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/srpgg/'s A Brief Solo-play Tutorial

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  1. ---------------------------------
  2. /srpgg/'s A Brief Solo-play Tutorial
  3. ---------------------------------
  4.  
  5. Free tools used:
  6. - MUNE https://homebrewery.naturalcrit.com/share/rkmo0t9k4Q
  7. - Ironsworn https://www.ironswornrpg.com/downloads
  8. - Pages 174, 175 for the Action & Theme tables
  9.  
  10. Dice needed:
  11. 2 d6
  12. 2 d10
  13. OR
  14. Use the dice function from this site
  15. http://playeveryrole.com/SEapp.html
  16.  
  17. MUNE will be the oracle. As noted above, as you play you will consult with the oracle to define your game world as you move forward. Ironsworn is only used for it's Action/Theme seeds, as it is free and useful for fantasy or medieval type games. The tutorial will not use any other system rules to resolve the action in our scene, but that is how most people play solo. For now, we will only use the oracle and seeds.
  18.  
  19. This solo session will start by rolling for our character theme and starting scene.
  20.  
  21. What kind of character are we playing?
  22. Roll: Action/Theme from Ironsworn
  23. 2d10 (4),(5) Action: Seize
  24. 2d10 (1),(5) Action: Secret
  25.  
  26. Alright - Seize Secret. We are likely some sort of spy, agent or adventurer. Let's keep it simple and go with our initial instinct and use one of these three. You can pick by rolling the oracle and asking or simply rolling a d6 and assigning 2 results (1 2 - spy, 3 4 - agent, 5 6 - adventurer). For our tutorial we will ask the oracle.
  27.  
  28. Are we a spy?
  29. Roll: MUNE Oracle
  30. 1d6 (3) Oracle: No, but
  31.  
  32. We aren't a spy but it's close as we rolled a "No, but" result. That means we are an agent. You could explore who you are an agent of, or why you're an agent, but we're going to move forward to defining our scene.
  33.  
  34. What kind of scene is taking place?
  35. Roll: Action/Theme from Ironsworn
  36. 2d10 (4),(1) Action: Reject
  37. 2d10 (2),(9) Action: Trade
  38.  
  39. Reject Trade. With the context of being an agent, the first instinct is that we're blowing up an important trade negotiation. As this is an example tutorial we'll jump right into some action related to this sequence and suppose that we're in the act of actually sabotaging the deal - but how?
  40.  
  41. How are we sabotaging the trade deal?
  42. Roll: Action/Theme from Ironsworn
  43. 2d10 (7),(6) Action: Betray
  44. 2d10 (4),(9) Action: Hate
  45.  
  46. Betray Hate. We're working on using a loyal underling to betray their master and intentionally sabotage the deal. There are many ways that can be interpreted but for the sake of action let's go with the idea that we are breaking into the underlings home and poisoning them, so we can blackmail them with an ironclad reason to stay loyal to our aims.
  47.  
  48. Are we breaking into the underling's home to poison them with a long-acting, rare poison?
  49. Roll: MUNE Oracle - Very Likely
  50. 2d6 (6) (4) Oracle: Yes, and
  51.  
  52. We rolled Very likely for the oracle, which for MUNE means rolling a d6 twice and taking the highest result - we get our first "Yes, and". This gives our first intervention point (refer to MUNE's rules) and that it's even more then we expected, so let's say we're already in the house. Let's ask a question that intentionally makes the situation more interesting.
  53.  
  54. Is it safe and quiet?
  55. Roll: MUNE Oracle
  56. 1d6 (5) Oracle: Yes
  57.  
  58. Is it a mansion?
  59. Roll: MUNE Oracle - Very Likely
  60. 2d6 (4) (6) Oracle: Yes, and
  61.  
  62. So, it's safe and quiet and this underling lives in a very large, sprawling mansion. The intervention score ticks to 2. Let's assume we're on the first floor near the beginning of our escapade, in the dark quiet of the night.
  63.  
  64. Do we know where his room is?
  65. Roll: MUNE Oracle
  66. 1d6 (1) Oracle: No, and
  67.  
  68. We've done no scouting at all and know nothing about the mansion, so we're either pressed for time or someone who can't be asked to prepare meticulously. Assuming that most people live higher up, we'll try and make our way to the top of the mansion.
  69.  
  70. Do we sneak to the second floor without getting caught?
  71. Roll: MUNE Oracle - Very Likely
  72. 2d6 (1) (1) Oracle: No, and
  73.  
  74. Three ones in a row! Now things get interesting. To figure out what happens, let's roll a seed and an intervention.
  75.  
  76. Roll: Action/Theme from Ironsworn
  77. 2d10 (7),(8) Action: Arrive
  78. 2d10 (7),(0) Action: Destiny
  79.  
  80. Roll: MUNE Oracle
  81. 1d6 (4) Intervention: Advance plot
  82.  
  83. Arrive Destiny and Advance Plot; it looks like we've found the underling. For some reason, he's up and about in the middle of the night, perhaps he's coming from his study to his bedroom. Let's use the expected part of the oracle here
  84.  
  85. Do we bump into the underling at night, with his guard down, as we expect?
  86. Roll: MUNE Oracle
  87. 1d6 (2) Oracle: No
  88.  
  89. Roll: MUNE Expectations
  90. 1d10 (2) Oracle: Decrease simple element
  91.  
  92. Roll: Action/Theme from Ironsworn
  93. 2d10 (2),(4) Action: Remove
  94. 2d10 (3),(8) Action: Protection
  95.  
  96. Decrease a simple element and Remove Protection. Let's say that he's walking at night with no light and in simple night clothes, trusting that he knows his house so well he doesn't need a light. Fortuitiously for us, we've bumped into him on the way to the stairs. Do we notice him before we bump into one another? Normally I'd say that is very likely as we're an agent and he's a merchant, but we didn't sneak successfully earlier, so let's call it an even odds roll.
  97.  
  98. Do we notice him before we bump into one another?
  99. Roll: MUNE Oracle
  100. 1d6 (5) Oracle: Yes
  101.  
  102. We see him first, which means we get a chance to get the jump on him. Once done we could poison him directly (instead of indirectly) and then have a quiet discussion with him.
  103.  
  104. Are we able to jump and subdue the underling?
  105. Is it a mansion?
  106. Roll: MUNE Oracle - Very Likely
  107. 2d6 (3) (5) Oracle: Yes
  108.  
  109. Success! We move out of the way at the last second and then slide in behind him, securing his mouth and placing a dagger at his neck. After a short shuffle, we're back in his study, where we bind him and poison him. Now, we could continue rolling to see if our plan works as we expect but we'll stop here. It's recommended that you use some more tools such as Mythic GME or many others you can find in the pastebin as we used very little here. Good luck on your solo journey!
  110.  
  111. =================================================================
  112.  
  113. If you're looking for good places to start learning how to solo here are some of the most recommended links:
  114.  
  115. /srppg/ pastebin - lots of links and resources
  116. https://pastebin.com/VJ77ptqa
  117.  
  118. Frustration to Freedom: 30 Days to Legendary Solo Roleplaying Adventures
  119. https://www.drivethrurpg.com/product/174913/Frustration-to-Freedom-30-Days-to-Legendary-Solo-Roleplaying-Adventures
  120. This is a more in-depth step-by-step guide on one way to solo.
  121.  
  122. Various good Actual Plays of different systems, good for examples of how to use oracles
  123. http://aleaiactandaest.blogspot.com/p/blog-page_15.html
  124.  
  125. Youtube series
  126. Me, Myself & Die
  127. https://www.youtube.com/watch?v=I9ag6U3a8eM
  128.  
  129. Stories of Bardoba
  130. https://www.youtube.com/playlist?list=PLVm5PecA4ZKs673Hp5cakNG0P0oFee6Xn
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