![]() |
| Cover to The Islands of Purple-Haunted Putrescence; Art by Faustie ©2014 Kort'thalis Publishing |
I have decided to explore The Islands of Purple-Haunted Putrescence, and see how that weird, wooly setting pays off.
Ruleset
So here's my Frankengame.
![]() |
| Cover to The Islands of Purple-Haunted Putrescence; Art by Faustie ©2014 Kort'thalis Publishing |
I have decided to explore The Islands of Purple-Haunted Putrescence, and see how that weird, wooly setting pays off.
So here's my Frankengame.
![]() |
| The Adventuring Party from my Pacts & Blades Solo Created using Hero Forge & Photoshop Hero Forge miniatures used in accordance With the Hero Forge EULA |
Up to this point, I have had a strange relationship with solo games. I developed my method for running solo purely to test out game systems that were so radically different from Dungeons & Dragons that I couldn't playtest them at my regular table. I use a fusion of the Dungeons & Dragons Rules Cyclopedia, random Dungeons from DonJon, read with a skimming method, and whatever game I am reviewing . Or I build a dungeon using random encounter tables and a clock to test specific mechanics.
After reviewing One Shot in the Dark, I decided to give a listen to the Tale of the Manticore podcast. I have been binging it for a few days, and have listened to about a third of the series over the weekend.
Creative Journaling exercises are also a topic that has come up in conversations recently, which led me to recommend Alone Among the Stars to my wife. And one of books that just hit the top of my backlog is Dungeon Crawl Solo, a book of solo play methods recommended to me by Bob V. G., a frequent reviewer of my games on DrivethruRPG.
I also recently received copies of two of my favorite Fighting Fantasy books from my childhood as a gift, and have been playing them in fits and starts.
And I also recently stumbled across a copy of Barbarian Prince, a solo adventure game from the early 80s I found compelling.
Needless to say, solo adventure has been on my mind, accordingly. I've decided to try playing creatively for pleasure once in awhile. So I am going to use the blog to document what tools and methods work for me. But this, unto itself requires me to ask some preliminary questions. One of the biggest of which is "What do I hope to get out of this?"
![]() |
| Cover for "One Shot in the Dark" Art by Tale of the Manticore ©2021, Tale of the Manticore |
One Shot in the Dark is a solo dungeon crawler in the same vein as Four Against Darkness. You control four simple characters in a theater of the mind dungeon crawl.
The dungeon is generated by drawing cards. A heart is drawn to determine the room, with traps, the presence of monsters, or magical challenges listed. Diamonds are drawn for monsters, and clubs for treasure. Each floor of the dungeon has three tables to consult, giving each floor a unique feel. It would be fairly easy to write additional or alternate tables to create different themed adventures. After three floors, the PCs draw a spade to discover the final monster of the dungeon.
The actual game mechanics are minimalistic, A party of four can easily fit on an index card. Your party automatically consists of the four basic classes of B/X Dungeons & Dragons: Fighter, Thief, cleric, and Magic user. Each character has a level, hit points, and they hit die. They roll for extra hit points up on levelling up and make attack and damage rolls. Clerics and Wizards have one spell each from their respective class list, and gain a new spell up on levelling up. This spell may only be used once and duplicates are not allowed.
Attack and damage rolls are handled using the hit die.
The game is a simple exercise in imagination. It is significantly faster than Four Against Darkness and other solo games that I have played.
I would imagine that it would be very easy to steal either the ultra-light rule set or the dungeon building game and use either separate.
I am trying to brew up a custom hack of PARANOIA RPG based on its different editions that has some of the modern nuances, but is easier to play online. I am doing this for a couple of reasons:
First: The 2017 PARANOIA Red Clearance Edition is a great game, but with multiple decks of cards, custom dice, and a bluffing game to determine initiative, it is simply not a great fit for playing online.
The first time I ran PARANOIA Red Clearance Ed. online it took me 5-6/hours to cooy/paste upload, label and script all of the various cards used in the game's custom decks in Roll20. And they cannot be exported to another campaign. It is a pain. Writing this article will probably take the same amount of time, and let me have a lot more to show for it.
At the same time, some of the mechanics of Red Clearance Edition are beautiful and clean, and I want to use them.
Second: I want my humor to be as black and dry as a politician's heart. 2017 has a very wacky, slapstick comedy built right into the cards that isn't quite what I am looking for. I want Classic play, but I want a PARANOIA fist edition feel to the campaign
So, my best bet is to beg, borrow, and steal from various editions and cobble together something that gives me most of what I want. Then maybe overlay some of my own ideas over top.
![]() |
| "The Computer" from PARANOIA 1st and 2nd Edition, by Jim Holloway ®1984 West End Games |
I wanted to talk about building the perfect engine for a campaign of PARANOIA by looking back over the game's history and variations. All of which is probably highly treasonous. But we do it for the glory of our friend The Computer.
This comes out of a conversation I had with Russ from Yum/DM and Iain Wilson from the Roll to Save Podcast, as well as an episode of Roll to Save where Iain Wilson interviewed Allen Varney, author of Send in the Clones and lead developer of the PARANOIA XP edition.
PARANOIA has gone through a lot of editions which have had often radically different approaches to the game's core concept and setting.
I want to go over the evolution of the game and to discuss what sets the various editions apart, and what is worth hacking from them.
![]() |
| Cover to PARANOIA, Gamemaster's handbook Art by James Holloway ©1984, West End Games |
PARANOIA was very specific about the setting. The cause of the Earth's destruction (asteroid strike) , the location of Alpha Complex (there are 100, the largest in Des Moines, Iowa), the date (2281), the origin of The Computer (a repurposed traffic control system) and the cause of its insanity (filling in its knowledge gaps with McCarthyist propaganda and Civil Defense documents) are all clearly documented.
![]() |
| Basic Fantasy RPG 3rd Ed. Cover Art by Erik Wilson ©2006-2016 Chris Gonnerman |
Basic Fantasy RPG is a simple, easy-to-use, and affordable OSR Compatible RPG. It was created in the early days of the OSR simultaneously to Labyrinth Lord and OSRIC.
Basic Fantasy tries to blend elements of Basic/Expert Dungeons & Dragons, Advanced Dungeons & Dragons 2e, and Dungeons & Dragons 3e to create a system that takes the best from each version of D&D to create the simplest possible fusion of these systems.
Basic Fantasy uses ascending AC, and OD&D saving throws mixed with roll-under ability checks. It has only the four basic character classes, fighter, thief, magic user, and cleric. These are configured along the lines of B/X D&D: the characters have low hit dice, clerics only gain spells at first level, fighters are distinguished by having more hit points and becoming better attackers. Race, however is separate from class and a player may choose to be humans, dwarves, elves, or halflings. There are some race/class combination restrictions, and elves are permitted to multi-class. Like AD&D and Dungeons & Dragons 3e, classes have a 20 level progression (B/X goes to 14; BECMI goes to 36), and the experience tables are closer in character too AD&D than to B/X D&D.
Monster stat blocks are nearly identical to the ones in B/X D&D, although the selection of monsters is varied.
Basic Fantasy uses a slightly looser time structure, similar to D&D3e.
Basic Fantasy is an online community effort. The basicfantasy.org site includes a highly active forum with a very enthusiastic community. They collaborate to create manuals, adventure modules, and expanded rule sets. The community models itself on a gnu/gpl software team.
All Basic Fantasy RPG manuals are available online for free. However, the volunteer organization that maintains the game also sales print editions of all the manuals at cost. This means that the core book costs roughly $6, and most Source books come in at somewhere between $4 and $7.
Some years ago I asked my players what their gaming "bucket list" was. I wanted to know what experiences they would love to have in a TTRPG to help me think up adventure ideas. Mine looked something like this:
Its an exercise I recommend considering with almost any role-playing group. If you are going to play with these players lo g enough, putting the things they are looking for somewhwee in your world can pay off... So long as you are willing to make them work at least a little to make it happen.
It was also an exercise I did at a time when I was really frustrated that no one else was stepping up to GM. It was built on wistful "Forever-DM" energy.
Since then I have moved in a very different direction in my gaming. First, I found some online groups where people were willing to take turns running the game. And second, I started looking at the OSR and indie games for something lighter and faster to play.