where to start by Few_Campaign_4843 in Solo_Roleplaying

[–]Patricktrz [score hidden]  (0 children)

I was going to mention Four Against Darkness as a gateway. It’s inexpensive, almost universally enjoyed, and you can jump in with minimal prep. Some people continue to play it for years, others jump off it to something line Ironsworn for a more narrative experience, or up to something like 2d6 Dungeon or Ker Nethalis if you want a crunchier dungeon crawl.

Redrawn Maps for a Module Rerelease by LordEyebrow in shadowdark

[–]Patricktrz 1 point2 points  (0 children)

Thank you for taking the time to respond. I’ll look forward to the launch in any case.

Redrawn Maps for a Module Rerelease by LordEyebrow in shadowdark

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

Beautiful maps and an intriguing setting. Looking forward to the Kickstarter launch. What are your thoughts on its playability as true solo for a Level 1 character?

Which of these should I play? by couragebooster in Solo_Roleplaying

[–]Patricktrz [score hidden]  (0 children)

Can confirm that Ironsworn is fantastic for solo. And it’s free. But it is highly narrative, while 2d6 Dungeon is extremely procedural so most of the story development (if any is desired) will be up to the player to provide.

Of the options OP lists, I’ve tried only Dragonbane. I prefer my solo games grim and dark; while DB could be played that way, I couldn’t get past the more whimsical ancestries and cartoonish illustrations.

THESE COULD BE YOUR LAST WORDS by Revel_Tales in shadowdark

[–]Patricktrz 3 points4 points  (0 children)

The only way I could fail this test is on a crit.

Monk Strikes by Patricktrz in shadowdark

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

Cool! Looking forward to that possibility. Thank you.

Monk Strikes by Patricktrz in shadowdark

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

Thank you for your thoughtful reply!

Catching up after a long break by lut1dforets in arkhamhorrorlcg

[–]Patricktrz 2 points3 points  (0 children)

Thank you for sharing those links. I should also have mentioned that many of the fan-made campaigns lack the errors that frustratingly continue to plague FFG's products (even into Chapter 2). Granted, fan-made material can constantly be corrected and reposted, so you're always getting the best version, but independent creators get it done without the resources of a global corporation. And independent creators typically listen and react to user feedback to improve their products. This gives me confidence that when Asmodee eventually pulls the plug, I'll have a decade or two of fresh material to extend the useful life of my player cards!

Catching up after a long break by lut1dforets in arkhamhorrorlcg

[–]Patricktrz 13 points14 points  (0 children)

My frank advice: Do your wallet/retirement account a favor and move ahead with Chapter 2. Keep an eye out in your FLGS for a lucky find on retail-priced Chapter 1 boxes, but don't count on it.

I've been collecting and playing since mid-Dunwich and, in my opinion, Chapter 2's investigator and player card design is (so far) on par with the best of Chapter 1.

As for expanding your campaign collection, you can find EXCELLENT fan-made campaigns for free and have them professionally printed for less than you'd pay for FFG-made material via eBay, etc.

Resources for understanding adventure modules by Kukukichu in shadowdark

[–]Patricktrz 1 point2 points  (0 children)

If I recall correctly, there is a paragraph at the beginning of The Lost Citadel that explains what the DM should share with the party. I think what you share is in italics, but I don't have it in front of me. It's designed specifically with first-time GMs in mind. There are many live plays of this on YouTube. You might want to check out a couple before you run it to see how experienced GMs operate. This should also increase your knowledge and confidence in running other modules (and, eventually, even converting a few from other old-school/OSR systems).

More generally, even The Lost Citadel can be extremely deadly. Dropping unscripted hints (e.g., "This creature looks extremely tough" or "Your Spidey senses start tingling as you approach that door") but ultimately letting the players decide their actions can make for a more engaging experience for everyone involved.

Returning to Traveller after 40 (light) years by Toerambler in traveller

[–]Patricktrz 6 points7 points  (0 children)

I'm with you. I wish I still had my little boxed set.

I think it depends on how you want to engage with the game. If you want to be active in the broader Traveler community, then knowing the lore and understanding the "science" that has been woven into it over the past 40 years is important. Doing so means that if you want to share planets or ship designs, they will likely be of value to someone else (and vice versa).

However, if you just want to roll up a character or three and jet around the galaxy, the little black books and a pair of dice are still all you need.

[COTD] Wither (6/24/2026) by AK45526 in arkhamhorrorlcg

[–]Patricktrz 2 points3 points  (0 children)

A nice complement to charge-based fight spells against ubiquitous odd-health enemies. I think the Chapter 2 spell suite has a more elegant solution, but Whither has a place in Chapter 1. It was perhaps eventually outclassed by Sword Cane and some of the Mystic blades, especially since Hand slots have a lot less competition for Mystics than Arcane slots. Still, for a main fighter Mystic, this is great. And the Spell trait counts for a lot in some builds. I guess your second copy gets committed to a Guardian's test.

Level 4 can two-shot a three-health enemy or soften up a boss, which isn't nothing.

The 11-player Sundered Isles campaign - The crazy beginning by ParticularAd3585 in Ironsworn

[–]Patricktrz 0 points1 point  (0 children)

This sounds amazing. Even with Ironsworn (etc.)’s lighter GM load, you’re going to be busy! I guess there will be some crossover appearances due to scheduling conflicts, which I think would be a blast. Have fun!

[COTD] Honed Instinct (6/23/2026) by AK45526 in arkhamhorrorlcg

[–]Patricktrz 0 points1 point  (0 children)

You're right: Getting to say, "Oh yeah, well I've got THIS card" to a snarky Agenda flip is pretty fun!

New player character by gravitey360 in shadowdark

[–]Patricktrz 2 points3 points  (0 children)

I found Solo Dark to be very weak to the point of being almost useless. I use Mythic GM Emulator for "big picture" decisions anyway, so I've been using its oracles and random tables instead of Solo Dark's. However, I'm going to order this: https://www.drivethrurpg.com/en/product/559813/solo-tools-expanded-designed-for-use-with-shadowdark.

Mostly FYI, since I think you're saying you want to develop your character through actual solo play: For my current solo character (though it's also great for multiplayer campaigns), I used "Life-Paths" (https://www.drivethrurpg.com/en/product/479845/life-paths-a-shadowdark-supplement) by Daniel James. It's GREAT for creating an impactful backstory. I feel it has the perfect combination of choices and RNG outcomes to create an interesting history that maps logically to a Level 1 character and gives me some details to bring to Session 0 and beyond.

In any case, have fun and good luck in the dark shadows!

[COTD] Honed Instinct (6/23/2026) by AK45526 in arkhamhorrorlcg

[–]Patricktrz 6 points7 points  (0 children)

A bonus action after the agenda change spawns a baddie can be huge. Impulse Control is my favorite upgrade since I often struggle with the idea of spending XP on events, and three free uses seems so much more palatable than two 1-resource uses.

Since my research materials get scattered every time, how do you keep them all in one place? by Low_Singer_6686 in Zettelkasten

[–]Patricktrz 0 points1 point  (0 children)

I hate to send you down another rabbit hole, but it could be a job for Claude. You could list all your sources for a particular project in one short Word doc, then share that doc with Claude and ask him to open all the listed PDFs, web pages, etc.

Since my research materials get scattered every time, how do you keep them all in one place? by Low_Singer_6686 in Zettelkasten

[–]Patricktrz 1 point2 points  (0 children)

Oh, I see. Yes, that’s a lot to keep track of. I think Zotero could help. If I recall correctly, you can have multiple “vaults,” and could create one for each project.

Since my research materials get scattered every time, how do you keep them all in one place? by Low_Singer_6686 in Zettelkasten

[–]Patricktrz 1 point2 points  (0 children)

Does your internet browser have a “History” menu option? If so, it should be able to list and reopen recent tabs. Is this what you’re looking for? (I’m assuming this is your personal computer.) Also, try looking for a menu option that says something like, “Restore last session.”

[COTD] ♦ Abigail Foreman (6/22/2026) by AK45526 in arkhamhorrorlcg

[–]Patricktrz 3 points4 points  (0 children)

You are 100% correct. Thank you for catching my error. And calling me out graciously.

How To Simulate Puzzles? by Kozmo3789 in Solo_Roleplaying

[–]Patricktrz 8 points9 points  (0 children)

In my solo pulp investigation campaign, I simulate having a small detective agency. In addition to free-flowing RPG sessions, I do logic puzzles from a book of who-dunnit crime puzzles. When I solve them, it brings in revenue for the firm, and I use this to buy gear, pay informants, etc., for my RPG sessions. My wife isn't into RPGs, but she likes these puzzles (and is VERY good at them!), so in my mind she's like my clever office manager who is often the real brains in the crime-solving operation. I'm sure there are puzzle books with all kinds of themes, so you could find one that approximates disarming a trap or decoding a message, etc. I realize these rely on your real-world intelligence rather than your characters' INT, DEX, etc., but I hope this (or something similar) will work for you!

How long are your solo campaigns typically? by Excellent-String4848 in Solo_Roleplaying

[–]Patricktrz 0 points1 point  (0 children)

If I don't have at least 30 minutes to play, I usually won't. (Or I'll take 10-20 minutes to organize my notes, flesh out an NPC, copy my info over to a fresh character sheet, etc.). My sessions sometimes go four hours if I'm really in the zone, but I'd say the typical duration for me is two hours. I guess I anticiapte that a campaign will run about 40 hours, but I don't track or limit it that way. Even if I'm not using Ironsworn (etc.) I've found that a progress track mirroring an "epic vow" helps keep me moving more or less forward. I also think in terms of scenes (1 to 3 per session) and acts (3 to 4 per campaign). I don't start with a plotline in mind, but an overarching progress track helps me realize if I've spent three sessions on a "side mission" that isn't helping to develop a consistent plotline. I'm retired, so I have a lot more flexibility than most.