After many years of longing for such a thing, I now enjoy a regular gaming schedule. But I still have all of those…

After many years of longing for such a thing, I now enjoy a regular gaming schedule. But I still have all of those neglected games on my bookshelves, staring at me longingly whenever I glance in their direction. I’ve tried play-by-post games, but as much as I enjoy them, they feel like a countdown to my inevitably getting burnt out and losing interest, or falling behind in posting turns until the obligation of it feels like an everpresent weight on my shoulders, a constant reminder of how I’m disappointing my friends.

Years ago I read about how Traveller could be played solo, and became fascinated with the idea…

DSA 1 – Gideon’s Game – Session 1. A long post for the start of a first-edition The Dark Eye game. This is intended…

DSA 1 – Gideon’s Game – Session 1. A long post for the start of a first-edition The Dark Eye game. This is intended to be a short adventure; I think there will be one more session after this (just a brief interlude between my other sessions–trying to get a quick adventure totally wrapped up).

“The Czege Principle says that when one person is the author of both the character’s adversity and its resolution,…

“The Czege Principle says that when one person is the author of both the character’s adversity and its resolution, play isn’t fun.”

Hmm. I am not sure this is true, since in solo play I have had a lot of fun authoring both. However it might be worth remembering, as Czege is a gaming genius. Since in solo you really want to come up with resolutions yourself, it tends to suggest leaning really heavily on your plot and situation generators, and pulling back as much as possible from inventing your own PC adversity.

For those of you that use tarot cards.

For those of you that use tarot cards.

(Todd Zircher!)

I came across a supplement titled Designing Fantasy Scenarios, released by Better Games (1990), that uses tarot. I believe it was designed for their own game system but contains no specific mechanics.

There are six steps in the main process and a few optional draws, mostly if the scenario will be in the underworld.

The minor cards give the primary result for each step but are modified by major cards, if they are drawn before the minor. Majors drawn only modify within that step. Results for reversed cards are also given (so, two possibilities for each card).

Wheel of Fortune causes the deck to be reshuffled, then continue.

Step One.

Patron or Benefactor • minor

> Patron’s Quirks or Added Depth • major

Step Two.

Missions, Jobs or Tasks for Hire • minor

> Mission’s Twists and Augments • major

*Optional> Missions Specific to the Entering and Exploring of Underworlds in all their Forms • minor

>Dangerous Circumstances During Underworld Missions • major

Step Three.

Patron’s Reasons, Motivations or Cause for Seeking Player • minor

>Reason’s Changes and Attitudes • major

*Optional> Personal Quests, Alternate Motives and Secondary Objectives of Party Members • minor

> Additional Challenges in Personal Quests • major

Step Four.

Patron’s Finances, Resources or Clout • minor

> Finance’s Problems and Difficulties • major

Step Five.

Other Opposition, Difficult Situations or Unforeseen Opponents • minor

> Opposition’s Unguessables and Modifiers • major

*Optional> Opposition and Obstacles Specific to Underworlds • minor

>Origins, Circumstances or Surroundings Specific to Underworlds • major

Step Six.

Principal Rival (also answers question WHO?) • minor

>Rival’s Broaden and Flesh Out • major

Additional Answers to Questions.

WHO? (see Principal Rivals) • minor

WHERE? • minor

WHAT? • minor, any suit

WHY? • minor, any suit

WHEN? • minor, any suit

HOW? • minor, any suit

I’m still exploring this, but I am glad I picked it up.

Maybe some of you may find it of interest.

There is also a comic book scenario title that uses a regular card deck, I think.

Cheers!

http://www.drivethrurpg.com/product/248427/Designing-Fantasy-Scenarios

Thinking about visual storytelling. Began looking at Cinematography. Setting up shots, the use of depth, lighting,…

Thinking about visual storytelling. Began looking at Cinematography. Setting up shots, the use of depth, lighting, color, and sound to create mood and pacing.

In a solo crawl like Ruins of the Undercity, you’ll want to determine marching order. But if you were directing a movie, you’d want to determine if you shoot the opening door from behind (with the party looking in) or from the room. If it’s a big room, you could pull back to the far end and zoom in, show the reactions of characters as they see this wondrous room.

Maybe your characters are strolling through wilderness. Do a few stock image rolls in your head to indicate the scale of their journey. Like a helicopter shot over a forest canopy or an angled shot down a mountain.

I’m thinking to maximize the impact of design and presentation of the story. Encounters are scenes and scenes have to serve the narrative or be cut.

Here’s a review (with pictures) of a great tool that may come in handy for your solo sessions: The Flying Buffalo…

Here’s a review (with pictures) of a great tool that may come in handy for your solo sessions: The Flying Buffalo Dice sets!

I’ve uploaded a second part with a simple d6+chart method so you can start playing without any extras if you wish (https://goo.gl/JDWLwz).