Every once in a while I have a solo game that reenforces why this mode of play is not a runner up to group games….

Every once in a while I have a solo game that reenforces why this mode of play is not a runner up to group games. The Mech Arena battle was a blast. For added entertainment value I put on the soundtrack from Real Steel, a robot combat sport movie with Hugh Jackman.

The fight was unpredictable and flowed in a way that wouldn’t have been possible as an opponent and I each tried to out think the other. The fact that the pilots had a history made this a brutal fight, the only tactics considered were those that would inflict damage with a side of humiliation on their counterpart.

A tweak to the game’s standard reaction rules to allow any system to be activated with reaction dice really pushed the feel of high speed combat. Jump jets were put to good, in particular when Sammie intercepted the Hunter just as he was preparing to launch onto the north tower. She managed to knock Jose around a bit, but he was still in range.

Once Jose has his Hunter on the tower it was all over. The system holding Sammie’s jump jets was the lowest quality. She couldn’t make it up. When her sensors were hit all she could do was deploy the smoke screen and wait for them to come back online.

That might have worked, but Jose was on point today. The following shot knocked out the sensors yet again. The final shot hit the core a d destroyed the Wildcat, though Sammie was able to eject. Will she be able to scrape together the credits to field another bot? Will she ever get her vengeance know Jose and Team Monster? Perhaps we’ll find out one day.

#SGAM2017

#SGAM2017

Quick skirmish rules mixing the Pathfinder tactical options with the simplicity of the In Darkest Warrens engine and adding special abilities from the miniature game for flavor.

I use these rules for quick grab and go skirmishes when I feel like pushing pawns around but don’t want that big of a hassle regarding stats.

Of course they include rules for automated opponents.

#SGAM2017: Remember Tomorrow – Sarah Rheita – Intro Scene

#SGAM2017: Remember Tomorrow – Sarah Rheita – Intro Scene

This one feels a bit weird to share.

I tried something new with how I use the concordances to write the output. The fiction in this one is not like a story, bur rather, I wrote things out as if a GM was talking to me as a player. I found it actually helped my immersion, but it makes me feel a bit silly sharing it.

Still, I guess it’s really a version of emulating other players that others like Aleksandar Battreps have used so successfully.

The notes were a lot more detailed and they might be interesting for some. The link to the google spreadsheet is at the end of the post.

I’m pasting a version of the actual play without the concordances or notes here, but it really makes more sense to see the actual play along with the notes and concordances to see how it all came about. 🙂

previous post: https://plus.google.com/u/0/108395059461267285712/posts/Fc5KF3182Q2

next post: https://plus.google.com/u/0/108395059461267285712/posts/ELA39hRWRzM

#SGAM2017 #SoloActualPlay #RememberTomorrow #SoloRoleplaying

Originally shared by Jacob Ross

Originally shared by Jacob Ross

Very cool solo game. Hey, Bill Logan remember when you challenged G+ to come up with a tabletop variant of the old Star Trek computer game? I made one called Project Vanquish, but I also think that this one is pretty cool. It’s a little more bare bones, but you can see how the game plays just by the preview. It’s very simple and there’s minimal bookkeeping. The second page has all of the encounter data.

The gist is that you get your ship and roll for encounters, either coming across pirates, restocking at a friendly base or having an uneventful outing. You can track everything using paperclips on the edges of the second page.

I’d like to see a bit more variety, maybe some expansions, but really this is pretty fantastic. Especially since it’s only a buck.