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Solo RPG

The document outlines a solo RPG system where players create a hero and setting, set scenes, and ask yes/no questions to progress the story. Players roll dice to determine outcomes and twists, leading to various narrative developments. An example session illustrates the mechanics in action, featuring a character named Dash Allison who escapes captivity with the help of allies on a battlecruiser.
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0% found this document useful (0 votes)
13 views4 pages

Solo RPG

The document outlines a solo RPG system where players create a hero and setting, set scenes, and ask yes/no questions to progress the story. Players roll dice to determine outcomes and twists, leading to various narrative developments. An example session illustrates the mechanics in action, featuring a character named Dash Allison who escapes captivity with the help of allies on a battlecruiser.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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SOLO RPG

Stat up your Hero, Declare your setting.


These can be done as simply or as complex as you like. The more complex it is, the more detail you
will have to work with and some answers may come easier to you… The more simple it is the more
Surprises will be in store. You can't lose.

Set your first Scene.


This is a short description of where the Hero is and what's happening.
At this time you should also come up with a Scene Goal for the Hero... This will determine when the
scene is over (whether they achieved or failed at the goal).

Begin asking questions! A question can be either an inquiry or an action outcome. Questions must
be in a yes/no answerable format.

For each question, roll a d6 and read the following result (If your Hero has a significant advantage, roll
a second d6 along with it and choose the result. If a significant disadvantage, roll the second D6 but
take the worst result for the hero)

1- No, And…
2- No
3- No, But…
4-Yes, But…
5-Yes
6-Yes, And...

"And" means even more than you expected, "But" means there is a limited effect or a drawback.

In addition, roll a different colored D6. This is the Twist Die. If it comes up a 1, there is a twist to the
scene.

What is the twist? Take 2 different colored D6, declare which one is 'first' and roll them, then consult.
the following chart:

1st d6
1- NPC
2- PC
3- Organization
4- Physical event
5- Emotional event
6- Item

2nd d6
1- Appears
2- Alters the location
3- Helps the hero
Hinders the hero
5- Changes the goal
6- Ends the scene

Exactly what this two-word sentence means is up to your interpretation based on what you know about
the goings on. This is even more open ended than the other systems I looked at, but I found it
sufficient for my imagination.
Once the scene ends in some way (the protagonist's goal is met or failed) take a breath, and roll the
next scene (1d6):

1-3: Dramatic scene


4-5: Quiet Scene
6: Meanwhile…

A dramatic scene means the action doesn't let up! A quiet scene means there is no immediate danger.
probably a good chance to gather intel or discover more about the characters or situation.
Meanwhile, the scene is set in a remote location and does not involve the protagonists! This should be
immediately randomized as a twist and kept quite short. I haven't done one of these yet but I'm looking
forward to it.

Some more randomizers may be helpful, such as the ones in Mythic or other games. I didn't really
need them in my test game. What I did lean on a bit was name generators, of which there are many
available as web pages online.

Want proof of concept? You got it. I played a quick session just to see if it worked. Here it is, exactly.
as I played it out.

Calamity Outpost, the Solo RPG

I set a limit for myself first off. All Characters had to be based on a mini in my collection.

Dash Allison is a spacejacker.. Galactic slang for a Jack of all trades making a living among the space-
lanes. Dash captains a small cargo hauler in dubious repair and little else but his cherished free-trader.
license. Dash grew up on Earth, the worst scum-hole in the quadrant. He learned to fight equally well
with his fists or a pistol early in life, although he has had no formal training.
He learned to pilot a starship from his friend, Captain Chinto. A Prang Spacejacker that inadvertently
rescued him from a lethal situation on Earth.
Dash has ended up at Calamity outpost, on planet 15 in the Khurasan system. Almost broke and far
from home, he hopes to make enough credits to upgrade his ship and get clear of this volatile Grey-
zone.

Set the Scene:

Dash wakes up. He can't see anything and his hands are tied.

Dash needs to figure out where he is and how much trouble he's in.

Are Dash's eyes covered?

Yes and - Not only that but there is a bag over his head that makes it difficult to hear. Or breathe.

Dash tests his bonds, carefully feeling around to see how he is restrained. Can he get free?

No but

Dash sighs. His wrists and feet are solidly locked into durasteel shackles. He is able to sit up on his ...
knees and move around though.

He gets into a sitting position and scoots carefully along the floor. Does he find a wall?

Yes, +Twist. Physical event/helps the hero.

Dash quickly ascertains that he is in a small cell. As he works his way around, he fumbles across a
door.. Which creaks open!

Dash sticks his head out the door and listens carefully. Does he hear anything that could give him a
clue to his whereabouts?

No

Getting more panicky every minute, Dash carefully taps at the walls and floor with his boot. Does it feel
like concrete?

No And

Clang. Dash's years of Spacejacking tell him he's not in a building.. He's on a ship, or at least a
station.

He yells out: "Hey! Somebody want to take this bag off my head?"

Is there any response?

No.

Dash sits down and tries to get his hands in front of him with a little contorting. Does he manage it?

No and

"Aaaggh!" Dash is stuck in a curled-up position. He rolls forward onto his face with a painful clang.
COME ON!.. Anybody?! Hostage in jeopardy here! YO! ANYBODY ELSE ON THIS RUSTBUCKET?!

Is there any response?

Yes and

Dash hears boots stomping along the gantry and he is hauled to his feet. He is shoved up against the
wall in a standing position.

¿Quién está ahí? ¿Qué demonios está pasando? Aúlla. ¿Son sus captores?

Yes

There is no reply to his question. His mysterious assailants bundle him down the hallway. Are they
taking him back to the cell?

No but

The hood is taken off as he is forcibly escorted down the corridor.

Is there more than one guard?

Yes and

There are four guards standing around him.

Does he know any of them?

Yes

Are they the law?

Yes. Twist. Physical event/changes the location.

“Officers! I…” is all Dash manages to say before the wall explodes in a shower of debris and sparks.

Is Dash being rescued?

Yes and
Stepping through the rubble comes Miri Nooram, his engineer. Her magna wrench makes short work.
of the shackles. Coughing in the smoke are Captain Chinto and Thraken Gallen. The huge blue alien
tosses Dash his blaster.

Did they bring a ship?

Yes

Step lively now lad, we breached the hull not far from here.. If we're quick we can be void-side before
they cut through the bulkheads to reach us!

Dash slaps his old friend on the back and they make haste down the corridor.

After a few minutes of running, Dash pauses. 'Just exactly where are we, Chinto?' He pants.

Are they on a ship?

Yes and

Only a Federated battlecruiser. Now move it!

Do they make it to the breach in time?

Yes

The four dive through the hatch and seal it, running to their stations in the glare of flashing proximity.
alarms.

Are they on Dash's ship?

No but

Chinto drops into the pilot harness and says:


I'm going to try to get us clear of this thing, then we can slip into the atmosphere and get you back to your ship… It's
still docked on Calamity. The robot and the psycho are babysitting it for you.
He slams the engines into gear and they break loose.

After that I'm going to have to get out of this system for a while.. The Feds aren't going to forget
Goosey Lucy for a while..

The 'Goosey Lucy' blasts away as the much larger Federated battle cruiser begins to come about.

Are they able to get away?

Yes And

Miri grins as she straps into a G-couch.

Don't worry pops… I wormed their system good. It's going to be at least ten cycles before they get
any signals in or out of that flying brick!

The battle cruiser sputters to a halt as the Goosey Lucy arcs toward planet 15 and Dash's Ship.
Prospect.

End Scene. Next Scene: Quiet Scene.

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