Friday, July 7, 2023

My Solo Play Evolution


 I have done a lt of solo play in TTRPGs over the last three years. It honestly never occured to me to use my games for solo adventuring until I started writing this blog and needed a way to test the games that I was reviewing.


Delve 2e
has built in solo gaming to introduce itself to the player, borrowing a note from the Mentzer Basic Dungeons & Dragons set that I though was a clever stroke. Some of my early reviews, like Tunnel Goons and Index Card RPG Core 2e were tested with my wife, but she doesn't have my head for rules and finds too many new games overwhelming. 

When Lucas Rolim sent me Pacts & Blades: Moorcockian Fantasy for review, she tapped out, and so I needed to figue out how to give it a really good shake. That's when I thought about by experience with Delve 2e, and decided to try playing it solo.

Random Dungeon Crawling

My first solo run involved logging into Donjon, and generating a random AD&D dungeon. I tend to stick to 

  • Tiny size
  • Medium Rooms
  • Polymorphic Rooms
  • Square Grid
  • Errant Corridors
  • No Stairs
  • Peripheral Entrance
  • Dungeon Level 1
  • Crosshatch Map Style

This is especially handy when you are playing an OSR games, as the monsters will be immediately usable with the game you are playing.

Donjon includes a tool for star systems, outer space freight jobs, aliens, blade runner cases, and much more these days. You could probably run almost any game you are looking for with Donjon or a similar tool.

How this method works:

Monday, July 3, 2023

Game Review: Mythic Game Master Emulator

Author
: Tana Pigeon
Publisher: World Mill Games
Marketplace: Amazon 
System: System Neutral 

Because I test every game I review for at least one adventure,  I have found myself playing solo TTRPGs a great deal. Before my review of Pacts & Blades, I'd never played solo in my life, and it has been a very strange journey,  finding what works. Running through a dungeon made in Donjon without reading it first is all good and fine, but you require more if you want a rich experience that really let's you kick a game's tires.

I started expanding my experience using Parts Per Million's Dungeon Crawl Solo. It's oracle system was handier than just grabbing a tarot deck or assigning a 2-in-6 chance to everything. Once I started using an oracle of some sort, I started having a much richer experience. Combined with a big hex-crawl setting like The Islands of Purple-Haunted Putresence or What Ho, Frog Demons! I could get a lot more spontaniety of play. Threads and plots emerged of their own accord once in awhile that kept play surprisingly fresh.

I have been searching for another toolset that does so with even more torque and less emphasis on dungeon crawling for awhile now. I picked up Tom Scutt's DM Yourself last Summer, and was quite disappointed in it. I have also been using the tools from the free version of  Scarlet Heroes on occasion, which I have enjoyed. I've not reviewed the free version as I have been meaning forever to pick up a full - preferably print version, and keep putting it off. Scarlet Hereos does a much better job of spontaneous emergent play, but it is very much focused on the lone hero, which isn't what I am looking for as a playtesting tool.

I've been hearing about Mythic GME for some time now. and I listen to a handful of solo RPG podcasts that use it to great effect. I decided that I would pick it up this month and give it a try. And I am very impressed.

Sunday, July 2, 2023

Classy World-Building Phase 2-3

 For the next region, I wanted something that screamed "Time Wizard" for The Demalion... weird contraptions, clockworks, legacies from thousands of years in the past that feels strangely futuristic.

 The Gehenna of Obsol

The Technocracy of Ull was destroyed so long ago that few historians agree when it ruled the known world. It's impact, however, has carried on through untold Millennia.  The Ull created marvels that fused magic, machinery, advanced science, and reality-bending primordial forces into a Super-technology that made their small kingdom a paradise of leisure and study.

From their hidden cities, the Ull sent out emissaries riding giant constructs and guarded by biomechanical war machines. They offered machines to ease labor, spells to shape the land, and advice to lead an orderly, safe life. But at the cost of tribute, obedience,  and by giving up their best and brightest to be raised by the Ull. Ullan Technomancers built marvelous automated temples where their gifts were manufactured and maintained by initiates.  No outsider was permitted to learn how to make, repair or maintain Ullan marvels; only how to use them.

Monday, June 26, 2023

Classy World-Building Phase 2-2

 So, here is round 1 of building a world to go with the classes in the Drowned World. I started with The Braid, and I will work through the list at a pretty random pace. Once I can get Campaign Cartographer onto my new system I will start putting these places on a map.

It's tight, it is simple, and it is full of hooks to work with.

Wednesday, June 21, 2023

Renaming QuAD


 I recently discovered that QuAD was the name of a TTRPG by Nathaniel Cole of Alliterated Games released in 2016. While you cannot copyright a title, out of respect, I am going to rename QuAD RPG to Drakken going forward, with file updates pending to match.

Classy World-Building Phase 2-1

Art by Arthur Rackham.
So, to set up a world that has been reset by a terrible Deluge, I a, going to need to cover how it was drowned. This is the least interesting part of planning a world on some levels. Nobody likes excessive info dumps. So I have contained the Deeds of the Gods and their rules, the cause of the Drowning, the origin of the PC races, crammed into one page.

Relevant: Minimum Necessary Boredom by the Angry GM

This is the necessary evil of writing a session. But if it is done well it can be mined for adventure hooks, character backstory ideas, and themes. 

It also gives context for how the classes will play their role in the world.

Here is my first write-up:

Saturday, June 17, 2023

Classy World-Building Phase 2-0

 

[Note: the game QuAD RPG has been changed to Drakken]

After my test run of the Drowned World fizzled, because the mechanics of BECMI D&D didn't quite match the promise of the character class descriptions, I sat down and I wrote a whole new role-playing game to accommodate it: Drakken RPG.

I have shared a copy of Drakken using just the classes from B/X D&D on itch.io.

From its inception, however, Drakken RPG was meant to be the backbone of a Drowned World campaign (take two). And even before I finish fully writing out the B/X D&D compatible version of it, I had already adapted all the classes I had shared last month and earlier this month to it. I could sit down tomorrow and play a version of the drowned world that probably better reflects the tone and intended experience of the Drowned World.

But what is the point of sharing the BX version of the classes, and my "Sword & Sorcery" version of Drakken RPG if I'm not also going to share a finalized version of Drakken RPG for the Drowned World?

As it is, in my Google docs I have a 100% ready game. I could pick up and play the Drowned World with friends with no problem at all. Sharing it, however, requires me to have enough of a gazetteer of the drowned world that anyone else could pick up the book and play it too.

And so, in order to finish the book I'm working on, I am going to have to build a gazetteer other people can use.

I'm currently working on the first part of that, describing how the world was drowned and what is left of it. Including introducing the major players in the game's pantheon.

Once I have established those core elements of the setting, the next step is to have places that the players might visit or be from

Thankfully for me by building the world using classes specific to the setting I've already done a huge portion of the work.

Many of the classes I've designed, like the Wobun alchemists, the Windlass machinists, or the mysterious Demalion time wizards all come with the idea that they are from a specific place and a specific culture that teaches them their abilities. For each of those classes I can describe a particular Homeland that has nurtured them.

For a few others that are members of a secret society, like the thieving Braid, they suggest an urban environment in which they might have arisen. Likewise, the sSorched gunslinger Rangers suggest their own wild West like Homeland where the firearms they use first of rose and are now a jealously guarded secret and part of their culture.

I can easily make one land per character class, give a sense of where it is on the world map, what the people who haven't ascended to the lofty ranks of level one adventurers are like, give it a few quirks, and name a few people and places in it, and have a gazetteer every bit as good as the one in the Dungeons & Dragons 3e Eberron Core Setting Book, which I consider the gold standard for campaign setting designs for Dungeons & Dragons.

All I would need on top of that is some central location where characters of almost any stripes might end up  a borderland setting with lots to do and plenty of danger. I could also use one metropolitan setting where characters can go and see people of all stripes and trade valuable goods. And probably one monstrous land of intelligent beings who are clearly not meant to be player characters. Tossing another dangerous and strange wild, and you have a very complete setting.

So this is what I'll be doing over the next few weeks, along with reviews and it connected thinkpiece. I will be building the world those classes suggest in order to put them in a version of Drakken RPG with a complete setting gazetteer. At the end of which, after a little tidying up and editing, I will post it as another pay what you want option.

I I'm quite proud of what I have achieved with Drakken. It plays in a quick and loose way that blends my favorite elements of Crimson Dragon Slayer, Knave, and touches of vanilla Dungeons & Dragons that I felt both lacked in a role-playing game that sits under 30 pages in length.

I imagine I could easily create a space opera post-apocalyptic, or Western version of this game in just a few days. Which would be a great treat for people who turn out to enjoy Drakken in the future.

This is also a lightweight enough project that I can keep doing it well continuing the much heavier work of finishing the eternal ocean in the background.

In a perverse irony, of course, I built a dark fantasy Knave setting to use for my home campaign until I was ready to do take two of the drowned world, and my wife is utterly hooked on it. Go figure. Might be another thing worth sharing at the end of the day.