Solo Role playing
I've been curious about solo RPGs for quite a long time. I like playing solitaire boardgames and I'm normally the GM for my group, so this seems like a natural extension for me. It also give me a chance to play some games I don't get to bring to the table.
I've tried to get into it a few times, but it never quite clicked. After reading some tri-fold solo pamphlets, something clicked and I tried again.
To begin with i wanted to play a solo hero to cut down on book keeping and context switching.
Second, from previous experience I realized that the main problem with this approach in games like Savage Worlds and D&D are toughness and action economy. To counter this I added two new setting rules:
- The hero gets 5 Bennies. This makes up for the fact that one hero can take fewer wounds than a group of heroes by giving more chances to soak damage.
- The hero get's extra actions. I used an old rule for Deadlands: Classic for this. At the start of each round the Hero makes an Agility roll with the following results:
Success Level | Result |
---|---|
Critical Failure | No actions |
Fail | One Action |
Success | Two Actions |
1 Raise | Three Actions |
2 Raises | Four Actions |
3 or more Raises | Five Actions |
I then drew a card for each action. This give the character the opportunity to act more and deal with threats in a similar way to a group.
I also borrowed a mechanic out of OSR games to reduce book keeping - the usage die. Whenever the hero uses a consumable such as bullets, lamp oil or rations, they roll the usage die. On a roll of one, drop the die type. Raise the die type by acquiring supplies.
The last time I tried this, conversations really stumped me. Since then I've seen a few videos and read some literature on open oracles. I used a mix of skill rolls and the Discover Meaning oracle from the One Page Mythic GM Emulator. It worked very well - the tavern I was in was quite sombre. I rolled "Emotions" and "Mysterious" on the table - I concluded that emotions were running high and they were reluctant to talk about the mysterious malady afflicting the town. Persuasion rolls were initially successful, followed by a run of failures. Then I rolled a success with several raises and determined that I had found a friendly local willing to open up - I also decided that we got on well enough for him to join my as an extra.
The combat against the Blood Mist at the end of the adventure worked very well with the bennies being used to make some of the required rolls to hurt the monster.
All in all, a very successful game - I had fun!
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