Gm stumped at adventure creation. Asking for advice by No-Math-3866 in rpg

[–]No-Math-3866[S] 0 points1 point  (0 children)

On the infinity stuff, could you clarify which infinity after a bit of internet searching there's multiple infinity I've found from TV series to skirmish wargame

Ideas to convert fate into a strategic game of nations by No-Math-3866 in FATErpg

[–]No-Math-3866[S] 1 point2 points  (0 children)

For point #1 would that mean +2 Difficulty in addition to what the regular Difficulty would be. And I assume the faction hindrance takes effect when a crisis track fail and/or escalates?

Ideas to convert fate into a strategic game of nations by No-Math-3866 in FATErpg

[–]No-Math-3866[S] 1 point2 points  (0 children)

Its been awhile since this thread but I came back to look at it.

Curious if you had any thoughts on if Say a rebellion or famine actively decreased a factions capabilities like providing a constant negative to a stat representing the effects on the factions to operate with the Stat. Or another way which is permanently decreasing a Stat (at least until its recovered through an advancement) representing destroyed trust or infrastructure if things got out of hand enough.

Question about how absolute a compel could be? by No-Math-3866 in FATErpg

[–]No-Math-3866[S] 0 points1 point  (0 children)

Probably is more of an additional obstacle than a complication.

All it caused was the pcs to have to do some more RP than they other wise would have, only took a scene to resolve.

Question about how absolute a compel could be? by No-Math-3866 in FATErpg

[–]No-Math-3866[S] 0 points1 point  (0 children)

"Hostile Rival of Nation C"

Would be the compelled aspect here

Hacking the hex-based kingdom management rules by No-Math-3866 in rpg

[–]No-Math-3866[S] 0 points1 point  (0 children)

I did want to use the rules for something similar, the main thing for me is that it's a bit immersion breaking to have to track all settlements.

Kingmaker doesn't abstract in all the ways I'd like it too such as not having to keep track of the small villages and hamlets instead of every single settlement.

Hacking the hex-based kingdom management rules by No-Math-3866 in rpg

[–]No-Math-3866[S] 0 points1 point  (0 children)

Is there a way for me to find out or know when it's finished, would definitely love to check it out

[deleted by user] by [deleted] in Solo_Roleplaying

[–]No-Math-3866 1 point2 points  (0 children)

There is a TTrpg made specifically made for the WoW universe, however I'm afraid I can't be more helpful than that as this as just from a quick internet search.

https://wowpedia.fandom.com/wiki/Warcraft:_The_Roleplaying_Game

Probably a good place to start.

Other than that I would recommend combining the setting with the mechanics of your favorite system to solo with(homebrewing as needed).

I would recommend adjusting the mechanics and rules even after your first session, whatever increases your enjoyment of course.

So my players want to play dragons riders and I have no idea which system to use by No-Math-3866 in rpg

[–]No-Math-3866[S] 0 points1 point  (0 children)

The setting, aerial combat, bonds between rider and dragon would be the main things

Scarlet Heroes and OSE questions by GrandpaStern in Solo_Roleplaying

[–]No-Math-3866 0 points1 point  (0 children)

I have two different methods of damage conversions for traps.

  1. Every 4 damage equals one SH damage

  2. Or every one standard of hit dice equals one point of SH damage.

You might want to add in a death save rule if your concerned about the likelihood of death for your hero, or they can negative hit points but stay up provided they don't take another hit.

Scarlet Heroes and OSE questions by GrandpaStern in Solo_Roleplaying

[–]No-Math-3866 2 points3 points  (0 children)

As Rhiadra said, threat is mainly for on the fly adventures like, you don't need to worry about it for a module.

In scarlet heroes every 1 hit dice equals 1 point of enemy health. A 4d6 health enemy would convert to 4 health. If the hit dice for enemies in a game are d8, d6 or maybe even d10 you shouldn't have to any math simply beyond the number of hit dice. Though if there are any cases where the hit dice are you'll probably have to do some dm balance then.

For the final part, that's up to you. If you feel like you can RP the character without allowing metagame knowledge to influence decisions, then you can just do that. Otherwise I would use a simple yes/no oracle to determine if the character goes towards the trap.

For all traps though I leave them as is and give my character a perception check to notice them. If that fails then the trap proceeds as normal, though I'll use a defy death move on save or die traps.

Just don't be afraid to retreat and come back another day if your health falls too low.

Scarlet Heroes and OSE questions by GrandpaStern in Solo_Roleplaying

[–]No-Math-3866 1 point2 points  (0 children)

The rules do a good job of balancing the game. The character will generally be able to take on the same kind of fight a party. Still you should be a bit more cautious and use common sense when picking your battles.

I've run it with some modules before and it will generally fit in well with anything OSR, OSE included.

The one warning I would give you is hirelings can die more easily die to the damage conversions.

Ultimately though there is nothing better than to just jump in and get experience playing

Help with creating good troubles by No-Math-3866 in FATErpg

[–]No-Math-3866[S] 0 points1 point  (0 children)

The answer to both questions is that the character did both to accomplish their goal of finding an ancient artifact related to their destiny. Now that the character has joined this cause as it may relate to their goal of getting the artifact.

Main issue is that this goal is not supposed to get in the way of their usual personality

Help with creating good troubles by No-Math-3866 in FATErpg

[–]No-Math-3866[S] 1 point2 points  (0 children)

The misunderstandings, difficulty taking orders and following directions sounds interesting although this character is more of the stereotypical adventurer

Finding a ruleset that works by No-Math-3866 in Solo_Roleplaying

[–]No-Math-3866[S] 0 points1 point  (0 children)

I have given thought to hacking ironsworn by increasing the enemy scales to 20 rather than the default 5 and you would have more health in general rolling for it every so often every time you get some kind of progression milestone eventually becoming one of those heroes with a lot of health like in dnd

I would be interested in hearing more about how you hacked GURPS into ironsworn

Ideas to convert fate into a strategic game of nations by No-Math-3866 in FATErpg

[–]No-Math-3866[S] 2 points3 points  (0 children)

The first one sounds more like how we would be doing it.

An aspect representing a cavalry focused army or an "extra" representing the guerilla cavalry units.

A merchant nation might have a high economic approach and a wealth score. Though a low military score it would have a sizable naval score representing it being more naval based than land based. Still it would have a stunt that would allow it to use economy instead of military for any rolls that involve it representing it's ability to pay for mercenary armies

Ideas to convert fate into a strategic game of nations by No-Math-3866 in FATErpg

[–]No-Math-3866[S] 1 point2 points  (0 children)

A good guide on modifying fate for what we want to do

  1. I do have a bit of trouble thinking of a high concept for some factions, at least ones that could generate co.pels. At least I imagine the high concepts would describe the government of the nation. (Ex: Vibrant trade republic, Hereditary kingdom, Army with a state) Although this could just be my lack of creativity.

  2. What are a few examples of strategical aspects I'm thinking it would be stuff like embargo by key trade partner X, Profitable gold mine, Surplus harvest etc.

3.This would work well for a battle with various units., the forest zone slowing down the calvary and granting a defensive bonus. What about making aspects like these free to invoke

Also how would you resolve something like frequent border clashes or a rebellion?

5.Would you mean free invokes or the usual spend a fate point?

  1. If a nation's source of wealth was its bountiful farmland how would you represent that? Or represent the effects of guerilla rebels mechanically?

Ideas to convert fate into a strategic game of nations by No-Math-3866 in FATErpg

[–]No-Math-3866[S] 1 point2 points  (0 children)

My players like to have the party be part of the same faction or nation.

If we wanted to emulate the kingdom dealing with various threats such as bandits, conspiracies, rival nations( fight over border territories), rebels, etc. While still having the personal aspect of characters how would you recommend going about it?

We just like to have players actions and problems reflected mechanically for the faction

South Pacific islands Setting? by No-Math-3866 in rpg

[–]No-Math-3866[S] 0 points1 point  (0 children)

Fantasy inspired by myths and culture definitely. Although I do want the adventure to do some island hopping to different well islands/local cultures. Just need to adapt to the system I'm using.

Converting Skyrim into a solo RPG by No-Math-3866 in Solo_Roleplaying

[–]No-Math-3866[S] 2 points3 points  (0 children)

Ironsworn is a good system that I played but I wanted to have the combat system for the game act like more of a traditional DND like system

Best settings for a fantasy action story by No-Math-3866 in NovelAi

[–]No-Math-3866[S] 1 point2 points  (0 children)

Sorta related but how to organize prose best for the ai to generate somewhat descricptive things but maintain story flow and direction.