02 March 2012

The 9Qs: Fast, No-Frills Solo RPG Play

Aargh! I just failed YET AGAIN to get people to play the Advanced Fighting Fantasy RPG with me! (See previous rants about this HERE and HERE.)

Time for soloing, I suppose, but what if I don't have the time to follow the many intriguing threads that develop with the Mythic Game Master Emulator? I need a simple, quick way to get the action going and keep it moving to a definite end.

Here's my idea, wherein I would be GM at times and then the player(s):
  • Start with a system and setting you already know very well. (That will save an enormous amount of time.)
  • Create one or more hero characters, each with a shared heroic motivation for adventuring. That motivation needs to be explicit in order for the adventure to move swiftly and smoothly!
  • Grab Rory's Story Cubes (the original or the Voyages version with fantasy images) and a d6.
  • Answer each of the following 9 questions with a roll of a single random Story Cube. Do not reuse a cube once rolled. For each roll, interpret the Story Cube's symbol within the context of the setting and the heroic motivation. (The questions are clearly based on the classic yet much-maligned Three-Act Model by Syd Field.)
  • Then, for each answer, roll a d6 twice to determine the kind of scene that will dramatize the interpretation. If the results of the d6 rolls are different, combine the two results into a single event.
  • Optional Consideration: Try to have the results of every three questions (1-3, 4-6, 7-9) take place in a different locale.




THE 9Qs
  1. What looming threat inherent within the setting suddenly comes into conflict with the heroic motivation, threatening to worsen over time? Play a scene of seemingly random (1-3) social distress and/or (4-6) physical combat.
  2. What overtly troubling event somehow tied to the results of Question 1 occurs, confirming that something seriously adverse to the heroic motivation is afoot? Play a scene of (1-2) intrigue, (3-4) flight, and/or (5-6) physical combat.
  3. What aspects of the previous interpretation of the results of Questions 1 and 2 suddenly get twisted in a surprising manner, increasing the danger to the heroic motivation? Play a scene of (1-2) betrayal, (3-4) revelation, and/or (5-6) physical combat.
  4. How can the fight be brought to the enemy, gaining ground for the heroic motivation? Play a scene of (1-2) defiance, (3-4) infiltration, and/or (5-6) physical combat in which any significantly bad rolls or results are slightly altered in the favor of the hero(es).
  5. How can the success(es) from the results of Question 4 suddenly be perverted, turning into a terrible reversal of fortune for the heroic motivation as new information about the true face/scheme/power of the enemy becomes known? Play a scene of (1-2) betrayal, (3-4) revelation, and/or (5-6) physical combat.
  6. How can the results from Questions 4 and 5 be adversely intensified, forcing the hero(es) to commit to a do or die course of action in accordance with their heroic motivation? Play a scene of (1-2) intrigue, (3-4) flight, and/or (5-6) physical combat.
  7. Where can the heroic motivation be most effectively redeemed? Play a scene of (1-2) defiance, (3-4) infiltration, and/or (5-6) physical combat.
  8. Where does the final showdown between the hero(es) and the enemy take place in relation to the results of Question 7? Play a scene of (1-2) defiance, (3-4) infiltration, and/or (5-6) physical combat.
  9. Where does the world stand after the results of Questions 7 and 8? Take setting notes and advance surviving heroes.

This has some solid fast-play potential and could probably also serve well a GM with a group (not me, of course) for original adventure generation, but it might do with some more tweaking. E-mail me any suggestions you might have or feel free to comment below.

I'll run a test game with AFF in the next couple of days.

16 comments:

  1. fascinating idea, this and mythic make a pretty good cocktail.

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  2. It's going to take awhile for that to sink in, but it seems like a plan. One thing you might try is a Play by blog (PbB). Dan at The Command Tent just finished playing in one and is starting another. Not solo but also a way of getting interested parties to experiment on for new campaign ideas.

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    1. Hmmm...play by blog...

      That's really interesting. I shall investigate! Thanks!

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  3. I love Rory's cubes and I love this idea! Thanks for sharing!

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  4. Scary! I came up with a similar idea a few days ago, merging FU and Rory's Cubes (replacing Mythic), and using a 3-act model! You've given a lot more thought about those questions you presented above. That's great. Let us know how yours goes...

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  5. I have been working on the idea of having a "Solo Play" system in the AFF rules companion (planned for the end of this year). When i have got the rules worked out to my satisfaction, i will send them over.

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    1. It's Graham - the creator of the new version of AFF! Cool!

      I very much look forward to your solo plans, Graham, and will gladly continue to spread the word!

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  6. Looks very promising. Now, if only I had story cubes (or if they produced an Android app version besides the iPhone one...)

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  7. Replies
    1. Thanks, man...let's hope it works!

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  8. This system is great! I'm almost finished with my test run. In the short: the best solo-run I've had in a long time (and I've had many)! I'll post my solo run over on RPG.net later after I've gone through it again.

    Super fast, super exciting, super fun without lots of work. I enjoyed it far better than my Mythic runs.

    My only thought is the two-roll drama. Having social, flight, or combat seems a bit forced. Infiltration, betrayal, and the like--that's great. But the resolution should be determined by character action and system resolution. Sometimes, based on the scene progression, some results might not make sense. Instead, you might try, "a scene of social or physical conflict involving one or two of the following: defiance, Infiltration..." or something. Or maybe they're great suggestions that can be thrown out if they don't fit.

    I can't wait to see what you come up with...
    Great fun!

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    1. Great!

      I like the suggestions. I've started posting my own test run, and you'll see that I wiggled around the whole flight/combat thing myself. Kind of turned them into more like starters of the scenes than outcomes, but they could certainly do with more clarity.

      I'll finish off the test game in the same way and post observations and possibilities after I've gotten a chance to feel out the rhythm. Overall, this does feel like it's headed in the right direction.

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  9. If you are OK with play by forum, you can try rpggeek.com - if you are willing to GM ( or run Mythic ), I guarantee a full party to be gathered in 24-48 hours.

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  10. Thanks for sharing this! I have read through the result of this experiment in your succeeding posts, and I like what I see. This seems to be a very good way of quick solitaire role-playing. I will for sure test something like this.

    By the way, I was not aware of the new fantasy set of the Rory's Story Cubes. (I have the other two.) Crap, now I'm _forced_ to buy these too! ;-)

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    1. Great!

      Yeah, the "Voyages" set. It's got a strong genre fiction flavor to it. It's not yet available here in the States, but I'm keeping my eyes open for ways to get it without spending a fortune on shipping charges.

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