6
6
6
Designer�s Introduction for v0.99 Edition: Alien: Invasion Risk (AIR) is now a
print and play
game with fully revised rules. Be warned � this is �thematic� solo gaming. Expect
to plot your
strategy, roll lots of dice and ride the wave of your luck only to be ripped from
the jaws of
victory in the most sudden, arbitrary and unexpected way � all this in furtherance
of the epic
story of an oddball alien race.
In short, if you enjoy a game that focuses on the narrative and takes you on an
interesting ride,
then AIR is for you. On the other hand, if you prefer a solo game that will always
reward your
perfect �armchair general� strategy, then you�ll just have to cheat�
REALLY COOL - AMERITRASH GAME WITH CHESS PIECES AND CHESS BOARD:
tabya sudaryta, baltu pozicija, ir juodu pozicija. Judini baltas figureles, jei
uzpuola juoda, kad nukirsti, reikia 10+ isridenti ant dvieju kauliuku.
juodi yra automa - nejuda, bet jei gali uzpulti, uzpuola. Jei gali kirsti, kerta.
Kertanti figura, jei jos aplinkinius 8 langelius puola draugiska figura, tai +2
prie kauliuku metimo (reikia 10+ kad kirtimas pavyktu).
Juodi netestuoja kauliuku, o tiesiog nukerta.
Dar - jei balta figura uzpulta, ji negali judeti, tiktai kirsti gali.
Cia panasiai kaip Race into Space, ir pokerio arba farkle kauliukai.
===================================================================================
===================================================================
!!!!!!THE BEST SOLO GAME I EVER PLAYED:!!!!!!
su domino. trys kruveles po penkis. tikslas - sujungti visas kruveles i viena
linija (kuri yra su dviem galais). Kruveles uzverstos (uzdengtos).
Kai darai ejima uz kruvele, gali paziureti i visus domino toje kruveleje ir
pasirinkti, kuri domino is tos kruveles prijungti prie linijos.
Jei kazkuri kruvele neturi tinkamo prijungimui domino, pralaimi. Laimi, jei visos
trys kruveles (is viso 15 domino) susijungia i linija.
Galima panasiai padaryti ir su kortom.
Tai labai azartiskas, itraukiantis zaidimas, nes tu gali isvengti klaidu, jei
atidziai ziuresi i kiekvienos kruveles domino.
Tai panasiai kaip standartinis domino zaidimas, bet tu zaidi uz visas tris kruveles
ir laimi, jei sujungi visus 15 domino.
===================================================================================
====================================================================
https://old.reddit.com/r/ArtistLounge/comments/17619ee/
how_to_actually_learn_to_draw/
Portable size sketchbook, goes with you everywhere. A sharpie, fine line pen, a
pencil or two, and draw EVERYTHING and EVERY DAY
https://www.reddit.com/r/dominoes/comments/27uko5/
anyone_on_reddit_play_dominoes_42_moon_regular/
Thanks for the correction. It would be "na" (em + a, na my school). Sometimes I
don't see any sense between in and on. I mean, somethings aren't inside, so why use
in?
It seems like a card game! They guys here use very regional slangs for the domino
play, so I think we play regular dominoes. We don't play for points- we play in
doubles, and the first to let all his pieces out win. I am relatively new, so I'm
just getting used to the strategy! I used to think it was a pure luck game.
Sometimes people close the game on the edges while beating it... I don't know if
that is exactly what you said. I think it can be done with any number.
VEIKLA TURI DUOTI _PASIEKIMO JAUSMA_ - KAZKA ISMOKTI - PABEATINTI - NORS LASELI
AZARTO
Mokykis Purebasic Freebasic Freepascal Qb64 C C++ Zig
Su pulteliu Sega zaidimai
Rasymas, galbut ir skaitymas (beating the story mode), iveik gamebooka parasyk
gamebooka
kurk solo modulius/gamebookus sau paciam, kurk rpg taisykles/sistema
mokykis rpg sistemas pvz Cortex Prime
daryk solo roleplaying (eg Mythic Gamemaster Emulator etc, galima journal kaip
romana rasyti, o galima tik bullet pointus/notes)
versti is anglu kalbos i lietuviu kalba pvz kuri nors rpg arba fiction book
sachmatu uzdaviniu sprendimas ir uzdaviniu kurimas
sachmatu openingo studijavimas
sachmatu partijos sedevro sukurimas
Artas su Aseprite
Kortu soliteriai - Klondike Freecell Spider Cribbage Calculation Lost Cities
Battleline Trick taking (Whist)
Kurk strategines simuliacijas/wargeimus panasiai kaip online sport managers
https://old.reddit.com/r/ArtistLounge/comments/16zot1g/
what_do_you_love_about_your_art_and_making_art/
I like that it�s endless. You could spend your whole life drawing hands or plants
or whatever else and still have room to grow and have more things to do. There
would be endless compositions and design choices that would make endless different
impressions. And you understand more about the world and yourself as you go. Most
other activities seem quite finite in comparison.
====================================================
I like making decisions. I know this is a weird thing to say, but I like the
decision making process that�s involved when I create things to draw. Things like
choosing colors or thinking about flow and shape language
https://old.reddit.com/r/ArtistLounge/comments/175sgoq/
what_makes_you_not_want_to_give_up_your_career_in/
Here�s my thing. My main priority in life is being happy. I don�t care about being
rich, I care about just being able to get by and save money along the way. Doing
art makes me happy. I want to pursue a career in art because being creative makes
me happy. I could hypothetically stop pursuing a career in art and do something
more profitable, like STEM and do art on the side. But I would not be happy doing
this. And why would I want to spend 40 hours a week crawling through a job that
makes me miserable just to be able to do art (or other hobbies) that make me happy
for only like 5 hours on the weekend? I don�t want to waste my whole life working a
job I hate just so I can do something I love on the weekends. I don�t work to work
my entire life just to wait till retirement to devote my time to things I love. Why
wouldn�t I want to spend my whole life doing a career I love and brings me
fulfillment? I don�t want to retire. Even when I�m 80 I�m still going to be doing
creative shit.
So yeah, basically I don�t want to waste my life being unhappy and unfulfilled.
That�s why I�m not giving up.
read Shadowrun 1e - Shadowrun First Edition {FASA7101}, vtm 1st edition
chess studies/problems kurimas duoda single player strategy
taip pat piesimas duoda single player strategy
nectarine demo scene radio
https://www.slumbot.com/
pokerth
poker academy
piesk, su pulteliu, skaityk, domino/kortos, saskes/sachmatai/nardai/pokeri,
programuoti
read books
solo roleplaying, but not journaling, but just taking notes, maybe like 4AD and
D100 Dungeon, where it's just random tables, without oracles
(because oracles require thinking)
watch wwe
play genesis, snes, nes, gb, gbc, gba
play chainsaw warrior, dice games
program
just draw, when you will be free
solve chess tactics puzzles
play rftg
play slumbot, pokerth, poker academy
play https://felttable.com/
play panzer corps, panzer general forever, wesnoth
study craps
Experience all that a game has to offer, 100% completion, disoover all that's
possible, beating the story mode
AS NORIU - kaip Golden Sun combat - procedural dice game, the closest is B-17 Queen
of the Skies or Chainsaw Warrior, or pokemon, arba skaityti, arba dwssg
PVZ (reading wargame) - it's fun to roll dice:
====================================
https://boardgamegeek.com/boardgame/352963/waterloo-solitaire/ratings?comment=1
I like the theme and the presentation. You play the same battle numerous times but
it is becoming more difficult over the �levels�. And you can play as the British as
well - defend and hope for the Prussians to arrive. Unfortunately it lacks the
variety of tactical options: You chose one action out of 7, roll for the enemy�s
action, roll for your own result. And that is it. In short: It is too static and
too repetitive. Just not enough for me.
Edit: I raise my rating up by 1 point after 7 games. My criticism is true BUT it�s
so much fun and exciting to cross out your enemy�s and your own troops melting away
in the heat of the battle until one side is ultimately broken. Waterloo in 20+
minutes. Despite its weaknesses a good game!
====================================
Question: What's the point of the game?
Answer: To fly from planet to planet, buying and selling goods, shooting
pirates or committing acts of piracy. There's no goal other than perhaps to achieve
the rank of ELITE.
I WANT TO READ or
I WANT TO BEAT - I WANT CRAPS, VIDEO POKER, SLOTS, BARBARIAN PRINCE, DWSSG,
BEJEWELED, SOLO thing with push your luck
He changed - there was a period of time where not attracted at all and with social
phobia, but after that time became attracted to women
Lotrlcg:
To solve scenarios - Certain cards must come in certain order
https://www.dakkadakka.com/dakkaforum/posts/list/809264.page
I dunno, do some you even try to have fun with like minded opponents? Or even play?
The game is a blast, even with its myriad flaws.
I am normally not interested in solo gaming (I play for the player interaction),
but For Northwood is amazing. Do not let the cute artwork fool you, there is a lot
of gameplay here and many fascinating choices throughout.
Chess kaip DBA arba Warmaster - sustatai tabija, tada darai koki nori ejima, bet
turi isridenti 7+, jei isrideni, gali kita ejima su ta
pacia figura daryti, bet vel reikia 7+. Jei neisrideni 7+, tai ejimas atsistato,
tarsi jo nebuvo.
Botas juda - jei gali kirsti, kerta.
Chess is like a really wonderful activity that combines creativity and critical
thinking, so regardless of level it has been really nice to see the popularity
increase. - sachmatu kompozicija - kurti uzdavinius ir spresti uzdavinius ir kurti
solo chess (kaip chess informants)
Chess - kaip Shadowfist!!!
There are many people who abhor the very idea of drawing from reference photos.
They see it as a betrayal of real art. Others greatly admire the skill, patience,
and dedication involved in copying faithfully and long to do the same thing. Who�s
right?
All games - like a sacred ritual (maybe with roleplaying), or like a competitive
strategy game with all the number crunching
https://old.reddit.com/r/Solo_Roleplaying/comments/170li67/
which_oraclestables_do_you_use/
[�]TheDidgeridude01 [score hidden] 9 hours ago
So, I'm an Ironsworn fanboi and I've got to say that I adore their oracles. It's
usually just enough information to give my brain something to hold onto and run
with.
Dragon Quest Monsters: Caravan Heart is the third installment in the well
known Dragon Quest Monsters series. At the time of this translation's release,
it's the only game in the Monsters series that didn't get an official English
localization.
Caravan Heart was the very last game published by Enix themselves, right before
they merged with Squaresoft. It's assumed that the game never saw an English
release due to the company's restructuring at that time.
Unlike the previous Dragon Quest Monsters games, the game isn't entirely
focused on monsters alone. The caravan is also filled with several human party
members, which will aid you in your quest. There are 22 different character
classes, with completely different abilities. Together with your guard
monsters, the game offers for a practically endless variety of possible
strategies and formations.
The monster breeding of the previous game was reworked into monster
reformations this time. Instead of breeding new monsters you collect hearts
of defeated monsters and combine them to reform your monsters into new forms.
The system offers a great deal of freedom for experimentation and collecting.
With nice graphics and a classical Dragon Quest soundtrack the game offers
everything a Dragon Quest fan could wish for. Caravan Heart has a lengthy main
quest that will keep you busy for at least 30-40 hours. After that you'll be
treated to a whole new quest in which you can easily spend over 200
hours and more.
Chess solo - tikslas yra sukurti partija move by move, surasti klaidas pvz kaip
Khalifmanno analize,
arba studijuoti opening theory - find all traps/combos in a
certain opening
Narrative solo - sukurti pasakojima word by word, rory's story cubes
Kauliukais tikslas - isridenti kuo daugiau pergaliu per viena diena
Drawing solo - sukurti paveiksliuka spritea pixel by pixel, line by line
Poker solo - analyze poker in your head
KAIP RASYTI NARATYVA - esme- Have fun pushing the limits of your creative ability
as you create never-before-seen experiences for your captain and crew.
For example, the Incident and Theme matrixes offer
verb/noun prompts to assist in creating inciting
incidents. Some of the combinations might seem
obscure or off-putting. You may scratch your head
wondering how to make �Control Exploding Planet,�
�Arrest Rogue Comet,� or �Medicate Crater� work.
Have fun pushing the limits of your creative ability
as you create never-before-seen experiences for
your captain and crew. Maybe the captain must
find a way to contain out of control magnetic
energies that threaten to shatter a populated world.
Or perhaps they must invent a new type of tractor
beam to snag (arrest) a comet that is about to strike
a colony. Maybe the away team stumbles into a
large crater that is actually the orifice to a sickly
subterranean beast.
================================================================================
When alone - definetly not sad, play something, analyze something, especially chess
================================================================================
Solo yra dvieju rusiu - skaitymas (Chainsaw Warrior, B-17 Queen of the Skies, Dr
Who Solitaire Story Mode) ir
rasymas (Thousand Year Old Vampire, Captain's
Log Solo Roleplaying Game)
As noriu sukurti - kaip pig/farkle, b-17, Chainsaw warrior ir dr who ssg, total
extreme wrestling 2020, talisman origins - there is learning, but not look ahead
I WANT TO READ
J.R.R. Tolkien liked to paint and draw for recreation, and often used his
talents with pencil, inks, watercolours, and coloured pencils in connection
with his writings.
Ultimate Invasion 1 2 3
CHAPTER ONE:
GOOD ARTISTS COPY
EPILOGUE:
GREAT ARTISTS STEAL
GrafX2 is a bitmap paint program inspired by the Amiga programs Deluxe Paint and
Brilliance. Specialized in 256-color drawing, it includes a very large number of
tools and effects that make it particularly suitable for pixel art, game graphics,
and generally any detailed graphics painted with a mouse.
https://old.reddit.com/r/ArtistLounge/comments/16rirqo/cant_draw_from_memory/
I guess my question to you would be: why do you need to draw from imagination?
Many artists or many genres work very closely from reference pretty much all the
time. There are tons of areas of art and techniques you can use even never
developing any sort of 'from imagination' visual library at all. That said you
definitely might develop it over time as well. But even if you don't then no, I
don't think it's a problem at all.
-------------------------------------------------------------------------
I think it boils down to studying with intention, really understand how different
pieces connect and whatnot. Don't beat yourself up, it takes a lot of repeated
drawing and looking at references to build up your mental library. I'm sure you're
better than you were even just a year ago. You won't be able to measure leaps in
progress in just an hour. But you are improving.
I think that the fact that you can recognize what went wrong means you do have a
concept of how it �should� look. Meaning, you do have a mental library. I used to
be envious of comic artists who could draw amazing anatomy, until I realized just
how often they have to draw people for panels, over and over�
----------------------------------------------------
Try learning how to break down references. Instead of merely drawing what you see,
break them down into simpler shapes and guidelines. Once you understand how these
simpler shapes interact to form complicated structures, then drawing from memory
would be a bit easier as you can use your understanding on combining simpler shapes
to slowly reach the end result.
Most artists are always using references so don't feel down about having to rely on
references. It takes time learning how to draw from memory as it requires your
understanding of when you were drawing with references and some muscle memory. Just
keep drawing and keep building your understanding of forms ^
-------------------------------------------------------
Practically all artists draw from reference, it's just not flattering to admit it,
so many don't speak about it openly.
But look at comic book great Alex Ross, he takes a chunk out of his paycheck to pay
a photographer, studio and models to take specific references he needs. Almost all
his comic panels have photographic reference.
I think you'll find out that 99,9% of the classical paintings we enjoy, heavily
depended on references.
-------------------------------------------------------------
National Master of chess recognized by the United states chess federation. Chess
coach and author of the book "Commanding The Chessboard" which is available on
amazon by clicking on the title below. I am available for chess lessons. I have
over 20 years of coaching experience with players of all ratings and skill levels.
I am especially interested in working with people that love chess and are willing
to work hard. You can email me at [email protected] if you are interested in
coaching.
Complete beginner who wants to learn how to draw. People recommend all kinds of
tutorials on the internet, but artist friends all tell me to "just draw everyday" -
so what do I do?
-------------
I want to learn how to draw, as a 32-yo complete beginner who has pretty much not
drawn anything since elementary school. On the internet, I often see people
recommending things like Drawabox, the book 'Drawing on the Right Side of the
Brain', and Proko's courses, among other things. However, I have some artist
friends, and they all pretty much give the same advice: "Just get a pencil and
paper, and draw. Draw everyday."
These are people who have drawn since childhood. They're self-taught artists now.
They learned by just drawing whatever they felt like drawing everyday. Some of them
did art classes later on, but only after they already were pretty skilled, to
perfect certain techniques etcetera. They hadn't heard of Drawabox, but when
looking it up they pretty much told me it looked tedious and very unlike how they
learned to draw at all. I'd have a better time just drawing everyday, and I'd
improve little by little over time.
Do they have a point? Is it really as simple as "just pick up a pencil and draw"?
Or is it different because they've drawn everyday since childhood, and I'm a
beginner at a later age?
--------------
Kiekvienas sakinys yra kaip Magic the Gathering / Shadowfist korta
Tikslas - sugeneruoti kuo daugiau sakiniu - rasyme ir solo roleplayinime
Slot machines, craps, blackjack, open face chinese poker, return to dark tower,
mywiferocksproductions escape from the death star, etc.
SKAITYMAS:
I have been working my way through the lovely Folio Society editions of the
original James Bond books. It has been interesting reading the 65 year old roots of
a still culturally relevant character, and seeing the occasional �Oh, THAT isn�t
going to make it into the upcoming sanitized editions��
Did Fleming follow Arthur Conan Doyle in trying to kill off the beloved character
that he was tired of, only to be forced to continue writing him by popular demand?
It felt that way at the end of From Russia With Love.
Dr. No and Goldfinger seemed to lean in more to pulp or even comic book themes, and
I didn�t find them quite as endearing as the earlier books.
Anyone have opinions on the second half of the canon compared to the first � still
good stuff, or downhill?
ARBA - adventure (nuotykiu) games kaip return to the dark tower, pig/farkle
kauliukai
ARBA - knygos
Zaidimas turi tureti mokymasi, turi buti duombaze paslepta ar nepaslepta kuria tu
mokaisi.
Theory of fun - fun is learning.
Cool ideas - 100% completion, collecting, unlock your imagination, unlock stories,
unlockables, secrets
RPG design:
screen - world representation
player representation
there are actions, collectibles
actions produce collectibles
actions and collectibles are used to achieve goals
Visi jie is paziuros atrode panasus i kits kita, ir vis delto kiekvieno ju
zvilgsnyje, lupu kampuciuose, kuno
laikysenoj galejai iziureti individualiu bruozu, kurie kiekvienas savaip bylojo
apie siu zmoniu ryzta ir sugebejima
neprarasti galvos sudetingiausiomis gyvenimo aplinkybemis.
I have B-29 and B-17 leader. And I prefer B-17 leader. More decision making in the
leader game. But when I want to see if my bomber makes it back from Japan after a
bombing raid I will do B-29. Most of the time I end up running out of fuel or a
lucky bomb bay hit.
PUIKU:
Ideja - rasyk slice of life or whatever but underlying structure must be PVE (kaip
fallout, angband, diablo 1 2)
koks gali buti e - pozemis su kambariais su encouter lentelem kiekviename kambaryje
Aprasymas bus vis skirtingo veikejo bandymas pereiti e, kas bus is esmes roll
out'as / empirinis mokymasis
nes struktrura per sudetinga kad tikimybiu formulemis apskaiciuotum
tikslas - pereinant daugeliui veikeju per E, skaitytojas mokosi apie E, optimalios
strategijos, kokie veikeju buildai veikia geriau, kokie blogiau
is esme tikslas - pabeatinti ta ar kita E
------
That's exactly how it is for me as well.
-----------
Bullet points. Haven�t looked back since. Sure there might be times when you need
to write more than that, but keep bullet points and hashtags at the front of your
mind as much as possible and ironsworn will start to feel like an actual ttrpg
instead of a writing session. Godspeed!
------------
At first I was. Then I realized I generally remember the cool bits. Characters and
places I like to make sure I have bullet points for since I sometimes return to
them. I should also note that most of my games last 10 or so sessions. I�ve only
ever done one long one and I did that with lots of narration and journal writing.
Never again haha
------------
I write the same stuff down as I do when playing in a traditional group.
Do you make point-by-point transcripts of every RPG game you play? I don't. I write
down the essentials - besides the character sheet, stuff like gear, major info,
maps, character notes, etc.
The novel-writing mode is fine for some but I would find it tedious, and heck, I've
published several novels LOL.
Sure, years down the line I might forget that character X in settlement Y is the
cousin of so-and-so or which delve yielded this odd bloodstained axe, but I'd
rather forget a few details than spend a lot of time laboriously writing them down.
It's not like other players are going to complain.
I wonder if some (I said some) people do the novel-writing thing because they're
not entirely comfortable with solo play or find it feels awkward without some level
of "audience". Of course, whatever floats your boat as long as you're having fun.
-----------------
My system is to aim to have one paragraph to set up a move and one paragraph to
describe the results. Sometimes it takes a bit more. Sometimes a single sentence
will do.
I find it helps to write in the first person and in the past tense, like a literal
journal. Conversations are briefly described, not written out word for word.
-------------------
I used to write in stream as I played, but I found that burned me out faster. This
more recent playthrough, I take minimal notes and play out the mechanical parts
first, then record it later in prose in my campaign journal.
----------------------
You got it. I try my best not to take notes at all until the scene is over. Most
details you don�t need unless you reread your stuff for enjoyment. I try to jot
down plot points. I try to think and play as if there we people playing with me
meaning you stay in the moment, not breaking out to write transcripts. Just
important bullet points.
---------------------
https://old.reddit.com/r/Ironsworn/comments/14x6vna/
does_anyone_play_without_writing_much_down/
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Character finds the McGuffin, Make xzy move, note down action and challenge dice
rolls Character doesn't see the hunters sneaking up behind them Make another move
Character does this in response.
I'm thinking about the conversations, the events, the action etc in my head, but on
paper it's just enough to track what happens
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Chainsaw Warrior is a game that does, and will, forever hold a special place in my
heart. The original was published by Games Workshop in 1987 and as a young gamer I
loved it then. It is a solo board game where the player has to race against the
clock to save New York from destruction at the hands of a strange entity called
�Darkness�. While solo games (or versions of games) are quite common now in board
games, back in 1987 this was a rare thing! It was also really, really hard - which
is a good thing if it costs weeks of pocket money to buy; you got your money�s
worth without doubt!
I loved the game and its aesthetic so much that many years later when I got the
amazing opportunity to work with Games Workshop on a digital title, I asked if we
could bring Chainsaw Warrior to digital screens and GW kindly said yes! So it was
in September 2013, 26 years after the original release, that we brought it to
mobile to some rave reviews. 148apps described it as "a brutally awesome good time"
while Gamercast wrote it was an accurate adaptation of the original, saying it has
"everything you want in a digitised version of the Games Workshop classic". As part
of this, I was honoured to get to interview the games original creator, Stephen
Hand. A month later in October of 2013 we released it on Steam too. This was our
first Steam release and opened the doors to that key gaming platform to us.
When the press release for the Star Trek Adventures Captain�s Log Solo Roleplaying
Game dropped in my inbox I was damn near overwhelmed with excitement. A single-
volume rules system for generating endless adventures across the final frontier
without having to synchronise calendars with friends was to me like a dream come
true.
Let me make it very clear up front: Captain�s Log is a deeply niche game, more so
than even the descriptor of �solo Star Trek RPG� would suggest. If you�re looking
for a dense system of rules that will take you on a Starfleet-themed rollercoaster
ride then it will 100% not be for you. What Captain�s Log is, and what it actually
is exceedingly good at being, is a story-generation tool for writing Star Trek
adventures. It�s called Captain�s Log because that is exactly what you will be
creating throughout a play session.
The 325 page hardcover book is roughly split between a primer on Star Trek itself,
guidelines for creating characters with narrative hooks both in their histories and
in relation to each other, general advice on storytelling and how a good Star Trek
episode or movie tends to use the three-act structure, and lots of tables for
randomly generating a prompt or outcome for any given situation that may arise.
Maybe your mission generation rolls determined that you are escorting a VIP to a
dangerous frontier, and you decide that this means you�re a Starfleet ship taking a
Vulcan scientist to the edge of the Delta Quadrant to deploy an experimental sensor
station to monitor for Borg incursions just a few months after the triumphant
return of Voyager. You write a few opening paragraphs from your character�s
perspective to reflect this, and then at the start of your first plot beat loop
decide that it�d be fun to throw the Ferengi into the mix. You randomly generate,
or create yourself, a Ferengi captain and ship, including their motivations, and
decide that your crew have detected them following in your warp-wake before you
arrived at your destination.
Every character and starship you create has a series of twelve statistics split
into two lists of six. These are defined as attributes and disciplines with
characters and systems and departments with ships. In any situation that may arise,
you�ll choose one statistic from each of the two lists, combine their values that
were established during character and ship creation, and attempt to roll under them
on a D20.
Want to hail the Ferengi captain and try demanding that they explain themselves?
Try combining your presence attribute with your command discipline. Want to try to
analyse their ship without letting them know that you�re aware of their presence?
Combine your ship�s sensors system stat with its engineering department stat, etc.
You�ll then determine the outcome and establish where that leaves your characters
and their mission for the next plot beat, and continue until you�re done.
It�s an elegant system for storytelling, except that at every turn Captain�s Log
reminds the player that if they don�t think the outcome is narratively satisfying
then they should feel absolutely free to just come up with a new one.
The kind of role playing where you ignore the rules in favor of what is more
satisfying to the players is something I actually massively encourage on the whole,
don�t get me wrong, but for me it really pushed Captain�s Log further into feeling
like it�s a system focused on story crafting much more than story playing. I
totally get that an endlessly generative solo RPG ruleset is inherently going to
kind of be that way, but I was still left constantly wanting for there to be more
to it that compelled me along beyond what the experience of just sitting down and
fluffily writing the bullet points of a Star Trek episode without the aid of it
would deliver.
As a toolset for coming up with stories I really do think that Captain�s Log is
brilliant. It�s a beautifully laid-out book that�s easy to comprehend, and I feel
like if Modiphius were to make a universe-agnostic version it would be an
absolutely incredible resource for dungeon masters of any game system to aid them
in devising their own compelling adventures. As a solo game system to actually sit
down and play it never really engaged me though.
Oh well, at least we�ve had one good Star Trek solo adventure game this year.
kaip ir kitose sporto �akose, var�ybu dalyviai eikvoja fizines jegas, taigi turi
buti gerai pasirenge fizi�kai;
�a�kes yra "proto gimnastika". �aidejas per kiekviena partija patiria stipriu
emociju: nuo paciu maloniausiu iki - tragi�ku.
Rasymas, skaitymas - beating the story mode, explore your own stories, a chance to
let your creativity shine,
players can unlock the most incredible stories in a
solo setting
a framework to unleash your creativity
The core game loop and explanatory flowchart on this
page, coupled with the Yes/No Probability Matrix on page 254, serve as the engine
to empower you to unlock your imagination and tell your character�s story.
Captain's Log is ready any time, anywhere for your
imagination to go wild and discover all that's possible
The entire point of Captain's log is for you to
control the story
while adding in random events to push the limits of adventure and imagination.
Reading comprehension - mazdaug panasiai kaip
searching for optimal strategy
John Carmack
Linus Torvalds
Brian Hook
Chris Hargrove
Matt Toschlog
Mike Kulas
Dace Baranec
Shawn Hargreaves
Mike Abrash
Tim Sweeney
Ken Silverman
Sean Barret
Create an original character and then use the tools in this book, combined with
your fertile imagination, to fashion your own fascinating Star Trek-style stories.
Play in any era of Star Trek - from the 21st century to the 32nd century and
everything in between. Explore strange new worlds, new civilizations, and all the
wonders of the universe!
�I read all the time, and I love Star Trek novels and short stories. When we were
in layout � when you see the book start coming together � I knew that once it came
out, whoever got it would be creating their own Star Trek stories and probably
sharing them online. That got me really excited because I was like, �oh, now I�ll
have thousands of new Star Trek stories to read.��
The entire point of Captain's log is for you to control the story
while adding in random events to push the limits of adventure and imagination.
Captain's log doesn't have a lot of tables with words for open ended questions
It has a lot of concrete situation tables, hundreds of them
How they play it - narrate (fiction first), and then time comes, they roll on
oracles, and try to mark mission progress, then narrate more and if
needed roll on oracles
what you get as a result - created story
on paper you write not necessarilly fiction/journal, but most importantly - keep
track of stuff
you use - paper for keeping track of stuff, dice, Captain's Log rulebook for all
the tables/matrices/oracles
Apie Talisman
boardtodeath.tv - 9 out of 10 (plays fast)
The most fun I've had playing any boardgame. (a comment on bgg)
https://www.modiphius.net/en-us/blogs/news/introducing-captain-s-log
If you�ve seen the press release about Modiphius Entertainment�s newest Star Trek
product, the Captain�s Log Solo Roleplaying Game, you may be wondering: �What is a
solo roleplaying game?�
For Captain�s Log specifically, we�re talking about creating expansive and amazing
Star Trek stories, inspired by the franchise�s many incarnations and eras of play.
The game�s contents and tools can be used to tell stories inspired by various Star
Trek eras, from the earliest days of the Federation in the 2100s to the 32nd
century and beyond, and by any Star Trek culture, species, or situation.
You can choose to set your game at the dawn of Earth's tentative steps to exploring
space between the 20th and 21st centuries; or move along to the "Five Year Mission"
period during the 2200s when illustrious captains like Georgiou, Pike, Kirk and
Kang commanded starships that pushed the known boundaries of space exploration; the
2300s when the Klingon Empire and Federation forged peace and had to navigate the
challenges that followed; all the way up to the far future depicted in the recent
seasons of Star Trek: Discovery. The possibilities truly are endless!
You choose everything about your character! Their species, role, rank, allegiance,
gender, skill set and so much more. Whether they are a Human Technician or a
Ferengi Commodore, any type of character you can imagine is possible when playing
Captain's Log.
You can plan it and play it all by yourself. No need to find a gamemaster or other
players to play with � you can play right away, with your favorite beverage and
writing tools at hand. You can play at any time and at your own pace! Plan missions
centered on Deep Space 9 over a lazy weekend, or take 15 minutes to squeeze in that
all important scene for your captain. Captain's Log is ready any time, anywhere for
your imagination to go wild and discover all that's possible
Our future posts will delve into more detail on how Captain's Log works, including
how to use the tools in the book to create your captain; their starship or space
station; how to set up the story you want to tell and so much more!
Brace yourselves for an exciting ride into a bold, new frontier of Star Trek
storytelling and roleplaying. I cannot wait to read and see the stories you create
with Captain's Log!
Preorder your copy of the Captain�s Log Solo Roleplaying Game now and receive the
final PDF right away and start creating your own Star Trek stories!
https://www.modiphius.net/en-us/blogs/news/starting-your-first-captain-s-log-
adventure
If you�ve been following along in this Captain�s Log series of blogs, you now
should have a good understanding of the Star Trek universe, a character ready to
explore the Galaxy, and a starship or station on which your character lives and
operates. It�s now time to start creating their first mission in the final
frontier!
The handy flowchart on page 184 lays out the steps you�ll want to take for your
first couple missions. The more you play, the more these steps will feel like
second-nature, so that you can get into your character�s subsequent stories that
much faster. You�ll feel like a writer or producer in your series� own writing
room.
With your character and ship or station established, you�ll next want to determine
what mission type you�ll embark upon. Consult the probability matrix to select a
random mission type, and then roll on that mission type�s specific probability
matrix. For example, if your result is �Diplomacy� for mission type, you�d roll on
the Diplomacy mission matrix, and perhaps roll for a �Host Cultural Exchange�
mission. Of course, you could decide to simply pick a specific mission type and
mission rather than leave it to chance. The choice is up to you.
Now that you have a mission in hand for your character, you�ll use the relevant
probability matrixes to create an inciting incident and theme for the story, as
well as any advantages or complications present at the start of the story. Most
Star Trek stories open with a question or issue for the characters to face from the
start, and Captain�s Log is no different. By rolling randomly or selecting
incident, theme, and an advantage or complication at the start will help you
formulate what sort of story to tell, tied into your character and their
capabilities.
After that, you�ll want to spend some time with the other probability matrixes and
your imagination to establish details about the opening of the adventure. Where is
your character? What are they doing? What pressures or challenges is the crew
facing as we fade into the first opening scene? What amazing adventures are
awaiting discovery?
Adding details about the first encounter your character will face, any non-player
characters present in the scene, the environment, and so on, will help add depth
and scope to your unfolding narrative. Whether you keep a short list of bullet
points or write things out into a full-blown story, you can start building the
story, bit by bit.
Once all those details are in place, you should have a good idea of how the story
and first scene are going to start, and that should give you enough information to
write the opening log entry for the mission, whether you are playing a captain or
any other role.
Stay tuned next time where we go into more detail on how to write out that first
captain�s log, and then head into the story based on the details you�ve created.
Preorder your copy of the Captain�s Log Solo Roleplaying Game now and receive the
final PDF right away and start creating your own Star Trek stories!
https://www.modiphius.net/en-us/blogs/news/captain-s-log-writing-your-mission-s-
opening-log
In the last Captain�s Log blog post, we discussed using the many probability
matrixes provided to generate the opening mission type, inciting incident, theme,
and other location and character details you�ll want to have in place to start
telling your own original Star Trek story.
You are encouraged to follow the tradition of most Star Trek episodes and open your
mission with a log entry. Whether it�s a captain�s log, a personal log, or another
form of log entry from your character no matter their role, the opening log entry
establishes the tone of the adventure and defines the starting point for your
story.
If you need a little help on how to pull together the various data points you�ve
generated with the probability matrixes into a log entry, consider the template
provided in the book on page 234.
The template gives you guidance on which specific probability matrixes to roll on
or consult when preparing the mission. Generate the data points as needed, plug
them into the template, and then adjust the language to suit your character�s
unique voice and style.
For example, Gisele works through the flowchart for generating their first mission
and generates the following datapoints by rolling on a variety of probability
matrixes:
�First Officer�s Log, stardate 3421.3. The Yi So-Yeon and crew have been diverted
from our medical support mission to conduct an important second contact mission
with the Ufu-havid, an independent warp-capable species. The crew of the U.S.S.
Potemkin encountered the Ufu-havid some years ago, before the war, and made enough
of an impression that the Ufu-havid have reached out again, this time to request a
trade agreement with the Federation. Their culture exists entirely on a single
immense living vessel, which produces more viable seedlings than they could ever
possibly need to feed their own. Given that much of the Federation is still
resource-poor following the war, it is critical that we secure this agreement.�
This opening log sets the tone for the first adventure, and gives the mission an
initial sense of direction. The first encounter, where the ship receives a distress
signal from a rehab colony, will be used in the first scene of the story, following
this captain�s log.
In our next blog entry, we�ll jump from the opening log entry into the meat of the
story, by using the core game loop as many times as needed to play through the
story and reach a satisfying conclusion. In the meantime, have fun, and live long
and prosper!
Preorder your copy of the Captain�s Log Solo Roleplaying Game now and receive the
final PDF right away and start creating your own Star Trek stories!
https://www.modiphius.net/en-us/blogs/news/creating-your-captain-s-log-story
The earlier blog posts in this series have worked you through character generation,
ship generation, setting up your first story, and then writing your first mission�s
opening log entry. Now what? Now you can build your story, scene after scene,
encounter after encounter. How? Read on!
If you haven�t already, give Chapters 5 and 6 a read-through to get a feel for the
rules of the game and the storytelling and writing advice provided. The guidance in
these two chapters can help you think through the opening scene following the
information placed in that first log entry, and give you ideas on where the story
could go next.
Once you�ve glanced at those two chapters, check out page 238, which features one
of the key tools in the game, the core game loop.
The core game loop and explanatory flowchart on this page, coupled with the Yes/No
Probability Matrix on page 254, serve as the engine to empower you to unlock your
imagination and tell your character�s story. With your opening log entry complete,
you know the story�s mission parameters, inciting incident, and opening
complication or advantage. Now, you can start narrating toward a task in the story
by being creative and by adding more details via the various random tables in the
book as needed, until you get to a point of uncertainty or to a point where the
character has to perform a task.
Then, roll the dice to resolve that uncertainty or to attempt the task. If you
rolled on the Yes/No Probability Matrix to determine the likelihood of something,
what happened? Was the result a yes or a no? If attempting a task, did the
character succeed or fail? Did their task attempt generate Momentum or Threat?
Once you know what the result of the die roll was, you can then determine the
impact of that result. Given where your character was in the story, what�s the most
logical next thing to happen in the story given the results of your die roll? If
they failed to contain the contaminant spill, what happens next? Probably need to
evacuate the lab, or at worst, the whole ship or station. If they successfully hit
an opponent, track the hit � do the combatants fight on, retreat, some other
result? If the probability result is that the ambassador is highly unlikely to back
down from their position, what does your character do then? Raise the stakes,
change arguments, back down? The choice is yours, influenced by the results.
Then, once you�ve figured out the impact and what the next logical step in the
story is, narrate that outcome. Flesh out the scene in prose or bullet points,
adding more details gleaned from the other probability matrixes and tables in the
book. Make the scene come to life with details.
And with that scene complete, check off the next delta on your mission tracker if
it makes sense to do so, and go back to the start of the core game loop and narrate
to your next moment of uncertainty or task attempt. Repeat until you come to a
satisfying conclusion to your story.
As you work through the core game loop a few times, you should start to feel the
rhythm of the story and it should become second nature to you. You�ll be crafting
scenes and stories for your character one after another, adding to the tapestry of
their life and career.
May your stories prove to be bold ventures into the final frontier!
Order your copy of the Captain�s Log Solo Roleplaying Game now and receive the
final PDF right away and start creating your own Star Trek stories!
https://www.modiphius.net/en-us/blogs/news/moving-between-captain-s-log-and-star-
trek-adventures
The earlier blog posts in the Captain�s Log series discussed character generation,
ship generation, setting up your first story, and then writing your first mission�s
opening log entry, and telling your story scene by scene to reach a satisfying
conclusion. Now, let�s talk about the game�s portability to Star Trek Adventures,
and vice versa.
In addition to using Captain�s Log as a solo storytelling game, you can use it to
�ramp up� to the Star Trek Adventures game and ruleset. Since both games are built
on the same core 2d20 engine, the similarities between the two should be clear.
Character generation and core task resolution are nearly identical between the two
games. Momentum and Threat usage are similar, though the total amount of points you
have differs between the two games.
If you work your Captain�s Log character through a few solo adventures and then
want to port the character into a Star Trek Adventures game, the process to do so
is simple, as detailed on pages 137�138. Select up to four talents for the
character, calculate their Stress and Resistance ratings, assign some gear, and
then assign a character role so they can make use of the role benefit as needed as
part of the crew they�ll be joining. Ideally you would conduct a Session 0 with the
group to help determine where your character would best fit into the game.
Maybe you�re playing Star Trek Adventures and want to tell a few Captain�s Log-
style solo stories with them, perhaps as adventures told in between group missions,
or stories that add detail to some element of your character�s back story. If so,
there�s no additional preparation needed. You can use the character as-is to tell
solo stories, though there are some mechanical elements, such as Stress and
talents, you won�t need to use in Captain�s Log. The character talents could
influence the storytelling and add detail to how your character approaches certain
situations, but you won�t need the talents to influence the game mechanically.
The Captain�s Log design team endeavored to make the transition between the two
games as seamless as possible, to help you tell amazing Star Trek stories with a
minimum of difficulty, no matter which game you chose to use. I hope you tell many
incredible adventures and share them somewhere for everyone to read. Have fun, and
go boldly!
Order your copy of the Captain�s Log Solo Roleplaying Game now and receive the
final PDF right away and start creating your own Star Trek stories!
https://www.modiphius.net/en-us/blogs/news/other-ways-to-use-captain-s-log
The earlier blog posts in the Captain�s Log series discussed character generation,
ship generation, setting up your first story, and then writing your first mission�s
opening log entry, and telling your story scene by scene to reach a satisfying
conclusion, and even covered how to transfer characters from Captain�s Log to Star
Trek Adventures or vice versa. You may be wondering, �What else can I do with
Captain�s Log?�
While the possibilities are endless, here are three ways you can use the contents
and tools within Captain�s Log to facilitate telling great Star Trek stories either
alone or with a group of friends:
COOPERATIVE GAMEPLAY. Use the first two chapters of the book as a Star Trek primer
to get your friends interested and excited about the setting, and pick a few
recommended episodes to watch together. Talk about what kinds of characters your
group might want to create and what sort of ship they would use to explore the
cosmos. Then, use the guidance in the book to tell the story together, using the
probability matrixes and core game loop to help you along. No need for a gamemaster
or facilitator � let the book do the heavy lifting and leave the creativity to the
group!
GAMEMASTER TOOLKIT. Maybe you�re already running an active Star Trek Adventures
gane and want more tools at your disposal to plan scenarios for your group or to
add details to an ongoing adventure. With a copy of Captain�s Log by your side,
generating specific data points from various tables is as easy as flipping to a
page and rolling a d20. Use the results you glean to add texture and detail to your
game.
NON-STARFLEET STORIES. Much of the book focuses on the core Captain�s Log game
experience expectation � that main characters are Starfleet officers embarking upon
missions to benefit Federation citizens and worlds and the pursuit of knowledge and
understanding. But the Star Trek universe is bigger than just the Federation!
Create a dour Klingon warrior determined to restore her family�s honor. Play a
Ferengi merchant looking to score the best deal in a war-torn section of the Beta
Quadrant. Tell the story of one of the lost Changelings as they wander the Galaxy
in search of themselves and others like them. Discover what challenges await your
Pakled mercenary captain and crew as they delve into the Gamma Quadrant in search
of power and strength. The options are as numerous as the stars in the Galaxy.
I hope you have enjoyed this series of blog posts all about Captain�s Log, and I
hope you have a chance to pick up a copy of the book to tell countless incredible
Star Trek stories. I�ll look forward to reading them all. Live long and prosper!
Order your copy of the Captain�s Log Solo Roleplaying Game now and receive the
final PDF right away and start creating your own Star Trek stories!
Modiphius.netModiphius.us
Thanks for reading this article, and thank you for your interest and support of
Star Trek Adventures! Keep frequencies open for news about Captain�s Log and other
Star Trek Adventures product releases. Live long and prosper!
commonsense.pdf
5 Gameplay Loop
What do you get out of it? (And is there anything it gives you that you can't get
from playing with others?)
It's fun, it's creative. It's a lot of what I get out of regular gaming, except
social interaction. It's not as good as face to face gaming with friends, but I do
enjoy it.
I totally get where you're coming from. Playing highly structured games like Five
Leagues From the Borderlands after years of brainstorming and yes/no oracles was
refreshing.
The way I like to think of solo roleplaying is that it's kind of like fiction
writing, with the rules of the game to help put constraints on the possibility
space, basically an ongoing prompt generator.
Ikvepimas rasymui - Shining Force 2, Phantasy Star IV, final fantasy VII, Suikoden
1 2, Final Fantasy Tactics, Tactics Ogre, Golden Sun, Chrono Trigger,
Dune 2000 istorija, Starcraft Brood War istorija, lore of Street Fighter,
lore of Mortal Kombat, lore of Warhammer 40k
Elevate Tactical RPG Gameplay with Moral Choices and Gridless Combat
chess loop is the same as angband (and dungeon crawl stone soup and doomrl and
oanband and cdda) loop (push your luck, take care, etc.)
in chess games and solving puzzles also you can take risks (move without analysis)
Suddenly I�m seeing chess everywhere in popular media! PBS news hour ran a segment
on why young people are so enthralled with chess. I see chess more and more in my
twitter feed. (I guess it helps that I follow Garry Kasparov. I met him once while
watching the chess championship in Sevilla decades ago. If you�ve never been to a
live championship, put it on your bucket list.) And best of all, chess put in not
one but two appearances in the most recent episode of Star Trek Strange New Worlds.
Being vague to avoid spoilers.
The harder it is to achieve, the more joy then you achieve it.
Only played 2e, but it was broken even compared with other White Wolf System...
You hade some charms, that if you had the essence basically was an instakill on any
opponent unless he had the specific charm(s) that would make him untouchable to any
attack (as long has he had essence).
It was basically: I throw a mountain at him from this side of the contintent when
he is on the other end. If he has the proper charm, he dodges it.
Aprasinek slice of life ir diablo diablo 2 arba angband arba chainsaw warrior
ideja tokia - skaitydamas toki teksta tu tarsi ziuri zaidejui zaidzianciam diablo 2
pro peti
PVE t.y. player versus environment
aprasineji skirtingus buildus pries pastovia E
bus pastovi E, gal siek tiek randomizuota kaip diablo 2 arba angband
kai tu skaitai, tu ir sergi uz zaidzianti zaideja (P dalis is PVE), ir taip pat
mokaisi apie E (aplinka, environment)
SVARBIAUSIA - TU TURI MOKYTIS KAI SKAITAI
THEORY OF FUN - FUN IS LEARNING
AS NORIU KAD SKAITYMAS BUTU KAIP ANGBAND arba DIABLO 2 zaidimas, t. y. tu mokaisi
kaip ivairus buildai performina pries E,
t.y. tu mokaisi _OPTIMALIOS STRATEGIJOS_
http://www.ultraviolent4.com/guide.html
While Crawl might look a little daunting from the outside, there's a very rich and
rewarding game to be found if you're willing to give it a chance. Even after
thousands of playthroughs (albeit many lasting mere seconds), I still find myself
in novel situations all the time.
galima sachmatu uzdavinius spresti ir sudaryti
galima kurti istorijas zodziais kaip yu-gi-oh, wuxia, pokemon, naruto, duel masters
galima kurti istorijas skaiciais t.y. trpg
pvz - is https://www.spcnet.tv/forums/ apie wuxia yra tema - Yang Guo's Melancholy
Palms the most powerful martial arts innovation in the trilogy? with
2 pages of discussion
TURI BUTI DUOMBAZE, POSSIBILITY SPACE
KAIP SACHMATU POZICIJA SU SKIRTINGOM FIGURELEM KURIOS VEIKIA SKIRTINGUS LAUKELIUS
Just reading a text is like a video game - reading comprehension
Solo roleplaying - It is my version of video games. I sit down and have fun
creating a story with the characters I created, rolling for resolution and twists.
DARYK STORYTELLING
100% COMPLETION
EXPLORE STORIES
================================================
Historically, the Lakota relied on a rich oral tradition to preserve the legends
and stories that maintained their spiritual way of life. Creation stories were
known only among the holy men, who passed them down through the generations. No
single holy man knew all the creation myths. These stories would likely have been
lost, if a European doctor named James Walker had not taken it upon himself to
write them down. At first, the Lakota holy men told Walker only the common stories
known the whole tribe, but as time passed Walker grew closer to the Natives.
Eventually, they initiated him into their group and he learned the secret creation
myths as well. He was one of the first to translate Lakota to English. However,
written text lacks some of the complexities of oral tradition. Dramatic pauses in
the story and change in tone to denote different characters require the human
voice, and so in translated versions important aspects of the original stories are
lost.
================================================
===============================================
The Pawn Study Composer�s Manual
Pawn studies may be a niche in the chess world, but this high-class book,
Zinar, a Ukrainian, died in 2021 and this edition was updated by Zinar�s close
friend Tkachenko,
�with my city (Odesa) being regularly bombed, which considerably slowed progress!�
====================================================
There are things about this game that could be improved, but I will have to say
that I have never found a game that meets the challenge of strategy as much as this
game. Perhaps, it is because I was a competitive chess player during my high school
days and can find things appealing without the need of good graphics. I do not know
how many C-evo games I have played but it's in the hundreds if not thousands. I
have changed strategies at least 100 times and my games in 2007 when I began to
really take interest in the game would be nothing like my games today. It takes
time, I have studied the manual extensively. Calculated whether it better for this
building or that building-- experimented with what wonders were needed and which
were not. The great thing about C-evo is that the strategy can change in every
single game---some games may be totally peaceful for 1700 years and then a massive
war break out---others you meet a nation in first 20 turns that does not want to
receive emissaries and goes straight war and 4 nations are dead before the ADs and
your mass producing military units for survival. I will say this if you can beat
this game on Insanity with consistency than I think you are an excellent player---I
can dominate this game on Moderate or below with extreme consistency, but Hard or
Insanity are very difficult due to the percentage increase in production, military,
and research--There are not impossible and I will say that I will most likely win,
but it will be a hard fought game. The things that appeals about this game is that
it is very challenging! Kudos to the new releases as well as the AI seems to play
at a higher level.
Uvealfire
�If you were to only ever take my word on a single game, make it this one. There
are only a few games out there that can match its quality and quantity within its
niche. It mixes the magic of board games and video games brilliantly while
inspiring the same kind of joy that games like Slay the Spire can spark but, in its
own way that�s unique to it.� - Review by Gideon's Gaming
Overview
A cosmic entity has twisted time into an endless cycle. By observing the repeating
patterns, the entity intends to destroy all uncertainty and ultimately control
reality.
In Circadian Dice, you control a group of heroes that have managed to step outside
this unnatural cycle, and are now setting out to find and destroy its source. You
will need to overcome a series of skirmishes by upgrading your dice to bend chance
in your favor, and strategically using your limited resources to defeat your
enemies.
While the heroes and their dice are restored to normal after each scenario (whether
they die or succeed), any upgrades, relics, abilities, and modifiers that you have
unlocked persist - so your arsenal is constantly improving! The better you perform
in battle, the quicker you will build your arsenal and progress through the game
towards your ultimate goal to break the loop and save the universe.
Features
A game about probability manipulation and combo crafting: shape 6-sided dice into
weapons of destruction, generators of wealth, magic conduits, or stat-boosting
machines!
13 scenarios, each available in Normal and Hard Mode. In Hard Mode, each scenario
is significantly changed with new enemies, secrets, and challenges!
Built for quick pick-up-and-play sessions: each scenario takes between 10 and 30
minutes to play, and is designed as a stand-alone challenge.
Unlockable end-game modes such as an endless randomized scenario, and a campaign
mode that provides a more traditional, long-term roguelike experience.
10 different heroes with unique characteristics and play styles.
60 unlockable and equippable Relics that provide your hero with new abilities,
change your stats, and give you game-warping bonuses.
Tons of hand-drawn animations.
110+ different abilities that strengthen your hero, manipulate your dice, or damage
your enemies.
A semi-random upgrade mechanic for each scenario and hero, that ensures new combo
opportunities every time you play.
66 enemies and 27 bosses, each with different characteristics and abilities.
(Almost) every enemy can be captured in your dice to give you bonuses and new
attacks based on the enemy's attributes!
Rare random enemy mutations that can either make your adventure harder, or be
turned to your benefit.
High replayability: random mutators, semi-random upgrade opportunities, and near-
infinite combo possibilities makes each run of a scenario unique!
Lots of secrets to discover.
Extensive tooltips for every element in the game help you learn and strategize.
After we grow up, Koster says, we sometimes wonder: "Where did the fun go?"
Koster's argument is that adults have fully internalized many of life's most basic
patterns � walking, talking, seeing and interpreting visual data. "After mastering
a pattern," Koster says, "just using it isn�t necessarily fun. It�s pushing at the
edges of it that's fun."
Ka galiu daryti:
Play - Chainsaw Warrior - learning strategy
Programuok su Pascaliu savo paties Chainsaw Warrior
Talisman Talisman Origins
Angband cdda doomrl Dungeon Crawl Stone Soup
Jei nera kompo - zaisk kauliukais kaip chainsaw warrior arba pig/farkle
Skaityk knygas
Blackjack Cribbage
Kurk fikcija galvoje - beating the story mode, exploring stories, learning strategy
Theory of fun - fun is learning.
J R R Tolkien
J K Rowling
Andrius "The Reader" Tapinas
https://steamcommunity.com/app/251710/discussions/0/627456486221996644/
Just do chime in. Thanks Steve for the statement, if you hadn't said it, I would
have had to do it. The game is just perfect as it is, I enjoy it and the board game
is sweet and nice, but I prefer the video game way more, due to the "being able to
curse at the ?????? dice I did not roll myself"-factor.
Keep it up!
https://boardgamegeek.com/thread/3026150/more-games
But I've found that Narrative chart driven games are without a question my favorite
type of solo game. It's just so relaxing, and it feels very much like playing some
of my favorite PC-games, like Medal of Honor: Allied Assault or Call of Duty 2 with
all the scripted events going on , which gives a cinematic feeling to them.
�There are,� says Father Brebeuf in his account of what was worthy of note
among the Hurons in 1636, [Footnote: Relations des Jesuites, Quebec, 1858, p.
113.] �three kinds of games particularly in vogue with this people; cross, platter,
and straw."
ar imanoma zodziais sukurti puzzliu, kaip sachmatu uzdavini, arba kaip sudoku, butu
kaip sudoku ir ttrpg'su misinys
skaitai ir mokaisi
https://en.wikipedia.org/wiki/Deductive_reasoning
Like the title says, I just beat Disgaea again for the first time since it came out
in 2003. Great times.
beating the game
beating the story mode
explore a story
PUIKU
galima padaryti arkham horror arba eldritch horror ant popieriaus, t.y. su rpg
mechanikom, naudojami tik kauliukai ir popierius
butu character sheet ir world sheet
world sheete butu surasyti monstrai ir ju lokacijos ir gates/vartai ir ju lokacijos
angbandas yra idomus todel, kad kai zaidi tu ieskai optimalios strategijos
tharsis taip pat
jei kurti champ mana, tai tam kad surastum optimalia strategija, kaip sachmatu
uzdavinys arba opening simulator the king's indian
beating the game = seeing everything that a game can offer, 100% completion
turi buti atradimai, kaip saskese sachmatuose, bet ne skaiciuojant, o empiriskai
svarbiausia, turi ka nors ismokti, kaip pvz title bout boxeris pries boxeri
kaip disgaea
Make use of "arenas"--confined spaces where the player must solve some puzzle,
fight some enemy, etc to move on. This is often referred to as "gating" the player,
ie barring their progress until they have completed their task. This helps to
create a sense of accomplishment when the player is allowed to continue, and makes
for easy save/retry loops. The "arena" does not have to be an "arena" in the
classical sense, it simply refers to any confined space where the player has to
complete a task--it could be a courtyard that has no exit until an enemy bashes
through a wall, for example.
Block the area behind the player as much as possible (within reason). Playtesting
has demonstrated that players are more confident about moving forward in a level if
the amount of backtracking available to them is limited. This also plays nicely
with the "arena" concept--an explosion in the tunnel a player just exited confines
them to the next area of the map, creating a new "arena".
Following along the same lines as the second point, carefully limit the number of
paths available to a player. While it is common these days to advertise that there
are multiple paths through the game, this is frustrating to players who want to
ensure that they are seeing everything the game has to offer. Some branching,
however, can make the game more interesting and is more practical as it provides
multiple path options to AI, etc, and gives the player some freedom of choice.
STRIKING
Striking moves are done by simply pressing any of the attack buttons. Over time,
players should become familiar with the
distance at which you must stand from the opponent in order to land striking moves
properly. Also note that different strikes
must be initiated from different distances.
programuok su freepascal/lazarus, su fairtris(sdl2) arba su new-zengl
managemento geimas:
models:
kaip Poker Cribbage shining force 2, phantasy star iv, pig farkle, craps,
blackjack, poker dice yahtzee, diablo ii, slot machines, pirates gold, checkers,
chess
Space Rangers Formula D Shadows over Camelot King of Monster Island
Total Extreme Wrestling 2020 FTL Angband Dungeon Crawl Stone Soup CDDA Doomrl
B-17 Queen of the Skies Chainsaw Warrior Talisman Origins Patton's Best Target For
Today American Tank Ace Fire Pro Wrestling World Fire Pro Wrestling Retuns
Craps
Thank you all for your feedback. This is meant to be a work in progress by someone
who is slowly making their way down the depths of Angband for the first time and is
chronicling their findings. My conclusions could be utterly wrong for all I know
and that is very much a possibility. But it's fun discovering things and balancing
priorities when you simply don't know a pip about what's going on around you.
Otherwise, the advice sounds great. Anyway, on to the next bullet set:
10) Speed - Damage - HPs = the holy triumvirate of Angband. It's better to kill
fast than enter bouts of endurance. They only need to win once, you can't afford a
single defeat.
11) Use Detection as much as possible and try going where treasure shows, not clear
every single level room.
12) Detection - Telepathy - Clairvoyance = for the discerningly cautious player.
Sense Evil and Detection afterwards at regular intervals. There is a certain helm
artifact that allows you to Detect without being a spellcaster. For the poorer
fellow newbie, Rods of Treasure Detection and Mushrooms of Second Sight.
13) Do not ignore or underestimate {A}ctivated abilities. They will save you more
than once. Detection, lighting rooms and corridors, breath weapons, powerful bolt
and ball attacks.
14) Establishing Line of Sight can be a blessing and a cause of utter doom at the
same time. Make sure that the creature facing you is not a caster or has
breath/ranged abilities. If so, when in doubt, seek to break LoS at all costs.
15) There are things out there that will kill you in one or two rounds. Max.
16) There is no need to burn all your resources on a tough Unique, when you could
be clearing entire vaults in a cheaper and safer way.
17) My house, my castle, my pantry. Stocking the right stuff as you find them is
apparently crucial. Sources of Banishment, *Destruction*, *Healing* are clearly a
must for the discerning hoarder.
18) If playing a caster, keep two copies of each spellbook on your @. The weight is
well worth finding yourself without the tools of your trade.
19) Save often when playing online. Pray all the time (applies to both online and
offline mode!)
At CL 36/DL 49 now! See you soon for the next bullet set (hopefully!)
20) Always have two ways or more to reliably hurt enemies. I was OoD obsessed and
ignoring ranged and melee damage cost me in time.
21) Resistances matter, having no rPois brought me low from 750+ HP to -25.
22) Never fight in any other state than fully healed if possible.
23) Glyph of warding is your friend and can make things considerably easier even
for an inept melee priest.
24) Try always to face one enemy at a time.
25) Do not ignore the merits of telepathy and See Invisible.
26) Elemental immunities are true game changers and can make life much easier.
27) Prolific enemy summoning can be a real pain to deal with.
28) Cones, breath weapons, spells that cause elemental damage can wreck equipment.
Make sure to move out of the way.
29) Playing with company is invaluable
http://www.ultraviolent4.com/guide.html#Common_Mistakes_and_Pitfalls
Common Mistakes and Pitfalls
I see these things happen much too often (it keeps me up at night):
http://angband.oook.cz/forum/showthread.php?t=8599&page=7
Originally Posted by Sideways View Post
Holy_Rage, who started this thread, got his priest to DL99 (in Morgoth-ready shape)
with essentially no melee at all.
It was slow and arduous, but it felt safe. I have no idea how the build would have
fared against Morgoth. From the end result though, the build was proven to be -not-
safe. Or rather, perhaps the build was safe, but my playing of it was not good.
(latter probably truer than the former, I doubt there is any kind of safe mode
within Angband)
Important Things to Remember
Grim darkness is grim.
Nobody expects the Imperial Inquisition.
Not even the Inquisitor.
When the Psyker attempts to use his powers, watch for strange things happening.
Preferably from twenty metres away. Or farther.
That guy over there looks strange. He is probably a heretic.
USE COVER!
USE GRENADES TOO!
KILL IT WITH FIRE!
If you meet a Chaos Space Marine, you're already dead, you're just too stupid to
realize it yet.
Everything is baleful. Everything.
Sooner or later your GM will discover the Slaugth. If you suspect that this may be
the case (maniacal laughter is a tell-tale sign), buy flame weapons. All the flame
weapons.
If you have a solid projectile or bolt type gun, get a fire selector. They're
relatively cheap, and effectively triple your magazine size by allowing you to have
three magazines loaded at the same time.
�If you were to only ever take my word on a single game, make it this one. There
are only a few games out there that can match its quality and quantity within its
niche. It mixes the magic of board games and video games brilliantly while
inspiring the same kind of joy that games like Slay the Spire can spark but, in its
own way that�s unique to it.� - Review by Gideon's Gaming
Overview
A cosmic entity has twisted time into an endless cycle. By observing the repeating
patterns, the entity intends to destroy all uncertainty and ultimately control
reality.
In Circadian Dice, you control a group of heroes that have managed to step outside
this unnatural cycle, and are now setting out to find and destroy its source. You
will need to overcome a series of skirmishes by upgrading your dice to bend chance
in your favor, and strategically using your limited resources to defeat your
enemies.
While the heroes and their dice are restored to normal after each scenario (whether
they die or succeed), any upgrades, relics, abilities, and modifiers that you have
unlocked persist - so your arsenal is constantly improving! The better you perform
in battle, the quicker you will build your arsenal and progress through the game
towards your ultimate goal to break the loop and save the universe.
Features
A game about probability manipulation and combo crafting: shape 6-sided dice into
weapons of destruction, generators of wealth, magic conduits, or stat-boosting
machines!
13 scenarios, each available in Normal and Hard Mode. In Hard Mode, each scenario
is significantly changed with new enemies, secrets, and challenges!
Built for quick pick-up-and-play sessions: each scenario takes between 10 and 30
minutes to play, and is designed as a stand-alone challenge.
Unlockable end-game modes such as an endless randomized scenario, and a campaign
mode that provides a more traditional, long-term roguelike experience.
10 different heroes with unique characteristics and play styles.
60 unlockable and equippable Relics that provide your hero with new abilities,
change your stats, and give you game-warping bonuses.
Tons of hand-drawn animations.
110+ different abilities that strengthen your hero, manipulate your dice, or damage
your enemies.
A semi-random upgrade mechanic for each scenario and hero, that ensures new combo
opportunities every time you play.
66 enemies and 27 bosses, each with different characteristics and abilities.
(Almost) every enemy can be captured in your dice to give you bonuses and new
attacks based on the enemy's attributes!
Rare random enemy mutations that can either make your adventure harder, or be
turned to your benefit.
High replayability: random mutators, semi-random upgrade opportunities, and near-
infinite combo possibilities makes each run of a scenario unique!
Lots of secrets to discover.
Extensive tooltips for every element in the game help you learn and strategize.
https://old.reddit.com/r/rpg/comments/16bsjg1/can_you_play_ttrpgs_alone/
It�s sort of a tossup. Some people might really enjoy doing the mathy side of
things or building their own characters and worlds, but some people (like me) need
a bit more outside influence to have fun.
Best way to do it is probably set up some low level characters and just use random
dice rolls as your outside influence.
Combining Ironsworn with other RPGs and Mythic.
Hello everyone, I have been a lurker on this subreddit for quite a while and I
wanted to share my experience with solo roleplaying. This is a long post (sorry)
where I explain how different things or systems work for those who might not be
familiar with them, but I have included a TL;DR. Let me know your thoughts!
I would like to start by saying that this is coming from someone who enjoys more
'gamey' RPGs, who likes minigame-styled mechanics, and who absolutely loves rolling
the clickity-clack math rocks at any given moment (no, seriously, I roll dice for
fun even while writing this). I also want to add that I understand that playstyle
is not for everyone and it doesn't have to be, but I hope it provides some useful
information.
That being said, ever since the WoTC OGL fiasco, I have been experimenting with
many other systems, some derivative of DnD, some a far cry from it, and I think I
finally nailed the formula for one of the best solo experiences for me.
TL;DR: I enjoy 'mechanizing' narrative play with Ironsworn, and rolling player
options and combat in any other RPG (Savage Worlds, Worlds/Cities Without Number,
Pathfinder 2e, Shadow of the Demon Lord, Scarlet Heroes, to name a few), and
tracking quests, threads, and NPCs with Mythic GME2, which I also use for Oracles
and NPC behavior.
I know others have made posts about this in the past (combining Ironsworn with
other systems), but I wanted to take it even further and really craft the best solo
experience (again, for me). Before getting into this specific workflow, I used to
play Pathfinder 2e (PF2e) as an alternative to DnD 5e, which was pretty good, but I
felt like I had no story to tell or that my games would fall flat when it came to
narration. I simply rolled 3 goons and off I went to slay the weird monsters I
could find in the bestiaries. It just seemed to miss something and I couldn't quite
put my finger on it at the time.
I then began to incorporate Mythic GME2, which I knew beforehand but did not try,
and it did give my characters slightly more purpose, but I wasn't using it properly
as I only asked oracle questions.
Fast-forward a few months, I stopped playing solo for a while since it wasn't quite
as enjoyable as I wanted it to be, especially when keeping track of multiple
characters in a crunchy system like PF2e. I thought then that maybe I needed
another system, something to make character management a breeze. Shadow of the
Demon Lord (SotDL) seemed like a great alternative, especially since it is a direct
alternative to DnD (creator worked on both games). I got the core rulebook, rolled
my characters, and off I went. The simplistic character creation and management
really drew me in, and to this day I still consider it one of the best character
creation systems (along with Savage Worlds), but I also started using Mythic a bit
more seriously, properly tracking NPCs and Threads (plot points, quests, etc�).
While this felt better than my earlier experiments with PF2e, I still felt the
pressure of missing something and it annoyed me that I couldn't tell what it was
that I missed.
At that point, I got into a (bad, imo) habit of acquiring more and more systems,
growing my collection, but not finding a tangible answer to my problem. Then, two
great things happened:
This is what Ironsworn does very great: it swiftly incorporates mentality (Spirit)
and Inventory (Supplies) in the narrative with a layer of abstraction (a simple
number representation) that doesn�t force you to account for every single little
thing (e.g., how much space would this bundle of arrows take?). Furthermore, it
lets you roll for narrative elements such as traveling (Making a Journey) or
camping (Setting Camp) through its move system. To me, a solo player, it feels like
it guides the parts of the game that would otherwise be done by a GM in a non-solo
game. And I love it!
Watching Trevor Devall�s short adventures in Savage Worlds and Ironsworn while
incorporating Mythic and other random tables was really great, but it made me
realize one thing: �Wait, I can combine all of them!�.
Now, my typical game session begins with narration and Ironsworn moves depending on
the fiction (maybe my character is traveling, maybe they are trying to convince
someone to do something), followed maybe by combat, which is then done in Savage
Worlds, all while using different RPG books I�ve acquired to generate stuff like
dungeon dressing or random encounters, but also while tracking the general plot and
quests through Mythic. I honestly believe I have reached a very good spot in my
solo games where I don�t have to worry about any element of the game. This way of
playing is swift, puts the narrative forward, but also lets me enjoy crunchy
fighting mechanics without putting too much strain on my smooth brain. And, yes, I
am aware that Ironsworn has a combat system, but I felt like it was too narrative
and abstract, and coming from DnD and PF2e, I really wanted something crunchier and
tactical.
To end it all, I just want to say that I think this method deserves a try. Is it
for everyone? I don�t know, probably not. But I do believe it�s great if you enjoy
gamifying and streamlining different aspects of the game that would otherwise be
managed by a GM.
If you�re still reading this, thank you very much for offering your precious time
to this silly post. I hope my experience will prove as useful to you as it did to
me.
Quick Edit: I just wanted to mention a few other sources I'm using in my sessions
in case anyone is interested: Tome of Adventure Design Revised,
Ironsworn/Starforged/Delve random tables, Perilous Wilds, Table Fables 1 and 2,
random tables from Worlds Without Number, random tables from OSR books, Mythic
Variations and Mythic Magazines, Rory's Story Cubes.
https://steamcommunity.com/app/251710/discussions/0/810938082239084499/
Yes a bad roll at the start dooms you. This is why we went with Easy/Medium/Hard -
after all why ask Chainsaw Warrior to take on Darkness if he was a rubbish solider
to begin with?.. However the joy of winning on hard if very sweet.
I really like both, but TD a little bit more. I only play solo.
Origins has some campaigns and a little bit of a story, but not as much content as
TD (take a look at the DLCs).
TD offers many ways to play the game, if you have DLCs/Season Pass (more maps,
cards, characters, etc.) Another reason I like TD is that you get new missions
every day. For compliting the missions, you get points for the shop.
https://obviousmimic.com/products/the-wolves-of-langston-solo-adventure-rpg-pdf-
epub
Pick your own path. Play your own 5e character. No DM, maps, or minis required.
We are making this for you if you want more of your favorite TTRPG and would rather
play than DM yourself in the downtime between sessions.
Play your own 5e character. Made however you usually make one. The story is
crafted so that all characters can succeed - or fail.
Take your own path through an interactive story where your decisions have
consequences.
Fight monsters, cast spells, and find treasure within an original story.
Make progress with loot and experience that you keep in a regular tabletop game.
https://old.reddit.com/r/Solo_Roleplaying/comments/16nwt6y/solo_rpgs_with_a_story/
Why not just play through published adventures for your solo play? It�s what i do
and it�s a blast. You get to appreciate all the art, maps, story etc - spice it up
with oracles, cards, and so on. Works great!
https://old.reddit.com/r/Solo_Roleplaying/comments/16o81bb/systemless_freeform_comb
at_example/
That's cool, thanks for sharing :) I like the system you've described because it
could be used in a completely modular way, without external dependencies. I'm
really interested in modular design, and mini-systems that can stand alone, or work
alongside other systems. Your damage state system would be easy to drop into a
Freeform game if you wanted to track injury in a more game-like way.
I keep track of status in a similar way to how I would track inventory. It's a list
of modifiers to your status, that you have to keep in mind as you progress through
the story. If my ribs are cracked, I might question my ability to climb over a
wall, and lower my odds of success. The only real difference is that I wouldn't be
abstracting it to a numerical value, I'd just be trying to use my judgment to
decide how an injury was affecting me.
I find that this freeform approach is super flexible and allows you to do so much
without actually needing pre-defined rules.
Have you published your complete system? Can I find it online somewhere?
The rules for Captain's log can be summed up in a few paragraphs. The rest is
background on the setting, suggestions, discussions for giving your story an arc
and a satisfying ending, and a boatload of random tables to generate missions,
npcs, creatures, advantages, disadvantages, etc.
Roll 2d20.
If either die roll is =< (attribute plus discipline), success. If both die are =<
(attribute plus discipline), then you also gain a momentum (reroll, advantage, or
cancel threat). Max one momentum held at a time.
If you have a task-related focus and either die rolls under your discipline, gain
an advantage.
There are random tables to generate advantages, complications, and damage (personal
and ship).
Personal values can be crossed off for a reroll or to cancel a threat. Used values
are replaced at missions end with a new value.
You can�t draw from memory because either you�re lacking in fundamentals or
haven�t draw whatever you want enough. Repetition is key. You haven�t developed
that memory muscle yet. I drew over 300 heads in every angle i can imagine (with
reference) in order for me to create any character I want without reference.
https://www.chess.com/blog/SonofPearl/carlsen-on-working-with-kasparov
How strongly did your views on the positions you looked at differ?
https://old.reddit.com/r/ArtistLounge/comments/16va3lg/any_engineer_artists_here/
Any engineer artists here?
If so, do you think your field allows you keep making art on the side? Maybe even
allows you to do commissions sometimes as a secondary income?
I do nsfw comics, pinups and animations now. I mostly do it for fun, so all my art
is free but I make a bit of money from it. A single paycheck from my real job is
more than I've made total from art though lol
[�]fleeingcats 3 points 55 minutes ago
I'm an engineer but also a writer. I don't do art for money anymore, thankfully. I
could never make much at it anyway... thus the engineering.
I'll say this, be very careful about how and where you choose to work. Engineering
hasn't been a 40 hr a week job for me. My job requires significant creative mental
energy and usually leaves me too drained to write.
As soon as I have a week off I'm back at it. Then within days of being back on the
job I stop again.
I don't make money off it but that's because I specifically don't try to monetize
it and want to keep it purely as a hobby for myself for now.
https://www.artstation.com/wlop
WLOP
Software engineer, freelance artist
Sha Xi, China
Me, I draw maps, make lists (like which NPCs are in which cities, who has quests,
who hates who, etc), and if it's something I know I'll forget then I'll jot down a
note that I'll throw away when I don't need it.
The only evidence of my games are the maps, a few sheets of notebook paper, and
character sheets. I find writing takes too long and if I wanted to write a lot,
then I'd just do creative writing and not bother with a game.
Some people like journaling, others don't. Some like narrative, rules light
systems, others like it tight & crunchy. Some play solo RPGs and others play
regular RPGs write in solo mode. Some write blogs with transcriptions of their
sessions, others record audio to turn it into podcasts, some just write the
outlines of what happened, others do a couple of illustrations, others act it out,
and others do jack shite about it.
Personally, journaling became a gimmick that I can ignore most of the time and I
just do it after I finish a session when I know it's going to take weeks before I
play again, kinda like a save-file from a videogame.
And tools like Mythic and other tables are meant to give you a bunch of randomized
keywords that you're supposed to turn into something else. It could be a hook, the
appearance of a place or NPC, how other characters react to you, and tons of other
things. Again, how you interpret the keywords is entirely up to you.
Mythic 2e is 95% rules and 5% tables so if you were to purchase it, the book would
give you all the how-to to implement it in your games... but then again, it's up to
you if you actually follow those rules, some, or none.
It sounds cringy and redundant, but your games are for you, by you, so you're the
only one who can genuinely answer if journaling is going to be a thing, or if
you're going to play silently or full on cosplaying and shouting.
And it's okay to have different techniques for different types of games. For me,
text only journaling games, I really like to type on the computer, but for my more
freeform games I've been doing it's in my sketchbook so I can add little drawings
and write down notes and all sorts of things.
Part of a solo RPG journey is figuring out how you like to play the game, which
technique adds to your fun and enjoyment.
never give up
art
books reading writing solo roleplaying
checkers chess programming
pokemon
https://rebrand.ly/ShareThread
https://rebrand.ly/FreeLeague
https://rebrand.ly/efefgie
screen
player representation
world representation
actions
collectibles
actions produce collectibles
actions and collectibles are used to achieve goals
Block the area behind the player as much as possible (within reason). Playtesting
has demonstrated that players are more confident about moving forward in a level if
the amount of backtracking available to them is limited. This also plays nicely
with the "arena" concept--an explosion in the tunnel a player just exited confines
them to the next area of the map, creating a new "arena".
Following along the same lines as the second point, carefully limit the number of
paths available to a player. While it is common these days to advertise that there
are multiple paths through the game, this is frustrating to players who want to
ensure that they are seeing everything the game has to offer. Some branching,
however, can make the game more interesting and is more practical as it provides
multiple path options to AI, etc, and gives the player some freedom of choice.
https://shuffleup.itch.io/circadian-dice
Overview
A cosmic entity has twisted time into an endless cycle. By observing the repeating
patterns, the entity intends to destroy all uncertainty and ultimately control
reality.
In Circadian Dice, you control a group of heroes that have managed to step outside
this unnatural cycle, and are now setting out to find and destroy its source. You
will need to overcome a series of skirmishes by upgrading your dice to bend chance
in your favor, and strategically using your limited resources to defeat your
enemies.
While the heroes and their dice are restored to normal after each scenario (whether
they die or succeed), any upgrades, relics, abilities, and modifiers that you have
unlocked persist - so your arsenal is constantly improving! The better you perform
in battle, the quicker you will build your arsenal and progress through the game
towards your ultimate goal to break the loop and save the universe.
Features
A game about probability manipulation and combo crafting: shape 6-sided dice into
weapons of destruction, generators of wealth, magic conduits, or stat-boosting
machines!
13 scenarios, each available in Normal and Hard Mode. In Hard Mode, each scenario
is significantly changed with new enemies, secrets, and challenges!
Built for quick pick-up-and-play sessions: each scenario takes between 10 and 30
minutes to play, and is designed as a stand-alone challenge.
Unlockable end-game modes such as an endless randomized scenario, and a campaign
mode that provides a more traditional, long-term roguelike experience.
10 different heroes with unique characteristics and play styles.
60 unlockable and equippable Relics that provide your hero with new abilities,
change your stats, and give you game-warping bonuses.
Tons of hand-drawn animations.
110+ different abilities that strengthen your hero, manipulate your dice, or damage
your enemies.
A semi-random upgrade mechanic for each scenario and hero, that ensures new combo
opportunities every time you play.
66 enemies and 27 bosses, each with different characteristics and abilities.
(Almost) every enemy can be captured in your dice to give you bonuses and new
attacks based on the enemy's attributes!
Rare random enemy mutations that can either make your adventure harder, or be
turned to your benefit.
High replayability: random mutators, semi-random upgrade opportunities, and near-
infinite combo possibilities makes each run of a scenario unique!
Lots of secrets to discover.
Extensive tooltips for every element in the game help you learn and strategize.
I've read the comments and tought "A solo rpg experience for the Trekker in me?
YAY!" Now I've just seen the first 4 youtube videos, and the two about creating the
episode and playing it left me with a very bad impression - there is NO game in
this, just a collection of charts you use to write a Star Trek novel. I
gamemastered pen-and-paper RPGs for 25 years, and this painfully make me remeber
all the work I did to write adventures for my fellow players, but in this case
without anyone to play with... and please, don't start with "but is all about the
narrative!"... I currently play some boardgames with very abstracts charts and maps
(like Beneath the Med), and they give to you both a game AND make you to create a
narrative. Sincerely, I was thinking to buy the physical copy, but now I can't even
think of trying the PDF from Drivethrough...
https://old.reddit.com/r/ArtistLounge/comments/16wqnpy/why_is_drawing_fun/\
[�]GreyProteinShake 90 points 19 hours ago
Most things are fun, when done voluntarily and with focus. Even doing calculus is
fun when nobody makes you do it. Humans are wired to enjoy games.
... Though I gotta say meaning and self-expression are quite important parts of art
also
https://www.modiphius.net/en-us/blogs/news/introducing-captain-s-log
For Captain�s Log specifically, we�re talking about creating expansive and amazing
Star Trek stories, inspired by the franchise�s many incarnations and eras of play.
The game�s contents and tools can be used to tell stories inspired by various Star
Trek eras, from the earliest days of the Federation in the 2100s to the 32nd
century and beyond, and by any Star Trek culture, species, or situation.
You can choose to set your game at the dawn of Earth's tentative steps to exploring
space between the 20th and 21st centuries; or move along to the "Five Year Mission"
period during the 2200s when illustrious captains like Georgiou, Pike, Kirk and
Kang commanded starships that pushed the known boundaries of space exploration; the
2300s when the Klingon Empire and Federation forged peace and had to navigate the
challenges that followed; all the way up to the far future depicted in the recent
seasons of Star Trek: Discovery. The possibilities truly are endless!
You choose everything about your character! Their species, role, rank, allegiance,
gender, skill set and so much more. Whether they are a Human Technician or a
Ferengi Commodore, any type of character you can imagine is possible when playing
Captain's Log.
You can plan it and play it all by yourself. No need to find a gamemaster or other
players to play with � you can play right away, with your favorite beverage and
writing tools at hand. You can play at any time and at your own pace! Plan missions
centered on Deep Space 9 over a lazy weekend, or take 15 minutes to squeeze in that
all important scene for your captain. Captain's Log is ready any time, anywhere for
your imagination to go wild and discover all that's possible
Our future posts will delve into more detail on how Captain's Log works, including
how to use the tools in the book to create your captain; their starship or space
station; how to set up the story you want to tell and so much more!
Brace yourselves for an exciting ride into a bold, new frontier of Star Trek
storytelling and roleplaying. I cannot wait to read and see the stories you create
with Captain's Log!
Preorder your copy of the Captain�s Log Solo Roleplaying Game now and receive the
final PDF right away and start creating your own Star Trek stories!
Thanks for reading this article, and thank you for your interest and support of
Star Trek Adventures! Keep frequencies open for news about Captain�s Log and other
Star Trek Adventures product releases. Live long and prosper!
https://www.modiphius.net/en-us/blogs/news/creating-a-character-in-captain-s-log
By Jim Johnson, Star Trek Adventures Project Manager
byline Art by Wayne Miller and CBS Studios Inc.
When you first open Captain's Log, you'll discover the first two chapters provide
you with an overview of Star Trek, the setting and some of the key elements of the
setting that your character would more than likely know, even if you don't. Its a
great way to learn more about Star Trek if you're new to the franchise or a great
refresher for fans more involved with it. If you want to dive in straight away, you
can skip these two chapters and immerse yourself into Chapter 3, Reporting for Duty
where you begin creating your character.
The lifepath takes you through your character�s early life and career, step by
step, building the character�s attributes, disciplines, and other elements
mechanically so that by the end of the lifepath, you have a complete starting
character, with a fleshed-out backstory and career you can incorporate into your
storytelling.
If you are already familiar with the lifepath from Star Trek Adventures, this
version of it will come across as familiar as apart from a few tweaks which
streamlined it in Captain's Log, they are essentially the same. We will discuss
porting characters created in Captain's Log to Star Trek Adventures in the future,
as well as using Captain's Log to delve into more stories about your Star Trek
Adventures characters.
Aside from the lifepath character generation process described above, there�s a
second method of creating characters, creation in play. This alternate character
generation process is a streamlined version of the lifepath that gets you into the
game even faster. This process enables you to discover more about your character,
their capabilities, and history while working through their adventures. This is
similar to how we learn about beloved characters from the various Star Trek series
and how they progress from episode to episode.
Thanks for reading this article, and thank you for your interest and support of
Star Trek Adventures! Keep frequencies open for news about Captain�s Log and other
Star Trek Adventures product releases. Live long and prosper!
https://www.modiphius.net/en-us/blogs/news/starting-your-first-captain-s-log-
adventure
By Jim Johnson, Star Trek Adventures Project Manager
Art by Tobias Richter and CBS Studios, Inc.
If you�ve been following along in this Captain�s Log series of blogs, you now
should have a good understanding of the Star Trek universe, a character ready to
explore the Galaxy, and a starship or station on which your character lives and
operates. It�s now time to start creating their first mission in the final
frontier!
The handy flowchart on page 184 lays out the steps you�ll want to take for your
first couple missions. The more you play, the more these steps will feel like
second-nature, so that you can get into your character�s subsequent stories that
much faster. You�ll feel like a writer or producer in your series� own writing
room.
The show writers rarely know everything about the characters they write and
introduce into each series - similarly to the methods available in Captain's Log,
they start with a few key facts like their aspirations or where their allegiance
lies to then watch this develop over the course of the series.
I hope you've enjoyed this closer look into character creation in Captain's Log and
how truly creative the process allows you to be when creating yours! In our next
post, we'll talk about creating the other critical component of any Star Trek story
- the ship or station your character lives and operates on!
Until next time, set your systems to 'creative' and tap into your unlimited
storytelling potential when creating your character.
Preorder your copy of the Captain�s Log Solo Roleplaying Game now and receive the
final PDF right away and start creating your own Star Trek stories!
With your character and ship or station established, you�ll next want to determine
what mission type you�ll embark upon. Consult the probability matrix to select a
random mission type, and then roll on that mission type�s specific probability
matrix. For example, if your result is �Diplomacy� for mission type, you�d roll on
the Diplomacy mission matrix, and perhaps roll for a �Host Cultural Exchange�
mission. Of course, you could decide to simply pick a specific mission type and
mission rather than leave it to chance. The choice is up to you.
Now that you have a mission in hand for your character, you�ll use the relevant
probability matrixes to create an inciting incident and theme for the story, as
well as any advantages or complications present at the start of the story. Most
Star Trek stories open with a question or issue for the characters to face from the
start, and Captain�s Log is no different. By rolling randomly or selecting
incident, theme, and an advantage or complication at the start will help you
formulate what sort of story to tell, tied into your character and their
capabilities.
After that, you�ll want to spend some time with the other probability matrixes and
your imagination to establish details about the opening of the adventure. Where is
your character? What are they doing? What pressures or challenges is the crew
facing as we fade into the first opening scene? What amazing adventures are
awaiting discovery?
Adding details about the first encounter your character will face, any non-player
characters present in the scene, the environment, and so on, will help add depth
and scope to your unfolding narrative. Whether you keep a short list of bullet
points or write things out into a full-blown story, you can start building the
story, bit by bit.
Once all those details are in place, you should have a good idea of how the story
and first scene are going to start, and that should give you enough information to
write the opening log entry for the mission, whether you are playing a captain or
any other role.
Stay tuned next time where we go into more detail on how to write out that first
captain�s log, and then head into the story based on the details you�ve created.
Preorder your copy of the Captain�s Log Solo Roleplaying Game now and receive the
final PDF right away and start creating your own Star Trek stories!
Thanks for reading this article, and thank you for your interest and support of
Star Trek Adventures! Keep frequencies open for news about Captain�s Log and other
Star Trek Adventures product releases. Live long and prosper!
https://www.modiphius.net/en-us/blogs/news/captain-s-log-writing-your-mission-s-
opening-log
By Jim Johnson, Star Trek Adventures Project Manager
Art by Michele Frigo
In the last Captain�s Log blog post, we discussed using the many probability
matrixes provided to generate the opening mission type, inciting incident, theme,
and other location and character details you�ll want to have in place to start
telling your own original Star Trek story.
You are encouraged to follow the tradition of most Star Trek episodes and open your
mission with a log entry. Whether it�s a captain�s log, a personal log, or another
form of log entry from your character no matter their role, the opening log entry
establishes the tone of the adventure and defines the starting point for your
story.
If you need a little help on how to pull together the various data points you�ve
generated with the probability matrixes into a log entry, consider the template
provided in the book on page 234.
The template gives you guidance on which specific probability matrixes to roll on
or consult when preparing the mission. Generate the data points as needed, plug
them into the template, and then adjust the language to suit your character�s
unique voice and style.
For example, Gisele works through the flowchart for generating their first mission
and generates the following datapoints by rolling on a variety of probability
matrixes:
�First Officer�s Log, stardate 3421.3. The Yi So-Yeon and crew have been diverted
from our medical support mission to conduct an important second contact mission
with the Ufu-havid, an independent warp-capable species. The crew of the U.S.S.
Potemkin encountered the Ufu-havid some years ago, before the war, and made enough
of an impression that the Ufu-havid have reached out again, this time to request a
trade agreement with the Federation. Their culture exists entirely on a single
immense living vessel, which produces more viable seedlings than they could ever
possibly need to feed their own. Given that much of the Federation is still
resource-poor following the war, it is critical that we secure this agreement.�
This opening log sets the tone for the first adventure, and gives the mission an
initial sense of direction. The first encounter, where the ship receives a distress
signal from a rehab colony, will be used in the first scene of the story, following
this captain�s log.
In our next blog entry, we�ll jump from the opening log entry into the meat of the
story, by using the core game loop as many times as needed to play through the
story and reach a satisfying conclusion. In the meantime, have fun, and live long
and prosper!
Preorder your copy of the Captain�s Log Solo Roleplaying Game now and receive the
final PDF right away and start creating your own Star Trek stories!
Thanks for reading this article, and thank you for your interest and support of
Star Trek Adventures! Keep frequencies open for news about Captain�s Log and other
Star Trek Adventures product releases. Live long and prosper!
https://www.modiphius.net/en-us/blogs/news/creating-your-captain-s-log-story
By Jim Johnson, Star Trek Adventures Project Manager
Art by Rodrigo Gonzalez
The earlier blog posts in this series have worked you through character generation,
ship generation, setting up your first story, and then writing your first mission�s
opening log entry. Now what? Now you can build your story, scene after scene,
encounter after encounter. How? Read on!
If you haven�t already, give Chapters 5 and 6 a read-through to get a feel for the
rules of the game and the storytelling and writing advice provided. The guidance in
these two chapters can help you think through the opening scene following the
information placed in that first log entry, and give you ideas on where the story
could go next.
Once you�ve glanced at those two chapters, check out page 238, which features one
of the key tools in the game, the core game loop.
The core game loop and explanatory flowchart on this page, coupled with the Yes/No
Probability Matrix on page 254, serve as the engine to empower you to unlock your
imagination and tell your character�s story. With your opening log entry complete,
you know the story�s mission parameters, inciting incident, and opening
complication or advantage. Now, you can start narrating toward a task in the story
by being creative and by adding more details via the various random tables in the
book as needed, until you get to a point of uncertainty or to a point where the
character has to perform a task.
Then, roll the dice to resolve that uncertainty or to attempt the task. If you
rolled on the Yes/No Probability Matrix to determine the likelihood of something,
what happened? Was the result a yes or a no? If attempting a task, did the
character succeed or fail? Did their task attempt generate Momentum or Threat?
Once you know what the result of the die roll was, you can then determine the
impact of that result. Given where your character was in the story, what�s the most
logical next thing to happen in the story given the results of your die roll? If
they failed to contain the contaminant spill, what happens next? Probably need to
evacuate the lab, or at worst, the whole ship or station. If they successfully hit
an opponent, track the hit � do the combatants fight on, retreat, some other
result? If the probability result is that the ambassador is highly unlikely to back
down from their position, what does your character do then? Raise the stakes,
change arguments, back down? The choice is yours, influenced by the results.
Then, once you�ve figured out the impact and what the next logical step in the
story is, narrate that outcome. Flesh out the scene in prose or bullet points,
adding more details gleaned from the other probability matrixes and tables in the
book. Make the scene come to life with details.
And with that scene complete, check off the next delta on your mission tracker if
it makes sense to do so, and go back to the start of the core game loop and narrate
to your next moment of uncertainty or task attempt. Repeat until you come to a
satisfying conclusion to your story.
As you work through the core game loop a few times, you should start to feel the
rhythm of the story and it should become second nature to you. You�ll be crafting
scenes and stories for your character one after another, adding to the tapestry of
their life and career.
May your stories prove to be bold ventures into the final frontier!
Order your copy of the Captain�s Log Solo Roleplaying Game now and receive the
final PDF right away and start creating your own Star Trek stories!
Thanks for reading this article, and thank you for your interest and support of
Star Trek Adventures! Keep frequencies open for news about Captain�s Log and other
Star Trek Adventures product releases. Live long and prosper!
https://www.modiphius.net/en-us/blogs/news/moving-between-captain-s-log-and-star-
trek-adventures
By Jim Johnson, Star Trek Adventures Project Manager
Art by Rodrigo Gonzalez
The earlier blog posts in the Captain�s Log series discussed character generation,
ship generation, setting up your first story, and then writing your first mission�s
opening log entry, and telling your story scene by scene to reach a satisfying
conclusion. Now, let�s talk about the game�s portability to Star Trek Adventures,
and vice versa.
In addition to using Captain�s Log as a solo storytelling game, you can use it to
�ramp up� to the Star Trek Adventures game and ruleset. Since both games are built
on the same core 2d20 engine, the similarities between the two should be clear.
Character generation and core task resolution are nearly identical between the two
games. Momentum and Threat usage are similar, though the total amount of points you
have differs between the two games.
If you work your Captain�s Log character through a few solo adventures and then
want to port the character into a Star Trek Adventures game, the process to do so
is simple, as detailed on pages 137�138. Select up to four talents for the
character, calculate their Stress and Resistance ratings, assign some gear, and
then assign a character role so they can make use of the role benefit as needed as
part of the crew they�ll be joining. Ideally you would conduct a Session 0 with the
group to help determine where your character would best fit into the game.
Maybe you�re playing Star Trek Adventures and want to tell a few Captain�s Log-
style solo stories with them, perhaps as adventures told in between group missions,
or stories that add detail to some element of your character�s back story. If so,
there�s no additional preparation needed. You can use the character as-is to tell
solo stories, though there are some mechanical elements, such as Stress and
talents, you won�t need to use in Captain�s Log. The character talents could
influence the storytelling and add detail to how your character approaches certain
situations, but you won�t need the talents to influence the game mechanically.
The Captain�s Log design team endeavored to make the transition between the two
games as seamless as possible, to help you tell amazing Star Trek stories with a
minimum of difficulty, no matter which game you chose to use. I hope you tell many
incredible adventures and share them somewhere for everyone to read. Have fun, and
go boldly!
Order your copy of the Captain�s Log Solo Roleplaying Game now and receive the
final PDF right away and start creating your own Star Trek stories!
Thanks for reading this article, and thank you for your interest and support of
Star Trek Adventures! Keep frequencies open for news about Captain�s Log and other
Star Trek Adventures product releases. Live long and prosper!
https://www.modiphius.net/en-us/blogs/news/other-ways-to-use-captain-s-log
By Jim Johnson, Star Trek Adventures Project Manager
Art by Vadim Sadovski
The earlier blog posts in the Captain�s Log series discussed character generation,
ship generation, setting up your first story, and then writing your first mission�s
opening log entry, and telling your story scene by scene to reach a satisfying
conclusion, and even covered how to transfer characters from Captain�s Log to Star
Trek Adventures or vice versa. You may be wondering, �What else can I do with
Captain�s Log?�
While the possibilities are endless, here are three ways you can use the contents
and tools within Captain�s Log to facilitate telling great Star Trek stories either
alone or with a group of friends:
COOPERATIVE GAMEPLAY. Use the first two chapters of the book as a Star Trek primer
to get your friends interested and excited about the setting, and pick a few
recommended episodes to watch together. Talk about what kinds of characters your
group might want to create and what sort of ship they would use to explore the
cosmos. Then, use the guidance in the book to tell the story together, using the
probability matrixes and core game loop to help you along. No need for a gamemaster
or facilitator � let the book do the heavy lifting and leave the creativity to the
group!
GAMEMASTER TOOLKIT. Maybe you�re already running an active Star Trek Adventures
gane and want more tools at your disposal to plan scenarios for your group or to
add details to an ongoing adventure. With a copy of Captain�s Log by your side,
generating specific data points from various tables is as easy as flipping to a
page and rolling a d20. Use the results you glean to add texture and detail to your
game.
NON-STARFLEET STORIES. Much of the book focuses on the core Captain�s Log game
experience expectation � that main characters are Starfleet officers embarking upon
missions to benefit Federation citizens and worlds and the pursuit of knowledge and
understanding. But the Star Trek universe is bigger than just the Federation!
Create a dour Klingon warrior determined to restore her family�s honor. Play a
Ferengi merchant looking to score the best deal in a war-torn section of the Beta
Quadrant. Tell the story of one of the lost Changelings as they wander the Galaxy
in search of themselves and others like them. Discover what challenges await your
Pakled mercenary captain and crew as they delve into the Gamma Quadrant in search
of power and strength. The options are as numerous as the stars in the Galaxy.
I hope you have enjoyed this series of blog posts all about Captain�s Log, and I
hope you have a chance to pick up a copy of the book to tell countless incredible
Star Trek stories. I�ll look forward to reading them all. Live long and prosper!
Order your copy of the Captain�s Log Solo Roleplaying Game now and receive the
final PDF right away and start creating your own Star Trek stories!
Thanks for reading this article, and thank you for your interest and support of
Star Trek Adventures! Keep frequencies open for news about Captain�s Log and other
Star Trek Adventures product releases. Live long and prosper!
At 1400 you still have to do a lot of tactics. Breaking through 1400 is a lot of
work. It's a common wall for a lot of players. You are past the level where a few
general principles and a few basic tactics will win games. You have to go about the
process of memorizing complete games, deeper theory, deeper endgames and tons of
tactics. The important thing to remember is whatever you study you need to repeat
it enough to fully memorize it. This is the absolute most critical thing.
@Blaufeld66
Aug 14 (edited)
I've read the comments and tought "A solo rpg experience for the Trekker in me?
YAY!" Now I've just seen the first 4 youtube videos, and the two about creating the
episode and playing it left me with a very bad impression - there is NO game in
this, just a collection of charts you use to write a Star Trek novel. I
gamemastered pen-and-paper RPGs for 25 years, and this painfully make me remeber
all the work I did to write adventures for my fellow players, but in this case
without anyone to play with... and please, don't start with "but is all about the
narrative!"... I currently play some boardgames with very abstracts charts and maps
(like Beneath the Med), and they give to you both a game AND make you to create a
narrative. Sincerely, I was thinking to buy the physical copy, but now I can't even
think of trying the PDF from Drivethrough...
I like doing modules because there is honestly so much good stuff that's been
published, both old and new stuff. It's a whole literary genre unto itself. I don't
think I will ever run out of content. I've even run some modules multiple times,
and haven't gotten the same results, which is part of their magic. If I feel a
module needs a little bit of spicing up, I can just add a complication here and
there if I want to. Sometimes I feel inspired and I just keep making up new stuff.
It's whatever I feel in the moment.
I actually don't like oracles. They're too cumbersome to me. I don't want a system
in addition to the game system I am already using. My commitment is to try and come
up with whatever is reasonable 90% of the time. The rest of the time, when I really
need to roll to figure something out, I will only do a 1d6 and move on.
I also just don't fret too much over doing things "right". It's a solo creative
activity. You can't do it wrong! If I change up how I do things in the middle of
it, that's okay. It keeps me on my toes to not really know how I'm going to rule
the next encounter lol.
Ironsworn dictates the overarching scene and the results, and I roll d10 pools for
skill checks, disciplines and other mechanics in the scene.
https://boardgamegeek.com/thread/3162196/reds-final-6868-tier-list
@RedReVenge
Sep 30 (edited)
It�s that time again to talk about tier lists!
I just finished a series called �Red�s Final Tier List�. The series talks about my
recent tier list rankings and why I have spirits placed where they are.
A little bit about myself:
I�ve been playing SI since 2018-2019. Originally, I focused on solo spirit games
(level 6), then I branched into multi-spirit solo games (3 spirits all controlled
by myself). At this time, I found the BGG forums and began learning and refining
basic strategies.
In 2020, I decided to branch out to discord and that�s when I became accustomed to
�high difficulty� as well as multiplayer games. When I say high difficulty, I�m
referring to double adversary rules (going as high as two level 6 adversaries).
This is also when I began releasing monthly tier lists. While I don�t record every
game, my rough estimate is that I�ve probably played atleast 10,000 games over the
last 5 years (yes I�m obsessed!)
Goal:
The tier list focuses on trying to answer the question: how powerful is a spirit in
a multiplayer setting? Tier list criteria is gone into depth in the videos.
A good example of this would be Memory + Serpent. Memory is essential for this
combo to function and this combo pairing is one of the strongest in the game. Flip
the script and put Memory and Shadows and you go from having an amazing team to
having a mediocre team. The tier list is assuming both cases, but if Memory only
has a few amazing pairings and several poor pairings, you'll see that depicted in
the list.
Comments will not be responded to on here by me. This post is just a placeholder,
or a point of where I can direct people who want to see the list without going
through videos. If you'd like to discuss the tier list, you can comment on videos,
DM me on discord, or converse on discord with the community.
===============================================
https://www.youtube.com/@sinixdesign/about
Hello everyone! This is my art channel which I started back in 2006. The first
videos were rocky, but I strive to continually improve the content and quality of
my videos. Aside from the normal tutorials and speedpaintings, I'm hoping to
provide different unique videos that offer people other ways to indulge in their
love for art and all things creative.