Sunday, October 27, 2024

The Sick Room

The Sick Room is a tarot-driven solo journaling game. The following is a very short game that I played


to understand how it worked. I would expect a normal game to run considerably longer.

The game forces you to engage your imagination, drawing tarot cards for inspiration. Each card has been allocated specific inspirational text to help you explore the horrors to be found in the Sick Room.

---

Tuesday,

I'm in the bathroom, I'm hiding! Hiding from my living room. No, that's not right. I'm hiding from the room, from the door. There's a door in there, it wasn't there before. It just appeared. Am I mad? The door is wrong, it shouldn't be there. I opened it, god forgive me. The door felt cold and there was a strange meaty smell when I opened it.

I can't explain it there's a living room from the 80s behind the door. But it shouldn't, can't be there. The other side of that wall is an empty show shop. I took a step in there, saw the TV, and the wallpaper just like when I was a kid. And, there was a feeling, like someone was standing in there watching me. But there wasn't anyone there. I kept turning round, it was like there was someone being me. I ran up here, I'm still shaking.

Wednesday,

I had to know it was real, had to know I wasn't mad, I went in there again. I stood in the middle of the room. I looked at the TV, it's like the one my grandmother had. I got the feeling I was being watched again. When I turned round they were sitting on the sofa. I don't know what they were, I mean it was a man, woman, and a girl, only they weren't people, not really. I rubbed my eyes, but it wasn't my eyes, the people were blurry. They were talking, laughing I think. They were quiet, I couldn't quite make out what they were saying. Their words warbled, fading in and out. I think they could see me. But I felt there was someone behind me, and when I turned round, there was no one there. I turned again as the people were gone. I couldn't stay there. I moved the table in front of the door when I came out.

Thursday,

I heard a knocking on the door, from the other side. I stared at it, I was shaking. I've never felt fear like that before, I WAS shaking. I stared at the door and ate a whole pack of biscuits, staring the whole time. In the end I moved the table and opened the door. There was no one there. I balled up the biscuit wrapper and tossed it in. It landed on the carpet. Nothing happened. I really didn't want to go in but I had an urge and took two two quick steps. That someone's-here feeling instantly engulfed me. The room, it was, well, it felt close. There was a glow in the middle of the TV screen. I crouched next to it and could here something in the speaker. It warbled like the people had. I turned the volume dial, I only touched it, turned it the tiniest amount. The speaker blared, shouted "fat fuck" at me. I fell back from it horrified, then scrambled-ran out the door, slammed it shut and pushed the table back in front of it. Then I threw up.

Friday,

I woke up determined to master my fear. I stomped downstairs, dragged the table out of the way and opened the door.

There was a packet of bisuits. Where I'd left the wrapper was a full packet. I think it was the same packet, at least the one I balled up was gone, and this was in its place.

I went in picked it up, it felt good in my hand. I don't know why or how, somehow it felt right. I felt confidence while I held it. And that feeling of someone else in the room faded. It didn't go, just felt less invasive. I sat on the sofa facing the TV and ate all the biscuits. I drifted off, I don't know how long, I was staring at the TV. I remember it had shadows moving on the screen but i don't recollect anything about them in particular.

I picked up the biscuits and ate them all. And watched the shadows.

I picked up the biscuits, again. That was when I realised I'd changed. I don't know how many packs I'd eaten but my god I filled the whole sofa, I'd grown fat, hugely big. Shocked I tried to stand, and unbalanced by this new weight I fell. Gasping for breath on the floor I sucked in air that stank. It took a couple of breaths before I realised it was my body that was giving off the stink. I nearly threw up. I couldn't get up, I crawled to the door dragged myself out of the room, rolled over and kicked the door shut. The stink was so bad I couldn't catch my breath it was choking, choking. 

I woke up the next morning on the floor. The door was gone. No sign of it at all. I wasn't fat but I felt drained. I got up went to the kitchen, and threw away the biscuits I had in the cupboard.
















Saturday, September 28, 2024

White Box: FMAG Session.


I knocked out a quick solo session of FMAG today. I used the cool character generator the Smoldering Wizard web site to generate 4 characters. This is better than most generators out there as it provides, stats, names, equipment, spells, and racial abilities in its output. Here are the characters, post the adventure.

Name: Ra In the Rough

Level 1 Halfling Thief
Alignment: Neutral
Age: 52

STR: 16 (+1)
INT: 10
WIS: 9
CON: 15 (+1)
DEX: 12
CHA: 15 (max: 5 loyalty: +1)

HP: (3)
AC: 7 [12]
SAV: 14
BHB: 0
Thievery: 2
XP Bonus: 5%, 279

Armor: Leather
Shield: None
Helm: None

Weapons:
Mace [1d6]
Dagger [1d6-1]

Equipment:
6 torches
backpack
bedroll
large sack
waterskin
thieves' tools
5 days dried rations
flint & steel
50' hemp rope
158 GP

Racial Abilities:

Giants, ogres, and similar giant-type creatures such as trolls are not
good at fighting small creatures such as Halflings, and only inflict
half the normal damage against them.

Halflings receive a +2 to-hit when firing missile weapons in combat.

When not engaged in combat, Halflings can be quite stealthy, making
themselves hard to spot and moving in almost total silence. The
success of this ability is determined by the Referee.

Halflings receive +4 on saving throws vs. magic (even if the "Saving
Throw Matrix" is used).

Name: Merciggo

Level 1 Elf Fighter/Magic-User
Alignment: Neutral
Age: 251

STR: 14
INT: 9
WIS: 6 (-1)
CON: 7
DEX: 7
CHA: 14 (max: 5 loyalty: +1)

HP: (7)
AC: 6 [13]
SAV: 14
BHB: 0
XP Bonus: None , 265

Spells: Charm person

Armor: Leather
Shield: Yes
Helm: Yes

Weapons:
Warhammer [1d6]
Sling [1d6]

Equipment:
5 torches
backpack
bedroll
waterskin
5 days dried rations
flint & steel
10' pole
96 GP
Pouch & 20 stones

Racial Abilities:

Elves may use either the Fighter or Magic-user class advancement
charts, to be announced at the start of an adventure.

When an Elf adventures as a Magic-user, the character has the same
weapon and armor limitations as a Magic-user. The exception to this
would be magic armor, which may still be worn even when the Elf is
acting as a Magic-user.

Elves gain an +1 to-hit and damage when fighting goblins, orcs,
intelligent undead, and lycanthropes. Elves are also immune to
paralysis caused by undead such as ghouls.

Elves are good at spotting hidden and concealed doors (1-4 on a d6
when searching, 1-2 on a d6 if just passing by).

Elves can speak with gnolls, goblins, orcs, and hobgoblins.

Name: Arer the Icthic

Level 1 Halfling Fighter
Alignment: Neutral
Age: 56

STR: 10
INT: 16 (+1)
WIS: 13
CON: 6 (-1)
DEX: 8
CHA: 8 (max: 3 loyalty: -1)

HP: 1
AC: 2 [17]
SAV: 14
BHB: 0
XP Bonus: None, 265

Armor: Plate
Shield: Yes
Helm: Yes

Weapons:
Club [1d6]
Short Bow [1d6-1]

Equipment:
6 torches
backpack
bedroll
waterskin
5 days dried rations
flint & steel
10' pole
144 GP
Quiver & 19 arrows

Racial Abilities:

Giants, ogres, and similar giant-type creatures such as trolls are not
good at fighting small creatures such as Halflings, and only inflict
half the normal damage against them.

Halflings receive a +2 to-hit when firing missile weapons in combat.

When not engaged in combat, Halflings can be quite stealthy, making
themselves hard to spot and moving in almost total silence. The
success of this ability is determined by the Referee.

Halflings receive +4 on saving throws vs. magic (even if the "Saving
Throw Matrix" is used).

Name: Kracvak Do

Level 1 Human Cleric
Alignment: Lawful
Age: 37

STR: 12
INT: 9
WIS: 12
CON: 14
DEX: 14
CHA: 8 (max: 3 loyalty: -1)

HP: 2
AC: 2 [17]
SAV: 15
BHB: 0
XP Bonus: None, 265

Turn Undead:
Skeleton: 10
Zombie: 13
Ghoul: 15
Wight: 17

Armor: Plate
Shield: Yes
Helm: Yes

Weapons:
Staff [1d6]
Sling [1d6]

Equipment:
6 torches
backpack
bedroll
waterskin
5 days dried rations
flint & steel
10' pole
wooden holy symbol
scroll
84gp 10 gems(10gp each)
Pouch & 20 stones

With those generated I start a session, which quickly got into combat, here are the session notes:

Session

Call to Action

The mayor (Paur Armstrong) of the village Elderglen makes a speech in the Inn looking for heroes. Monsters have been attacking the washer women down by the river. They've taken up residence in an old bear cave near the river. Clear it out for 10GP each.

Travel

Walk to river, 1 in 6 for encounter: 4, no encounter.

The Cave

Arrive at riverside. 1D6 rooms in cave, 2.

Ra sneaks to cave mouth, Thievery (2) , 5, sneak fails.


1st Room

What's in the first room 1D12, 7, Zombie #appearing 1D8, 6

HD 1, AC [12], Move 6, Damage 1D6-1

  1. Z HP: 3 , -1 Merciggo
  2. Z HP: 1 -3 Kracvak
  3. Z HP: 4 , 1, -3 Arer
  4. Z HP: 6
  5. ZHP:  5
  6. Z HP: 2, 0 Merciggo

Are Zombies surprised? 1D6, 3, not surprised.

  • Ra runs back to the party, who fan out and they have one round of ranged combat.
  • Merciggo slings, 15, hits #1 for 4HP killing it
  • Kracvak slings, 12 hits #2 for 4HP killing it
  • Arer arrows, 9 misses.

Round 2, initiative, PCs 1, Monsters 4, monsters go first

  • #3 attacks Ra, 17 hits for 2HP seriously hurting him
  • #4 attacks Arer, 9 misses
  • #5 attacks Merciggo, 14 hits for 5HP seriously hurting him
  • #6 attacks Kracvak, 12, misses
  • Ra runs to max sling range
  • Kracvak Turns the undead, 7, fails
  • Arer, runs to bow range
  • Merciggo runs to bow range next to Ra

Round 3 initiative, PCs 3 monsters 6

  • #2 runs towards Ra
  • #4 runs to Arer
  • #5 runs to Merciggo
  • #6 attacks Kracvak, 15 miss
  • Ra attacks #2, 10, miss
  • Kracvak turns undead, 13, Success, zombies will flee for 3d6 turns 11,
  • Arer, attacks #4, 17 doing 3HP
  • Merciggo attacks #5, 8 misses

Round 4

  • Zombies flee,
  • Ra catches his breath
  • Arer fires an arrow at #4, 16, 4HP damage
  • Merciggo attacks #5,11 miss
  • Kracvak attacks #6, 19, 2HP

The 2 remaining zombies will flee beyond range and never return.

XP award for defeating the zombies (30 * 6) = 240.

  • Is the treasure buried 1-3 , 4,  no
  • Is the treasure hidden 1-2, 1, yes
  • Is the treasure trapped 1-2, 3, no

Treasure roll, 6 (value of treasure is 960gp) made up of: 720gp, 1400sp, 10 gems worth 10gp each

Post Combat

The PCs light a torch, enter the cave and search for what lured the zombies here. 1-4 (Merciggo being elvish) ,4, success. The party find the treasure buried in the dirt floor of the cave. Assume each character can carry additional 20lbs so that's 200 coins each. The remaining treasure of 1400sp will be reburied in the cave against a future return.

Merciggo 200gp, Ra 200gp, Arer 200gp, Kracvak 120gp 10 gems(10gp each), will be worth addition 820xp if it gets back to town.


Back to the village

Returning to village, 1 in 6 for encounter: 4, no encounter.

Each character gains xp, 240 for monsters, 820 for treasure a total 1060 divided between 4 is 265 each.

Getting set up

Rent a "wing" of the Inn, including 2 rooms, full health restored, and stabling for 4 (non existing) horses for a month, 40gp, Merciggo pays.

How many horses are available for purchase during the month, 1D8, 7. Purchase 6 horses for 40gp each (240gp, 60 each)

Hire a groom/Horse-holder 2gp a week for 8gp for the month. Hired by Merciggo (+1 Loyalty) Da Jur a dwarf

Hire a torch bearer 2gp a week for 8gp for the month. Hired by Ra (+1 Loyalty) Risor Lem an Elf



Wednesday, January 24, 2024

Stitchpunk


I've released a solo journaling game called Stitchpunk. This game was inspired by the 2009 film "9". You play the part of a small team of animated hand stitched dolls, in a far future where mankind has been removed from the face of the Earth by The Computer and its ever growing army of robots.

The dolls were made by the last of the humans, and they imbued them with their will, soul, spirit, and something else. The human's wishes and desire has somehow passed into these dolls.

Long after humanity is gone, the robots continue turning Earth into a wasteland where nothing lives. Into this world the dolls appear , with the objective of bringing down the The Computer.



Sunday, October 01, 2023

Lemuria Space Station, first bounty

I played my first bounty hunt in Lemuria Space Station today. I was Belasco, a robot hunter of gloomy disposition who just hates robots.

Armed with a rather poor Snub-E station-safe pistol, and a frying pan (hey don't judge its practically armour and packs quite a wallop if you give it a good swing). Checking the bounty board, I spotted there was one of those horrid B3AR-BOTs on the loose. The furry little bastards!

I headed out and started the hunt. It was not a good time, people were either lying to me or just plain stupid. I was wandering all over the place even ended up on the observation deck. Wouldn't you know it, I spotted both Argent-6 and Dexio, two unluckier moons do not exist (-2 in combat).  Despite that bad luck I popped into the deck security office and my buddy Deckard was on duty. He let me use the security cams, and I found my target toddling around the cryo-deck peeking at the sleepers. I promised Deckard a beer and headed down to cryo.

I spotted the shit-rig before it saw me., but my shot went wild. It rushed me but I only got grazed as I jumped up onto a cryobed. My next shot took out the bot's control centre.  It started running around randomly, and I missed it with all three capture bolt. I smacked it with the pan. That stopped it, but with the head crushed I'd be lucky to get half the bounty. Fekkin robots.

Sunday, July 30, 2023

Review - Operation Solo Endeavor

I picked up this supplement for Operation Whitebox for two reasons. Firstly I'm a huge fan of Operation WhiteBox and I've written a few scenarios for the system too. I thought I might have some fun solo-ing a team through one of my own scenarios.

I like what I found in here. An intro to solo playing, then a straight into a useful table for determining a mission objective. This table is short but it gives a nice variety of mission types. It then guides you into generating some VIPs for your mission. They might be NPCs, officers, targets, or otherwise. There are tables for theatre of operation and then significant places for the mission. 

Next we move into "Planning" which takes you the player through the design process of what you want to do when playing, and what sort of NPC you might want to prepare. 

It also introduces a mechanic called "Tension". This is a great idea. Its a ticking timebomb for a disaster. As you play it ticks down to something very bad happening. You never quite know when this bomb will go off or what form of DOOM it will take.

Then there's a guide on how to ask/answer the questions that drive the game, and gives you simple "oracle" to get your answers. It's a simple D10 mechanism ... but ... its variable, and you you can tailor it to the situation, ... and ... it drives that Tension mechanism.

Another great set of tables provide you inspiration and flavour for answering questions and feeding into your story. Talking of which, there is an nice set of NPC names tables, tailored to various nations involved. Beyond these, the book gives you plenty of advice on story telling and handling a team of players rather than a single character. 

To sum up, I'm really happy with this product, its a perfect fit for Operation Whitebox, and I'm going to be using it tonight! My only gripe, is that I'd like to own this as physical book.






Tuesday, June 27, 2023

Second playtest of "Adventure Path"

In my first playtest my test got wasted in a couple of encounters. So I spent some time thinking about how I played and wondering if I did anything wrong. The result of this pondering is the realisation that I didn't really use the Melee Defence skill to its optimum. So in the following play through, I made a point of using it when I could. I also took another four classes of character with different skills, and it went much better, as you'll see...

My characters:

  • Bowman, HP 11, Missile Fire +1, Ambush +1
  • Draygon, HP 15, Melee Defence +1, Fireball +1
  • Toadun, HP 9, Spot Hidden +1, Tracking +1
  • Nephellin, HP 6, Darts +1, Charm +1

Move 1, Moving into the +0 Zone

Toadun makes tracking roll to get a peak at the Helmet location to see what's there, but he fails

We move into the Helmet location and reveal the encounter to be 2 Orcs

  • Orc, Melee Attack +1, Damage Bonus +2

Bowman Attempts an Ambush, but fails.

Round ~1~

  • Nelphellin Melee Attacks Orc1 doing 3HP
  • Orc2 Melee Attacks Draygon doing 9HP
  • Draygon Melee Defence blocks 5HP of damage
  • Bowman Missile Attacks Orc2 killing it
  • Toadun Melee Attacks Orc1 for 2 damage
  • Orc1 Melee Defence blocks incoming damage

Round ~2~

  • Bowman Missile Attacks Orc1 Killing it.

4 treasure have been earned!

Move 2, Moving into the +1 Zone

Encounter a Werewolf, HP 22, Melee Attack +1, Melee Defence +1, Damage Bonus 1D4.

Bowman attempts Ambush, fails.

Round ~1~

  • Bowman Missile Fire for 3HP damage
  • Toadun Melee Attacks for 1HP damage
  • Werewolf attacks nephellin 8HP damage (kill?)
  • Draygon Melee Attacks for 6HP damage
  • Nephellin Melee Defence for 3 reduces damage to 5HP

Round ~2~

  • Draygon Melee Attacks for 2HP damage
  • Toadun Melee Attacks for 1HP damage
  • Nephellin Melee Attacks for 4HP damage
  • Bowman Missile fires for 7HP damage killing werewolf

Earned 6 Treasure (10 total)

Move 3, +2 band 

Encounter Village, 

Draygon visits the Blacksmith and spends all the party Treasure to gain a +1 Sword (Melee Attack bonus)

Move 4, +3 band, to a "?" space 

Roll 1D6 to determine encounter category, result =Helmet Category

Constrictor, HP 12, Melee Attack +2, Damage Bonus +1

Round ~1~

  • Nephellin melee attacks 5HP damage
  • Bowman Missile Fires for 5HP damage
  • Constrictor Melee Attacks Draygon for 6HP damage
  • Draygon Melee Defence 7HP (so no damage)
  • Toadun Melee Attacks 5HP damage killing constrictor

No Treasure :(

Move 5, +4 band 

Toadun makes a Tracking attempt on the Helmet encounter success "There be spiders ahead". Toadun suggests we go to the Cave encounter instead

Iron Eater HP 12, Melee Attack +3, Melee Defence +1, Damage Bonus +1

Round ~1~

  • Draygon Melee Attacks 8HP Damage
  • Toadun Melee Attacks 2HP Damage
  • Bowman Missile Attacks 6HP Damage
  • Nephellin Melee Attacks 3HP Damage
  • Iron Eater Melee Defence, still dies.
  • The Iron Eater destroyed Draygon's sword :(

Move 6, +5 band, to a "?" space  

Roll 1D6 to determine encounter category, Helmet Attack

OwlBear,HP 18, Initiative +2, Melee Attack +3, Melee Defence +2,  Damage Bonus 1D6

Bowman Attempts an Ambush, Success.

Round ~0 (Ambush)~

  • Bowman Missile Fire does 3HP Damage
  • Draygon Melee Attack does 6HP
  • Toadun Melee Attack does 3HP
  • Nephellin Melee Attack does 5HP Damage 

Round ~1~

  • Toadun Melee Attack does 3 Hit Points
  • Dragon Melee Attack does 5 Hit Points
  • The Owlbear will not be able to fend off both attacks, so the Owlbear is killed

10 Treasure!

Move 7, +6 band 

Campfire, 

  • Bowman takes the Stash Action saving 5 Treaure
  • Draygon and Nephellin take the Rest option and heal 2HP

Move 8, +7 band, The Lair 

Nightmare HP14, Melee Attack +2, Melee Defence +1, Damage bonus 1D6

5 x DarkElves HP 8, Melee Attack +4, Melee Defence +2

Bowman attempts Ambush, fails

Round ~1~

  • Toadun Melee Attacks DE1 doing 1HP damage
  • Nephellin casts Darts, fails
  • DE4 melee attacks Toadun doing 7HP damage
  • Bowman Missile at DE4 doing 7HP damage
  • DE1 melee attacks Toadun doing 7HP killing him
  • DE2 melee attacks Bowman doing 6HP 
  • Draygon Melee attacks DE4 doing 3HP damage killing
  • DE5 Melee  attacks Draygon doing 7HP damage
  • Nephellin Melee attacks DE1 doing 3HP damage
  • Nightmare Melee attacks Nephellin doing 5HP damage

Round ~2~

  • DE1 Melee attacks Bowman doing 6HP
  • Nightmare Melee attacks Draygon doing 3HP
  • Draygon melee attacks DE1 doing 2HP
  • DE3 Melee attacks Nephellin doing 6HP
  • DE5 Melee attacks Nephellin doing 10HP killing
  • DE2 Attacks Draygon doing 6HP killing
  • Bowman does Melee defence stopping 4HP (2hp damage)

Round ~3~

Concede, because 4 melee attacks on last character that he could not fend off

Summary: Killed by the End Boss' but did manager to stash 5 treasure for use in next run. Got much further in this run than the last. I put this down to some lucky rolls, but mostly down to some very good skills. Melee Defence was critical, and Ambush proved very powerful. Spells at first level seem pretty low power which is appropriate. I'm happy with how it went.




Saturday, June 24, 2023

Playtesting "Adventure Path"

I've spent the last few weeks writing up a new solo RPG which takes inspiration from "Four Against Darkness" and the digital card game "Slay the Spire". With the first draft of the rules complete it was time to do my first playtest. The following are my notes from the far too short game.

My characters

  • Soldier Hp(14) Melee Attack +1 Melee Defence +1
  • Bandit Hp(10)  Melee Attack +1 Initiative +1
  • Elementalist Hp(8)  Danger Sense +1 Earth Shield +1
  • Acrobat Hp(9)  Dexterity +1 Initiative +1

So with my party ready to go, I started my first move up the map. I had a choice of overland or underground encounter, I opted for the slightly easier overland encounter.

Move 1 -----

Move to Helmet Encounter, Difficulty mod +0

Encounter (4) Constrictor, attacks character with most hit points

  • HP (12) Melee Attack+2 Damage Bonus +1, no treasure

I rolled initiative for characters and monster.  Monster rolled a 1.

Acrobat melee attack +0 > 4, Constrictor reduced HP to 8

Soldier melee attack +1 > 3, Constrictor reduced HP to 5

Bandit Melee attach +1 > 6, Constrictor reduced to 0 HP

A win for my heroes, but alas the constrictor has no treasure.

Move 2 -----

Move to Helmet Encounter, Difficulty mod +1

Encounter (10+1) Wererats # App (1d4+1) 5 ,Melee Attack +2, Melee Defence +1 8HP each.

~Round 1~

WR1 Hits Soldier doing 4HP damage

WR4 Hits Bandit doing 3HP damage

Acrobat hit WR1 doing 1HP damage

WR5 Hits Elementalist doing 6HP damage

Soldier Hits WR1 doing 4HP damage 

WR3 its Acrobat doing 8HP damage

Bandit Hits WR1 doing 4HP damage

Elementalist Hits WR2 doing 6HP damage

WR2 Hits attacks soldier doing 5HP

~Round 2~

Soldier Hits WR2 doing 5HP damage

Elementalist casts "Earth Shield"

WR4 Hits Bandit Doing 1HP of Damage

Bandit Hits WR3 doing 4HP damage

Acrobat Hits WR3 doing 5HP damage

WR5 Hits Bandit doing 1HP damage

~Round 3~

Bandit attacks WR4 doing 5HP damage

Acrobat attacks WR4 doing 1HP damage

WR4 attacks Acrobat killing him

WR5 attacks Elementalist killing him

Soldier attacks WR4 doing 2HP damage

~Round 4~

Soldier attacks WR5 doing 3HP damage

Bandit attacks WR4 doing doing 3HP damage

WR5 attacks soldier killing him

~Round 5~

WR5 attacks Bandit killing him.

... and so ended my party of adventurers. I expect the game to be swingy because it does use random die rolls to determine encounters. I even think it was back luck to roll 10+1 on the second encounter (were rats) and then to roll the maximum number of enemies 1D4+1 (5). My first inclination is to "harden" the characters, perhaps by giving them armour/shield to act as damage reduction. However I'm not sure if one single play test attempt is a good place to make changes. After all, solo games have to have extreme challenge.

Edit, I'm definitely going to make another playtest before changing anything.