Thursday, July 18, 2013

How I fly Solo

There are no gamers in my area, not any more. Time and health prevent me from engaging in online play, so for the past few months I've been stuck in the role of game thought, not game play.

Recently, however, I decided to delve into solitaire roleplaying, and here's how.


For the actual mechanics, I make use of Black Stream: Solo Heroes from Sine Nomine Publishing. This product lays out guidelines to handle a solitary player and works with, essentially, any rules set. For the rules, I make use of BLUEHOLME Prentice Rules from Dreamscape Design. Normally I'd go with Swords and Wizardry, but the simplicity, and short level span, of BLUEHOLME gives me a bit more flexibility when it comes to solo shenanigans.

When jumping in to solo play, I took a look at the various tools to handle the GM side of things.  The 9Qs, the Mythic GM Emulator, various bits of homebrew and tomfoolery. While each had their strengths, none had exactly what I wanted.  Instead, I knocked together my own set of guidelines.

First and foremost, I am a sandbox gamer. Never was good at carrying an extended plot, and with solo play, it's a bit hard to keep the left hand ignorant of hte right hand's foibles. A sandbox, therefore, seemed key. To accommodate this, I used WizarDawn's World Map generator until I found something that sparked my curiosity.  I didn't worry too much at first about naming and planning everything, as that'll be filled in via the plots as they fall, and by my own curiosity. Thus armed with a world and a system to govern play, I strike out into the heady realm behind the screen... Plot.

(side note: I've mentioned before how much I love this site. Go check it out, tools, generators, delights of all kinds. A treasure trove for the fan of random tables.)

For plot, I make use of S. John Ross' "The Big List of RPG Plots". I copied each down onto a blank index card, and printed the actual contents of each plot entry or easy reference. To generate an adventure or twist, I just draw a card from the deck, flip it, and reference the entry. If a twist is needed, Ross was kind enough to provide suggestions, or for fun, I draw a second card. But who provides these hooks? The Cast of course!

Much like the plot cards, I created a deck of Cast cards using three generators, The Thieve's Guild Person and Name generators, and for the personality, I went with 101 Quick NPC personalities. The cards follow a simple format, as seen below.





Most of the template is self-explanatory. The Tell is a habit or trait that immediately stands out about the character, while the Attitude is the character's initial temperament when drawn, rolled on a D6. Certain personalities modify the chart, resulting in a higher chance of one reaction or another, while others  leave the standard spread alone. One character, the captain of the guard in the starting city, is presented below. 


An interesting  side effect of the generator I chose, green eyes pop up fairly often.  Now, while I could just roll with that, I decided to work green eyes in as a dressing element of the sandbox. To what end? No clue yet, still pondering.

Back on course, for encounters I'll be recording monster entries onto cards, assembling decks of "Wandering monster" encounters for hex types. This is no different than a regular table, just in index card form. Loot etc will be randomly generated as well.

All in all, this is the form of solitaire role playing that works for me. I suspect the results will read much like a cross between the Garret case files, and Fafhrd and the Gray Mouser. Truth be told, I'm okay with that. Once I'm done with the monster cards, I'll be giving this system a try. So expect, on occasion, for single-play reports to pop up.

Tuesday, July 16, 2013

A Prentice's Aspiration: The Chroniclers of the Celestial Paths

Not much to see here. A special college for MAgic Users to petition, included are some sample spells, I'll be expanding these for use  in my campaign framework as time permits.


Thursday, June 27, 2013

Mongrel

Just a piece of fiction. Move along, nothing to see here.  Copyright Daniel Luce, not Creative Commons or Open Content.


Monday, June 17, 2013

A Golden Sky Story: Ghost on The Lonely Mountain

So, health, funerals, and life in general pretty much blasted apart any posting schedule I tried to maintain. I did get some gaming in, though, and managed to run my first session of Golden Sky Stories!  But what is Golden Sky Stories? 

Briefly, it's a diceless RPG, one recently translated from the native Japanese by Ewen Cluney of Yaruki Zero and Starline Publishing. In Golden Sky Stories (GSS henceforth), players take the role of Henge, animals with the ability to shapeshift into human form.  Rather than run around ninja-shanking dragons and drop kicking peasants as your typical RPG fare would provide, however, GSS puts you to work making friends and solving problems in a sleepy Japanese town. It's a wonderful game, very heartwarming, and one I can see myself running for quite some time.  So, read on after the cut to find out what sort of story we told.


Saturday, June 8, 2013

In Review!: Cartooner!

An Italian RPG that was recently translated into English,  Cartooner aims to capture the wacky antics of beloved animations from the Loony-Tunes and Merry Melodies era.Does it hold to its goal? Let's find out after the jump!



Monday, June 3, 2013

A Dram of Sunlight

The Dram of Sunlight is inspired by a bizarre old cartoon (see below), a bit of sunshine for your day.







This crystalline bottle is roughly the length and thickness of a human's pinky. Corked with gold, the bottle contains a golden liquid that emits an amount of light equivalent to a strong torch. Distilled by a diminutive race of fey for use in a war against their twisted cousins, Liquid Sunlight serves a multitude of uses for larger folk. In addition to its luminous properties, Liquid Sunlight repels vampires, as does the sun itself. Further, when mixed with pure water, Liquid Sunlight can nullify any poison, magical or otherwise.

Saturday, June 1, 2013

A Prentice's Gear: The Jezail

Well, with Oklahoma being slammed by storms, I've been without power and thus unable to post. So to make up for it, here's an item from an old D20 campaign that I ran and am currently in the process of converting to Blueholme Prentice Rules.


Jezail







The most curious sight I ever did see in the sands were the Jezail. All iron and wood and tall as I, the Sher'tar warwenches sling'em over their shoulder proud as any footman with his pike. Wish I knew what black magic drove the blasted things, for they'll speed a slingstone farther than any bow, and just as deadly as a proper arrow. Marine report, dated  the Year of the Winter Empress 1203 AA



Long, rifle-like weapons, the Jezail is the creation of the Nomadic elves of the Endless Sands. ten strings (50 inches) or longer, the Jezail is as much as work of art as it is a weapon. Decorated by their respective owners, a Jezail is as distinctive as a fingerprint. Using the volatile fruit of the slinger cactus, the Jezail harnesses the potent gasses contained within the fruit to propel their ammunition great distances.Wielded only by the warrior maidens of the Sheratar tribes, the Jezail's impressive range makes it ideal for ambushing unwelcome parties, and more than one of the Empress' marine caravans has been laid waste with nary a sign of their attackers.


Jezail  150G 
Short: 1-90
Med   91-180
Long  181-270

Due to its size, the Jezail cannot be used in cramped quarters. On an attack roll of 1, the Jezail misfires, requiring the ruined mess of the Cactus fruit to be removed and the barrel cleaned before further use.The Jezzail takes two combat rounds to reload.