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  1. Tempered7's Avatar
    ~ CLOCK ADJUSTER + TIMER + REALTIMER ~

    * CLOCK ADJUSTER: Weather Wind, Weather Temperature, Weather Precipitation (DMG)... - OR - Jimsocks' Content Creator 2020 Weather Tables (if enabled).

    ** Events Manager: Tables that can be triggered in certain date/times.
    ** Reminder: If a reminder has the same name as an existing table, the table will roll upon triggering.

    ** Travel Manager:
    Will automatically advance time while tracking distance covered and sending a chat message with details.
    *** tables it triggers = Encounter Chance Slow / Normal / Fast Travel Pace (Combat)... If it is not a battle, it will roll a tabled called "Non Combat Encounter" (Free: Jimsocks' has some) & (Paid: The Toolbox).
    Updated March 16th, 2025 at 12:45 by Tempered7
  2. Tempered7's Avatar
    To smoothly transition between randomly generated objects to forming a coherent narrative in solo RPG games:

    It's as simple as using freeform association with random objects. FFA is where you let your mind wander without restrictions to make connections between seemingly unrelated things. But in the context of storytelling, that means finding natural links or logical steps between the objects.

    Q: How do you ensure that this process doesn't become too convoluted?

    If you're just randomly associating ideas, it might lead you astray and not create a cohesive narrative. There must be some structure to guide this process without being too restrictive.

    So you should start by identifying what each object represents in terms of (any) story mechanics -NOT necessarily all of them at once. For example:

    1. Main Goal: Consider what your character is trying to achieve overall?
    2. Scene Goal: What needs to be accomplished in this particular scene with these objects?
    3. Conflict: How do these objects create tension or obstacles for the character?
    4. Action & Reaction Chain: How does interacting with each object lead to further actions and reactions within the story?
    5. Consequences of Actions: What are the outcomes based on how I choose to handle these objects?
    6. Resolving Conflict: How do my character's actions help in bringing resolution or moving towards it?

    How are these objects relate to any of these items?

    Summary

    In summary, to ensure smooth transitions between random objects and narrative cohesion:

    1. Use the Framework: Apply story mechanics like main goal, scene goal, conflict, etc., as a guide.
    2. Roleplay Authentically: Interpret objects through the character's perspective without meta-gaming.
    3. Build Atmosphere in the Plot: Use each carefully picked object to enhance mood or advance the plot related to the overarching mystery. The secret is in the details of these objects.
    Updated March 15th, 2025 at 19:23 by Tempered7
  3. Tempered7's Avatar
    CHANGE: I changed Dejavu by Initial D with Jackie Chan's chase scene (not a song but the scene has an exciting music). For men and women of culture;

    Deja Vu by Initial D
    >As a man of culture, I couldn't left this one out. Italian singer, English lyrics, French title, Japanese series... Mr. Wordwide.
  4. Tempered7's Avatar
    FOR GAMBLERS:
    Divide
    the source text into smaller pieces and add details.
    Next thing to do is Freeform Association.
    Apprentice The Quest Journey Wizardry (Conclusion)
    1. An ordinary girl in between a rock and a hard place
    2. Wants to lift the curse of her fiancée by learning magic. (Will *he* stay the same all this time?)
    3. Hears the name of a wizard. She especially wants to learn "Remove Curse" spell (We've a plot twist here :>)
    1. River of red is the landmark she has to reach to find the master
    2. She gets lost in the Enchanted Woods
    3. First Combat Encounter: kobold scout.
    1. Final Destination (happy ending)
    2. She passes the red river and reaches the cabin.
    3. Maybe with the help of some will-o-wisp (red flag)
    Now this is the Conclusion part for the BG story of Astra. Inspired by The Sorceror's Den

    1. If you come in you may never get out.
    2. The Wizard carries out magical deeds to prove her he can teach her "the spell" but goes too far.
    3. Astra, overwhelmed by the Wizard's power, wants to get out but is now trapped.

    If you add another table with different sentences, you can combine & contrast. And that's it!
    From there, you can start your solo session.

    EDIT: Hmm, why don't she hire a cleric and make the cleric remove the curse?

    * Unreachable resources (remote town),
    * Poverty (they can't afford it),
    * Haughtiness (she despises the hag),
    * Impossibility (the curse has an unusual condition),
    * Naivety (she decides to take the matter into her hands)...
    Updated March 5th, 2025 at 01:17 by Tempered7
  5. Tempered7's Avatar
    Instead of base questions, I added the contrast method under Ode to Heroes.
    Also added the line: "More info is in Muses (under the same title)" under Questioning the Grail.
  6. Tempered7's Avatar
    SOLO CHEAT RUNS

    If you want to vent off by using above methods in a more law breaker style, there are some tips for that too;

    # Godlike PC /SUPER-SAIYAN mode on

    As in above statement BUT your powers are not just coming back to you in mysterious moments but they are also SUPER-CHARGED when they come back.

    • You don't have to level all the way back to 20.
    • Just find out what causes these mysterious breaks and use it to your advantage. (i.e: create this content with freeform association or random tables, dice rolls).
    • Determine the supercharge moments, their durations, etc with any randomization means to your liking. i.e: super strength for fighter, x2 dmg for spells, etc.
    • Weave this into your narrative however you wish.

    # Immortal PC /IDKFA

    Whatever means of destruction or weapons you can imagine is yours with unlimited ammo / durability. The limit is your imagination! BUT the more you destruct stuff the less effective your weapons & powers become -until they completely turn harmless no matter what you do.

    • Use a real world timer for this cheat run. Like a snooze timer that alarms at certain intervals. i.e: top 25 mins run = 5 mins intervals.
    • Every 5 min interval your weapons become significantly less effective as you destruct stuff.
    • Start by giving yourself 20% bonus in attack & damage.
    • At first 5 min tick, decrease the bonus by 5% = it's now 15% bonus
    • At 10 th min = Decrease it another 5% now it's total of 10% bonus
    • At 15th min = Decrease it 15% this time = Now you have 5% penalty to your attacks & damage.
    • When you're close to 20th minute, give yourself a 5% penalty this time = total of 10% penalty.
    • Lastly, when the clock ticks the 25th min, your weapons become ineffective whatever you do.

    # All-Knowing PC /There_is_No_Spoon.dll

    You *know* kung-fu. Yes, even if you're playing a level 1 PC. Because in your world there is no spoon. With your knowledge, you can bend the reality to your will. BUT

    • Anything & EVERYTHING in the reality -be it alive or inanimate- has a 50/50 chance to resist to your bending powers.
    • Flip a coin each time after you try to change the reality that affects living beings or inanimate objects; IF you roll low they resist, IF you roll high they bend.
    • Resist doesn't mean immune; you can try again but only after 1 minute in real time. [Keep a timer].
    • If you try to bend them to your will again, this time they have a right to counter you with their own will. i.e: They too can try to bend you with 50/50 chance.
    • If they can succesfully counter you, they gain immunity to your will.
    • If they fail, your will gets realized.
    • In case they fail and you try to bend them to your will for the 3rd and last time, there is a 20% chance of magical anomalies can occur (20 and low on d100). You decide what it is and play it accordingly.
    Updated March 12th, 2025 at 14:13 by Tempered7
  7. Tempered7's Avatar
    MODULE ADDENDUM: HOW TO USE THEMES?

    Pick one, mix & match or roll for these 8 methods to your heart's content:

    d8
    1. Identify Themes from Existing Settings

    Many RPG settings already come with built-in themes (e.g., Heroism in D&D, Survival in Fallout). Use these as a foundation.

    - Example: In a D&D campaign focused on *Heroism*, your character might struggle with self-doubt but still rise to the occasion when their kingdom is threatened. This ties into the theme of heroism through internal conflict.

    2. Use Plot Hooks and Random Tables

    Many solo RPG guides suggest using random tables or plot hooks to generate ideas that align with a chosen theme.

    - Example: If you roll "Impending Doom" on a theme table, your story might involve deciphering ancient prophecies about an unavoidable catastrophe, adding urgency and tension.

    3. Simulate Experiences to Understand Themes

    To make themes resonate, simulate experiences that force the player character (PC) or NPCs to grapple with the theme.

    - Example: If your theme is *Paranoia* in a sci-fi setting like Paranoia, you might create scenarios where the PC's trust in their allies wanes due to mysterious disappearances and cryptic messages from authority figures.

    4. Incorporate Thematic Challenges

    Design challenges that force the player to confront or embody the theme.

    - Example: In a Cthulhu-inspired game with the *Impending Doom* theme, you might face increasingly strange occurrences (e.g., disappearing NPCs, odd weather patterns) as hints of an inevitable disaster.

    5. Use Thematic Character Backgrounds

    Create character backgrounds that tie into the chosen themes.

    - Example: If your game's theme is *Survival*, your PC could be a former soldier who lost their squad to harsh conditions, now determined to protect others from similar fates.

    6. Leverage Symbols and Motifs

    Use recurring symbols or motifs in the setting to reinforce the theme.

    - Example: In a survivalist RPG with the *Scarcity* theme, you might use weather patterns (e.g., endless sandstorms) as both literal obstacles and metaphors for internal struggles.

    7. Reflect on Themes Through Roleplay

    Use NPCs or events to challenge your PC's understanding of the theme.

    - Example: If your game explores *Heroism*, an NPC mentor might question whether your actions are truly selfless, forcing you to reflect on your motivations.

    8. Use Thematic Callbacks

    Tie past events or decisions back to the theme for narrative cohesion.

    - Example: In a fantasy RPG with the *Redemption* theme, earlier choices where your character failed might resurface as opportunities to make amends and prove their worth.
  8. Tempered7's Avatar
    I edited this sheet to include John's (from rpgnet forums) idea and shortened Mythic part and added a link in 3. Use An Oracle With It.
    Updated March 2nd, 2025 at 02:38 by Tempered7
  9. Tempered7's Avatar
    Part links changed with mp3 versions. I forgot to convert the wav files before.
  10. Tempered7's Avatar
    Inaccuracy: 11:43: Scaling Enemy Numbers for Randomization.

    It said I suggested PC "level" x 1d4, etc enemies. But it should've been PC "NUMBERS"
    As in, 2 PCs x 1d4 enemies.
    Updated February 25th, 2025 at 00:22 by Tempered7
  11. Tempered7's Avatar
    Excerpt from the podcast (This wasn't in the guide!)

    On Conflict:

    It invented a term called "Nested Conflict". Lemme explain:
    At 9:01

    + Okay, so you said there are even more types of conflict.
    - We've also got character versus supernatural, character versus fate or God, and even character versus machine.
    + Wow.
    - And the cool thing is these conflicts don't always have to exist in isolation.
    + Oh, really?
    - They can be what the guide [DOES NOT!!] calls nested within each other.
    - Yeah, creating even more complex and layered scenarios nested conflicts.
    + I'm not sure I follow. Can you give me an example of what that might look like in a solo game?
    - Sure. Let's say your PC has this like deep seated fear of heights. Okay. That's character versus self, right? But now imagine they have to scale this treacherous mountain to retrieve a powerful artifact. Okay. So that's character versus environment, right?
    + Exactly.
    - So their inner struggle with their phobia, it plays out against the backdrop of this dangerous climb created a multi-layered and like emotionally charged experience.
    + That's a great way to add depth to your solo gameplay.

    Just... wow!
  12. Tempered7's Avatar
    ADDENDUM IN THE MODULE:

    Ways to create obstacles in G.U.A.R.D.S.

    If you watched the video, Loot Goblin tells about the ways to create a fully functioning town. But I wanted to tell you about dysfunctional towns.

    Since I'm the troublemaker instead of problem solver in this article, let me tell you about some easy ways to sabotage our lovely town Shipton.

    Just like frozen steppes that bite a hero's face with its winds, one or more of the letters in GUARDS can be problematic, inverted or even entirely missing.

    Take D efenses for example. Lack of it arises the need for many desparate measures. And that means gold in the pockets of Heroes.

    And G overment Buildings could be problematic. Maybe the lack of Defenses is an inside job? OR maybe the corrupt mayor of the town has his own reasons to cut a deal with the U nderworld --when offered a blade and a pouch at the same time, many law abiding officials chooses the latter.

    A ltars... The authority within has obligations to keep the townsfolk faithful. But do they have any faith to begin with? What about holy men and women who lives a double lives among the herd? Most cults operates behind the scenes and under the guise of shadows while keeping a smiley face.

    Don't even let me start about R esources. I'm just gonna say "In all abundance there is lack," without forgetting what Mark Twain said once: "The lack of money is the root of all evil."

    S ocial Hubs, on the other hand, always look for entertainment. Bards and minstrels, storytellers and gamblers... None of the above problems can prevent the townsfolk from having a laugh behind the mayor's back, or gossiping about the U nderworld crime lords. Fortunately so for our heroes who need information.

    U nderworld People already trouble makers so...
    Updated February 22nd, 2025 at 21:48 by Tempered7
  13. Tempered7's Avatar
    For All Kinds of Names

    The Story Games Names Project by Marmus
    https://forge.fantasygrounds.com/shop/items/2079/view
  14. Tempered7's Avatar
    # Ode to Heroes and Heroines

    ADDENDUM IN THE MODULE:

    * 1. Choose a base character: This can be a favorite character, someone you've created, or even a fictional character from a book or movie.

    * 2. Identify traits and characteristics: Think about the character's key traits and characteristics. These can be physical attributes, personality traits, or habits. For example, Drizzt, R. A. Salvatore's most beloved character, is a dark elf in a race that commits atrocities against each other for power. Despite being born in Menzoberranzan, the Underdark, where his race is known for their hate towards surface elves, Drizzt possesses kindness and warmth.

    * 3. Find synonyms or antonyms: For each trait, find an opposite that contrasts with it. In Drizzt's case, he could be compared to a dark elf who is cruel and power-hungry, representing the opposite of his kind-hearted nature. - OR - find a synonym word for a trait and use it to provide Structure or Stability.

    * 4. Exaggerate, understate or contrast traits: Take the chosen traits and their opposites, and either play with them in a way that creates an interesting contrast within the character. For example, Drizzt's kindness might be so strong that it stands out even among those who are ruthless towards him, like his own family members.

    * 5. Ask "What IF" questions: This is to further explore the character's traits and how they interact with others or in various situations. For example, "What if Drizzt had grown up among surface elves instead of dark elves?" or "What if he was as power-hungry as his fellow dark elves?"

    * 6. Compare with other characters: Analyze the character's interactions with other characters to identify similarities and contrasts between them. This can help you develop a deeper understanding of your character and their relationships with others.

    * 7. Iterate and refine: Continue to explore different aspects of the character, adjusting and refining their traits and interactions as needed. You can Combine some of the traits with a conjunction to turn them into the parts of a PC's personality.
  15. Tempered7's Avatar
    I remixed this one. Creation of Place rather than Character should have came first.
  16. Tempered7's Avatar
    Note to self: Make tables.
    done (in the module)
    Updated February 22nd, 2025 at 23:13 by Tempered7
  17. Tempered7's Avatar
    Time Travel Paradox Video Added.
  18. Tempered7's Avatar
    ADDED TO MODULE:

    Meaning of Conflict in Solo Mode


    Mechanically speaking, conflict is the smallest unit that starts an encounter < scene < quest < adventure < campaign. It helps you to create and manage encounters, scenes, adventures, and campaigns. It tells you when to roll dice and award experience points. But Conflict isn't just for moving your character's level to the next number. It is also for moving your PC's life story to the next phase.

    Characters That Want to Live Forever Young

    Most RPG characters we play in group games do not grow or change much -if at all- anymore. Since character growth and transformation have become less important in RPGs and media with Genre Fiction's domination in the scene, players rarely reveal them through roleplay. Many players prefer going back to fictional works of olden times just to relive those pivotal moments of change. This has had great impact on how people play their characters in sessions, if you ask me.

    Sometimes, after a session, group players talk about their characters with their friends. But unless they are part of a high value production, no one cares... In contrast, favorite characters of said players in cinema or literature hold emotional significance, and each new insight into them enhances the audience's connection as if the character is real.

    All these new trends their effects should tell Solo Players something. You CAN play the role of your character as if they are real people who react to change in pivotal moments and grow. And it starts with unresolved conflicts in background stories of your PCs.

    Solo Play gives you this freedom!
  19. Tempered7's Avatar
    CAN'T ADD IT TO THE ARTICLE BUT:

    For all kinds of names: The Story Games Names Project by Marmus https://forge.fantasygrounds.com/shop/items/2079/view
  20. Tempered7's Avatar
    PFRPG - Bestiary, Paizo (AI)

    by Morenu

    https://forge.fantasygrounds.com/shop/items/1980/view
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