This post is less about Solo RPGs and more about the tools we use for them. Many of us use everything from computers…

This post is less about Solo RPGs and more about the tools we use for them. Many of us use everything from computers and their programs (Evernote, Word, Blogger), to more analog pen and paper. For those that use pen and paper, I wanted to link a reddit post I read about the types of pens out there and their uses.

Something I find when I solo roleplay is that after awhile, my hand begins to cramp from constant writing. The reasons are many. Poor ergonomics, bad posture and hand positioning, and just simply having the wrong pen for the job. Couple that with a job in the kitchen that uses hands a lot as well as nerve damage from a terrible hand eczema incident, and it equals a lot of pain in my fingers and wrists.

This thread seems to have helped me out with my finger cramps. It has a detailed resource on the types of pens out there and their pros/cons. In addition, the poster has some good recommendations. I went with the Uni-Ball Vision Elite and the Pilot G2, and both seem to do better with my solo roleplaying. My hope is that it’ll help someone like it helped me.

I am also curious, for those that solo with pen and paper, what type of pen (or even paper!) do you believe helps make it easier to do a lot of non-stop writing?

https://www.reddit.com/r/pens/comments/3me6kx/i_write_a_lot_and_am_looking_for_a_good_pen_but_i/

Here it is!! My guide on how to play published DnD adventures (and other RPGs) in Four Against Darkness SOLO!! It’s…

Here it is!! My guide on how to play published DnD adventures (and other RPGs) in Four Against Darkness SOLO!! It’s not perfect and I’m sure there will be some tweaks in the future but it will allow you to get stuck in to some of those good old DnD Adventure Modules with your favorite party of four 🙂

I finally found some time to do a brief write-up of my solo “Maze of the Riddling Minotaur”. I played a few…

I finally found some time to do a brief write-up of my solo “Maze of the Riddling Minotaur”. I played a few sessions and managed to blog ​just a few encounters to get me started. More to come soon. Happy gaming everyone.

https://soloistrpg.blogspot.com/2018/05/ll-session-1-maze-of-riddling-minotaur.html

Can someone help me track down a recent post? Someone, and I can’t recall who, shared a post about seeing…

Can someone help me track down a recent post? Someone, and I can’t recall who, shared a post about seeing modifications. Like, you would start with a “PC goes to the tavern to meet the bounty hunter.” But, there was some kind of randomizer that would turn it to “PC sneaks into the ball to stop the bounty hunter” or something like that?

Sounds familiar?

Ran two similar scenarios based on a now defunct GURPS game (that I booted from before it went defunct back in 2016)…

Ran two similar scenarios based on a now defunct GURPS game (that I booted from before it went defunct back in 2016) called “The Dead Echo: Post Apocalyptic”. I played a war vet. I lasted until we left the city. We stopped by a gas station. There the MMA fighter and myself fought two of the zombies. I was bit and the fight basically ended.

This particularly quick scene was me vs one of the zombies in the opening scene of the game. We were in the basement of some building hiding out. One of the zombies found our location and came in through the basement window. I took up a broom handle and tried to make a called shot to the zombie’s eyes (hopefully stabbing through to its head). I figure he was running a granular version of GURPS to the point where using a broom handle made things ‘problematic’ for me lol.

So, I decided to see how that scene would have gone in Savage Worlds and 5e. It went well in Savage Worlds and I died in 5e haha.

Savage Worlds: https://docs.google.com/spreadsheets/d/15tjDja_zyoA-jk4641A6o0rD5iCr42Xtlqz0_pHVFH8/edit?usp=sharing

5e: https://docs.google.com/spreadsheets/d/11m6gat2MPEjcK3abvk0hDO0ykUJAz09BR8d1YfH40qc/edit?usp=sharing

[Open Design] Using Syllogisms to drive GM action (Pt 2)

[Open Design] Using Syllogisms to drive GM action (Pt 2)

Please note that this is just me musing and putting things out there in case anyone has any ideas.

Adjudication

One of the main concerns I have with using syllogisms is that some sort of adjudication is needed to know what sort of content is valid in light of the premises and/or syllogisms. Perhaps the only elegant way to adjudicate validity is to leverage the person’s intuition. Syllogisms already act as a funnel for creativity so this might be enough.

At the same time, a way to validate this intuition when it isn’t strong enough might add to the feeling of certainty some of us seek. What might a process of this kind look like? The only thing that I can think of is explicit rationalization for why something is valid. Basically, justifying to yourself why some content fits the boundaries set by the premises/syllogisms may inspire more confidence in its validity.

Making premises feel meaningful

Making premises meaningful in play requires them to hold a special place relative to other creative sources. In my view, they should at least hold exclusive dominion over those elements they define, which means that you can’t do anything with those elements unless it is through those premises (does it have to be through a syllogism?).

I’m inclined to restrict things further and propose that one should put whatever passes for “plot” or “advancing” the story under the domain of premises (and one other mechanism which I will get into later). This especially means that GM events that would advance the action or potentially have an effect on “plot” would be strictly limited in scope to things covered by premises.

Player Characters vs premises

The only other force that should advance “plot” and action is the Player Character, within the limits imposed by the RPG system of choice. If there is a valid way in which the character can affect the elements covered by the premises, then the Player Character’s action supersedes any established premises for that particular instance of the elements. For example, given the example of cliff dwellings, if the Player Character can through some valid RPG system means destroy that particular dwelling, then he or she can. Otherwise, that destruction can only happen if other premises and/conclusions support it. (One question is, what does “valid RPG system” means signify in this context?)

One thing to consider, is whether the Player Character should have power over the premises themselves. In other words, should the Player Character’s actions be allowed to modify the established premises themselves? This would be akin to world changing modifications or discoveries.

Another thing to ponder: Are you always advancing the ‘plot’? What are you doing when you’re not advancing the plot?

Expanding boundaries set by premises

I only have questions for now.

Other than Player Character action, should there be other ways in which premises can be changed or new premises added? Should there be an “author stance” process that allows the player to do this? If so, what shape should it take? A limited resource economy?

Premises and Baseline Assumptions: Two different palettes?

Given that my preference is for premises to hold exclusive dominion over “plot”, my inclination is to view Baseline Assumptions as window dressing (or “color”). A defined procedure would have me using syllogisms to draw the main outline of the next action while colorful details would be filled in using Baseline Assumptions.

[Open Design] Using Syllogisms to drive GM action

[Open Design] Using Syllogisms to drive GM action

Taking an example from yourdictionary.com , here is a syllogism to illustrate how it’s structured:

Major Premise: All cars have wheels.

Minor Premise: I drive a car.

Conclusion: My car has wheels.

For now, while I play with the basic idea, I’m ignoring the distinction between major and minor premises. Also, don’t focus too much on the example’s content. This could be anything about the setting you’re playing in.

Let’s say you had a set of premises that described some aspects of your setting. You could drive “GM” decisions by creating syllogisms out of these premises. These syllogisms would guide and drive your content, acting as boundaries.

An analogy:

Creating the content of your adventure is like coloring in a coloring book. When you color, you try to stay within the lines or boundaries. Syllogisms are the equivalent of those coloring book lines.

Problems:

Not everything can or should be driven by syllogisms. Some things should fall under what I’ve coined as Baseline Assumptions– a fuzzy concept that I describe as “things about the setting which are unremarkable to you”. (See for a longer post on Baseline Assumptions: http://solorpggamer.blogspot.com/2017/12/using-baseline-assumptions-in-solo.html)

So, given all that, here are some questions I’m pondering:

[] How should you adjudicate what falls under the umbrella of Basic Assumptions about a setting?

[] Conversely, how do you decide what should be dominated by premises?

Assuming, you’ve figured out for yourself what should fall under each domain, there are other things that you might worry about:

[]How do you judge whether the content you’ve created has stayed within the boundaries defined by the syllogisms?

[]What is a fair way to expand those boundaries when needed? In other words, how do you evolve existing premises or create new ones?

Some ideas for the last question:

1. Trade a mechanical success, 1-for-1, to modify a premise or introduce a new premise.

2. Or, maybe create an economy with “currency” that you use to “buy” or modify premises. For example, trade a mechanical success, 1-for-1, for currency.

This is all I have for now.

Note: I’m basically re-visiting an aspect of #writingwithdice, which I call Principles. Maybe there is a cleaner and simpler way of doing that.