* * * Wizards Community Thread * * * -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Thread : Who Here Plays Solo?? Started at 02-13-05 09:19 PM by WizzyBlackmore Visit at http://forums.gleemax.com/showthread.php?t=378962 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 1] Author : WizzyBlackmore Date : 02-13-05 09:19 PM Thread Title : Who Here Plays Solo?? This will be a VERY short thread....just curious..maybe I could learn some cool ways to play......and I have some cool ways to share.... -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 2] Author : I'm Batman Date : 02-14-05 01:55 AM I played a solo campaign once. I may have played solo more than once, but the campaign is the one I remember--because it was awesome! Imagine it! No one to complain about the rules, no one whose expectations you need to meet, no one to cheat when you're not watching--sweet, sweet bliss. All I did was make an adventuring party of 1st-level characters, then run them through the random dungeon I created using the system in the back of the DMG (that's 1st edition, of course). I painted some of my first minis just to represent the characters in that campaign. Each character had the exact same equipment as the figures. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 3] Author : I'm Batman Date : 02-14-05 01:59 AM ...or, oh! Were you talking about Star Wars? 'Cause I never played Solo, but I did mess around a bit with Chewbacca. :embarrass ( :embarrass It was in college! :embarrass ) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 4] Author : Torack Date : 02-14-05 02:59 AM Haven't, but should be DM'ing a Solo-campaign pretty soon. I'd love to hear your stories...though I know of one of them already(Sortof anyway. ;) ) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 5] Author : kengar Date : 02-14-05 09:27 AM Haven't played solo (as in just me as DM & player), but I have run single player games from time to time. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 6] Author : Stonebeard Date : 02-14-05 08:02 PM I've actually played a lot of solo games. It used to be part of the process I used to make adventures. First you draw up the adventures. Maps encounters everything then put them away for about six months. Then you go back to them with sort of a fresh outlook and sorta test play them. It helps if you make a lot of adventures otherwise you'll remember the adventures you've made even after 6 months. Basically when you solo play you have to concentrate more on the story elemement and less on the rolling of dice. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 7] Author : Vilaad the Bound Date : 02-15-05 12:21 AM Thread Title : solo (but not han solo) Hi Wizzy, and everyone. Yeah, I also play D&D solo. I've played using the solo rules in DMG, and full character groups in published adventures. I find it's fun and you can experiment with concepts that other players may not want to bother with. But sure, I don't mind sharing stories and discussing this aspect of roleplaying, in answer to your question. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 8] Author : WizzyBlackmore Date : 02-15-05 11:04 AM So how do you guys deal w/ surprises such as traps, pits and all things intentionally hidden from players?? Since Im DM and player I obviously know of these thigs so they aren't surprises, I just roll to see if my players search, eat it or find it, etc..... -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 9] Author : Torack Date : 02-15-05 11:18 AM Well...if you want to go totally off your rocker you could force yourself to roll for stuff you know isn't even there. Y'know, like check for traps every room to see if something's there even if you know it isn't...Or you could go the other way and not roll for anything. No searching for traps, hidden treasure nada. Euhya...other then that, I'm pretty much stumped on this one. I suppose you could simple roll in those rooms that you know it counts and see if your characters find something or not... -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 10] Author : Stonebeard Date : 02-15-05 09:17 PM While its not always the case there are many give away signs that can often be overlooked by a DM. Players: Okay we're walking down the hall.... DM: (rolling dice, and flips a page or two in a book) Are the players truly surpised in the situation? Certainly they don't know quite what to expect but they have suspicions. Now a clever DM can do a lot to cover this up, but all the time? I suspect that maybe as much as 1/2 of the supposed surprise encounters are not as much of a surprise as the DM may think. This does little to address your specific problem but I suggest that a lacking here may not be such a terrible thing in the over all picture. In a previous post here I mention concentrating more on role playing than roll playing but this is not to be taken to the extreme roll plaing may well serve to prevent you from completely running amok. For instance if the surprise roll says your surprised thats how you have to role play it. Think of it as a role playing challenge. Another good role playing challenge is prerolled characters, most people avoid that like the plague but I often enjoy it. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 11] Author : WizzyBlackmore Date : 02-16-05 01:42 PM hhhhmmmm a randon trap check...nice Torack!! Sbeard: totally agree w/ concentrating on the story.....in my B4 campaign my guys (as I already whined about) are all level zero thanks to the multitude of undead at those levels...well I need to decide if they are dead or can be revived by the priests that saved them...this scenario totally fits in the w. campaign story....I have a feeling they will live but will cost them most of their gold and treasure as a donation to the deity..... ...good role playing is also great for stories in the pub w/ the guys!!!! -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 12] Author : I'm Batman Date : 02-17-05 03:04 PM Eh? I thought the DMG tables supported random traps? If you rolled one and weren't looking for it, you hit it automatically. Otherwise you just play it through like a normal game--did the thief spot it, can the thief disarm it, etc. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 13] Author : Vilaad the Bound Date : 02-18-05 01:57 AM As for traps, pits, secret doors and stuff, I, as DM, know is there, i usually just roll for the appropriate number. As Stonebeard said, the role-playing comes in dealing with the affects of a roll. You would probably assume that the characters are actually looking for this stuff everywhere anyway, it's just streamlined this way. Although some things are harder to justify- like stuff that has a specific requirement to be found or activated. You know what it is but is it something your characters would reasonably think of doing? -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 14] Author : RobertFisher Date : 02-23-05 04:05 PM I tried the random dungeon stuff from the DMG a few times, but I never really got very far. I played a solitaire adventure out of OD&Dities that I thought was pretty good. I playing the Lion Castle solitaire adventure, but I wasn't very impressed. (& I've played the solitaire adventure from GURPS Basic.) More recently I played some of B2 solitaire. Now that I'm beginning to collect the rest of the B modules, I intend to do some more of this. But since I'm currently running a classic Traveller campaign, I try to devote time to preparing for that instead. Playing solitaire isn't so different from DMing. When you're DM, you have to decide what the NPCs would do even though you know more than the NPCs do. It's the same with the PCs when playing solitaire. I've also played some solo (1 player & 1 DM) games as well. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 15] Author : WizzyBlackmore Date : 02-23-05 11:23 PM The B series mods are great for solo play...alot of fun.....I find solo play is very personal and relaxing.....sometimespayingw/ others can be a pain as they have a different 'rules ethic'. One guy was progressing levels during the game...I think he was playing 3rd ed. rules of which I know nothing about..... -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 16] Author : WizO_Paradox Date : 02-24-05 10:28 PM I had a couple of those solo modules. Even the ones that used the invisible ink. Which was really awful as the pens ran out of ink before I could play enough to ink all the blank/hidden text. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 17] Author : GuyinCognito Date : 03-06-05 10:07 AM Well, lending to Stonebeards idea about writing your adventures, stroing them and coming back to them sometime later what if you made index cards with location, chest, trap, NPC, creature, treasure or such contents? Create an adventure frame you find interesting and draw for the details. Now dont look at the face of the cards, but shuffle into the deck ones bearing the terrain (City, forest, desert, etc.), level (1, 1-2, 2-3, etc.), and such markings on their back you want. Colored index cards would be even better. Perhaps the secret to Stonebeards method would be to keep a constant inflow of quests/ideas so you always have an aged one on hand (like a fine wine:P ) ---------- Back of card D 1 <--dungeon setting, level 1 card ---------- (Could help to make a regular game a bit more unexpected too.) Might take some time, its the best solo-gaming method ive been able to come up with :) PS Where do you get those solo modules they sound interesting, any recomendations? -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 18] Author : Stonebeard Date : 03-06-05 02:21 PM Well, lending to Stonebeards idea about writing your adventures, stroing them and coming back to them sometime later what if you made index cards with location, chest, trap, NPC, creature, treasure or such contents? Create an adventure frame you find interesting and draw for the details. Now dont look at the face of the cards, but shuffle into the deck ones bearing the terrain (City, forest, desert, etc.), level (1, 1-2, 2-3, etc.), and such markings on their back you want. Colored index cards would be even better. Perhaps the secret to Stonebeards method would be to keep a constant inflow of quests/ideas so you always have an aged one on hand (like a fine wine:P ) ---------- Back of card D 1 <--dungeon setting, level 1 card ---------- (Could help to make a regular game a bit more unexpected too.) Might take some time, its the best solo-gaming method ive been able to come up with :) PS Where do you get those solo modules they sound interesting, any recomendations? If WoTC made a TCG based on this I'd pay money for it. Real actual money. Here in my wallet for the taking. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 19] Author : Seluna_Starlight Date : 03-06-05 08:03 PM Thread Title : Re This is an interesting thread. I've mainly played solo. As in I'm the only player. Fortunately I have a very imaginative and wonderful DM. I've been playing solo for about 4 years. I have played in groups before. My DM is my husband and while we both do miss being in groups (sort of) we just don't have the time to get involved in a group. I find it is a great deal of fun. There seems to be higher drama and better rping. I've actually come to prefer it over group rps. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 20] Author : WizzyBlackmore Date : 03-06-05 11:05 PM True 'solo' means 1 person is both player and referee.......ie) playing with yourself ;) :eek: :D -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 21] Author : I'm Batman Date : 03-07-05 05:37 AM ...I'm the only player. Fortunately I have a very imaginative and wonderful DM....I find it is a great deal of fun. There seems to be higher drama and better rping. I've actually come to prefer it over group rps. One-on-one games are great fun, I love 'em. The details are much stronger. The only thing I find missing is the input of other players' ideas. Riddles, for instance--having someone else help you come up with the answers can be very effective. I used to DM my friend in a one-on-one game, it was great fun. The games went faster without player-player conflict, and role-playing was just...well, everything was role-played. (We actually lowered our voices when we spoke out of character. :cool: I have no idea why.) -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 22] Author : Lord Ikrik Date : 03-12-05 06:17 PM I play solo as most of my former players have disapeared over the years. Obviously it lacks in a lot of areas but is still fun. I DM and play single characters or occasionally small groups using many custom tables to determine the environment usually under the DMs control to make it unpredictable. My single character Alexandria (8th lvl Fighter) got a bit a bit too confidant recently and decided to take on a band of Orcs in the grasslands instead of doing the smart thing ie jumping on her horse. She dispatched 5 of them with a sabre then rode away injured leaving half of her belongings and tent etc. Never underestimate greater numbers :rolleyes: Shelter is on the horizon in the form of the ruined knighthood Castle Thorm but I'm sure its yet to be determined occupants probably wont be too hospitable. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 23] Author : rigon Date : 03-29-05 10:33 PM I've looked through both my 1st and 2nd edition DMGs, but can't find the rules for solo play. Could someone point me in the right direction? Any help would be greatly appreciated. R- -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 24] Author : WizzyBlackmore Date : 03-29-05 11:10 PM 1st Ed. DMG Appendices p.170 0nward....solo play does not jump out at you.... I use the charts on 174 on.......most of the tables there are random encounters, treasure, room contents, terrain, magic items, etc.......pick and choose what suits you......Gygax could've adapted clear solo rules in the 70's as most people I know think D&D is lame........just makes me adapt and modify what's given w/in the parameters of the rules..... :cool: -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 25] Author : rigon Date : 03-30-05 07:20 AM Thanks for the information, I'll check it out. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 26] Author : GuyinCognito Date : 04-02-05 07:40 PM Well, yeah, solo play lacks alot of the elements of normal play like its kinda hard to suprise yourself :) To my knowledge the only rules for solo play are on page 173 of the 1e DMG under the heading RANDOM DUNGEON GENERATION FOR SOLO PLAY. There Gygax gives basic guidelines for monsters, listening at doors (you could be suprised otherwise), and ESP and other detection devices. Very basic rules, but straight from the sage wisdom of Gygax. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 27] Author : Nimbul Date : 04-10-05 07:28 AM Thread Title : german Solos? Hello, im from germany and i write D&D Solo Games (one Player no DM). If you speak german, you could try out this: Solo excerpt of "Über den Sylinthpass" (http://www.truant.de/d20/syl-vor.htm) or try this: German Solos for free (http://forum.dnd-gate.de/index.php?showtopic=5648) they are all in german - sorry :) greetings Nimbul alias Marc Geiger -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 28] Author : Rhuvein Date : 04-17-05 10:14 PM I had a couple of those solo modules. Even the ones that used the invisible ink. Which was really awful as the pens ran out of ink before I could play enough to ink all the blank/hidden text. Were you referring to Blizzard Pass? I played this recently and very much enjoyed it. It was a used mode and had most of the answers revealed, but was still great. The mod said you needed the rulebook, but I hardly had to use it. As a DM, who doesn't get a chance to be a player, I found it to be fun and refreshing. I have several other solo mods and will continue to play them. Actually, I'd like to see some new ones from WoTC. :allalone: Regards, Rhuvein. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 29] Author : Luminescent Date : 04-19-05 10:41 AM The closest I've ever come to a solo(serving as both Dm/Player)game would be the choose your own fate novels. Which I remember enjoying thoroughly. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 30] Author : Cravensson Date : 04-28-05 01:49 PM Well, lending to Stonebeards idea about writing your adventures, stroing them and coming back to them sometime later what if you made index cards with location, chest, trap, NPC, creature, treasure or such contents? Create an adventure frame you find interesting and draw for the details. Now dont look at the face of the cards, but shuffle into the deck ones bearing the terrain (City, forest, desert, etc.), level (1, 1-2, 2-3, etc.), and such markings on their back you want. Colored index cards would be even better. Perhaps the secret to Stonebeards method would be to keep a constant inflow of quests/ideas so you always have an aged one on hand (like a fine wine:P ) ---------- Back of card D 1 <--dungeon setting, level 1 card ---------- (Could help to make a regular game a bit more unexpected too.) Might take some time, its the best solo-gaming method ive been able to come up with :) PS Where do you get those solo modules they sound interesting, any recomendations? TSR actually put out a product like this at one time. I believe it was called "Adventure Design Deck" or something. I've got it somewhere in my momentous pile of gaming supplements. It's real rare I think - wasn't too popular. Basically it had room cards, monster cards, and treasure cards, maybe trap cards too, I don't remember off-hand, and you could play it using either its own "fastplay" rules or D&D/AD&D. I'd probably still use it if I'd bothered to convert all the monsters to 3E. Maybe WOTC could be convinced to resurrect it, but it would probably take a lot of doing. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Downloaded from Wizards Community (http://forums.gleemax.com) at 05-10-08 08:16 AM.