Trials For One
Trials For One
Trials For One
Solo Role-Playing
This book was inspired by the Trials in the ICRPG core rules
(2nd edition page 48). The rules say you can play the trials
solo, but there are no rules for solo play.
How to Solo
The cornerstone of solo play is the question. It is the basic
building block.
You roll a dice and get an answer. Questions where there are
two choices, are the easiest. Frame the question in a yes-no
format and roll. High is yes, low is no.
You roll the dice, get an answer, and imagine the action. At
its heart, that is all that solo play is. Rather than saying what
your character says, and telling the group what your
character does, you imagine it.
Solo Combat
I have inserted a suggested solo combat system, see Dodging
the Bullets below, into this booklet. In the ICRPG rulebook,
there are a set of trials [page 48], and at the end, we are given
a set of questions. The last ones says ‘Who rolls for the
monsters?’ My answer to that is ‘no one’. What you are going
to do is roll your dodging, parrying, or evading, and if you
don’t make the roll, the monster hits, squashes, eats, or
vaporizes you. The emphasis is always on you. You attack,
and you try and avoid being hit.
Getting Started
Everything in the game masters section of the ICRPG rules
holds true for solo play. The added difficulty is that you will
have foreknowledge of what is to come. Try to think of
playing and planning in ICRPG as a Hollywood blockbuster
movie, only with better special effects and CGI. When you
see the nine nodes and the cards, you have seen the trailer
for the movie, not the movie itself.
You can tell that as I was laying down the nodes, they were
suggesting ideas, but nothing is set in stone. As I play out the
game, the fiction will define the facts. The questions and my
imagination will inform the fiction.
Goals
Once you have your location and an outline of an adventure,
goals can add a layer of complexity and detail over the top.
The Node Map should help you apply context to the goal you
are going to roll next. Grab your d20 and roll it twice. Look up
the result on the table below and put the results together.
The set up you have just read will be used to explain how the
solo rules work and how you can roleplay on your own.
Question Time
Solo players generally deal with two types of questions. The
first is a simple yes-no style question. The second is a slightly
harder open question such as what is in the vault, or what
does the diary say?
It is only when you need a little bit of extra input to start your
improvisation that you need to ask a question, or you want
outside input, to stop your adventure from being a simple
procession of scenes.
Yes-No
Even with a simple yes-no question, we can add in a few
shades of grey. The yes-no roll is going to give you four
possible answers. Yes and no are obvious, but we also have
no, because… and yes, and…
The no, because… answer comes into play if your d20 roll is
1 or less. It means that the answer is a no, but it prompts you
to add in additional detail, possibly one that your character
could hope to change.
This is the setting. I know that the river is dammed, but I want
to know if Shawn can see any signs of the dam or even of
human activity.
Examples in play
Asking if I can see the dam, I decided that this is unlikely (-3).
Rolling the d20, I got 17 (-3) gave a 14, which is yes. In the
distance, I can see the dam blocking the river.
‘Skill Tests’ and Questions
Some things are skill tests, and other things are questions.
You should not try and circumvent a hard skill test by turning
it into a question. If I was looking for signs of vehicle tracks,
that should be a Wiz check.
If you made the Wiz check, but the dice say there are no
tracks to be found, then all your character knows is that they
didn’t find any tracks. If you make the check and the dice say
the tracks are there, then you have found the tracks and can
move forward.
If you choose to fail forward, you can turn the failed Wiz
Check into a success, but at the cost of a consequence that
will come back to bite you.
Open Questions
Open questions are slightly less obvious. It is easy to decide
if something is big as a dam can be seen or not, but a yes or
no is not going to help you decide what is in a vault, or a diary
or what the Warlord really wants.
You have the option of using some, all, or just parts of the
little sentence. If you use part, it can change the meaning
completely. ‘Examining Allies’ and ‘Preparing Allies’ could be
two totally different things.
20 Second Rule
If you roll an answer and the meaning does not come to you
inside 20 seconds, just forget it and either make something
up that seems logical, or look at the lists and pick what you
wished you had rolled.
Solo combat is based upon the idea of a hit by the enemy was
a failure to dodge or evade by you.
If you think in that way, you can roll to attack, if that is your
plan, and then roll to escape being hit by the bad guy.
Regular combat has the enemy rolling over your Armor value
as their target. Which means, logically, that if you roll under
your armor with the foes bonus added to your roll, you have
successfully dodged or evaded.
How much you write is your choice. I know soloists who will
roll a few questions and answers and then write up an entire
scene longhand, like a chapter in a novel. My journals are so
brief they are almost encrypted. They would make no sense
to anyone but me. You will have to make your own decision
about how much structure you like.
In the What if… you imagine that the dice roll had come up
with a different option, turning your yes into a no, a yes, and
into a no, because, and so on. Now you play on from that
point, taking a different alternative route through your
adventure.
This version allows you to reuse locations and NPCs that you
enjoyed but different stories and characters.
Solo Characters
When you are solo playing, you will be outnumbered most of
the time. If you are going to survive adventures and battles
that were scaled for whole parties of adventurers. Even the
monsters in the core rules are a tough battle for a single
character.
Just how much you need to boost your character will depend
on your playstyle. A game that is combat heavy with very few
opportunities to spend days recovering will require a
stronger character than one based upon investigations and
roleplaying. You will soon learn how to balance your games.
Above all, build a character that allows you to have fun with
ICRPG.