Solo Tabletop Actual Play – Kids on Bikes Solo Part Three

You can purchase Kids on Bikes here.

You can purchase the Plot Unfolding Machine here.

Read our previous session here

Scene 4 – Rising Action 1 of 8 – Waldo’s House

Modified proposal: Add some trouble or bad news
Oracle question: Is this trouble a person? No, not yet.
Danger: Expose one weakness

Waldo and Bopper pull into the driveway. Waldo immediately notices his front door is open.

Continue reading “Solo Tabletop Actual Play – Kids on Bikes Solo Part Three”

Solo Tabletop RPG – Worldbuilding: The Location Crafter Part Two

You can purchase The Location Crafter here.

Read my brainstorming session in our first part here.

The Location Crafter is another solo play tool created by Tana Pigeon, designer of the Mythic GM Emulator. This module is intended to solve a problem of solo play – how to keep the fun of being surprised during exploration in a way that mimics traditional tabletop roleplay rather than Choose Your Own Adventure. In this way, you can have a framework but not feel like the story is on rails.

Continue reading “Solo Tabletop RPG – Worldbuilding: The Location Crafter Part Two”

Solo Tabletop RPG Review & Actual Play – Kids on Bikes Solo Part Two

You can purchase Kids on Bikes here.

You can purchase the Plot Unfolding Machine here.

Read our previous session setting up our game here.

Before jumping into our story, I want to talk about the tool I will use to make Kids on Bikes solo. I have chosen to go with Jeansen Vars’s Plot Unfolding Machine. I genuinely love the structures and tools Mythic GM Emulator and Mythic Magazine provide. However, they are more about creating frameworks but don’t prompt the story beyond a general direction. The Plot Unfolding Machine delivers a bit more guidance, and for the purposes of this game, I thought that would be a fun change of pace.

Continue reading “Solo Tabletop RPG Review & Actual Play – Kids on Bikes Solo Part Two”

Solo Tabletop RPG – Worldbuilding: The Location Crafter Part One

You can purchase The Location Crafter here.

For this session, I focused on the location details I rolled up in the last session with Random Realities. I used Tana Pigeon’s The Location Crafter, a spin-off of their Mythic GM Emulator engine to further develop these details into a playable space. Like all Mythic-related content, the Location Crafter is intended to be modular. A solo player can choose what they want to add to their core RPG system. In the case of The Location Crafter it is about creating an explorable space with lists. You’ll roll on these lists, adding a score for how much has been explored already, which enables items from lower on the list to be “unlocked.”

Continue reading “Solo Tabletop RPG – Worldbuilding: The Location Crafter Part One”

Solo Tabletop RPG Review & Actual Play – Kids on Bikes Solo Part One

While the hit Netflix series Stranger Things was inspired by classic games of Dungeons & Dragons, it seems like a no-brainer that someone would develop a tabletop RPG system to make playing the show possible. That’s the basic premise of Kids on Bikes, a game where players are the inhabitants of a small town where mystery and horror are bubbling to the service. Despite the title, PCs can be kids, teens, or adults and use pre-made archetypes to quickly take on a role you would expect to find in such a story. A unique powered character is shared narratively between all the players, a la Eleven or E.T.

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Solo Tabletop RPG – Worldbuilding: Random Realities

You can purchase Random Realities here (you can see a sample page from the zine there)

I realized I have lots of what I would call tabletop RPG “toys” and “tools.” These documents aren’t necessarily an entire game but can be used to create or add to complete games. I’ve had a desire to jump into a new setting, and rather than choosing a game first, I decided to use some of these tools to do world-building, and that would, in turn, lead me to a system that would fit what I needed. I’m also using advice from Geek Gamer’s Solo Game Master Guide, specifically, her recommendation that you focus on the world first, and character will naturally emerge from those elements.

First up, we’ll be using Cezar Capacle’s Random Realities. This oracle zine is meant to help spark ideas in any aspect of a tabletop RPG campaign. It’s over 60 pages with 10 categories on each page. The PDF version has a neat feature where you can simply click on the picture of dice in the bottom corner, and it will send you to a random page in the book.

The categories are General (Yes/No oracle and other abstract results), World, Quest, Location, Exploration, Creation, Scene, People, Creature, and Fate (Odds of something happening). Within each of these categories are other labels. For example, you have Name, Aspects, and Inhabitants under World. Under Scene, you have Challenge, Reaction, Senses, Activity, Detail, Development, Complication, and Advantage. The idea is that no matter what part of roleplaying you are engaged in, Random Realities can be used to add something to that story. 

I decided to use Random Realities to roll for three aspects that I would apply to four genres – fantasy, science fiction, horror, and superhero. From there, I would individually role for an inhabitant, a picture icon, and a location for each genre. Then, I would do a rough write-up of the ideas these sparked. 

Because I want you to have some say in where we go next, read the descriptions below, and then vote in the poll at the bottom of the page to decide which of these we will develop further into a solo campaign.

Aspects for all four settings– Void, Death, Desert


Fantasy
Inhabitants: Celestial Assassins
Icon: Bamboo
Location: Gold rush – embassy, exposed – barren, poisonous extraction, healing – reflective, monarch heir, stoic indifference, bewitched painting, healing – refuge

Concept: 
Magic was discovered millennia ago by the first mages. They found a parallel realm of pure energy that could be harnessed through unique objects (wands, staffs, crystal balls, etc.). Now, the world has prospered from this magic. A vast desert was formed when the land was laid waste during a war between mages. Some magic users are pushing its boundaries, and stories of the risen dead are becoming more prevalent. But the void where magic power comes from is not that at all. There are beings composed of energy who live there, and the more humans on the material plane use magic, the more they destroy the other realm. Celestial assassins have come from the void intent on killing the magic users and destroying the artifacts in a desperate bid to save their world.

The primary location of this adventure would be an embassy on the fringes of an empire. This had once been a booming town during the days of the great mines whose ore was used to forge the magic conduits. Desperate people with few chances left gather here. It’s a barren wasteland due to brutal battles between some of the greatest mages ever known. It has become the home of Prince Phelix, the exile of the Kingdom of Murimont. He is elderly and near the end of his days, having never sat on the throne. This embassy is also home to a painting of Ravenna Metus, one of the most infamous necromancers in history. The painting is said to be cursed and that as long as it exists, Ravenna can be resurrected as her blood was mixed with the pigment.

This setting combines elements of fantasy and westerns. It is an embassy at the end of the world where disparate people have gathered. It has a lot of potential for diverse characters, with lots of double-crossing, hidden agendas, and the looming threat of the celestial assassins coming to town and taking out every magic user.


Science Fiction 
Inhabitants: Mysterious Mechas
Icon: Gordian Knot
Location: piracy – military, prosperous – glimmering, treacherous pact, spirituality – ornate, divine entity, immediate camaraderie, ancient ruins, champions – solace

Concept: 
Humans have spread from their original home on Earth to many colonies across the galaxy. Space is quiet as the distance between outposts is quite vast. One of the worries in these outer colonies is the resurgence of a plague thought to have been cured. It is said to be wiping out vast swaths of humanity. The looming threat of mass death has forced factions who previously were at each other’s throats to combine resources to make it through this dark period. This is easier said than done because long-standing grudges make it difficult for some to work together.

One colony has finally organized once rogue pirate forces into a trained military to protect them from those like them. However, the prosperity they once enjoyed due to resource harvesting has dwindled, leaving the future uncertain. The colony’s leaders entered a deal with an antagonistic force wanting more control. The community circles up around their shared belief in a divine figure tied to the colony’s founding. As the newly turned pirates into soldiers show more allegiance to the evil force the community has made a pact with, it is time for outside heroes to save them from this quicksand. Then there are stories of mysterious mechs made by alien technology that have activated and are destroying whatever crosses their paths.

Like the fantasy setting, this would include elements of westerns or classic Kurosawa films. I see a beleaguered mayor or marshall trying to wrangle a motley crew of soldiers. I’d also be interested in developing this villainous figure and what they want from the arrangement. The alien mechs in the background are also looming threats that could be fun. I could see the player character being a mercenary or drifter pulled into the colony’s drama.


Horror
Inhabitants: Dreaming Sages
Icon: Cactus
Location: discovery – medicine, radiant – dense, a skeleton in every closet, innovation – overgrown, trade consortium, infectious joy, missing heirloom, diplomacy – hospitality

Concept: 
Falcon Creek, Tennessee, has become another casualty lost to drugs. Once a thriving manufacturing town centered around a washing machine/dryer factory, the business has been moved overseas, leaving the economy in a nosedive. A new drug has shown up in town, nicknamed Void, and is believed to be a research chemical. Users claim it takes them to another place, a dark building they wander through but never find the exit. Some have overdosed and died, leading residents to recall similar drug deaths from back in the 1990s. Something has awakened in Falcon Creek. It is putting itself back together, using certain townsfolk as its protectors even if they are unaware.

The primary location here would be the town itself. Falcon Creek had been the site of a mineral boom when it was founded, and now, with the factory closing down, the most activity has been the arrival of CDC agents who are studying and treating the many drug overdoses. Everyone seems to have a dark secret, making it hard to know who to trust. A handful of Void users have formed a cult on the edge of town, projecting an image of overflowing joy & health, but most people don’t buy it. It hasn’t been discovered yet, but the diary of town founder Ebenezer Sutter has been stolen from the town museum, and it answers what is happening.

The dreaming sages prompt has me thinking this could be a very Twin Peaks-esque campaign. I could see playing as a high school student with friends getting caught up in Void use. I could also be a local authority or even a CDC agent from outside coming into town to get to the bottom of things. A different angle could be an occultist who comes to town to try and drive back the evil force beneath the surface. I see this as a modern-day story with some elements of cosmic horror throughout.


Supers
Inhabitants: Timeless Spies 
Icon: Quill pen & ink 
Location: artifacts – academy, thriving – pristine, rebellion stirs, ceremony – foreboding, local magistrate, contagious enthusiasm, eldritch tome, technology – sanctuary

Concept: 
The attempted invasion of Earth failed. An interplanetary alliance had built up their forces secretly and launched a brutal attack on the planet. Thankfully, many superpowered heroes joined together to repel the enemy. Left behind are tons of advanced pieces of weapons and tech that are being snatched up by Earth’s supervillains, making them deadlier than ever. A team of heroes is using the same tech for good, though. They attempt to transform the Sahara Desert into a lush paradise and end some of humanity’s suffering. A hero who has been believed dead for decades has emerged, but even his old friends find something wrong. The answer may lie in the memoirs of an obscure Golden Age hero who knew the deceased figure. Then there are the Chrononauts, multiversal police, who are trying to repair the damage done to reality by some of the most dangerous alien weapons.

Our primary setting would be a superhero academy founded during the 1940s, in the wake of World War II. It was once the jewel in the superhero community but has lost much of its grandeur following a darker turn in the 1990s. Some instructors find the current headmaster delusional, and talk of a coup has surfaced. The authorities of Forge City have allowed the academy to stay open for decades, but new leadership has plans to take over the institute. They want to ensure the heroes are trained to serve them alone. The academy is also home to a vast occult library, and within the collection is a tome that can be used to awaken long-slumbering dark gods.

In this world, there are many options for characters to play. I could be a student at the academy, one of the instructors, a member of the team working on transforming the Sahara, a former friend of the resurrected hero, an investigative reporter assigned the supervillains using alien tech story, and more.

Check out part one of our look at The Location Crafter as we continue our world building exercises.


Solo Tabletop RPG Actual Play – Mothership 1e Part Four

You can purchase the Mothership 1e Core Set here.
You can purchase Dead Planet here.
You can read the rules for solo and wardenless play in Mothership 1e here.

Read the previous chapter here

Scene 1 – Starting in the Engines – Chaos Factor: 8

Jerome makes the decision to run as the creature’s snapping mandibles float closer

(Speed check – 35 vs. 32 – Success)

Turning tail, Jerome runs back out to the decimated cryochamber. He has to grab the locked military case, get to the boarding skiff, and return to the patrol ship. Navarro has to answer their questions. She has to explain this…this insanity.

Continue reading “Solo Tabletop RPG Actual Play – Mothership 1e Part Four”

Solo Tabletop RPG Actual Play – Sundered Isles Part Five

You can purchase Sundered Isles here.
You can purchase Starforged here.
You can purchase Sea of Sands here.

Read Jadyn’s previous chapter here

Interlude – Six Months Ago

A ship from the House Linnaeus fleet emerges from folded space, but something is amiss. Large sections of the vessel have been replaced with jagged, black metal. The ship is in Audun’s orbit. Inside the command bridge, a startling sight awaits. The crew members have undergone a bizarre transformation, with metal patches now adorning their once-fleshly bodies. A spider-like construct skitters across the ground, climbing onto the shoulders of a man who stands out from the rest. His artificial nature is evident, his flawless skin a telltale sign.

Continue reading “Solo Tabletop RPG Actual Play – Sundered Isles Part Five”

Solo Tabletop RPG Actual Play – Sundered Isles Part Four

You can purchase Sundered Isles here.
You can purchase Starforged here.
You can purchase Sea of Sands here.

Read the previous chapter in Jadyn Farani’s journey here.

Oracle: Share Tool

Jadyn is roughly chucked into the torchlit basement cell by two of General Selima’s soldiers. The bar slams shut with a clink behind her. Standing up, dusting herself off, she notices a figure curled up in the corner – Qasim. The rest of the crew of The Erasmus has been split up into different parts of the dungeon. Jadyn rushes over to check on Qasim. He’s conscious but in poor health, his body continuing its transformation due to ingesting muqadas Essence over a year ago. Jadyn can tell he is not doing well and attempts to stabilize him.

Continue reading “Solo Tabletop RPG Actual Play – Sundered Isles Part Four”

Solo Tabletop RPG Actual Play – Mothership Part Three

Read the previous chapter here

Jerome pilots the boarding skiff from the patrol ship to the freighter, telling Lowry to keep radio contact up. All they need to do is locate Navarro and make sure she’s safe from herself and not harming anyone else. Jerome will search the freighter to see if he can find what Navarro is desperate to get. He reckons it can be used to get her to comply with questioning. Also, will you remember to feed Princess for me in two hours? Kent says they will do it. 

Continue reading “Solo Tabletop RPG Actual Play – Mothership Part Three”