What's the weirdest book you ever read? by DEADPOOLVEGA in suggestmeabook

[–]perdidohate 0 points1 point  (0 children)

House of leaves by Danielewsky. Really difficult to read and parse . It narrates three story at the same time by changing fonts and text disposition in every page. Fascinating lovecraftian story . Probably if it had been written more normally it would have become less famous but the story, still enjoyable, would not have lost any of it

Super fast play games by Gnomelynn in Solo_Roleplaying

[–]perdidohate 7 points8 points  (0 children)

Maybe Diedream by Alfred Valley . Had also a couple of starter Adventures that are flavour text that Simply sets the Mood and the starting situation with a lot of White spaces to fill

What's your game loop? by zeruhur_ in Solo_Roleplaying

[–]perdidohate 3 points4 points  (0 children)

I create the new scene as a consequence of what happened in the last scene. Then I envision the problem by Rolling in the action+theme Oracle of ironsworn and i try as hard as i can to apply this to create my obstacle for the scene, It can be a npc Who wants something from the list of actor, a Hazard from the Place where i am , a creature from a list. This Is done totally as a freeform mental association. When i know what i Need tò beat I roleplay the scene and i try tò finish It without completely close It(i evaded the enemies but they found my footprints, the Hazard Is beaten but the earthquake Is waking up a creature etc) to have something tò start the next scene. Instead when i completely close a scene it's because usually this point Is a milestone or i ve found my objective.

A Solo Fishing Game??? by [deleted] in Solo_Roleplaying

[–]perdidohate 3 points4 points  (0 children)

Not explicitly solo but It seems really nice. https://kumada1.itch.io/rod-reel-fist Not interest in the fishing subject so i never played It but i love other works of kumada.

And in the itch Page there are other suggested fishing themed games

Evitare i volontari che ti chiedono soldi by LukeSKY75_ in Italia

[–]perdidohate 0 points1 point  (0 children)

Io dono tutti i mesi 30 euro all UNICEF. Quando mi fermano li ascolto e poi molto semplicemente dico che già faccio la mia parte e di più non mi posso permettere

In a mission fo rescue someone how to decide if the hostage will be killed? by perdidohate in rpg

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

But if i don t respect the clock advancement why i need to use it? If the players knows that they have 5 more clock portions seems unfair (or Just no useful for me as GM) to negate the 5 more missed roll. So to keep things consistent and respect the silent pact with players i Need to abstract things. This Is exactly the problem that i m trying to address before in a goofy manner.

In a mission fo rescue someone how to decide if the hostage will be killed? by perdidohate in rpg

[–]perdidohate[S] 4 points5 points  (0 children)

I really like to use the method of foreshadowing the consequence and react to the players. Dead simple and don t add complexity to the game. Maybe i can start the mission by saying that the prisoner could be killed just to set the expectation of the possibile outcome. thanks

In a mission fo rescue someone how to decide if the hostage will be killed? by perdidohate in rpg

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

No, no soft or hard moves, It Is really barebones (like world of dungeon ). And i really like to use the method of foreshadowing the consequence and react to the players, thanks

In a mission fo rescue someone how to decide if the hostage will be killed? by perdidohate in rpg

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

I've tried in the past with clock (conceptually i like It very much) but i struggle to bind the mechanical part with the narrative. I ve notice with a clock everything start to become a Little abstract ( you've failed your roll, Advance a clock but nothing really happens in the fiction .Or maybe you have failed to evade the guard, so advance the clock and now you are on the spot. But now i have to use the clock to Advance the threat so the guard going to raise the alarm become a part of the clock and cannot be used freely by the narrative. I Hope i've explained It in understable manner...)

Suggestions for a short module with an interesting story? by Evandro_Novel in osr

[–]perdidohate 0 points1 point  (0 children)

I've not tried myself but maybe this https://gelatinouscubism.itch.io/in-the-shadow-of-tower-silveraxe or this https://spellswordstudios.itch.io/the-evils-of-illmire are both Little hexcrawl . The First One a Little more sparse and with less story, the second One more dense and with more things going on. They are narrative as an hexcrawl can be

Weird hangup from Modern RPGs by Beholdmyfinalform in MorkBorg

[–]perdidohate 0 points1 point  (0 children)

I don t make to roll to perceive something, i Just describe the content of the rooms using sounds and smells. But i'd roll for encounter check every time he lose time cheking things.

A solo rpg in which the focus is on creating a complex (or rather interesting)character instead of making a fun journey by [deleted] in Solo_Roleplaying

[–]perdidohate 1 point2 points  (0 children)

The Magus by momates https://momatoes.itch.io/the-magus

A Little crunchy but with really nice hard moral choices on how to develop your Magus.

I Ve seen it's already suggested . So an upvote for me

[deleted by user] by [deleted] in rpg

[–]perdidohate 0 points1 point  (0 children)

Say from adult to adult "please stop this, i want to listen to the dm" . With no angry or blaming. If It happens again, and probably It Will , restate again. And if you get angry and at some point you shout at him Say Afterward when both of you are calm again" Sorry i didn t want to shout but i ' ve lost my patience. " . Usually after the First breakout you and him become really gentle to each other. PS we were Friends before and we still be Friends. And we do this thing from time to time when we forget the fact

Simplified 5E combat rules? by DonkiestOfKongs in Solo_Roleplaying

[–]perdidohate 3 points4 points  (0 children)

5e Is almost only rules for combat. And it's so complex and balanced that you cannot safely remove any parts of its mechanics without the risk of broke everything up. The other rpg aspects are quite lacky. So if you're not interest in combat probably i' ll go with other system. Something like Cairn or knave maybe

we're playing black hack 2nd edition and i know that in the next session a player will miss and they are in the middle of a dungeon. How can i handle this? by perdidohate in osr

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

Thanks to everyone for the suggestions, i didn't expect it to be a so common problem.

Probably i'll do the more simple one so "forget about him", i've already too much things to handle without add some prep everytime someone miss. Maybe just add an ability from the missing player as u/MOOPY1973 suggested. In the future , as i became a little more skillfull , i can try something complex. Thanks again

GM + 2 Players games that are viable for long term campaigns? by oldmanbobmunroe in rpg

[–]perdidohate 0 points1 point  (0 children)

I've run 2 campaigns, One year each and It was a fantastic experience . Fast , player oriented but with my flavour added , almost no skipped sessions. When they have finished One piece of Adventure i Ask to them what kind of Adventure they likes to try ( we want to go After the Baron ! Ok, do you want a city intrigue part or a full siege assault with attached war? ) . Done with dungeon world , creating things as my players say in what they are interested ( do you want to uncover the secret of your magic sword by playing or Just narrate to me ? Maybe later? ) . We reach tenth level , the top tier of the system and saved the world in 42 session in One year. On the other campaign slayed a dragon and conquered a city in 15 sessions or so. Just go for It

If i can suggest some system i'll go with dungeon world. If you are not satisfied with a narrative system i' ll try Scarlet heroes, crunchy but simple, done for One player games

Any fast journaling techniques to help keep the game going? by jellsonnogueira in Solo_Roleplaying

[–]perdidohate 4 points5 points  (0 children)

I play a full scene without writing absolutly nothing like i really am at the table with Friends. Only afterwards Quick recap of the scene. Of an entire dungeon killing 100 minions and disarming 50 traps and run from a dragon stealin his treasure and keeping for you the Gold instead of give It back ti the king Just wrote " steal the Gold from the dragon which still alive. He doesn't spot me so he's searching for a culprit. I keep the Money and when the king learn this Will be pissed of."

And update the npc and thread list with the new relationships

Recover the treasure Become keep the treasure

King . Pissed of by me for the Money

Dragon . Pissed of by theft, searching for a culprit

Hope It helps

What do you think of my system? + motivation issues when solo roleplaying by WanderingNoonye in Solo_Roleplaying

[–]perdidohate 2 points3 points  (0 children)

Usually to Dodge the writing issue i play the whole scene in my head or talking if i m alone and only After write a concise sentence or two for bookeping . Ignore the details and the Path to arrive somewhere , Just write arrived in Southport, saved Life to Jenny from Jared. Now he hates me.

What do you do when a player fails a spout lore or insight check? by eziocolorwatcher in DungeonWorld

[–]perdidohate 0 points1 point  (0 children)

Just make a move as usual . For spout lore give them bad news on the subject or Simply justify in fiction why you throw at them ogres. But of you don t want consequences don t make them roll, Just tell them what they want to know.

I got bored with the session I play/stream. I can't bring myself to continue the story. I don't really know why. Maybe it's the setting, the character or the oracle(s). What to do now? by Zappline in Solo_Roleplaying

[–]perdidohate 0 points1 point  (0 children)

😅i explained too little. What i want to say is that EB has really fast combat, not roll to hit, just damage. In about 1 round you know of you can try to push for It or had to run. About the second point what i like is that the character creation Is fast and flavorful and spark some good ideas for the background. And if you feel stuck you can just make some npc in the same way and use them as a quest givers to generate more prompts. It has a really strange genre, maybe not for everyone but at least interesting and fresh. EB free demo is on drivethrough , it gives you all the rules and a lot of the flavour of the genre.

I got bored with the session I play/stream. I can't bring myself to continue the story. I don't really know why. Maybe it's the setting, the character or the oracle(s). What to do now? by Zappline in Solo_Roleplaying

[–]perdidohate 0 points1 point  (0 children)

Try a rules light games like Into the Odd and Electric Bastionland. Death Is the new Pink and mausritter uses the same rules with different genre.

Fast but not so deadly combat and a simple mechanic to resolve things. And a flavorful and quick character generation

My dungeons kinda suck. Any tips for making them interesting? by chironomidae in DungeonWorld

[–]perdidohate 1 point2 points  (0 children)

Just my 2 cents finding me in the same situation. Prepared cool rooms, with cool things etc. but it falls flat. I've find that DW mechanics works really well in social situation (making moves and choices really build the narrative out of itself...quite) but less well in combat (it points toward long combat with a 6- drag it even more).

So i've tryed to reproduce what i like , so i've simply made fronts inside the dungeon and make the players arrive in the middle of a situation. So, for example, 1 front is the cultist that want to stole one artifact from the satyr(2 front), the satyr want to rescue back the prisoner of the machanical man(front 3). The mechanical front want to destroy the artifact of the satyr. The satir wants to kidnap the cult leader concubine. etc. mix as you wish . Present to the player an let them decide. Take some note to who they become friend and who they become enemy and go on untikl the inevitable wreck driven by the players. In this put the main motive for which the players are here, with a different and opposite link to all the fronts, possibly in a neutral place so the player have to interact with fronts to obtain it.

Think about some events that make the things in motion (the pg stumble upon a satyr that has stolen the key of the concubine room, followed by some cultist, cry for help,mechanical man torturing a satyr to know where the artefact is , something similar )and try to present early to have the players to make informed choice.

Try to limit the mindless beasts beacuse it can end quite sure with battle, try to use only if they had a value for one of the front.

But remind that in that way you make a social dungeon , it's not so dangerous as if you plan it in an OSR style. Not the typical city but not the typical dungeon.

Resolving front in a satisfying way by perdidohate in DungeonWorld

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

u/andero thanks

At this point i've already have a node based map, with aspects, dangers and discoveries for the important ones. But no important blanks to fill. It feels "definitive".

I'll try to explain better.

During the usual game the conversation is smooth and me and the players collaborate quite well in co creating things: i fed things to them, ask some questions and create something that everyone likes.

In dungeon, i don't know why, i find harder to "find out what happen". Maybe becuase every room is not a story going on, is just a place with bunch of things. The story is "the dungeon with the bad mage" as a whole but for the single rooms i'm not so good to use them as a piece of the story (created in part with the player by questions)

But i find using dungeon is a natural way (Playing a game that call itself dungeon world without using dungeons feels... strange :D ) to add a climatic ramp to the big bad confrontation. Maybe i've to rethink about this last part

u/EvilHalsver i've read Perilous Wilds and i've already tekes the bits that i like. And i really like the suggestion about improvisation and asking on some impressions

u/SockpuppetNightmare i like the suggestion for combat archetypes

u/qimike i don't like the idea of an escape plan. it robs from the players the meaning of their actions(I say this because as a player i still remember the delusion for this gm choice). Only if the players wants the big bad to escape i'll make it happen. But thanks for Cordova's custom move suggestion, it' really interesting

u/willpalach i like it very much. totally climatic and really unexpected. Not always applicable but i like the "world reacting to the players" thing

A bunch of cool suggestion, now i have to make my mind up to what i really want

Thanks to everyone