Showing posts with label Solo Game Engine. Show all posts
Showing posts with label Solo Game Engine. Show all posts

Friday, October 9, 2020

Rebellion - Anti-Establishment 25% Sale

This weekend, help prepare for November solo game or story writing with any of these tools.

Author's publisher page

Rebellion - Anti-Establishment 25% Sale

Say goodbye to your GM!


This sale for this weekend at DriveThruRPG has the following titles at 25% off

Character Mechanisms

Character Mechanisms II

Story Mechanisms

Environmental Mechanisms

Remnant RPG Tools

Grammar Fuel: Parts of Speech

Grammar Fuel: 12,000 Idioms and Phrases

Rhyming Fuel

ABS12 Solo Game Engine 2nd Edition

ABS12 Fact Generator 2nd Edition

Description Generator: Objects 2nd Edition

Gamemaster Surrogate: 100 Shades of Nay...and Yeah

2,000 American Male First Names

4,500 American Female First Names

SoRoPlay GamTools Zine: Coin Solo RPG System

SoRoPlay GamTools Zine: Myths and Fables

SoRoPlay GamTools Zine: Learning about Poetry

and

Micro Dungeon Room Map Generator


 At Amazon, Character Mechanisms the sale price is the same. 

Character Mechanisms

Character Mechanisms (2018)
Available at two places: one a PDF or one for Kindle
A PDF @ DriveThruRPG
For Kindle (US) @ Amazon.com, (UK) @ Amazon.co.uk, (DE) Amazon.de.

At Amazon, the 2nd edition at Amazon are already at the minimum amount for the current full 70% royalty percentage. 

Thursday, October 1, 2020

Now available for kindle except a few minor changes, removal of appendix

The Kindle version does not have the Appendix of tables, which were added to the rear for printing in the PDF version, to make printing easier. However, all of the tables are found within each of the sections. The larger sideways 144 tables were place back into the sections with the horizontal table and the instructions.

Essential SoRoPlay GamTools


Essential SoRoPlay GamTools (2020)
Available at one place currently, though kindle may be forthcoming
A PDF @ DriveThruRPG
It is also available in two different bundles where it is included as one of the bundle pieces
Mechanisms and Minimalist Bundle
and
Individual piece Bundle

For Kindle (US) @ Amazon.com, (UK) @ Amazon.co.uk, (DE) Amazon.de. (also available for other countries)

Tuesday, September 29, 2020

Essential SoRoPlay GamTools

New for today, a mix of the minimalist d6 solo game and adventure seed engines together with the six more popular 1e tools reimagined and restyled. It contains slightly different grayscale d12 and d100 versions of 1st edition's Character Generator, ABS Fact Generator, ABS Solo Game Engine, Plot Generator, Motivation Generator, and Description Generator.


It has been added to the list product list started recently at which contain the more popular or older titles. https://worldofthefifthsun.blogspot.com/p/blog-page_14.html

Essential SoRoPlay GamTools


Essential SoRoPlay GamTools (2020)
Available at one place currently, though kindle may be forthcoming
A PDF @ DriveThruRPG
It is also available in two different bundles
Mechanisms and Minimalist Bundle
and
Individual piece Bundle

Essential SoRoPlay GamTools is a collection of tools, referred to as functions, that help you to play a solo game using polyhedral dice. It works by generating either answers to questions, step-by-step, or keyword prompts for interpretation.

It also includes an adventure seed engine is included in this version as a companion tool to be used with this book to create random story conflict, foe, theme, motivation, and twists.

This book replaces and adds several of the minimalist tools with 1e tools to make a more powerful system with six of the more popular essential tools. ABS Solo Game Engine, ABS Fact Generator, Motivation Generator, Description Generator, Plot Generator, and Character Generator all in a newer simplified d12 and d100 grayscale style for the 144 result generators.

You need a gaming system character and resolution mechanics with this book in order to create characters, have NPC and creature statblocks, and resolve game mechanics. This book focuses on generating narrative content such as generic NPC details, adventure stories, and setting description using questions and keyword prompts. Some other game mechanics tools that can be used for some game mechanics are Minimalist Descriptive Combat (mass combat) and/or Remnant RPG Tools (descriptive roleplaying combat) which includes the Minimalist Descriptive Skills (descriptive d6 skill resolution) along with several other related tools.


A gamemaster has many functions. This set of tools focuses on ten GM functions.
 Gamemaster Surrogate (GMS) Function tools included in this book
     1. A GMS will make decisions based on a few different factors. The basic closed-questions that are answered through this GMS function are “Yes or no?”, “When”, or “What happens?”  ABS Solo Game Engine
     2. A GMS will be able to create basic random NPC characters. The basic open-question that is answered through this GMS function is “Who?” Character Generator
     3. A GMS will be able to assign 144 basic motivation to NPCs. The basic open-question that is answered through this GMS function is “Why?” Motivation Generator
     4. A GMS will be able to assign basic relationships, moods, emotion, and encounter details—for both humans and creatures. The basic open-question that are answered through this GMS human or creature multi-functions are “What is the description of the encounter?”. The details for this tool focus more specifically on several different details such as, “What is the mood of the encounter?”, “What is the emotion of the encounter?”, “What is the number of encounters?”, “What is the size of the encounter?”, and a few other encounter details.   Relationship, Mood, Emotion, & Encounter Gen
     5. A GMS will be able to create a basic adventure story. A story has a beginning or opening, an incident, a call for action, a story conflict, and one or more conflicts leading to a resolution. This tool explores resolving for one or more questions related to the inciting event and adventure seed conflict against a foe. The basic open-question that is answered through this GMS function is “What happens from beginning to end?” Essential Gamestory Adventures
    6. A GMS will be able to create adventure ideas that contain a conflict against a foe, here called an adventure seed. The basic open-question that is answered through this GMS function is “What is the main story?” It rolls for conflict, foe type, theme, motivation, mood, and an occasional twist. Essential Adventure Seed Engine
    7. A GMS will be able to create story arches based on 144 keyword actions or situations. The basic open-question that is answered through this GMS function is “What is the character doing or need to do?” Conflict (Plot) Generator
     8. A GMS will be able to create a setting description based on 144 sensory keywords. The basic open-question is answered through this GMS function are “Where?” or “What?” does the player see, hear, taste, touch, smell, or realize in terms of basic senses or basic concepts. Fact Generator
     9. A GMS will be able to create setting items and features based on 144 adjectival keywords. The basic open-question that is answered is “What?” in terms of items & movable features or  “What items are in this setting?” Item Description Generator
    10. A GMS will be able to create setting descriptions for indoor and outdoor settings based on adjectival keywords. The basic question that is answered is “Where?” in terms of immovable or non-item setting features. Indoor and Outdoor Gen



This book mixes and adds to the Minimalist d6 Solo and Adventure Seed Engines with the six most popular generators expanding it from 12 pages to 70 pages. It has all new content. This book has 20 BW (grayscae) images. It has both a table of contents and bookmark navigation. Pages are numbered.

Both, a version with borders and a version without borders are included.

Friday, September 25, 2020

Solo RPG Tools 2nd Edition 2020 bundle now available, briefly comparing the 1e and 2e versions


Here is the lineup for this year's Solo RPG Tools 2nd edition bundle and a short summary of the differences between 1e and 2e

ABS Solo Game Engine 1e vs 2e - The differences are 2e has 18 pages, 6 tables, 15 types of answers, and includes 1e info (1e has 5pgs, 1 table, 1 type of answers)

Fact Generator 1e vs 2e - The difference is 2e has 33 pages, 8 charts, 23 types of facts, 10 pages of senses of thesaurus and contains 1e. Compared to the original 1e that is 1pg total, 1 chart, 12 types of facts & instructions, no thesaurus.

Theme Generator 1e vs 2e - This 2nd edition expands and includes the 1st edition. 70 pages, many charts, 3 domains of themes, 21 subdomains, about 6,000 manifestation words, and 1,000 thematic subjects. Compared to the original which was 2pg chart & instructions, 1 domain, 10 subdomains, no manifestation words, and 288 results.

Description Generator: Objects 1e vs 2e - This 2nd edition expands and includes the 1st edition material. 52 pages, 9 charts, 33 types of facts/descriptions, object describing words from a thesaurus. [Compared with the original which was 3pg, one chart, 11 types of facts/descriptions & instructions, and no thesaurus.]

Gamemaster Surrogate (GMS): 100 Shades of Nay 2e...or Yeah vs Modifier Generator 1e - The difference is that GMS focuses on applying modifiers for actions or description to task progress, degrees of success, tangents, expectations, and/or speed in 4 pages (Modifier Gen in 2 pages focuses on 7 types of modifiers for actions or description generically, not applied to anything). Although derived from the MG of 1e, the GMS of 2e does not include 1e, since they are very different in how they are applied: applied to progress/success vs generally descriptive.

Sunday, September 13, 2020

Minimalist d6 Solo Game and Adventure Seed Engines available

Minimalist d6 Solo Game & Adventure Seed Engine

Minimalist d6 Solo Game & Adventure Seed Engine
Available at two places: one a PDF or one for Kindle
A PDF @ DriveThruRPG
For Kindle (US) @ Amazon.com, (UK) @ Amazon.co.uk, (DE) Amazon.de.

A combined version sold in two different formats at two different eBook vendors that brings the two prior published toolsets together, is now available.
  • Bundled version includes separate books and combined book @ DriveThruRPG 

For a reference on how these combined tools may be expanded, replaced, or furthered, see the prior post "An overview of some of the tools that I've created."

Minimalist d6 Solo Game Engine is a collection of tools, referred to as functions, that help you to play a solo game using standard six-sided dice. It works by generating either answers to questions, icon images, or keyword prompts for interpretation.

Minimalist Adventure Seed Engine is included in this version as a companion tool to be used with this book to create random story conflict, foe, theme, motivation, and twists.
You need a gaming system character and resolution mechanics with this book in order to create characters, have NPC and creature stat-blocks, and resolve game mechanics. This book focuses on generating narrative content using questions and keyword prompts. Some other game mechanics tools that can be used for some game mechanics are Minimalist Descriptive Combat (mass combat) and/or Remnant RPG Tools (descriptive roleplaying combat) which includes the Minimalist Descriptive Skills (descriptive d6 skill resolution) along with several other related tools.

A gamemaster has many functions. This set of tools focuses on six GM functions.
    • The gamemaster surrogate engine focuses on the function of giving four types of closed ended questions: yes/no, task progress, problem solving, and scientific method answers to help create story, characters, and setting.
    • The iconic fact generator focuses on the function of giving random sensory-based icon images that may represent answers to open ended questions to help create a setting based on the player character’s perception.
    • The indoor, outdoor, item Gen focuses on function of giving random keywords to be used as word prompts to help generate setting based on adjectives and determiners.
    • The relationship, mood, emotion, & encounter Gen focuses on the function of giving human and creature description based on description, mood, emotions to help create story encounters.
    • The NPC scene action (AI) focuses on the behavioral function of non-player character (NPC) or even creatures actions within a scene.
    • The Gamestory Adventures process focuses on the steps to create a narrative like the opening scene, inciting event, one or more conflicts, and until completion or failure.

This PDF version includes the Minimalist Adventure Seed Engine at the back of the eBook.
  • This is a minimalist adventure seed engine to help randomly roll story seeds for gaming or writing.
  • Easy, standard d6 dice system that may be used with any core system.
  • It is uses a small amount of keywords to describe an adventure story.

Sunday, August 9, 2020

Coin Solo RPG System is now on version 1.05

SoRoPlay GamTools Zine: Coin Solo RPG System



For the latest version 1.04 Coin Solo RPG System which is found pinned to the top of my subreddit, see https://www.reddit.com/r/Solo_RPG_Tools/ .

It is a coin flip based solo RPG system, also available in a paid PDF format.

As for 1.04 vs 1.05, the bold features listed in the bullet are features now in 1.05.

I just uploaded and sent an email out to those who have purchased the PDF version. Check your library. The price went up a little, which I've been doing after every update after the introductory offer.

Here is the updated product description. The bold on the bullet point words indicate the new features since v1.04.


Coin Solo RPG System v1.05This Zine PDF brings together several social media posts for the creation of a coin-based solo RPG system.
This issue is being used to help fund a possible further creation of this coin-solo game system.
This PDF is rough and unpolished, though a few images have been added. It is single column and minimal layout and no editing.
This PDF has the following sections for the current 1.05 version.
  • A simple Coin solo game engine (yes/no, succeed/fail, A or B).
  • 2 character personality types
  • 2 scaling attributes
  • 4 skill-set models
  • Combat and Character Charts on two pages
  • 2 conflict-plot types
  • 2 groups of sensory facts
  • Coin Flip Combat Rules using Combat Score comparison
  • 3 coin flip simultaneous combat damage system
  • 3 coin flip targeting system
  • Scaling weapon damage and 3 armor protection: absorption and reduction
  • a Wound Trackers by body location for 4 degrees of life force: Grunt to Huge, based on one stat of the character.
  • Ranged combat modifier
  • A new example of 1.05v simultaneous coin flip combat
  • an early 1.01 version example (pre coin combat system, I used a hybrid of One-roll Fudge and Remnant RPG Tools combat) creating a 5,314 word short story.
  • The example creates a short story called "The Art of Love and Loss"

Want the PDF 1.05 Version updated Available at DriveThruRPG?

If you would like to support this thread monetarily by purchasing the 1.05 PDF version which combines all of the main posts found scattered throughout this board up until today's latest update and examples in an illustrated 86 page PDF you may find it at the following address.

Monday, March 23, 2020

Random dream and interpretation creation using Dream Generator tool and added to the Dreadmarsh.

This page will be an artistic creation furthering the story began using the Environmental Mechanisms book, creating some intellectual property [IP], so first some legal stuff.

©2020 by Ken Wickham. All rights reserved.

[This webpage or parts thereof may not be reproduced in any form, stored in any retrieval system, or transmitted in any form by any means—electronic, mechanical, photocopy, recording, or otherwise for any other person—without prior written permission of the publisher, except as provided by United States of America copyright law.]

In this project, the tool Dream Generator seems like something fun to use.



Dream Generator, which is one of the tools found in Character Mechanisms
Roll 10, 3 = 10 location person, place, thing, idea, 3 crossroad options, choices

So, the dream is of a location, a crossroad, which represents options or choices.

What else is in the dream?

Roll 8, 11 = 8 insects fear, anxiety; 11 termite attack on the soul or being.

This might mean that in the dream of the crossroads the dreamer sees termites eating a fallen log. An interpretation is that the person is at a point in life where the character must make a choice because the character is feeling attacks on the character's soul or being.

One more roll!

Roll 4, 2 = 4 clothing perceived, public self; new clothing new attitude or guise.

All together, this is the dream.

The character comes to a crossroad. Down one path lies a fallen log covered with termites eating the log. Down another path on a rock folded nicely sit a set of new clothing.

An interpretation for the character is that a point in life is coming near where the character will feel an attack on the character's soul or being when a choice must be made to change one's attitude or guise in order to pick the correct path in life.

Let me now apply this dream to that location created on 2/19/20 Neredhos Mareskos, the Dreadmarsh. Since it is a dream, I'll place it before the location.

Dream of crossroad and entrance into Neredhos Mareskos

©2020 by Ken Wickham. All rights reserved.

The character dreams of coming to a crossroad. Down one path lies a fallen log covered with termites eating the log. Down another path on a rock folded nicely sit a set of new clothing.

An interpretation for the character is that a point in life is coming near where the character will feel an attack on the character's soul or being when a choice must be made to change one's attitude or guise in order to pick the correct path in life.
...

The Neredhos Mareskos is a war-torn dead forest marsh.

On a clear and sunny day, the characters enter Neredhos Mareskos—a war-torn dead forest marshy area located between dead forest mountains and sandy hills.

The Neredhos Mareskos Giant Pale Violet Red Beetle inhabits the dead forest marsh.

The characters hear creaking!

Something in the present time is very important.

A small swarm of Meroedhos Mareskos Giant Pale Violet Red Beetles are attacking a swamp alligator with a pounce, stamp, ram, and/or slam. A creaking sound is heard echoing across the war-torn, dead forest marsh.

Wednesday, February 19, 2020

Enrironmental Mechanism creations

Today I want to spend a bit of time working with the Environmental Mechanisms book, which is the collection of setting tools created over the past two years.

Environmental Mechanisms
Environmental Mechanisms
This book contains 21 game tools.

Also the ABS12 Solo Game Engine 2e will be used to answer yes and no questions.

Marsh

Name
First, a name which I will base off of the English words dread and marsh. Then those words will be translated into my Aioskoru Common language (which at this time is only released in the Aioskoru World Guide).

Dreadmarsh = neredhos mareskos

Map
Now that I have a name and everything that comes with this name, such as the implication that it contains something dreadful, It's time to create a quick hex map.  


Focusing on one portion of this marshland might help start to world build this area.


Okay, focusing on the north shore, this area has dead forest mountains to the north of the ocean bay, sandy hills, and a dead forest marsh leading to living marsh in between.

Minimalist Description of Wetlands (marsh)
Let me use the Minimalist Descriptive Wetlands tool found in Environmental Mechanisms (EM) book to roll for a brief description of the dead forest marsh area—which is constantly flooded by at least one water source.

Current weather = rolled a 1. It is sunny and clear.
Type of wetland = marsh, which I don't have to roll since the map already dictates a dead forest marsh
Dominant Life type = rolled a 5. Insect or fish will be the dominant type depending on another roll. A roll of 2 means that an insect is the dominant life form in this dead forest marshy area.
Usual wetland? = rolled 6 = unusual wetland; roll for unusual nature = roll 6 = war torn

The Neredhos Mareskos is a war-torn dead forest marsh.

On a clear and sunny day, the characters enter Neredhos Mareskos—a war-torn dead forest marshy area located between dead forest mountains and sandy hills.

Insect feature indicated by the Minimalist Descriptive Wetlands
Neredhos Mareskos Insect detail using Animal Generator tool.
Animal Generator rolls a 5 = offense = pounce, stamp, ram, slam

This insect sounds large.
Using table E in ABS12 Solo Game Engine 2e and with a very likely +35 d100 roll, I ask "Is this a huge insect?" 
A 99 roll +35 roll = 134 which is much higher than the 91 to 100 range for a Yes, also result.

Yes the insect is huge, also giant even.

let me roll for a color using the Color Generator & Wheel tool also found in EM.
Roll = 5, a pink; and 2 = pale violet red.
Pale violet red is this color.

So the pale violet huge insect which attacks with a pounce, stamp, ram, and/or slam.
To me, this sounds like a giant beetle-like creature.

So, this Neredhos Mareskos Giant Pale Violet Red Beetle inhabits the dead forest marsh.

Certainly, this can explain one reason why this marsh might be dreadful.

So, on a clear and sunny day, the characters would enter this dead forest swamp in habited by ever dangerous Neredhos Moreskos Giant Pale Violet Red Beetles.

Rolling for a sound using Sound Generator tool found in EM = 4, 2 = creak!

The characters hear creaking!


What do the characters sense?
Fact Generator roll for sensory fact. Roll = 8 an hourglass related; roll 10 = present.

Something in the present time is very important.

Are the beetles attacking something? (half and half); Roll = 93 Yes, also... the are attacking an alligator.

A small swarm of Meroedhos Mareskos Giant Pale Violet Red Beetles are attacking a swamp alligator. A creaking sound is heard echoing across the war-torn, dead forest marsh.



Sunday, February 2, 2020

Adventure Creation notes from Wizard article applied to solo gaming

Here are my notes from the article series by Wolfgang Baur found at http://archive.wizards.com/default.asp?x=dnd/ab/20060728a

[This page has been revised on 2/27/20 to inject massive amounts of notes and comments. It no longer is just notes. It is now "applied to solo gaming". References to my game engine and fact generator, which are also found in this blog or are part of my RPG tool series, are also referenced.] 

Material attributed to the website is center indented and bold.

I want to add my own notes to a select number of ideas.

This amount is from group encounters. I'm not sure if for solo encounters this would work. A standard group has 4 characters. Maybe dividing these numbers by 4 might make a more doable 1 person game.

Treasure
Ken's revised number of encounters for solo gamers based on the article.
~ 2 to 3 equal level encounters per level
~4 to 5 equal level encounters per level
or 5 to 6 lower level encounters per level
or 8 to 10 marathon session encounters

limit backstory
How can solo gamers use "limit backstory" technique. The action. By getting straight to exploratory action, with minimal expository explanations, the player can begin to immerse through the eyes a character into the game world.

start quick
If backstory is needed, even a brief paragraph may do.


limit random encounters
The limit random encounter is to try and keep the story related and flowing with more unified content. Doing so is railroading, rather than sandboxing


keep backstory relevant and recent
I don't have to explain what happened before the recent memory. However, I can put in subtle clues or hints of the distance past. Relevant to me means that whatever is written can be used for this gamestory or as a fork into a different story.

[gamestory= a term I use to differ a fictional novel-like story and a game story] 

start with hook related action
See my backstory comment. In a sandbox or open world RPG, hints and clues lead to a direction of a gamestory. These hints may be based on images, words, questions, or character/story reactions.

clues built in to the design
The main thrust behind this idea, I think, is that a perception or awareness check shouldn't exclude major story clues. Rather, those types of checks are primarily for bonus clues leading to other rewards.

coherent encounters
Encounters should probably be thematically related. Even a swarm of bats, should make sense in the setting context.


What other encounter gain instead of combat encounter
entrance to somewhere
An encounter can lead the character to somewhere. Traditionally maybe the "person in the inn" type informants use this method. However, a person anywhere could lead a character anywhere.

information
What information is most important to players? Well, that depends on the player, rather than the character. The information might need to catered to different types of player enjoyment, possibly leading to different types of adventures within a similar story.

For me, perhaps one option is to create a four pronged adventure information for the four archetype learning preferences that the Character Generator revealed.

resource
What does a solo gamer need? food, water, weapons, maps, keys, books, tokens

avoid combat
Combat isn't always fun for solo gaming. I've taken to "summary fighting" for insignificant impediments in my story writing.

suspicious or lying encounter
I haven't thought about using fake or false information or instructions much in solo gaming. This is built into my Twist Generator primarily.

Comparing recommended Treasure amounts to the Solo Game Engine results

about half or 1-out-of-two = little or no treasure
I'm not sure of predictable alternating no-treasure would really work. But a 50/50 roll would work great for a "treasure check" for solo gaming, maybe.

For my ABS12 Solo Game Engine (ASGE), this would mean a No, Unless or lower for d100, which is 50 or lower.

20% half treasure
Maybe a narrative version of this is mundane objects. This might be stuff that has little or no particular value, except within story context.

For my ASGE, this is the Maybe, If and Only If range of probability.

20% standard treasure
For my ASGE, this is the Yes probability – which for d100 is 15%.

10% double treasure
5% hoard, 10X
My ASGE has Yes, Also at 10%. I think a hoard would only come after a main boss-type encounter and is less likely randomly generated.


Plots
chronological
This is the order-in-time series of events. In a sandbox game, it might require multiple questions to generate different parts in a series or multiple actions to generate different flows within time.

geographical
Primarily a function of maps, geographical means that the area only becomes active in the story if the character actually moves to that location. The main issue with geographical located plots is that maybe the character never goes to that location. All of that preparation is meaningless.

Story Flow
inciting incident (hook)
The player character needs something to interrupt everyday life.

reversal
Twists are fun, if used sparingly.

finale
Goal accomplished and the story is resolved...for now.

Comments on terrain
hazards and terrain
I think this is the most common terrain in solo gaming. I'm not sure if trap mechanics might not need improving for solo gaming–if doing so is even possible.

surprise terrain
Surprises are things unexpected. In my Fact Generator, sensory information is the main method of noticing important details. While using the FG the last few years, details emerged from thinking up the different sensory data has created surprises even for me.

drama terrain
To me, drama = conflict. Conflict = tension, fighting, argument, and stuff. For solo - sandbox gaming, an interesting mechanic might be that conflict might occasionally create changes in terrain or reveal dramatic terrain features.

luring terrain
Ah, the lure of wealth, beauty, and majesty. Though some prefer dark, grim, and imposing. Whichever one's preference, luring terrain might draw a character towards those locations.

Friday, August 10, 2018

FRPG6 Dialogue Engine example

This example is from the Dialogue Engine now available for sale as well as in a Dialogue Engine bundle which contains all of the needed tables.

https://www.rpgnow.com/product/249512/FRPG6-Dialogue-Engine

Example of Using the Dialogue Engine
In this example, I’ll use indented smaller text to show the game mechanics behind this short dialogue game situation.

The detective is approaching an old homeless man on the street in a Seattle attempting to find out if he has seen a suspect in the recent stabbing in the area. The homeless man will not trust the detective, at least initially

Old man
Personality = rolled 2D6 = 7 = guardian [from Character Generator]
Guardian - They seek perfection and to protect culture, society, and whatever they do.
However, if experiencing great stress, a Guardian becomes more of a Lone Wolf.
Lone Wolf - They seek to be original and unique.

The old man will be a minor character in terms of
importance.

vocal level = rolled 1D6 = 1 quiet ; rolled 1 = range, rolled 3 = middle range ; rolled 3 = texture, rolled 3 = twangy texture ; rolled 5 = word imagery, rolled 1 = cold, abstract word imagery.

The old man with a guardian personality speaks quietly, with a middle-range twangy voice, and uses
cold and abstract word imagery.

‘Excuse me sir. Have you seen this man,’ you ask, showing the old homeless man the picture on your
smartphone.

Hesitant, distrust; rolls a 1 = Pause often and cautious. Speaks little and guarded

The old man moved back from the picture, as if the image was dangerous or grotesque.

Quietly he spoke. ‘What ... did he do?” he asked in a twangy southern accent voice.

What is the old man’s motivation? Motivation rolls 3D6 = 12 defense mechanism, rolls a 13 = restoring a past wrong (from Motivation Generator]

The old man is speaking little, guarded, slowly, and cautiously because in the past he said something
that came back to haunt him.

The lone wolf in him caused by the increased past trauma is telling him to ‘Leave me alone’.

‘He may have done something very bad,” you say trying to read the old man’s face.

The old man will remember that experience feeling guilt at first and then hurt. Guilt roll 10 = sweating; Hurt roll 16, uneven steps, weak stumble, collapse.

The old man began to sweat. He seemed to brace himself on his old possession filled shopping cart.

‘I don’t like it ... when good people ... get blamed ... for bad things.’

I used the ‘I don’t like’ as suggested as guardian common words spoken.

Wednesday, February 8, 2017

Project RPG & Story

This is the beginning of another scene somewhat similar to the ABS12 stuff that I wrote, rather it is using a Fudge based system mixed with some of my solo gaming stuff. This serves as an exploratory post. I will not show most of the details of the system. Rather I am showing the resulting text in story game results. This story is being made up as I go. I'm not sure where it is beginning or when it will end. I'm testing some new conflict mechanics and dynamics material that I've recently created. I'll probably try doing one scene and then writing a title later, which I will post when it's finished right below this paragraph along with copyright.

"Someone Else"
©2017 Ken Wickham

She stood, back arched and dark hair to her waist across the shadow filled room. Crickets sang in chorus and the gentle warm breeze brought the scent of daisies, roses, and tulips from the backyard garden several floors below.

I couldn't quite see what she was doing. The sound of jingling metal, and several objects clicking added to the cricket song as she apparently seemed to be looking for something in her bag.

The musky scent of bodies that had rubbed together still mixed with the floral breeze. I took in a few warm breaths to try calming my pulse wiping away my damp brow.

From her, I heard a few clicks like the sound of her pumping a perfume or some sort of body spray.

"We're good together," I finally say now that my strength had returned.

"A lot of people are good together," she said now fanning the air, sitting down at the oak chair at small desk where her purse lay atop.

Even though I had felt recovered and refreshed, something in the tone of her voice and the seriousness of her reply caused my lungs to tighten. A few seconds later my body seemed to then spread an uncomfortable second wave of heat. A few more droplets trickled down my arm.

Why do I -.

I took in a forced breath. One that hurt my lungs as much as it relieved my need for air.

Looking towards her, she now was sitting back in the chair looking up at the ceiling. I could see the shadow of her open mouth which slightly moved forward and backward. Then some oriental scent finally reached me, which felt like a key unlocking some old rusty lock on a guarded chest tucked in some attic of some cobweb filled house.

Naomi, although of Asian descent, had lived her entire life here.

I thought she was into me. Yes, before I had thought I was even lucky she knew my name.

She seemed entirely different than her mother.

"Is your mother doing better," I said.

She let out a long audible breath. "My mother ... my mother - I don't want to talk about my mother."

A sense of discontent entered me like an ocean wave. She was hard to read. I thought I was finally connecting with her.

I reached up and placed my hand on the mahogany headboard. I like the feel of something sturdy. It seems like the solid wood is something that I can rely on, trust, and is dependable. Unlike...

"You should find someone that will love you in return," she said.

Someone?

She hadn't had the best luck herself. "Who do you want to be with? Huh." I knew she had trouble in her past relationships.

I could tell that her head had now turned was now looking at me since I could see the shadows of her ears slightly sticking out from her head.

"Someone else," she simply said.

I don't know if I would have ever written that scene in any of my stories. The game mechanics pushed me to write this pushing me sideways and creating characters that I may have never created. Part of the interest was for me finding out what I was actually writing about near the end of the scene.

Fun stuff. 

I'll take my notes, look things over, tweak it, and maybe add some things.

Friday, December 30, 2016

2016 World of the Fifth Sun summary

2016
2015 World of the Fifth Sun summary
2016 World of the Fifth Sun summary

Maps

2016 began where I left off in 2015, with map work. I first produced an Aioskoru Highway map.

I had been working on Aioskoru languages as well, revealing that I had 175 elfin and orcish words in mid January. These words would expand along with Common, Goblin, Dwarf, and Halfling throughout this year in spurts.

In February of 2016 I returned to FAE, which I had paused studying due to RMU the summer before. I considered bidirectional approaches.

In March, my Quick free world maps using GIMP filters and Donjon fractal maps. I used a new technique to make more accurate 3D maps than the prior methods I had tried, using grayscale maps.




I also started my Dice, Cards, and Probability series of posts.

ABS12

In April, I began my A Basic System 12 (ABS12) system creation. I did this to give me a system that I could fool around with different mechanics. The entire series of posts shows my struggles, victories, and problems creating a system from scratch. Although the current system might not be entirely polished nor great, however I think the actual value is within the process posts. It's sort of a journal showing how they came to be.

In late April, I wrote a post that would serve as a basic model to me when comparing different game system attributes. I tried to fit together a Master chart of attribute words used to describe characters and monsters. Attributes, skills, and special gifts



In May, I wrote a post that would influence how I set monsters up for Aioskoru World Guide monster list. In my Looking at OGL stat data: Black Bear eight Open Gaming License (OGL) systems were examined comparing Black Bear stats.

Stories vs RPGs

Also in May, I started the series that would become the book Stories vs RPGs. In it, I compared character approaches, theory, and methods in story writing vs role playing games.


In May, I started my Search for a current fantasy main system. I would post a summary of process, comparisons, and criticism/praise beginning in June's Search for a current fantasy main system Part 1: suggested games and evaluating their samples

In late May, I created my ABS12 Solo Game Engine and Fact Generator.



I wrote a microfiction piece "Bargain for Eternity" at the end of May.

In June I began writing a RPG and Story Scenes. This is a short series that I hope to do more with at a future time.

In June, I started what would become In search of Centaurs using the ABS12 system.

In July, I wrote my Test Played series using the game information that I had gathered in the Search for a current fantasy main system process.

Quick free world maps using GIMP filters and Donjon fractal maps

I released the book Quick free world maps using GIMP filters and Donjon fractal maps on July 4th which included all of my blog post and a few new sections unique only to the book such as how to create the topographical maps and how to alter the biome maps to add new symbols. This was my first RPGNow book listed.

I also created some JAGS content such as some NPC templates, wild west creatures, and a d20 to JAGs conversion.

New Maps w river flow

July also saw my experiment with maps return, with me trying to find a way to figure out rivers quicker. This lead me to experiment with wilbur which resulted the map below which is the area for In Search of Centaurs story in Western Ekouinmanus Kapos.



Fantasy Constructed Languages: Fairy Celestial

In August, I began my Fantasy Constructed Languages series where I try to create a Fairy/Celestial language. Unlike the Common, Goblin, Elf, Orc, Dwarf, and Halfling this would be a constructed language entirely created from the sounds on up to the grammar. This series lets you look into my journey from a blank slate and see how I've created 194 words so far with some grammar rules and sentence structure.

RPGNow Aioskoru and solo game books

I also released the Aioskoru World Guide, ABS12 Flexible Solo Game Engine, Aioskoru OGL maps, ABS 12 Fact Generator, In search of Centaurs, and then Aioskoru World Atlas. Although it may appear that these were created simultaneous, really they had been in the works since late of October of 2015 - most of the work taking place at the end of 2015 in October to December, as mentioned in the last post. They had been on hold for several earlier months of 2016 while I looked into some theory and practiced game design. The Aioskoru World Atlas has some of the river techniques only recently discovered at that time.


I made two YouTube videos for the Aioskoru World Atlas and the Aioskoru World Guide

5e x 5

In September after an agreement with a partner Peter Rudin-Burgess who had created the first region of Aioskoru which he that he named Melos. We created a project named 5e x 5 to convert 5e SRD into a d100 attribute and skill based system.

For two months all other projects went on virtually on hold. Most of my posts at that time concerned either 3.5e or 5e, except one fantasy language post.

At the end of the project, we released the 5e x 5 OGL SRD using a kickstarter like tier system. We did the tier system to help generate contributions even though the actual SRD was PWYW. Keeping the system OGL and free if need be is the spirit of both Aioskoru and 5e x 5.




The motivational draw that I presented for contributors was an unavailable 5e x 5 Modern and Future conversion, which I began in November.

Since then, I've made strides into converting 5e x 5 Modern Characters, Modern Equipment, and recently began Modern Psionics.

For future I have converted 5e x 5 Future Characters, Future Equipment, Future Cybernetics, Future Robots, and recently Future Mecha.

Ezine #1

We released a collection of Peter and my blog posts named 5e x 5 Ezine #1. In addition, for contributors, we offered 5e x 5 Fantasy Weapons & Armor II as a motivational draw to contributors of the ezine.

5e x 5 two-column

We released a two-column version of the 5e x 5 books priced individually or by bundle with some savings.

That two-column version has received background images in the fantasy Character book and in the Spells book. 



In the next post I'll look at the next year and future current goals of World of the Fifth Sun blog. Ken Wickham