Showing posts with label Solo. Show all posts
Showing posts with label Solo. Show all posts

Wednesday, December 27, 2023

More oracles for solo play: Things, Places, Abstractions

 More oracles!  2 years after my last post on the subject, I finally made more oracles that follow the same pattern of *The Verbing Noun*.  I find this format to be highly evocative.  As before, I've included some vocabulary words from biology.  If you don't recognize a word just go to your favorite search engine and search for the word followed by "meaning biology"

These oracle results are meant to spark your creativity.  They can be interpreted as literally or metaphorically as you want. 

Place (natural) 

For when you need a non-constructed significant location

Place (constructed)

For locations constructed by some intelligent creature

Object (Macguffin)

For when you need a quest object, magic item, or other significant object.  Mainly focused on things that the character could carry around, or would want to possess

Thing (other)

For generally weird and significant things, not limited to quest objects.  For answering questions like "what odd thing do we see in this room"

Abstraction

For more conceptual stuff.  For answering questions like: what problem does this person/kingdom/group have?  What significant thing has been happening lately?

Wednesday, February 9, 2022

On Hacking DramaSystem for Solo Play

I have been pondering for a while how to add mechanized character drama to my solo games.  In regular games, a lot of character drama can be covered by players simply talking to each other.  Obviously, that won't work in a solo game.  To remedy this, I decided to take Robin D. Law's DramaSystem (found published in the game Hillfolk) and hack it into something more amenable to solo play.

DramaSystem is organized around several concepts:

  • Emotional Desires
    • This is a character's basic motivation.  Characters can have more than one emotional desire.
  • Fraught relationships
    • Most emotional needs (respect, affection, ect) cannot be met without help from another person.  Therefore, characters attempt to get other characters to meet their emotional needs.  However, much of the time people are not willing to meet the emotional needs of others.  If someone you dislike wants affection from you, they're going to be disappointed.  This is the basic source of drama in the game.
  • Dramatic poles
    • This is a story mechanic.  In many works of fiction, characters are torn between the kind of person they aspire to be and their character trait most likely to prevent them.  For example: Just ruler vs Tyrant.

The game is structured around "petitions."  Each scene, a character will approach one of the other characters and try to get the them to satisfy the petitioner's emotional desire.  The receiver of the petition chooses to either grant or deny the petition.  The game uses a system of tokens to make sure that characters sometimes grant petitions and sometime deny them.

So what needs to change to make this into a solo game?

The original rules of dramasystem rely on the players to decide what character petitions which and when it should be played out.  Players simply declare that their character should do a dramatic scene with another character.  This won't work for a solo game.  I've solved this by assigning a risk die to each fraught relationship.  

For those not familiar with the concept, the Risk Die is a dice mechanic introduced in the game Blackhack.  It is intended to represent a diminishing resource.  It works like this: 

You assign a die, for example a D8, to represent how much resource you have.  Each time you expend the resource, you roll the associated risk die.  If you roll a 1-3, then the die type moves one step down the dice chain (such as from D8 to D6).  This reflects the fact that you are now closer to running out of the resource.  If you roll a 4 or higher, then the die type remains the same.  If your risk die for a given resource is a D4, and you roll a 1-3, then the risk die is said to fizzle, which means you have now run out of the resource entirely.  

So how is this used to model drama?  On a 1-3, a dramatic scene happens related to that fraught relationship.  The result of the scene determines whether the die type goes up the chain or down the chain

The most important part is the setup.  Make a list of PCs and important NPCs.  Make a mind-map showing how they relate to each other.

For each important character, write down an emotional desire, note who is the target of their emotional desire, and why the target of the desire won't meet their desire.  Finally, assign a risk die to the fraught relationship.  PCs should probably be the target of at least two fraught relationships.  

Periodically roll the risk die associated with each fraught relationship.  If the result is higher than 3, nothing happens.  If the result is 1-3, then the character associated with that fraught relationship will approach the target of their desire and attempt to get that person to meet their desire.  Usually this will take the form of a conversation.  If the petitioner gets what they want, raise the risk die by one step.  If they don't get what they want, lower the risk die by one step.  If the character rolls a 1-3 on a D4, then they take some dramatic and ill-advised action in pursuit of their emotional desire.

I haven't figured out how to make dramatic poles work in this system

In play tests so far, this has worked well at providing a steady stream of low-level character drama.  However, I've realized the system is not complete.  As written above, the system provides no incentive to resolve the conflicts.  the character's risk die tend to just move up one step, down one step, up one step, indefinitely.  This isn't such a problem for unimportant characters, but it's and unsatisfying way to handle important relationships.

Feel free to comment if you have any ideas on how to complete the system.

Friday, March 19, 2021

A card-based room stocking system

When I'm playing a solo dungeon crawl, all of the dice rolling can get monotonous.  I like to stock my dungeons using a deck of cards instead, it adds some nice variety.

This is based on the Random Dungeon Stocking rules from Old School Essentials.

Double Encounter means you roll up 2 encounters, but the two groups of creatures are in conflict with one another

Room Size:

Small: 2-3 squares per side

Medium: 4-5 squares per side

Large: 6-7 squares per side

Huge: 8+ squares per side



Tuesday, March 9, 2021

New Oracles for Solo Play: People and Creatures

A key part of Solitaire RPG play is the use of oracles, nonsense phrase generators that provide inspiration for what comes next in the game.  When I play solitaire games, I use the Mythic Oracle to answer questions such as "What is that person doing?" "What is going on here?". However, the Mythic Oracle is designed to inspire more mundane ideas, to move the story forward as rapidly as possible. So, I created a second set of oracles, designed for rapid, weird worldbuilding. I've included them below, with examples of what kind of questions they are designed to answer. Some of the words are drawn from biology or from non-english languages. If you see a word you don't recognize, just type it into Wikipedia and all will become clear.

~Content Note: These oracles contain references to slavery and violence.  Each can produce 10000 different phrases.  Some may be disturbing in ways I have not yet forseen.

The Interpersonal Drama Oracle takes the form of  an interpersonal/feeling verb followed by person-related noun:

It answers questions such as: Who is that person and what are they doing? What gossip did you just hear?

The Interpersonal Violence Oracle takes the form of a violence/movement/theft related verb followed by a person-related noun:

It answers questions such as: What kind of violent and dramatic shenanigans are going on here?

The Weird Creature Oracle takes the form of a practical/intellectual/weird verb followed by a random/weird creature-related noun:

The Dangerous Creature Oracle takes the form of a violence/movement/theft related verb followed by a random/weird creature-related noun

They are both designed to answer questions such as: What is that weird creature you just saw?  What is that dangerous creature you just saw?  What is chasing you down the dungeon corridor?  What did you see out of the corner of your eye?

pls enjoy

There is some duplication between these oracles.  That is because I insisted in making sure that each list was exactly 100 words each, so I can eventually produce a pdf version with D100 tables. 

Please do tell me if you end up using this for anything and how it turns out.

An exercise in taking ability scores literally

Many games use 3d6 to decide character stats. Zedeck Siew posted an interesting discussion regarding how to interpret ability scores.  Thi...