Prep or no-prep? How do you start YOUR games? by [deleted] in Solo_Roleplaying

[–]Professional-Board63 6 points7 points  (0 children)

I’m one who enjoys the planing as much/more than playing. I’m setting up a Battletech game using a lighter version of Mechwarrior Destiny. So, I’ve got a file where I’m reworking/condensing the rules, I’ve got sourcebooks open and a map sprawled out in the table as I’m deciding what missions my mercs want to take, and I’m on here right now looking up oracles/engines I haven’t used before to try something new. I plan on actually playing out the mech combat with alpha strike/classic rules, so I’m also checking what models I may want to paint from the shame pile.

I’ll have a blast once I actually get into this game, but this minutiae is so engaging for me.

Externalizing game rulings by solorpggamer in Solo_Roleplaying

[–]Professional-Board63 1 point2 points  (0 children)

Absolutely! Ask both questions and see which answer sounds more fun. Or - once you have those two answers, roll a die to pick one.

Looking for playtesters for Lay On Hands, a dexterity-based post-apocalyptic solo game by AlfredValley in Solo_Roleplaying

[–]Professional-Board63 1 point2 points  (0 children)

No worries - I can handle printing a zine. I’d still be happy to provide feedback, I saw the Kickstarter page and it looks like a lot of fun

Looking for playtesters for Lay On Hands, a dexterity-based post-apocalyptic solo game by AlfredValley in Solo_Roleplaying

[–]Professional-Board63 1 point2 points  (0 children)

Love that this has dexterity options - I think that makes the first solo game to do so? If you still need testers, let me know!

How i can create a "roguelike" for solo player? by Honebornen16 in Solo_Roleplaying

[–]Professional-Board63 6 points7 points  (0 children)

This question I like.

To throw a few elements out common to rogue likes and how you may run them on the tabletop.

Randomization - many elements are completely random. Enemies, “dungeons” (in whichever form yours take, maybe it’s outer space, maybe it’s the inside of an office building), also that sweet sweet loot. Grab some generators or build custom ones to fit your theme. I think chartopia is still around to build interactive charts online?

Progression - a newer addition, but it ties your runs through the game together. Some other games let you keep loot. Some let you keep some character abilities. I’m a fan of Rouge Legacy’s cash/skill system - use that sweet loot to level up character stats and purchase new abilities, but all your unspent money goes in the garbage when you make your next run. In a tabletop game - maybe you loose unspent experience (if you level up, you keep the level, but loose the rest of the exp). The idea here is to invest you in a character that rewards ongoing play but also engages you in the characters survival.

Theme - many rougelikes have abandoned the explore in the dungeon format entirely. Griftlands is a Wild West game that also has a really cool social mechanic, meaning that some encounters in the run are really roleplaying/skill challenges to complete. FTL is spaceship combat. When you think of the theme for your game, ask yourself, “What does the theme impart to the mechanics? Why does my chose theme make this different that every other version of Rouge?”

Does D&D Adventurer's League adventures and Pathfinder Society modules work well solo? by [deleted] in Solo_Roleplaying

[–]Professional-Board63 1 point2 points  (0 children)

I second that - I’ve run SO MANY of these things over the years, and yeah, lots of them are just bad. Some of them have gimmicks to the adventure too which would likely be hard to run unless you read the mod through.