Thursday, May 9, 2019

Gi, The World of a Thousand Gods: Solo RPG set-up

In the previous blog post, I had talked about the setting I was writing up for a solo RPG session I want to do. This post will drill down the specifics of the setting as well as the magic and the character I'll be playing. 

The game itself is using Fate Core. For the most part, it's unchanged. The only glaring difference is the magic system I plan on using. I wanted magic to be simple but feel like magic, not just re-flavored skills. However, the concept of using the skill system present in Fate Core as a start was interesting , simple, and couldn't be ignored. I decided to expand on that a bit and add my own little twist to it that will be easy to follow and minimize book-keeping.

Magic in Gi

So right now, the only magic that exists in the setting is divine magic, called Theurgy. Theurgy flows from the presence of the city-gods who form as the cultural, social, and political centers of the cities they protect. The priests that can channel this power are called theurges, and they generally are in the higher ranks of the temple's hierarchy than lay priests. Theurges have a direct connection to their city-god and act as the deity's administrative staff. They handle day-to-day business, running temples and the city, missionary and ambassador work, war-time leadership, and a variety of occupations depending on how much control the temples have over daily life. The goal of each theurge is to become closer and closer to their patron deity, ultimately becoming a part of them at the end of their lives.

Because of their connection, the theurge can channel the divine breath of their god to achieve miracles. These miracles are themed around three characteristics of the city-god; Physical, Mental, and Dominion. These characteristics are simple one-word tags that describe the god, not unlike Aspects. A city-god's physical characteristics could be strong, healthy, lithe, and beautiful. Their mental ones could be clever, wise, brave, and foolish. Dominion is the specific spheres of influence that city-god reigns over. So they could be a goddess of war, or a god of merchants, etc. Generally, I find picking two or three tags for each characteristic is enough to set up a tutelary deity for a theurge.

The ability to use magic costs one skill and one refresh. The theurge buys a skill called Theurgy. This skill grants a set of Fate Dice used to power spells called Olam. You gain an amount of Olam equal to the value of your Theurgy skill. A +3 Theurgy skill will grant you three Olam Dice. Casting a spell requires using an appropriate skill narrated through the lens of your city-gods characteristics, and spending at least one Olam dice. The GM sets the difficulty of the spell before casting, then the theurge adds any number of Olam dice to their skill roll, up to their maximum amount. After rolling, the theurge takes the best four results on their dice and checks to see if they succeed or not.

For example, Daniel is a theurge of Kor, the strong, reckless city-god of competition and sports. He has Theurgy +3, which gives him three Olam dice. Daniel needs to lift a car off of an innocent bystander, but requires the strength of his god for help. The GM decides this will be a Great (+4) Difficulty. Daniel uses Physique +2 to lift the car, and adds 2 Olam dice to it, under the narrative permission that Kor is a strong god. After rolling six dice, Daniel gets 3 pluses, 2 blanks, and 1 minus. Choosing the best of four dice and adding his +2 from Physique, Daniel scores a total of 5 and saves the bystander.

Spells are themed after the citygod's Characteristics and thus should be narratively centered around them, while remaining flexible in their application. The spells are generally instantaneous or at most short-lived effect.

A theurge must be able to breathe in the magic breath of their god and have Olam dice to cast spells. If the theurge runs out of Olam dice or they are choking/suffocating, they cannot cast spells. If a theurge's breathing is restricted, they can choose to spend their lowest available consequence to push through and cast anyways. A theurge can regain Olam dice in one of three ways. First, a full-night's rest followed by a daily devotional to their city-god restores their Olam back to full. Secondly, a theurge can visit a holy place attuned to their god to regain a certain amount of Olam (1 to 3 seems good). Thirdly, in a pinch, a theurge can sacrifice an available consequence to regain Olam dice back. 1 for a Mild, 2 for a Moderate, and 3 for a Severe. 

While the Theurgy Skill isn't rolled for casting spells, it can be used for other actions. Mostly tied to the Overcome action, a mage can use Theurgy to interact with magic objects and places. Ley lines, places of power, relics, sigils, and other foci. Theurgy can also be used to detect magical auras as well as meditate, ask a question and receive a vague omen from their city-god. 

An Example of a City God

Olephi is the city-goddess of Alephdria, a sprawling metropolis in a temperate area of Gi. Olephi is strong and has an intimidating stature. She is wise and stern. She also the goddess of liberty, reason, and defense. So, if we were to write her up in a statblock, it would be:

Physical: strong, intimidating
Mental: wise, stern
Dominion: liberty, reason, defense

A theurge of Olephi could cast spells that are centered around these narrative aspects of their goddess. Perhaps they could channel Olephi's wisdom to solve a problem. Or create a shield with her defense characteristic. Or frighten a crowd with her intimidating aura. 

That's it about magic. I wanted it to be limited but flexible and dependent on the difficulty modifiers of each spell. I'm curious what people think about this at their first glance. I'm currently writing up the sessions to post before vacation. I just want to post a blurb about the character I'll be playing first before commiting to the game.

Wednesday, May 8, 2019

The World of a Thousand Gods: A New Setting for Solo RPGs

In the last couple of months, I've been inspired to write up a brand new setting to play in. The idea was inspired by several video games, books, and movies I'd been consuming in that time. This setting is a contemporary fantasy, which is a genre I've had hang-ups with in the past. Generally, I don't like how contemporary fantasy keeps the fantasy hidden away from the mundane world, either as a different world entirely (like Narnia) or under the guise of some conspiracy (like V:tM). I also am not looking to do something like Shadowrun, where magic just suddenly appears. For this, the supernatural and magic elements need to be front and present in my setting, and always has.

A good example would be Eberron, which has elements of the Edwardian era, World War 1 and post-war era, and pulp from that time period while still maintaining the fantastical elements. I simply want to fast-forward the clock even more. Something with the trappings and technology of modern-day Earth, but with the magic and wonder of fantasy existing with it.

Art from Final Fantasy 15
The aesthetics of Final Fantasy 7, 8, and 15 are two examples are what I'm looking for. Sprawling cities protected from the monsters of the outside world. Dragons, mages, and monsters exist alongside smartphones, automobiles, and assault rifles. Of course, in a world where monsters and magic are real, things will have to be set up differently. And thus, the world of Gi was born. One inspired by this artwork as well as ancient Greek City-States, Roman tutelary deities, modern-day Japan's mixture of the spiritual and secular, and the video games Dominions 5, Final Fantasy 7. 8. and 15. Add in a dash of Gnosticism and proto-Judaic religions and shake well!

Art from Final Fantasy 15 (Insomnia)
The world of Gi is one of petty gods and the city-states that they protect and dwell in. The Twilight of the Gods happened many millennia ago, yet the new generation of true gods never came. In their  stead, spirits of the land made a covenant with humans and other races to create large city-states  for protection against the terrible monsters of the world. In return, the peoples of Gi give these tutelary gods offerings and worship, as well as manpower for their wars of divine conquest. The thousands of  years of holy wars, alliances, and politics have led to a modern-day world of sprawling city-states in a cold war with each other. Superpowers have formed into coalitions of pantheons that must fight against enemy city-gods, the wandering monsters from an invading outer realm, and growing allure of materialism.

Art from Final Fantasy 7 Remake
Here lies the heroes. They can be monster hunters that protect the satellite townships and highways from wandering monsters. Or they are the theurges of a city-god, sent as missionaries, ambassadors, or crusaders to neighboring city-states. Or police trying to keep the peace when a riot between humans and orcs breaks out. Anything is possible in Gi, the World of a Thousand Gods

Screen from Final Fantasy 15
This setting will be using Fate, as I want to learn how to use that rule system more and more. I plan on doing more solo RPG sessions in this setting as a way to enjoy it and world build in it. I'd love to run this with a group eventually, but my schedule leaves that uncertain for now. However, the main things I'll post about in the future will be centered around this. Magic (called theurgy), religion, history, monsters, and city-states. I also plan on having some actual plays this coming week on the blog. Gotta get that done before vacation next week. But, it feels good to be excited about world-building again. I can't wait to do more about this setting.

Friday, November 9, 2018

SGAM Ryuutama Session 1: Tholo the Peddler

This is the first session of my Ryuutama game for SGAM. The goal of this first week is to try out a RPG I've never played before. I've heard some talk about the game Ryuutama and some of its themes and mechanics. So, I thought I'd give it a try.

A Brief Bit About The Game

Ryuutama is a Japanese TTRPG that is made for beginners in mind, to teach people about Western TTRPGS like D&D. The game itself is labelled as honobono, which is a more pastoral, heart-warming style of game. It has a charm and style that reminds me heavily of Studio Ghibli films as well as the Dragon Quest video games, both of which I'm very fond of. Instead of a focus on dungeon delving and combat, Ryuutama's adventures revolve around travelling, exploration, and meeting new people.  You gain experience by exploring different sections of the map, with more difficult terrains and weather granting more XP. You also gain XP from combat, but you only get it from the toughest encounter of that session. The standard classes of fighter, mage, thief, and cleric are replaced by professions, like merchant and farmer. In addition, there are three Types that dictate how your character approaches obstacles. They are Attack (the fighter), Technical (the skilled), and Magic (the mage). There are only four attributes (Strength, Dexterity, Intelligence, and Spirit) and the scores are all even numbers from 4 to 12. They are tied to the different dice you have. So if you have a Strength 6, you roll a d6 for your checks. Skills don't exist. You just roll the correct combination of attributes and meet or beat a Target Number to succeed. So for Perception, you roll Dex+Int. If my Dex is a 4 and my Int is a 6, then I would roll a d4+d6. Rolling snake eyes is a fumble, while rolling either boxcars or the maximum of each dice is a critical check.

What is interesting about this game is that it has a GMNPC called the Dragon (or Ryuutama). In the implied setting, these dragons latch onto travelers and feed off of adventures and stories. The Dragon has some GM moves that can either help the players along, or complicate their lives a bit. As the players go through different sessions, this Dragon actually will level up and gain new abilities (called Benedictions and Reveils). After some time, the dragon will grow enough to fly off and leave an egg for the players. The game is an interesting blend of the different styles of Western TTRPGs. There are aspects of classic OSR style gaming with exploration and hexcrawling being big, but also some characteristics of narrative games and story games with the Dragon GMNPC. What I really like about the game is the implied setting, where people simply just decide to travel the world and see new things. It's a rite of passage in a way and while it can seem like a flimsy way to explain why there are adventurers, I think it works with the theme of the game.

I decided that I would give this game a try. Presented below is the first session of Tholo the Peddler, a merchant that has decided to uproot and travel north of his village of Gretelburg. The dragon I chose is the basic Green Dragon (a Midori-Ryuu) named Bard. This dragon is all about exploration and is the suggested one for beginners. For things like random weather, procedural terrain, and encounters, I use The Perilous Wilds' generators as well as Save Vs Dragon's free hex terrain generator found here. For music, since I was inspired by classic JRPGs I played as a child, I used Dragon Quest's Unknown Lands and Never-Ending Journey for travelling, and Final Fantasy VI's battle music.

Session 1: Northward Ho!

Tholo is a young man of lithe build with tawny skin and white hair. Today, he is embarking on his journey, a rite of passage to the people of Gretelburg. Tholo hopes to get a taste of the adventuring life, even if only for a few weeks. With his pack animals fed and equipment set up, Tholo sets out!
It is April 7th, and it is bright and sunny outside. The weather is clear but unseasonably hot for springtime. Tholo wipes the sweat off his brow and travels through the grasslands along the dirt path with his two pack mules and loyal dog, Uno.

Terrain+Weather Difficulty Class (This is the Target Number to beat with the checks down below): 7. Grasslands are fairly safe, but the heat is making it a bit rough.
Condition Check (this is Tholo's current fatigue level): 8. Tholo is feeling pretty good.
Travel Check (this is to see if an injury or exhaustion happens): 8. Tholo doesn't encounter any hardships.
Direction Check (this is to navigate the wilds): Tholo is travelling the roads, so he doesn't get lost.
Encounter: Yes, Friendly.

As Tholo travels north, he spots a wagon on the side of the road with two people by it. They seem to be fixing the wagon wheel and having a rough time of it. Tholo lends a hand, helping the couple fix their wagon to get back on the road. Gratefully for the assistance, the couple introduce themselves as Gregori and Priscilla. Both are newlyweds that have decided to leave their professions and become mail carriers. They go between the frontier towns, bring mail and supplies to them. Greg and Priss also sell things occasionally, dabbling in the mercantile arts here and there. Tholo asks where they are going, and Priscilla says they are going north to Hanselboro from Gretelburg to drop off supplies. Tholo offers to travel with them for a time and the couple agree. The trio set off to the north.

Camping Check (this is to see how they rest for the night and regain HP and MP): 8. The trio have a restful night under the stars, enjoying the cured fish and each other's company.

April 8th. The group is still travelling along the prairies. The weather is pretty hot and muggy, and now there's a rainstorm slowing the party down!
DC: 8. Grasslands are hot and visibility is low due to rain and wind
Condition: 9. Tholo is feeling pretty great
Travel: 8. The trio doesn't encounter any issues travelling
Direction: Despite the rain, they are still along the worn roads so don't need to make this check.
Encounter: No

The rains pelt the canvas-covered wagon, but this doesn't stop our intrepid adventurers. Instead, they talk about their lives before going on their journeys, their goals and dreams, and their homes. Gregori was a bricklayer at a town called Rumplestilton. His claim to fame was helping to rebuild an old bridge that led into the town. Priscilla was a fisher-woman at the same town, responsible for bringing in trouts and bass to the dockside mongers. Both ran into each other during the reopening ceremony of the bridge and decided on a whim to go on their journey together. Greg and Priss fell in love, and when they returned, they had a quaint wedding and decided to live out on the frontier as mail carriers.

Tholo is happy for the couple, and their story inspires him to push forward on his journey even longer. He remarks about how his father was an owner of the village's general store, and that's where Tholo got the itch to become a travelling peddler of wares and goods. But first, he wants to go onto his journey to prove to his family and himself that this is a good idea. He's had Uno for a year and the boxer dog is a great companion.

Camping: 9. The rains clear up some, though there is no starry night tonight. Tholo can't sleep well, as the ground is muddy and uncomfortable.

April 9th. The trio approach a forested area. The rains from the previous day have cooled the area off, but now there is a nasty thunderstorm brewing above Tholo and the gang.
DC: 11. Forests are harder to traverse, and the thunderstorm is slowing the party down greatly.
Condition: 2. Tholo is feeling Out of Shape. He gets the [Poisoned:4] Status Effect, which drops his Strength down to a d4.
Travel: 7. Because of his food poisoning, it complicates travelling. He is at Half HP [8 HP].
Direction: 9. The road is less defined here and the rains are making it hard to travel. The trio only go halfway through the hex.

The heavy rain and winds have made it harder for Tholo and his crew to traverse the forest road. The wagon slows down some as Tholo and Priscilla try to keep the canvas from flying off and Gregori tries to keep the pack animals calm. As they travel, they see a bunch of logs and trees have fallen onto the road, blocking their travel! Tholo is suspicious, but before he can check it out, the shrill cries of something terrible ring out. It's an ambush! Four calico konekogoblins jump from the thickets, clubs in hand, and ready to waylay the trio.

Round 1

Greg is first to react. He draws his short sword and strikes at the first cat goblin. He is able to hit the creature, but barely grazes the cat's shoulder. Priss is next, and she barely misses the second konekogoblin. The koneko strike together, but only the second one lands a hit on the beleaguered Tholo. Luckily for our sick protagonist, his armor helps deflect most of the damage. Tholo has one hand over his sick stomach and the other on a dagger. He strikes at the first konekogoblin that Gregori hit and lands a solid hit, knocking out the first cat monster.

Round 2

Gregori goes again, smacking the second koneko with the flat of his blade. Priscilla tries to hit the second one again, and lands a mighty blow on the feline creature, almost knocking it out! The remaining konekogoblins attack, but all miss. The third one missed so terribly that he drops his weapon on the ground! A boon for our heroes! Tholo takes advantage of this and strikes at the second konekogoblin, felling him in one swoop!

Note: the critical fumble combat effect for the koneko was something I added. I felt it made sense for the scenario, but it's not actually a part of the rules.

Round 3

Here I decided to make a morale roll against the konekogoblins' Condition, since they are now outnumbered. They failed their roll and will now run away. This isn't a part of Ryuutama, just something I generally do for combat in my games.

The remaining two konekogoblins realize that these travellers aren't nearly as easy to ambush as others before them. And so they take off, leaving their fallen cat comrades to the trio. Unsure of what to do to the would-be highwaymen, Tholo and Priscilla tie them up. Using the pack animals and their own two hands, the crew are able to move the logs in about an hour. As they set up camp, Tholo looks at the hungry konekogoblins they captured and feels a bit of pity for them. He takes some of his cured fish rations and give them to the two cat monsters.

Negotiation To Befriend the Konekogoblins: DC 9; I rolled a 13!

The konekogoblins are a bit cautious at first as Tholo approaches, but he presents the cured fish to them and unties the monsters. They sniff the fish as they stare at Tholo to judge his intentions, but soon, hunger takes over and they gobble the food down. 

Camping: 7. It's a rough night for the quintet, and they don't quite regain all of their Health and Mental focus for the night.

April 10th. The party is still in the same hex as before, but now it's a clear and beautiful day!
DC: 8. The weather is clear and temperate, so it's just a matter of travelling through the trees.
Condition: 8. Tholo is able to kick the food poisoning and feels a lot better. [Poison; 4] is now cleared.
Travel: 9. There aren't any hitches in their journey to leave the hex.
Direction: 11. Despite the roads being unclear, the trio make it through to the next hex.
Encounter: Yes; Passive

Tholo and his compatriots travel deeper into the forest, making it to a fork in the road. Hanselboro is more to the west from here, while Tholo wants to keep going north, into the heart of the forest. Gregori and Priscilla warn our hero that in the depths of the overgrown forest, few humans reside. Instead, the spirits of the forest as well as monsters dwell there, waiting to prey on travelers like Tholo. Not one to be dissuaded, Tholo appreciates the concern, but knows that he must continue this journey to prove to himself that he can be a travelling merchant. The konekogoblins, inspired by the kind treatment of Tholo and his willingness to go on, decide to stay with Greg and Priss as helping hands. Priscilla is a little hesitant, but Gregori is more than happy to expand their mail carrier business to their first two employees. Tholo waves goodbye to his newfound friends and heads northeast, ever deeper into the forest.

Along the fading road in the afternoon, Tholo spots something on the ground. Footprints! Giant footprints! Whatever made these prints must be huge! Curiousity overtakes fear, and Tholo runs headfirst into the true wilderness of the lands. What has made these prints, and will Tholo survive the perils of the deep woods? We'll find out in the next session!

Thursday, May 3, 2018

Hero Southern Community Solo Session #3: Danger Room Isn't In The Budget

Can you believe that I started this solo game almost a year ago? I can't. I actually have a great deal of solo sessions with my ICONS Superhero Community College in my journal. I'll be taking the next couple of weeks to typing them out and publishing them on the blog. In truth, this was actually my second real session, but like the one before it, this was done over the span of several smaller sessions over the week. This one is more of a role-playing prelude to the main adventure. There is a lot of strong language here, so be advised this write up isn't for all ages. Hopefully everyone enjoys it!

Raul and CJ are dragged to Student Services, after coming to blows during a rescue exercise. There is a long silence as the two are in the waiting area. 

Does CJ say anything to me?: Yes And Twist!

After a good ten minutes of the young men not saying anything, CJ finally breaks the silence.

"This is your fault," CJ mutters to Raul.

"How the hell is this my fault?" 

"You can't take a fucking joke!" CJ's voice gets louder. "You couldn't stand that I beat you and I'm better at this than you or your roach friend!"

Raul stands up, body tense and fists balled, "Are you kidding me? You've been acting like a piece of shit to me since high school. This is just more of your bullshit that I can't just get away from!"

CJ bolts up, ready for round two of their fight. "Well, maybe if you didn't act so full of yourself, I wouldn't have to knock your punk ass down a couple of pegs."

"Both of you, shut up and get into my office! NOW!" an older woman's voice interrupted the two. They both turn to see the school disciplinarian, Lady Mist.

New NPC: Lady Mist. In charge of dealing with infractions. Has the ability to summon and control a harmful fog.

Raul and CJ sit down in front of Mist's desk. Mist directs their attention to her television and plays the events of their fight.

"Now, you both are aware that fighting on school grounds is a serious offense, right?" she says sternly.

"He started it!" Raul yells. "This asshole has been tormenting me since we got here."

Mist stops CJ before he can get a word it. "Using your powers on school grounds against another student is illegal and a serious infraction. The punishment is suspension and if you do it again, you are permanently expelled from the campus."

She turns off the TV and leans back in her chair, "Not only that, but you'll be put in the superhero databanks as ineligible for other schools for at least four years. Meaning neither of you will be accepted to any academy or superhero team in the country. Is that what you both want?"

Raul and CJ begrudgingly look at each other and say in unison, "No ma'am..."

"Good," Lady Mist stands up and opens the door.

"So... so we're not suspended?" CJ asks, confused.

"Not today, no. This is your first day, and no one got seriously injured. Mark my words though, if I see either of you in this office again, you'll both be suspended for two weeks. Do I make myself clear?"

"Yes, ma'am," the boys say together again.

"Good. Now get out."

The two young men leave her office and glare at each other in silence, before splitting off on their own way.

*                    *                    *

The next day, Raul made sure to come in on time. After almost getting suspended from HSC, his parents came down hard on him. The pressure is on to not screw up.

How does the school react to yesterday's fight?: I drew Air, which means Chaotic but Friendly.

Everyone seems to have mixed feelings about Raul's outburst from yesterday. However, most people seem to side with him over CJ about the whole ordeal. Still, Raul is embarrassed over the fight and tries hard to keep to himself some.

He sits down next to his new friends from yesterday. Melvin won't stop talking about their mission from yesterday to Alex. Jordan seems to be on her phone, half listening while browsing Facebook. CJ walks in, just barely on time, and sits away from Raul. They both exchange dirty looks, but it is too early in the morning to be getting into fights.

I draw a card for the next adventure. Seal Rural Obstacle. The Element is Earth and the Rune is Authority and Power

The bell rings and Mr. Arms walks into the classroom.

"Sorry for being late class," he began, looking a bit disheveled. "We've been setting up a special exercise for the class today. After yesterday's quiz, I graded your actions and concluded that you all need to work on your teamwork." His eyes briefly gaze towards Raul and CJ before returning to the rest of the class.

"A lot of you have interesting control over your powers, but you need to learn to work with and rely on your team. Therefore, we are skipping the written portion of today's lesson and moving straight to another training exercise."

The class groans a bit, as many are still tired from yesterday's exercise. As Mr. Arms tries to calm down the class, a woman walks into the room. 

Who is this NPC?: Vector, an Indian woman with the ability to create wormholes and transport people. She looks to be in her late 40's and has her hair tied up in a bun.

"Good morning class," Vector begins. "Today, we are all going on a special field trip that will push your limits of communication and teamwork. If you're going to be working with the bigger academies or the larger superhuman community, you need to learn how to work together. Lone wolves don't last long in this business."

"Tell that to Black Hood, lady," CJ smirked at the perceived cleverness of his outburst. Black Hood was a hero from the 80's in Miami that took on the drug lords of that time.

"Ah yes the Black Hood," Vector took off her glasses to clean them off a bit. "As I recall, his sidekick was Sparrow, right?"

The classroom grew quiet and things got uncomfortable.

"Yeah, it was Sparrow. A young man, about your age, Mr. Jacobs. I forget, what happened to him?" Vector mused.

CJ shifted in his seat, "He was... gunned down by the mob."

Vector shook her head, "That's not all, Mr. Jacobs. What else did they do?"

"Lady, everyone knows what he did! Why are you asking these stupid questions?" CJ started getting upset.

"Because, that's the fate of a superhero that goes in half-cocked without support. Do you want your head mailed to your teammates? Or to your mother?" Vector finished cleaning her lens.

CJ muttered something incomprehensible, ceding the argument.

Mr. Arms tries to put the class back on the rails. "Now class, follow Mrs. Vector to your training session. It will be a fun one."

Vector flicks her wrist and a blueish purple portal swirls into existence. The class is a bit hesitant to enter, but one after another, each student goes through.

*                    *                    *

Raul steps out of the other end, feeling a bit queasy from the wormhole. 'That's not something I want to do again,' he thinks to himself. He squints his eyes at the bright sun in the sky. Curiously, it was higher in the sky than it should be. 'Isn't it morning? Why does it look like noon?'

The heat and humidity kicked in, feeling even hotter than South Florida. As Raul's eyes adjusted, his mouth dropped in shock. Around him, he could see wild buffalo grazing across a wide expanse of grass. Far away, Raul could make out a pride of lions sunbathing. And in the distance lay a huge mountain range that Raul has only ever seen in books and as default computer wallpapers at school.

"Mrs. Vector," Melvin was the first to speak up. "Where on Earth are we?"

Vector smiled and spoke. "Everyone, welcome to Tanzania! And that there," she points to the mountain range dramatically, "is Mt. Kilimanjaro!"

Raul couldn't believe they are halfway across the world. He turns to Alex and Jordan, both equally stunned.

"This can't be real," Jordan whispers. "It... it has to be some kind of illusion. Or VR..."

Alex nods, "Yeah, or like, holograms or something..."

"No way this school has money for a danger room," CJ interjects. Raul scowls but he couldn't disagree. He could feel the hot air and smell the wildlife around him.

"This is the real deal guys," Raul concludes. "We're going straight into the fire."

Vector snaps to get the students back on track. "Today, we will be splitting you all into teams of two. Team A will be the 'superheroes' while Team B will be the 'supervillains'. Team B will be attempting to break an' evil fire demon' from its prison in the volcano up there."

She motions towards Mt Kilimanjaro, then back towards the students. "Team A, it is your job to go up there and stop the ritual before it's too late. You will be on a time limit, so you will need to work together to act quickly to stop the villains."

Raul swallows in fear. "This is the second day and we're already going up a volcano?" he whispers.

"Take it easy, I'm sure the volcano is dormant or whatever," Alex jokes, but Raul could hear the worry in his voice.

Vector puts her hands on her hips. "Now, we'll divvy you up into your teams. Everyone will have two hours to prepare, then it's go time!"

Do I get put on the Hero team or Villain?: rolled Evens for Hero team
Is CJ on my team?: No But

Once again, Raul is spared from having to work with CJ. However, it looks like CJ is the team leader for the villains. In addition, it looks as though Melvin got drafted to the villains' side. He waves despondently at Raul, sad he can't help his new friend out. Still, Raul knows that he has to make up for yesterday. He walks to his team and prepares for his next exercise.

To Be Continued...

Friday, April 20, 2018

Upcoming Solo Sessions

One of the great things about solo gaming is that it gives you a good excuse to try other RPGs. If you're like me, you probably have like 60+ games on your shelf or drive that will never get played. Especially if all your players want to do is play D&D. So now I can try things like Traveller, ICONS, Fate, and more in different settings that Ive always wanted to try.

In the last month, I've done a lot of offline solo gaming that I want to write up on the blog and share. Below are some pictures of RPG hauls and actual gameplay. I've used Untold Adventures Await for the GM, which has had its pros and cons. In the future, I plan on trying out the Lone Wolf Adventure Game starter that I got from my FLGS, as well as continuing my fantasy Mythras campaign that I started almost a year ago.

Playing through a Gamma World-inspired Fate Core game
I've continued the ICONS RPG in my private journal

Thursday, March 22, 2018

Back Into the Solo Saddle

It's been quite a long couple of months of silence. The usual holidays, work, and personal stuff seemed to keep me from posting or gaming much. Now that things seem to be slowing down some for me, I feel I can get back into the swing of things.

What I want to do most is to continue doing solo RPGs. I really enjoy them when I'm doing them. The biggest problem for me is getting started. It seems like pulling teeth to try and sit down and roll dice for a solo adventure. Some of it is the mental energy required to be both the PC and the GM. Some of it is my inherent inability to focus. Especially when I'm at my computer, surrounded by social media and video games. Some of it is lack a time. Good perfect storm of stuff to stop me from soloing. Which is a shame because I really do like doing it.

But no more. I want to try something to help push me to solo RPGs more. So I want to take a page from my exercise routine and have myself accountable to people that may want to read my AARs. I want to try and get at least one Solo Session Report in a week and post it to the GooglePlus community. In this way, it'll keep me motivated to do more solo gaming. Maybe even do things like posting  resources and my own little oracle I like to use. That's mostly what this blog is about. Using the community to help me push through and enjoy solo roleplaying more.

So the first solo session I want to have will be using Untold Adventures Await as the oracle, with ICONS being the main game I want to use. I plan on continuing the Superhero Community College game I did a while back. After that, I want to continue a sci fi M-Space solo game I'm almost done with, and maybe even give Ironsworn a try. 

I'm also down to try any advice anyone wants to give me. There are a lot of prominent posters on the Lone Wolf and I can always use the help!

Sunday, October 1, 2017

A Simple Set of Agency Rules

Mission Start!
Between the M-Space campaign I'm running on Wednesdays and the hours I've sunk into XCOM 2: War of the Chosen, I've come up with a simple set of rules for my players to run their Scout agency. This is for sending out fire teams of explorers and troubleshooters to do some side missions while your team does the cool adventuring. Great for frontier exploration campaigns, but you can tweak them to be for scientific research, surveying, and even war and trade. Made with M-Space and Mythras in mind, but I want to make one for Traveller/Cepheus Engine.

The link is here. Tell me what you think.