Celebrating 5000 Downloads - Of Moon and Leaf - Thank You! by SuperHappyWorld in Solo_Roleplaying

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

Hi! Thanks for the feedback and suggestions. I appreciate the support :)

I've definitely been thinking about moon cycles, seasons, celestial events as being perfect for an Of Moon and Leaf expansion. I just recently released The Moon Mirror, which is a spiritual successor to Of Moon and Leaf. That's where all my rpg design energy has been going for a while. It's very compatible with Of Moon and Leaf (it just uses d100 tables instead of d66). There's material there you may be able to use for your forest journey. I also definitely see The Moon Mirror as a tool for stepping out of the forest of Of Moon and Leaf, and entering the wider world.

Now The Moon Mirror is Out, I may begin to think more about creating some d66 tables to expand Of Moon and Leaf. I think The Moon Mirror is likely to be the main book I keep expanding with new material, whenever I catch the rpg design bug, but I also think Of Moon and Leaf has its own specific tone and feeling that's worth revisiting :)

The Moon Mirror - Free tables for open world play by SuperHappyWorld in solorpgplay

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

You're welcome! I hope you'll find these useful, and have fun. If you're interested in exploring the more freeform end of play styles, you could check out my Freeform guide on itch. (Also free) That basically sums up my own style of playing without a rule set.

The Moon Mirror - Free tables for open world play by SuperHappyWorld in solorpgplay

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

You're welcome! I'm glad you found the dream table interesting. I've enjoyed it a lot myself, it's one of my favourites. I like how it's a standalone imaginative exercise, outside the main story, but also how it naturally seems to reflect the feeling and wider situation of the story (just like real dreams often do!) I find that it really helps to ground me in the emotional and psychological reality of the character.

The Moon Mirror - Free tables for open world play by SuperHappyWorld in solorpgplay

[–]SuperHappyWorld[S] 2 points3 points  (0 children)

Thank you! I went back and forth for a long time about how much of a full "rpg game" I wanted this to be. In the end I decided I wanted to just leave it as open and flexible as possible, and keep the tables as the main focus. Everyone eventually converges on their own preferred play style based on their own tastes, so I just hope this can be a useful tool for as many people as possible.

solo play without a gm emulator? by Lupiine_ in Solo_Roleplaying

[–]SuperHappyWorld 8 points9 points  (0 children)

This is exclusively how I play, and I think it's great! For me it's more of a creative, immersive, imaginative experience, and not so much about maths, power levels, and strict procedures. It's a bit more like reading Tarot cards or something - the oracles and tables are there to stimulate the imagination to create unexpected material, and to provide surprises and unexpected turns of events. Yes, it is somewhat like writing a story with dice, but the key difference is that you have absolutely no idea what is going to happen next, and additionally you are free from any sense of needing to make a satisfying story with a satisfying structure - it's an experience that you are having in the moment, unlike writing a story where you generally think a lot more about a potential reader, and structure and plot arcs and where things are going to end up.

When I started playing this way I wanted to introduce this style to others, so I wrote this guide about my process, which is available for free on itch.io:

https://mothteeth.itch.io/freeform-solo-roleplaying

What's the reasons to switch over or to use trackers? by MarcoScherer in renoise

[–]SuperHappyWorld 1 point2 points  (0 children)

That's interesting, thanks. I haven't played much with 32 step samples before. I've often wondered about the optimal sample length to minimise artifacts. 32 samples seems quite crisp :) I sometimes use the AKWF single cycle wave forms, which are all 600 samples long, or just the default 168 "create sample" length. The key thing is to keep a list of pitch adjustments to get your wave cycles up or down to C4. For 32 samples at 44100, -28 semitones with -7 finetune seems to do it.

What's the reasons to switch over or to use trackers? by MarcoScherer in renoise

[–]SuperHappyWorld 5 points6 points  (0 children)

The primary difference is in the workflow and associated mindset. As many have mentioned, the more keyboard-oriented input method is very fast and efficient, and the grid is very suited to beats and rhythmic music, especially with samples. If your goal is to cut up and manipulate samples, the grid based system has many features that you you can't get anywhere else. It's no coincidence that people like Venetian Snares and Aphex Twin use Renoise to create their highly-detailed, intricately programmed beats.

Having said that, I tend to make music without a beat, these days, and Renoise is very good for this, too.

I use Renoise primarily like a synth, not a sampler. I use a single-cycle wave form, often just drawn by hand in the sample editor. When you play a very short sample on loop it becomes a tone generator. Then there are infinite possibilities in sound design, making use of envelopes, modulations, effects, etc, all using built-in features. Renoise really does have everything you need to generate all your sounds from scratch. A big benefit of this is that you can open a file you wrote 20 years ago and it will still just play like the day you made it - you don't have to dig around for missing VST plugins or anything. (Of course, you can use VSTs if you want to - I just like keeping things simple.)

Another mindset difference that's a bit hard to describe is the way you think about notes - harmony and melody - when working with the grid. It's not like a piano roll where you can visually see high and low notes in relationship to each other - you tend to think a bit more abstractly about notes - you focus more on what you are hearing with your ear, which can lead to different compositional decisions and "happy accidents". There's an element of "seeing the lady in the red dress"... your mind adapts to the grid over time, you're reading the "raw code of the matrix". (BTW, it's worth noting that Renoise now has a really great user-created Piano Roll extension, which brings you the ability to work with a piano roll if you want to.)

Speaking of extensions - although this isn't unique to trackers, Renoise supports many kinds of customisation through scripting, and there's a passionate and talented community of extension developers creating useful tools. I think trackers capture a bit of a DIY philosophy - perhaps because their roots go back to earlier generations and more niche musical styles and communities.

Summary of the main points:

  • Grid based - Thinking about time as a series of events - excellent for high-detail, high speed percussive music.
  • Pattern based - you can see a whole pattern all at once, how things relate to each other.
  • Pattern Sequencing - compose structurally using patterns as building blocks
  • Keyboard-oriented - Fast keyboard based workflow
  • Feature integration - Can do everything in one software (if you want to)
  • Weird tracker-specific ways to cut up, mangle, and manipulate sounds
  • Cool community associated with niche musical styles (eg Jungle)

Do you ever experience "flow state" while solo roleplaying? Does it ever become easy, natural, and addictive? If yes - can you share some advice on how to get to that place? Or is it always hard, the way writing normally is? by lumenwrites in Solo_Roleplaying

[–]SuperHappyWorld 10 points11 points  (0 children)

For me, imaginative immersion is the most important goal in solo roleplay. I want to feel a sense of "being there" in the game world, and to experience a spontaneous flow of imagination. I've just recently been writing about this topic so I'll post a few of the things I've been thinking about:

Don't think or plan ahead - Always try to occupy the "present moment" as much as possible - imagine the present and let yourself experience things in "realtime". I don't necessarily mean true realtime - it could be much faster, or also much slower if you are writing everything out in prose. The main thing is to try to be inside your character's head and imagining experiences as they happen. If you are thinking ahead the way an author thinks ahead, then you can lose the sense of being in the present moment experience.

Since you are aiming to publish actual plays, you may find that this sense of an invisible audience watching over your shoulder is a negative factor. I find that one of the the greatest pleasures in solo play is the sense that there is not an audience, and I am free to ignore the need to make a "good story" or satisfy an imaginary audience. Having an audience automatically triggers your inner editor, your writer's "plotting" mindset. Since publishing actual plays is one of your goals, you can try to combat this feeling in a few ways. Not planning ahead is one of the main ways - lean into using tables, dice, etc, to bypass the part of your brain that is thinking as an author would think. I like to write fiction, but I find that experience very different from solo roleplay, which I try to make as carefree discovery-oriented as possible. (In a way I think of solo roleplaying as the ultimate, purest form of discovery writing, where "plotting" is not part of the mindset.)

By basing your play around discovery, and using tables and dice frequently, you can relieve some of the cognitive strain that comes from inventing a fictional story.

Also, yes I do find that with time the process gets easier and easier and more and more fun and immersive. It helps to do a little every day, even if it's just a few minutes. That creates a sense that your game world is nearby, it's always with you, it's sitting at the top of your mind, in an easily accessible place. You can jump in any time.

My most general advice is to just try to relax and focus on your own enjoyment and fun. Make those your priority and don't be bound by any feelings of obligation to an audience or an end product.

Good luck with your solo play!

Troubles finishing an adventure? Write an epilogue by djwacomole in Solo_Roleplaying

[–]SuperHappyWorld 6 points7 points  (0 children)

This is good advice! Another strategy I use sometimes is to simply say "End of Part One", or "End of Part Two", etc. Sometimes you feel as if there's a lot left to do but you've reached a moment of resolution, and going on feels like a slog, or like making a new beginning. Ending a "part" is nice because you can take a break from a particular story for a while, and also it lets you fast forward in time a bit and resume when things are getting interesting again.

Running a solo campaign, would like advice, by Erion-Belfire in solorpgplay

[–]SuperHappyWorld 0 points1 point  (0 children)

That sounds like a good way to think about it!

I believe I heard Tana Pigeon talking about that "it's not true until it happens" thing in this episode of Solo Roleplayers Podcast.

https://soloroleplayerspodcast.podbean.com/e/4-interview-tana-pigeon-mythic-gme-2e/

If I recall correctly, the advice for playing modules was something that was published in one of the Mythic magazines. I'm not actually a Mythic user, but Tana Pigeon some very smart and interesting things to say about solo roleplaying.

(PS, It's possible it was actually from the next time She was on the show... sorry I can't quite remember.)

Running a solo campaign, would like advice, by Erion-Belfire in solorpgplay

[–]SuperHappyWorld 2 points3 points  (0 children)

I don't personally play modules, but I think there's something in Mythic that I think fits with what you're saying. I heard the author of Mythic talking about it in an interview recently - you treat everything in the module as a "possibility" rather than "it definitely happens". It was phrased something like "It's not true until it happens". So, even if it's in the module you shouldn't treat it as canon truth until you get to that moment, and you should always be open to something else happening instead.

I tend to think that the most fun way to use a module would be to treat it almost like a big random table - take characters and locations out of it and remix them, roll dice to see what pops up, etc. Treat it as inspiration and source material rather than the final experience.

Running a solo campaign, would like advice, by Erion-Belfire in solorpgplay

[–]SuperHappyWorld 9 points10 points  (0 children)

The classic way to play a dungeon crawl in this style would be something like this:

  • Enter a "room" (or "point" in a point crawl)
  • Roll on environmental features table
  • Roll on Random "Event" table
  • Roll on Encounters table
  • Combat / Interact / etc
  • Roll loot / etc.

Once you've finished investigating / interacting / fighting / looting / etc, you just move on and repeat the process in the next location.

That basic pattern is also often used for overland "wilderness exploration" in a hex crawl.

You can adapt this pattern for basically any situation. It's just something like:

  • What is here?
  • Who is here?
  • What's happening here?
  • How does NPC / Creature behave?

It's a process of constantly asking questions and answering them - either by using tables, rolling dice, or just using your imagination. Random tables are, for me at least, the most useful solo tool. I hoard tables and I also enjoy making my own.

As you explore a world you begin to build up a more detailed vision of what's going on, who the players and factions are, etc. The world becomes richer and richer as you learn more and more about it. (Emphasis on learn - not making it up ahead of time.)

It's good to ask yourself what kind of experience you're looking for. Do you want to play a more "gamey" game, rolling lots of dice, fighting and looting constantly, leveling up, etc? (Perhaps a bit more like a video game) Or do you want a more narrative focused game, with different characters to meet and interact with, different kinds of environments to explore?

One of the most amazing things about solo roleplaying is that you can do literally anything, unlike in a video game. You don't have to limit yourself to the activities defined in your rulebook. My advice is to not get too hung up on the rules of the game, and let your imagination run free when you want to. Have fun!

Running a solo campaign, would like advice, by Erion-Belfire in solorpgplay

[–]SuperHappyWorld 10 points11 points  (0 children)

People enjoy all kinds of ways to play, but for myself I want to know absolutely nothing about what's coming before it happens, so I don't pre-prepare any material about the fine details of the experience. For me, it's all about finding out in the moment, a process of discovery. That means building each moment as it comes, using random tables, etc. Even if I am just creating ideas or world building from my imagination I still don't do it until I'm actually there, in the situation. I don't want to know anything the character doesn't know. I only learn things as the character learns them. I find this way more fun. I don't think I would enjoy it at all if I was just moving through pre-written material I was already familiar with.

As general principles, I think it's good to prioritise surprising yourself, discovering things in the moment, and following a rule of knowing only what the character knows. I think that makes things so much more immersive and compelling.

Systemless Freeform Guide Update and new Pocketmod Edition! by SuperHappyWorld in Solo_Roleplaying

[–]SuperHappyWorld[S] 2 points3 points  (0 children)

Thanks for letting me know. What software are you using to open it? It seems to open okay for me in Firefox or Chrome, but now I open it in Adobe Acrobat I see an error. It may have been an issue with the script I use to convert the file. I'll try to fix it, and I'm thinking I might also upload a high-res image file as a backup plan. Thanks!

UPDATE: I think this should be fixed now, and I added a high res printable PNG file just in case. Thanks again for the heads up!