Blade and Lockpick. A Game Engine For Solo and Two Player Games
Blade and Lockpick. A Game Engine For Solo and Two Player Games
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TABLE OF CONTENTS
Introduction 3
Character creation 24
Designer notes 41
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INTRODUCTIONS
Blade & Lock-pick is a collection of mechanics that together form a simple role playing system,
intended especially for solo gamers and “one player, one game master” situations.
THE COMPONENTS
The rules consist of three distinct components, each of which can be used individually or all
together.
The Character section details how to build characters specifically for this system.
Finally, we include a Solo section, offering an Oracle and other mechanics of interest to solo
gamers.
The components are intended to be modular, allowing you to use one, two or all three modules
in your gaming.
GENERAL NOTES
We have assumed that players are familiar with the concept of role playing games already.
Likewise, we assume that this is not your first solo oriented game.
Many games have served as inspiration, but it seems almost all solo gaming material owes a
debt to the Mythic Game Master Emulator and this product is no different.
The mechanics for game resolution are inspired by Tunnels & Trolls and GW’s Lord of the Rings
miniatures game, as well as my old work on the Fast and Dirty miniatures rules.
Most of these rules were written while listening to Cytotoxin, Crystallion and the Dragon Age
Origins sound track. If you like all three of these, you’re probably a weirdo. I approve.
THE CHALLENGE
SYSTEM
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CHALLENGES
Purpose
Intended users
Presentation
Third, we offer a wealth of variations, suggestions and mechanics to tailor the system (Page
12).
At the end, we present the Fundamentals again, but with all the options written into the system.
Where possible, rules terms are presented in bold to help distinguish from regular use of terms
such as “group” or “challenge”.
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THE SYSTEM
Fundamentals
When a Challenge takes place, simply work through the following steps one at a time.
The process looks intimidating on paper, but works very quickly in practice.
One of these will be a Group of characters (a Pick out the single highest roll. Set the remaining
Group can one or more individual characters).
dice aside.
overcome.
Complex.
Examples:
Step 5 - Apply results
If the players are trying to get past a security
guard, it’s a Group.
If we’re trying to pick the lock, it’s an Obstacle. A Losing Group must remove one of its
characters from the Challenge.
Resolved.
Game Example
An adventuring party of 4 characters need to get inside a crumbling castle and decide to hack
their way through the walls.
As the two sides are evenly matched, it’s a Draw and both lose.
The Difficulty drops to 3 as the party makes head-way but one of the characters must be
removed, probably exhausted or suffering a minor injury.
At this point, there’s no chance of failure, since even if they rolled all 1’s, they’d still have 2
characters left and the difficulty would reach 0.
The party makes their way through the wall and are ready to continue the adventure.
Game Example
Our 4 characters run into 3 goblins that try to rob them. Arrows fly and swords are drawn.
As the highest player die beats the goblins score, one of the goblins is struck by an arrow and
falls.
For the second round, the players roll 1, 2, 5, 5 while the goblins score 2, 3.
The fighter smites one of the creates with a mighty blow, leaving one standing.
As a draw requires both sides to remove a character, we narrate that the last goblin flees but
one of our heroes stumbles. Turns out one of the initial volley of arrows struck them and they
had just managed to retain their footing for a few minutes.
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THE DETAILS
This chapter provides suggestions on how to handle the various elements of the system.
Typically, either Group can end a Challenge The system is intended to be narrative,
after any round has been finished.
meaning each roll, round and character
This generally means the Group opts to removal should be accompanied by
concede the Challenge but prefers to avoid narration.
it out.
and
Advantage or Deception (see the following Tally up the dice and roll them.
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The first question any Challenge will present A Simple Obstacle is one that can be
is: “How many characters can be involved?”.
resolved in a single dice roll.
In many cases, the answer is “the entire This typically assumes a high chance of
group”.
success.
will be contributing.
Either the heroes make it or they fail.
In a battle against the orc raiders, everyone The outcome may rely on a snap decision or
is at risk and will roll dice.
it may come down to the party lacking a
required resource or knowledge.
Persuading a guard?
Examples might include avoiding a trap,
Researching in a language only one picking a lock or talking your way past a
character speaks?
sentry.
Browbeating a guard is a lot easier if your Examples might include traveling through
warrior friend is looking menacing behind inhospitable territory, fighting an opposing
you, while the thief could “acquire” a few squad or researching an ancient document
books to help out the scholar do their before the evil wizard finishes their ritual.
research.
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other mechanics.
this might mean they are no longer capable Defeating a bunch of cannon-fodder minions
of assisting, though it might also mean that might result in most of them being dead,
they have reached the limits of their abilities with survivors fleeing in panic never to
or endurance.
return.
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When a Challenge is lost, it means the If a Challenge has the potential to end the
players must face the results of failure.
game or end the primary objective of the
party, then two new rules kick in:
scene:
If the goal is to get inside the mansion and Likewise, you’re not required to give them
bluffing the guard didn’t work, you could try alternatives that they will like:
climbing the wall, picking the lock on a back- If it’s the show down with the epic villain and
door or simply knocking the guard out and they opt to run away and let him rule the
storming the building through the front door.
world, they won’t like what happens next but
it’s still a choice they can exercise.
panic.
Some players prefer high stakes and if so,
If you failed to bluff the guard when they there’s no reason not to indulge them.
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Due to the nature of the dice mechanics, If the situation warrants it, a character can
once a Group has 5 or more members, the usually keep their head down and avoid
benefit of throwing more bodies at the taking part in a Challenge.
Then each Group can resolve their own Note that this cannot be used to delay a
Challenge.
loss, unless the players come up with an
extremely good explanation.
This works well when characters are If you’re the last man standing, expect that
engaged in different activities, are separated you will have to contest the Challenge.
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MECHANICS
This chapter offers various mechanics to detail (and complicate) your game as much as you
want.
Abilities Examples:
A “Clever” character would grant a benefit to
solving a problem while a “Strong” character
Abilities refer to the innate qualities of a
would grant a benefit to knocking down a
given character.
This benefit applies to all dice, as long as The GM may judge an Advantage to be
one Group member has a relevant Ability.
Momentary (affects one roll) or Persistent
(lasts until removed).
The GM might rule that the Advantage is Mechanically, they essentially act as an
Momentary and lasts only for one roll, ablative shield.
to face us.
The rest will get in each others way, stand
around looking stupid or simply run away.
Assistance
Cannon fodder
The simplest way of handling assistance
from a remote character is through letting In some genres of gaming, it is custom to
them contribute to the Challenge.
have “mooks”:
ally.
This “character” is known as a Blob.
Such an Assistant can provide a bonus die For example, a Blob of 4 goblins might roll a
and be removed from the Challenge (the single die in a battle and if they are selected
benefit of their advice runs out) but CANNOT for removal, they are all removed.
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Adjust as appropriate.
Consequences
This should factor into roleplaying and may Deception doesn’t affect Obstacles (since
provide an Advantage to the opposition in a they don’t employ dice).
similar Challenge.
If the party engages in some particularly
witty trickery that ought to still benefit them,
Major Consequence treat it as an Advantage instead.
A character is seriously wounded, ostracized It’s completely possible for two groups to
or severely shaken in their confidence.
Fatal Consequence
The character is grievously wounded, slain,
exiled or falls into a deep depression.
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If you want to have fewer rounds in a It can feel unsatisfactory for an epic monster
Challenge or are concerned about large battle to be over in a single round.
groups being “grindy” to defeat, you can use If so, assign Endurance to the character.
With this approach, you will see at least two You can adjust the rate of loss, to adjust the
characters removed each turn, which can toughness of an individual creature (or length
whittle down larger groups rather quickly.
of encounter).
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When you have particularly large Groups Most Challenges assume that the
facing each other, you will be faced with the characters have any equipment they need.
again.
individually.
as before.
A fully plate-armored knight fighting a group
wearing leather armor might well count
The GM must determine at what stage the “Plate” as a Talent.
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If a character has a henchman, follower or The core system assumes relatively human-
servant, they can rely on them in Challenges level characters, but many game settings
as appropriate.
require monsters that can fight an entire
party on its own, while other worlds have
If the particular capabilities of the epic heroes that can single-handedly defeat
Henchman aren’t significant (a butler when a small horde.
Simply take an extra die and put it on the For example, a troll with Monster 3 has 3
table with a 3 showing.
dice to roll.
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Resistance Skills
A monster, alien or creature that is Skills refer to the learned and practiced
particularly resilient to a given attack form (or qualities of a character.
Resistance then cannot win Challenges but Note that as with Abilities, only a single +1 is
these dice can be removed individually permitted.
Example:
A Troll might have Resistance 1 because it For a given game, you may prefer a very
regenerates wounds. wide Skill system (here your combat skill
This means the first time it loses a round, it may be Fighting) or a more narrow and
could give up the virtual die obtained from specific one (where your combat skills may
Resistance. be Sword or Spear).
are specific:
A soldier may have a Soldier Skill, usable for
any common activities related to that
A zealot who is willing to die for the cause profession.
Mastery
Complete Mastery of a skill allows the
benefits of being an Expert, but permits an
additional die to be added on top.
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dice (5 characters, plus a die for each Expert) Every suitable Talent a character has will
and add +1 to the final score. add 1 die to the Group total.
The default system does not typically allow If the same Talent keeps being invoked for
you to target specific enemies, though this
wildly different types of Challenge, it’s a
can be a vital tactic in a real-life encounter.
If a Group rolls more than a single 6 and However, if you desire a more heroic-feeling
wins, it may pick the removal target.
game, you could issue every major character
a Heroic Talent that DOES apply to every
For particularly large Groups (or Epic action they take.
It can be recommend to offer this rule to the If a Talented character is removed from a
players but not their enemies.
Example:
We are facing an orc warlord (Epic 3) and 4 of
his minions.
We manage to roll a pair of 6’s, allowing us to
select the target for removal and opt to go
after the warlord, seriously reducing the
enemy dice pool.
We narrate this as the groups fighter
stepping up to challenge the warlord to a
one-on-one duel and smiting him in single
combat.
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Vulnerability
Example:
A sword of Troll slaying would prevent trolls
from discarding Resistance dice when I
defeat them.
If the trolls had Endurance (-2) they would be
treated as Endurance (-3).
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Many settings involve mystical and magical If you prefer magic to be more distinctive,
abilities such as psionics, spell-casting, give magic wielders Magic Dice.
A magic user may be Skilled, Expert or If a character learned their magic from the
Master of a given type of magic the same spirits of the forest, they won’t be able to
way you may be Skilled, Expert or Master of apply those traits to hacking into a computer
any other craft or trade.
system, but they could probably turn into a
wolf and sniff out a trail.
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SUMMARY OF OPTIONS
In this chapter, we present the system again, but with the various options included.
Note that this may give the impression you are intended to use every option. This is not the
case.
Simple Obstacle
Epic battle, pick two highest dice and add
Complex Obstacle
together.
Step 3 - Roll dice Epic battle loser must take two removals.
THE CHARACTER
CREATION
SYSTEM
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CHARACTER CREATION
Purpose
A simple character creation system intended for use with the Blades and Lock-Picks resolution
system.
The aim is to allow a player to quickly create multiple characters on the fly.
Intended users
*Players wishing for characters defined by keywords rather than numeric values.
*Solo or “one player one GM” gaming situations where multiple extensive character sheets are
impractical.
Presentation
First, we will present the building blocks of a character, along with examples. (Page 24)
You will receive three methods for creating a character. (Page 26)
Where possible, rules terms are presented in bold to help distinguish from regular usage of the
same word.
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THE FUNDAMENTALS
Abilities Some Talents may be an unusual knack for
a given activity. A character that has
unusually keen senses may have the Talent
The key characteristics of a character are the Sharp Senses for example.
Abilities.
These are broad attributes such Strong, In more fantastical games, characters often
Agile, Charming and Cunning. have unusual abilities even beyond this.
Flair
In the Blades&Lockpicks system, a relevant
Ability permits the group to re-roll all 1’s on
There’s more to role playing than the
their dice.
mechanical side.
A Skill covers an area of expertise, training Flair can be unusual habits, a style of dress,
or practice.
a noteworthy appearance and a favorite
Decide if you wish to use wide Skills (e.g. drink.
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Flaws Connections
What makes a character stand out is often Nobody exists in a vacuum and good
not their areas of mastery, but where they fall gaming tends to come from a well-
utterly short.
connected character.
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CHARACTER CREATION
Campaigns, and indeed characters, can exist Each character should have 4 pieces of Flair
in a variety of power levels.
assigned, whether mannerisms,
We primarily govern that through the number appearances, habits or trinkets.
in-game expression.
Elite
Champion Going above and beyond
Veteran 1 3 1
Elite 2 4 1
Champion 2 5 2
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Select 1 Flaw
CHARACTER PROGRESSION
Group games
In a Narrative system, simply make changes
to the character sheet when it seems With a group of players, permit each player
appropriate:
to add a trait or change one after each
session.
If a character saved the day, found We recommend the use of the Prep Time rule
themselves in a position to learn something, below in group games.
New Skills or Abilities can be added as a Any new trait to be acquired is explained and
result of experiences had (and survived) written down, however it does not actually
while Talents typically require something take effect until after the FOLLOWING
significant to have happened in the story.
gaming session.
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Under this system, characters grow when This system uses Experience Points (XP) to
they experience a significant Milestone in purchase modifications to your character.
It will also tend to shape the nature of your Short gaming session 30 XP
intentional.
Overcame a significant threat 10 XP
If you typically run a very particular style of Resolved a major plot point 30 XP
A super hero game would have very different It is up to the group or GM to determine what
Milestones from a gritty war drama, for constitutes a Short or a Long session.
example.
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Change Ability 50 XP
Change Skill 75 XP
SOLO
GAMING
TOOLS
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Purpose
Intended users
*Solo gamers.
Presentation
The first tool presented is a set of tables for setting up a brand new game.
If you already have a setting or story idea in mind, this can be skipped. (Page 32)
The second tool is an “Oracle”: The corner stone of solo gaming. (Page 34)
Finally we offer tools to help structure the on-going story as it unfolds. (Page 37)
Players notes
Throughout we assume that you are familiar with the basic concepts of how to play a solo role
playing game.
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Basics
46-90 High Fantasy
This section can be used if you wish to set Low Fantasy tends to take place in a world
up a new campaign completely from scratch.
that’s recognizable without the magical
aspects while High Fantasy tend to have
It will help you set up a genre of game play, fantastical elements as a core foundation.
If you already know exactly what you want to 1-20 “Hard” sci-fi
11-40 Medieval
to expect.
81-100 20th Century
1-25 Fantasy
You can roll on this sub-table to define a
26-50 Science Fiction
Historical Fantasy.
51-65 Historical
Add a 25% chance of the Historical Genre
66-75 Contemporary being “Pulpy”. (Indiana Jones or The
Mummy)
91-100 Horror
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Mood
1-50 Secret societies
A Magical World is one where the Some moods can seem difficult fits, but give
supernatural is widely understood and it a bit of thought.
14-26 Gritty
The theme can be thought of the type of
scenario you will be playing.
27-37 Comedic
Some themes may be best suited to
particular genres but we have opted to make 38-51 Dark
each table function independently.
52-65 Light-hearted
11-20 Mystery
40-48 War
49-58 Survival
59-66 Heist
67-74 Revenge
92-100 Intrigue
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THE ORACLE
These rules assume you are familiar with the idea of an Oracle in solo-roleplaying but we will
provide a small introduction:
When establishing facts in the game world, you frame a Yes/No question to the Oracle and roll
the dice to obtain an answer.
In most cases, it is best to use 3-4 questions to establish the scene, then set up any likely
outcomes once you have a good idea.
You can always drop back into the Oracle later in the scene, if you need new information.
For example if our characters are approaching the bridge to an occupied village, a good
question might be “Is the bridge guarded?”.
If the answer is “Yes” we may want to make a follow up question such as “Are the guards
heavily armed?”.
Almost any piece of information you need about the game world can be established on the fly
using the Oracle and any player can frame a question.
Oracles work best if you do not try to “game” the system (“Do I randomly find the epic sword
of monster slaying in my backyard?”) or ask repeated variations of the same questions.
Yes But The answer is a Yes but with a condition, modifying factor or limitation.
Likely Yes If Yes is the most likely or plausible answer, the answer is Yes.
The characters exist in a living, breathing world that has an agenda of its own.
In a conventional role playing game, this is injected by the GM, however in a solo game, it can
tend to feel like nothing happens unless you are there to witness it.
The tables in this chapter can help create the illusion of activity.
Intended for a multitude of settings, worlds and realities, they must of course be quite generic
and open-ended.
Event rolls can be fit in whenever it seems needed, such as during a period of down time or
after a short adventure has been completed.
If an event seems to dramatic for your campaign, it can always be something heard about from
far-away lands/planets.
31-35 Make a bit of money 31-35 Scandal among the rich and famous
These events can be as dramatic or minor as you see fit and should be interpreted with your
campaign style in mind.
The two tables below offers results for enemy forces, if you wish to get surprised at what your
arch rivals might be up to, as well as results for large organizations your party may be involved
with.
83-91 Attempt to deprive characters of 67-72 Players make a new Connection with a
support or resources rival of the organization
SCENE BY SCENE
As each scene is completed, take a moment to write down any Story Threads that have been
created.
This may be people you’ve heard of, possible plot hooks, potential risks, areas of interest and
so forth.
If a given Story Thread was resolved in the scene you just played, cross it off the list.
Establish what the next scene is going to be: Typically this depends on what you want the
characters to do, though in some scenarios, a course of action may be dictated by the story.
Use of the random event tables can also trigger a scene that you may not have expected.
When you’ve established what you intend to do and where it is going to take place, roll below
to determine if things go as you expected.
Complicated
The scene is made more confusing or chaotic, usually by the presence of someone or
something unexpected.
Unlucky
Lucky
Opportunity
Interrupted
Exactly as planned
Example:
After fighting our way past the guards, our next scene is going to be infiltrating the occupied
village and finding our contact.
Complicated - Allied artillery are planning to shell the village within the hour.
Unlucky - The town is particularly well defended.
Lucky - The villagers are extremely angry with the occupiers and will help us.
Opportunity - An enemy intelligence officer is visiting the town right now.
Interrupted - An enemy patrol spots us as we’re nearing the town and we must escape.
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DESIGNER NOTES
First, I have really enjoyed a lot of the work and creativity of the solo gaming communities
online, especially the Lone Wolf Roleplaying Google + community.
I wanted to contribute something meaningful myself, with the modest hope that it’d end up
improving the gaming experience of someone out there.
Second, I often become frustrated with running conventional RPG systems solo.
It’s strange, I can GM a 5 player Rolemaster battle no problem, but the second I am in charge
of the characters, shuffling character-sheets becomes an annoyance for me.
I wanted something that would let me play with a full party of characters, while keeping
everything potentially on one piece of paper (or a couple of index cards).
Thirdly, having read and experimented with, but never played “proper” Tunnels & Trolls, I was
intrigued by how it handled combat as a group activity: Each character on both sides
contributes to an overall “pool” and then you compare to the bad guys to see who got beat up.
This got me thinking: What if you could extend that to everything in the game?
This meant finding a dice mechanic and I didn’t have to look too long.
I didn’t want to add the dice together, the way T&T had done, because it can create situations
where one side is overmatched and stands no chance.
This isn’t automatically a bad thing, but in a solo oriented game, I felt it would be boring.
The solution came from a few sources simultaneously: The Games Workshop Lord of the Rings
miniatures game as well as my old design work on the Fast and Dirty war game rules:
This both creates a nice averaging effect where large groups will typically perform as expected,
but also puts two groups within the same theoretical frame work (a 1 to 7 range in our case).
Perfect!
With a pretty universal mechanic in place, it was just a case of filling it all the fringe cases:
What if the bad guys has cannon fodder minions? What if you fight a troll? What if you are a
ninja master? All that stuff.
I included a few random tables I’ve been using for my own solo games. Knowing that solo
gamers tend to find a tool set they like and stick to it, I wanted to make sure each component
of the game rules was as modular as possible.
As such, there’s nothing stopping you from using the resolution mechanics along with another
oracle such as Mythic. Or for that matter using my oracle with a conventional game system.
After all, if you’re playing solo, who is going to tell you no?
SAMPLE CHARACTERS
This section presents a few sample characters, created using the Veteran template for a
fantasy campaign:
Abilities: Fortitude.
Talents: Willpower.
Abilities: Speed.
Talents: Looting.
Flaws: No tact.
Abilities: Charisma.
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We have an idea of a forest-dwelling ranger type, so we start with “I grew up in..” And finish the
sentence with “The deep forest, raised by elves”.
The next step is “When I got older, I decided to…” which we finish as “roam the land, looking
for adventure”.
We get our Ability from this, so something like Perception would fit well.
This is the step to add a bit of tragedy so we’ll say that “..being cast out due to a false
accusation”. Ouch!
This gives us a Talent and a Skill, so we’re going to pick up the Stealth skill and a Talent for
Revenge. The former will be generally handy and with the Talent, we can justify a bonus die on
all manner of things relating to our past.
“Everything was going great until..”. Since we went a bit dramatic, we reason that our character
found the wandering life to his liking, maybe picking up odd jobs scouting and tracking.
If this is our current adventuring party, it adds a little bit of light-hearted fun to the proceedings,
which is fine: We don’t want our character to be a brooding type.
We get another skill here, so we’ll take some Archery. The adventurers probably took an
interest in our martial skills.
For a flaw, we’re going to take Trust Issues. This might hinder us if we have to make certain
social rolls, but seems fitting and interesting.
Final step “And now I am…” “Searching for my place in life”. Boom. We now have a reason to
adventure.
Our final skill will be Tracking and we’ll take a Connection to a Loyal inn-keep we’ve met in
our travels.
Now we just need to assign some Flair and we’re good to go.