TALES of the VALIANT

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  1. Tempered7's Avatar
  2. Tempered7's Avatar
    Thematic Muses:

    1.
    Thematic Muses For Everyone - A for Action
    2. Thematic Muses For Everyone - S for Story (w/ methods)
    3. C for Character (Astra's story will continue)
    4.
    D for Deep Topics (Astra's Search for the Answer will conclude)
  3. Tempered7's Avatar
    New Resources Added:

    Winnowing Pursuits
    by Farratto: https://forge.fantasygrounds.com/shop/items/177/view - With the search function in char sheet, you can search action / bonus / reaction fields for abilities and spells. (This extension adds search and filter controls to character inventory, character actions, party inventory, log tab, combat tracker on host)

    5e Reactions by Stv:https://forge.fantasygrounds.com/shop/items/1137/view (This ext visually warns you if you have reactions you can take)

    illahad's Prompt Reaction by illahad: https://forge.fantasygrounds.com/shop/items/1463/view (And this one like Stv's ext but it is for NPCs' Reactions)
    Updated March 20th, 2025 at 03:37 by Tempered7
  4. Tempered7's Avatar
    New Resource Added:

    5e Legendary Assistant by Stv: https://forge.fantasygrounds.com/shop/items/590/view (An extension to aid with Legendary actions and resistances.)

    Note to self: Not added to module yet.
    Updated March 19th, 2025 at 22:57 by Tempered7
  5. 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
  6. 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 22nd, 2025 at 15:11 by Tempered7
  7. 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.
  8. 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
  9. 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.
  10. 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
  11. 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.
  12. 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
  13. Tempered7's Avatar
    I know you're not active since years and I'm necroing this blog post [I cast: Summon Lonely GM] but I couldn't help myself after I read the term "the One Hook to Rule them All." Such an encompassing concept for things seemingly so scattered all over the board. It makes me wonder, what would that be? It can't be something specific or tailored for a certain character or group. So, it's like going deep into the fundamentals and think like a caveman philosopher (they rock! no pun intended).

    "Exploration, at least for me, isn't work."

    It's all about finding that shiny toy that runs your creative gears, something that resonates with you.

    "It's a very top-down kind of process,"
    you said but It can also be bottom-up process when it originates from the character to reach the game world.

    So, one way of looking at the One Hook concept is from the character's pov: desires & motives which are the driving force of any character. Desires create motivation creates action results in reactions, and this chain goes on and on and shape the story, therefore, the world. PC wants (to have, to do) something, it's not within their reach and there you have motivation to Explore. It's just another way of looking things.

    So, The One Hook can Rule through the character, as well as;


    • Quest Givers; (NPC needs something they can't do themselves and hire the heroes. The One Hook is still desire.)
    • Villains; (Villain wants something and the hero is in their way. Ditto)
    • The Fantasy World Itself; (Now this is where it gets top-down. The world exist to be feast for the eyes. )
    • Societies In the Fantasy World; (Now we can take the One Hook and apply it to a unified or divided people. In their point of view, the Hook is either the greater good of all, or oppression of the majority).
    • Elite Groups In The World; (And we just topped down the The One Hook and twisted it from greater "good of all" to "greater good of select few.")


    "Because I'm creating things based on my own logic, I don't have to memorize someone else's logic and apply that instead, so I can rapidly spool out additional related bits as needed based on my own deep understanding of my creation."

    "And that, to me, is a lot less like work and more like fun."
    (this is what's important.)

    Also, over time, the logic of adventure writers changed A LOT. I find new D&D adventures too generic and streamlined, like a summary of a summary and having hard time coming up with ideas that makes the adventure my own. But that's me.
    Updated February 28th, 2025 at 02:07 by Tempered7
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