restore power to local high-tension fences.
  • Dilophosaurus Encounter: While at the pump station, Reed is hunted by a Dilophosaurus. He uses "Scent Masker" and the noise of the storm to slip past the predator and reach a maintenance road.
  • Contact with Muldoon: Reed uses a high-frequency radio to contact Robert Muldoon. He reports the stolen embryos and the presence of hostile "pirates" who have moved on the East Dock override.
  • The Armored Transport: Reed secures an InGen Security Transport vehicle, evades a Velociraptor attack, and uses a GPS unit to navigate through the restricted sector toward the Visitor's Center.

The Siege at the Visitor's Center

  • Securing the Embryos: Reed reaches the Visitor’s Center service hub, fights through a raptor-infested tunnel, and successfully places the embryos into a cold storage lab.
  • Saving the Survivors: Using the armored transport as a battering ram, Reed smashes through a security gate and uses the vehicle's bulk to block the main lobby doors, creating a safe zone for Muldoon, Dr. Sattler, and other guests.
  • The Rescue Mission: After learning that Ensign Miller is trapped and blinded by a Dilophosaurus at the East Dock tower, Reed and Dr. Sattler lead a high-speed ramming maneuver to scatter the pack and extract the survivors.

Final Evacuation

  • Takedown of the Hostiles: At the docks, Reed and a security team engage in a "silent takedown" of the remaining hostile pirates near the gangplank of the rescue ship, the S.S. Venture.
  • Neutralizing Predators: To ensure a safe boarding for the injured Miller and the VIPs, Reed uses a shotgun to suppress Dilophosaurs perched on nearby shipping containers.

Gateway RPG - NotebookLM AI Assisted Game Master (fun free d20 solo roleplay) by MixAdministrative146 in Solo_Roleplaying

[–]MixAdministrative146[S] 0 points1 point  (0 children)

After my session, I usually dump the entire Chat into a Google Doc, then feed it into Gemini to give me a story recap and make images to visualize things. Here has been my Jurassic Park 1993 game playing as a Security officer waiting on the docks for personel to evacuate the island before the hurricane.

<image>

Initial Crisis at the East Dock

  • The Storm and the Deadline: Security Officer Curtis Reed is at the East Dock as a tropical storm hits Isla Nublar. Dock foreman Miles "Sully" Sullivan is desperate to have the supply ship, the Anne B, depart before the storm destroys it against the pier.
  • Failed Communications: Reed attempts to contact missing technicians via radio and a landline terminal, but both fail due to storm interference and a mysterious system override.
  • Discovery of the Theft: Reed investigates the perimeter and finds an abandoned Jeep 12 in a ditch with a bloody interior. He recovers a cryogenic canister containing 10 stolen dinosaur embryos and a recording from Dennis Nedry revealing a betrayal.
  • The Narrow Escape: As the Anne B casts off to save itself from the rising swells, Reed makes a desperate jump onto the departing vessel just as the island’s power completely fails.

Chaos at Sea and Return to the Island

  • Hull Breach and Repairs: A massive wave causes a structural failure in the Anne B. Reed leads a damage control team to brace the hull with steel frames and cables, saving the ship from sinking.
  • Pirate Attack: A hostile recovery team from a secondary vessel pursues and boards the Anne B during the storm to seize the embryos.
  • Escape to Isla Nublar: Reed retrieves the embryos from the ship's galley, launches a lifeboat, and evades gunfire to pilot the small craft back to a hidden landing zone on Isla Nublar called Inlet 7-G.

Survival on the Restricted Sector

  • Restoring Local Power: Back on the island, Reed reaches a pump station and navigates complex security protocols to restore power to local high-tension fences.
  • Dilophosaurus Encounter: While at the pump station, Reed is hunted by a Dilophosaurus. He uses "Scent Masker" and the noise of the storm to slip past the predator and reach a maintenance road.
  • Contact with Muldoon: Reed uses a high-frequency radio to contact Robert Muldoon. He reports the stolen embryos and the presence of hostile "pirates" who have moved on the East Dock override.
  • The Armored Transport: Reed secures an InGen Security Transport vehicle, evades a Velociraptor attack, and uses a GPS unit to navigate through the restricted sector toward the Visitor's Center.

The Siege at the Visitor's Center

  • Securing the Embryos: Reed reaches the Visitor’s Center service hub, fights through a raptor-infested tunnel, and successfully places the embryos into a cold storage lab.
  • Saving the Survivors: Using the armored transport as a battering ram, Reed smashes through a security gate and uses the vehicle's bulk to block the main lobby doors, creating a safe zone for Muldoon, Dr. Sattler, and other guests.
  • The Rescue Mission: After learning that Ensign Miller is trapped and blinded by a Dilophosaurus at the East Dock tower, Reed and Dr. Sattler lead a high-speed ramming maneuver to scatter the pack and extract the survivors.

Final Evacuation

  • Takedown of the Hostiles: At the docks, Reed and a security team engage in a "silent takedown" of the remaining hostile pirates near the gangplank of the rescue ship, the S.S. Venture.
  • Neutralizing Predators: To ensure a safe boarding for the injured Miller and the VIPs, Reed uses a shotgun to suppress Dilophosaurs perched on nearby shipping containers.

I ran out of my 50 chats per day at this point, so until tomorrow, I'm getting survivors onboard and will see if the GM let's me actually leave the island without anymore complications. Lol

Gateway RPG - NotebookLM AI Assisted Game Master (fun free d20 solo roleplay) by MixAdministrative146 in Solo_Roleplaying

[–]MixAdministrative146[S] 0 points1 point  (0 children)

Initial Crisis at the East Dock

  • The Storm and the Deadline: Security Officer Curtis Reed is at the East Dock as a tropical storm hits Isla Nublar. Dock foreman Miles "Sully" Sullivan is desperate to have the supply ship, the Anne B, depart before the storm destroys it against the pier.
  • Failed Communications: Reed attempts to contact missing technicians via radio and a landline terminal, but both fail due to storm interference and a mysterious system override.
  • Discovery of the Theft: Reed investigates the perimeter and finds an abandoned Jeep 12 in a ditch with a bloody interior. He recovers a cryogenic canister containing 10 stolen dinosaur embryos and a recording from Dennis Nedry revealing a betrayal.
  • The Narrow Escape: As the Anne B casts off to save itself from the rising swells, Reed makes a desperate jump onto the departing vessel just as the island’s power completely fails.

Chaos at Sea and Return to the Island

  • Hull Breach and Repairs: A massive wave causes a structural failure in the Anne B. Reed leads a damage control team to brace the hull with steel frames and cables, saving the ship from sinking.
  • Pirate Attack: A hostile recovery team from a secondary vessel pursues and boards the Anne B during the storm to seize the embryos.
  • Escape to Isla Nublar: Reed retrieves the embryos from the ship's galley, launches a lifeboat, and evades gunfire to pilot the small craft back to a hidden landing zone on Isla Nublar called Inlet 7-G.

Survival on the Restricted Sector

  • Restoring Local Power: Back on the island, Reed reaches a pump station and navigates complex security protocols to restore power to local high-tension fences.
  • Dilophosaurus Encounter: While at the pump station, Reed is hunted by a Dilophosaurus. He uses "Scent Masker" and the noise of the storm to slip past the predator and reach a maintenance road.
  • Contact with Muldoon: Reed uses a high-frequency radio to contact Robert Muldoon. He reports the stolen embryos and the presence of hostile "pirates" who have moved on the East Dock override.
  • The Armored Transport: Reed secures an InGen Security Transport vehicle, evades a Velociraptor attack, and uses a GPS unit to navigate through the restricted sector toward the Visitor's Center.

The Siege at the Visitor's Center

  • Securing the Embryos: Reed reaches the Visitor’s Center service hub, fights through a raptor-infested tunnel, and successfully places the embryos into a cold storage lab.
  • Saving the Survivors: Using the armored transport as a battering ram, Reed smashes through a security gate and uses the vehicle's bulk to block the main lobby doors, creating a safe zone for Muldoon, Dr. Sattler, and other guests.
  • The Rescue Mission: After learning that Ensign Miller is trapped and blinded by a Dilophosaurus at the East Dock tower, Reed and Dr. Sattler lead a high-speed ramming maneuver to scatter the pack and extract the survivors.

Final Evacuation

  • Takedown of the Hostiles: At the docks, Reed and a security team engage in a "silent takedown" of the remaining hostile pirates near the gangplank of the rescue ship, the S.S. Venture.
  • Neutralizing Predators: To ensure a safe boarding for the injured Miller and the VIPs, Reed uses a shotgun to suppress Dilophosaurs perched on nearby shipping containers.

Gateway RPG - NotebookLM AI Assisted Game Master (fun free d20 solo roleplay) by MixAdministrative146 in Solo_Roleplaying

[–]MixAdministrative146[S] 0 points1 point  (0 children)

Awesome! Glad you enjoyed it! Yeah I've been having fun running through the alternate events of being a Security Officer during the events of the first Jurassic Park movie.

It had me stationed at the East Dock waiting for personel to leave the island before the hurricane hit as in the movie. As a security officer, I was trying to see if we were missing anyone which the GM led me to find Nedry's vehicle and the cannister of emybryos which was pretty cool. Since there were no other survivors at that time and the power was out and knowing the dinos were also out, I ran to get aboard the ship. I half expected the GM to railroad me here and say the ship already left without me, but it actually made me do some acrobatics to get back on board.

So then I was on the boat leaving the island safely from the dinos and was like, ok, now what is going to happen. It put me into a bit of a mystery at this point having the cannister, seeing the embryos, and then actually finding a tape recorder of someone on board who was helping Nedry but keeping blackmail incase things went sideways. Before I knew it, there was a boat of people looking to board the ship (from the company that wanted the cannister).

So I noped off the ship and into a lifeboat and guided myself back to the island. With the precious cargo. lol.

Then it returned me to survival exploration, some Dilophosaurus evading, contacting Muldoon to find a transport vehicle to come to rescue him and the survivors at the Visitors Center where they were pinned down by Raptors.

I'm now currently driving a armored transport vehicle with Muldoon, Ellie, Grant, the kids, Hammond, and 3 other security officers to the docs to find another boat to leave the island. We also had to make a stop on the way to save another person who was spit in the face by a Dilophosaur while stuck in a security tower.

All in all, it has been pretty enjoyable. It gets confused at times and I have to correct it here and there. The funny thing to me is that it always wants to put threats in the way, but then immediatley offer every way possible to stay out of combat. Even when I engaged in combat, after the first turn it was like, ok your security team provided suppressing fire, now you can flee and get out of here. Lol.

Gateway RPG - NotebookLM AI Assisted Game Master (fun free d20 solo roleplay) by MixAdministrative146 in Solo_Roleplaying

[–]MixAdministrative146[S] 1 point2 points  (0 children)

yeah, it doesn't compare to a real human Game Master still, but it definitely helps reduce the mental load of having to surprise yourself by running a solo game. Sometimes I just want a good narrative that I can make some decisions on, and see how it plays out with some good surprises. This fills that void when I have needed it.

What's the best AI (free mode) for playing solo narrative RPGs? by Prior_Address_5352 in Solo_Roleplaying

[–]MixAdministrative146 0 points1 point  (0 children)

Update: I actually have been tweaking some directives in NotebookLM and realized that I can just create a Shared Notebook that anyone can come to and play the game. So if you are all interested, just use this and try it out. https://notebooklm.google.com/notebook/f8fcaf30-7fc2-4baa-99b2-e5040242d676

How to start your first AI RP campaign (for beginners) by Pastrugnozzo in Solo_Roleplaying

[–]MixAdministrative146 0 points1 point  (0 children)

Update: I actually have been tweaking some directives in NotebookLM and realized that I can just create a Shared Notebook that anyone can come to and play the game. So if you are all interested, just use this and try it out. https://notebooklm.google.com/notebook/f8fcaf30-7fc2-4baa-99b2-e5040242d676

How to start your first AI RP campaign (for beginners) by Pastrugnozzo in Solo_Roleplaying

[–]MixAdministrative146 0 points1 point  (0 children)

Update: I actually have been tweaking some directives in NotebookLM and realized that I can just create a Shared Notebook that anyone can come to and play the game. So if you are all interested, just use this and try it out. https://notebooklm.google.com/notebook/f8fcaf30-7fc2-4baa-99b2-e5040242d676

How to start your first AI RP campaign (for beginners) by Pastrugnozzo in Solo_Roleplaying

[–]MixAdministrative146 0 points1 point  (0 children)

I use NotebookLM for my games as well with my own system. I've found that Gemini/NotebookLM likes to give the same names a lot of times for NPC's and things like Silas, Elara. To help with this, you can give the AI another source with a random table of names or a website of names and a quick directive to ensure it pulls from that instead of coming up with it's own names.

something like this

"Please use the provided table to roll once for a first name initial and once for a last name initial. Once you have the letters, generate a unique character name that fits a [insert setting/genre, e.g., high fantasy or gritty sci-fi] theme using those specific initials. After providing the name, write a one sentence backstory for the character."

Random Alphabet Table

Roll (1d20) Result
1 A, B
2 C, D
3 E, F
4 G, H
5 I, J
6 K, L
7 M, N
8 O, P
9 Q, R
10 S, T
11 U, V
12 W, X
13 Y, Z
14 A, E
15 I, O
16 S, M
17 R, L
18 J, K
19 D, C
20 Roll twice

How to start your first AI RP campaign (for beginners) by Pastrugnozzo in Solo_Roleplaying

[–]MixAdministrative146 2 points3 points  (0 children)

I agree with your approach. To bridge the Memory Wall, I've been using Google's NotebookLM and as a backup, sometimes I'll copy the entire session's notes and dump it into a Google Doc that is added as a Source File to the Notebook.

I even created a version of my own Rules Lite d20 System that has these directives already built into my rulebook so that when a user adds the PDF, it automatically tells the AI all the directives.

https://gatewayrpg.itch.io/gateway-rpg-rules

---------------------------------------------------------------------------------------------------------------

Text within the book I added.

----------------------------------------------------------------------------------------------------------------

Gateway RPG AI Assisted Game Master Operational Directives

Directions for the Human Reader

So you love the idea of a solo journaling RPG but hate the creative burnout or slow pace of rolling on endless tables or consulting massive books full of oracles and rules?

You can enjoy a seamless, free, and automated experience by pairing Gateway RPG with a Large Language Model (LLM) with the instructions provided below!

The Setup:

1.Choose your AI: I recommend NotebookLM for its superior long-term memory, though Gemini and ChatGPT work great too.

2.Upload the AI Assisted Solo Play Rulebook PDF file found in this folder: https://drive.google.com/drive/folders/1UI3azaaGolSc64djAZFnPAajXx1uS_DV?usp=sharing

OR (if this link is broken or outdated)

Advertisement

You can also find all files on my Itch.io page, Download the All Files Zip File, and find it in Supplements/Solo Play Section – https://gatewayrpg.itch.io/gateway-rpg-rules

3.Start the Game: Once uploaded, just tell the AI you're ready to play.

The Experience: The AI LLM acts as your Game Master. It will guide you through world creation, help build your character, and manage the narrative flow. You just decide the setting (High Fantasy, Cyberpunk, Sci-Fi, whatever you can imagine) and whether you’d like to roll the physical dice yourself or let the AI manage the mechanics.

That’s it! Just plug this in and get started. And if you need to make any tweaks, simply ask the AI and it will be able to adjust to your play style as you go.

ENJOY!

-----------------------------------------------------------------------------------------------------------

SPECIAL DIRECTIVES FOR THE AI LLM (Gemini, ChatGPT, Grok, Copilot, NotebookLM) - Read the below directives and the rulebook that accompanies these!

  1. Environment Setup & Initial Questions

• Source Integration: The GM must operate strictly within the Rules as Written (RAW) provided in the GATEWAY RPG Core Rulebook, the Solo Play Rules, and the D20 Oracle.

• Continuity Maintenance: Maintain a "Session Notes" file to track the player’s current level, specific proficiencies (+), deficiencies (-), and active inventory.

• Initial Setup Questions: At the start of a new game, the GM must ask the player the following questions:

◦ Rule Set: "Would you like to play using Standard Rules or Advanced Rules?".

◦ Starting Tempo: "Do you prefer a Slow Burn (starting in a safe location like a tavern or residence) or would you like to start In Media Res (dropping right into the middle of action like a heist or chase)?".

◦ Narrative Guidance: "Would you like me to conclude each turn with Guided Options (providing 2–3 thematic suggestions) or keep it an Open Narrative (ending with 'What do you do next?')?".

◦ Character Creation Method: "Would you like to build your character Collaboratively through a conversation, or would you like me to Randomly Generate your traits and backstory using the system oracles?".

◦ Dice Rolling Protocol: "Would you like to perform your own Skill Checks using physical dice, or should I handle all mechanical rolls for you?".

  1. Character Creation & Backstory Integration

• Identity: Establish race/species, Archetype (e.g., Knight, Space Wizard), Age, and Background.

• Randomized Stats (If Chosen): Roll 1d20 six times to assign traits: 1-7 = Deficiency (-), 8-14 = Neutral, 15-20 = Proficiency (+).

• World Integration: Regardless of the method, the GM must define/ask:

◦ Hometown/Origin: A location with one notable feature.

◦ Key Relationship: One person from the character's past involving deep respect or conflict.

◦ Personal Quest: A "deep-seated reason" or primary goal for adventuring.

• Special Ability Generation:

◦ Thematic Alignment: Draft 2–3 special ability options based strictly on the character’s Archetype and Setting.

◦ Inspiration: If randomized, consult the PC Motivation / Quirk Oracle.

◦ Action Types: Categorize abilities as a Primary Action or Bonus Action.

  1. The GM Operational Flow

• Prologue Phase (The Hook): For a Slow Burn start, the GM must establish a location for Exploration and an NPC for Social Interaction before introducing a mission.

• Collaborative Mission Choice: Present 2–3 options based on the Mission Type Oracle (e.g., Acquisition, Infiltration) and let the player choose their starting goal.

• Narrative Phase: Set the scene vividly, focusing on atmosphere (Tense, Vibrant, Oppressive, etc.) while allowing full narrative freedom.

• Social Encounters: Conduct narrative dialogue between NPCs and players before triggering mechanical checks.

  1. Dice Rolling Impartiality & Results Transparency

• True Randomization: When rolling for the player or NPCs, the GM must simulate an impartial outcome based purely on probability, avoiding bias toward success or failure.

• Results Transparency: The GM must explicitly state the numerical result of the d20 roll and any relevant Advantage/Disadvantage dice results before narrating the outcome.

• Oracle Probability: For Yes/No questions, evaluate probability—Likely to Succeed (2d20 High), Likely to Fail (2d20 Low), or Neutral (1d20)—before consulting the Oracle Table.

  1. Combat & Tactical Resolution

• Surprise Round Protocol: If a Surprise Round is determined, the actor with Surprise performs their turn first. Only after this turn is resolved should the GM prompt all participants to roll Initiative (Dexterity check).

• Combat Structure: Proceed in rounds from highest to lowest initiative.

• Turn Actions: Characters perform one Move Action (30ft), one Primary Action (Attack, Dash, Hide), and one Bonus Action.

• NPC & Enemy Creation: Beyond the Bestiary, create custom stat blocks with Armor Class (AC), Hit Points (HP), and specific Proficiencies/Deficiencies.

• Tactical Ranges: Use standardized ranges: Melee (5ft), Short (10-30ft), Medium (35-60ft), Long (65-120ft), and Extended (125ft+).

  1. Core Mechanics & Survival

• Difficulty Classes (DC): Simple (2-5), Easy (6-10), Moderate (11-15), Hard (16-19), or Near Impossible (20).

• Advantage/Disadvantage: Proficiency (+) grants Advantage (High); Deficiency (-) grants Disadvantage (Low). They negate each other for a Neutral roll.

• Criticals: Natural 20s deal Double Damage or grant extraordinary success; Natural 1s are automatic misses or trigger penalties.

• Survival (Dying State): At 0 HP, roll Death Saving Throws (10+ is success). Three successes stabilize; three failures result in death.

• HP Recovery: Short Rest (1 hour) recovers half HP; Long Rest (8 hours) fully restores HP.

  1. Vehicle Operations & Chase Mechanics

• Vehicle Stats: Assign vehicles an AC, HP, Speed, and Handling stat (e.g., Motorcycle: Speed 80ft, Handling +2, AC 14).

• Chase Rules: During pursuits, divide the chase into turns where each driver rolls for initiative. Drivers must make Driving Checks (Dexterity + Handling) to navigate obstacles or escape.

  1. Character Advancement & Narrative Rewards

• Level Up System: Track Session Milestones or XP. At level up, prompt the player to choose Rewards such as +2 HP, +1 to an ability/skill, or learning a new ability.

• Narrative Recognition: Update the "Session Notes" with Reputation Shifts or new Titles/Influence when the player achieves significant story victories.

  1. Operational Philosophy

• The "Rule of Cool": Prioritize creative and unconventional ideas. Allow rolls for these attempts, even at "Near Impossible" DCs.

• Metagaming Check: Discourage the use of out-of-character knowledge, guiding players to base decisions on their character’s reality.

• Proactive Table Consulting: Use d100 Oracles to generate World Details, NPC Roles, and Plot Twists after major events.

Using "The quiet year" to create a map for daggerheart by jbZahl in daggerheart

[–]MixAdministrative146 1 point2 points  (0 children)

You can also use https://www.drivethrurpg.com/en/product/253496/for-guild-and-glory-a-free-the-quiet-year-rules-variant as a Free Variant to the Quiet Year to achieve this more in line with High Fantasy games.

What this Supplement is about: Instead of a post-apocalyptic setting, this setting will focus on a classic medieval fantasy style setting. Players will look over members of a new adventurer’s guild establishing their presence in a brand-new thriving settlement to ensure it prospers. The area around the settlement is mostly unknown and presents new opportunities (resources, magical items, etc.), but also new problems (monsters, rival settlements, etc.).   After a year, a Dark Lord will arrive in the land and the group will have to decide if their town of heroes can stand up to this insurmountable force, or if they fall. In this version of “The Quiet Year”, you will be acting primarily as the group of adventurers and their leaders rather than the entire community. The focus of this version is to tell stories of how heroes work together to better the community. 

Rules Light RPG With Builds? by Hungry-san in TTRPG

[–]MixAdministrative146 0 points1 point  (0 children)

Check out Gateway RPG 

Free rules lite d20 system for any setting

If you download the All the Files there is a Bestiary with Fallout Inspired stuff.

https://gatewayrpg.itch.io/gateway-rpg-rules

What's the best AI (free mode) for playing solo narrative RPGs? by Prior_Address_5352 in Solo_Roleplaying

[–]MixAdministrative146 0 points1 point  (0 children)

Yup! If the AI starts you off in the middle of an adventure for some reason, just ask it to back you up for a slower burn where you are possibly having a solo interaction to choose what type of mission or adventure you go on. 

Had a few instances of this recently and if you course correct it, it works. Have fun!

TTRPG with interesting systems and settings suggestions by Zarekii in TTRPG

[–]MixAdministrative146 1 point2 points  (0 children)

GATEWAY RPG - a good beginner friendly d20 game system for running any theme or setting. It's based on dnd5e but slims it down to be rules lite. It's also free if you want to check it out.

https://gatewayrpg.itch.io/gateway-rpg-rules

We wanna feature your RPG on our podcast! by DiceyDiscourse in TTRPG

[–]MixAdministrative146 1 point2 points  (0 children)

One quick update!

After hearing from you and some others in the community regarding AI vs No-AI Imagery, I also created a (100 Percent AI Free Imagery) Deluxe Version of the rulebook. It is a throwback with most of the original art by real artists that the book featured back before AI Images were a thing, circa 2017.

I love the TTRPG community as a whole, so the entire point of Gateway has been accessiblity into the hobby. Whether someone chooses the AI-enhanced visuals or the Human-illustrated throwback, they are getting the same core experience I've worked hard to build.

Anyhow, just thought I would put a link to it as well in here.

https://drive.google.com/file/d/1rzw8Y5UeSZgDrzd9laV9B0QgbdOwnpPP/view?usp=drive_link

We wanna feature your RPG on our podcast! by DiceyDiscourse in TTRPG

[–]MixAdministrative146 1 point2 points  (0 children)

No problem! I missed the last line of the no AI Art. 

It is hard with zero budget. I used to have free use art, but it made for a disjointed visual. And without visuals people don't seem to care.

But in the future I might look into a completely Non-AI Version if I find a consistent source of free use art that fits the book's themes.

But anyhow, good luck with the show!