u/JGrevs2023

▲ 9 r/rpg+1 crossposts

Converting Never Going Home to Something Else (Carin?)

NOTE: Immediately after posting I realized that I spelled CAIRN incorrectly.

I have been watching lore videos for trench crusade and came across Never Going Home and thought - "oh cool, a weird WW1 setting" - love the idea of fighting elridtch horrors unleashed into the trenches. If you aren't familiar with the Y.A. novels "Leviathan" this is an incredible setting worth checking out for the lore alone.

Well the reviews are lack luster and most people seem to think it is poorly written. I'm curious though how strong the setting, monsters, etc are and if there is enough workable material to use with a different rule system

My thought was doing some kind of large "trench crawl" megadungeon campaign where no man's land is extremely dangerous and lethal so the players are confined to the trenches for any modicum of safety.

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u/JGrevs2023 — 24 hours ago

Cairn but PbtA

I've been doing way more solo role playing lately with the current stage of life I'm in. One of the supplements that I've wanted to really dig into is perilous wilds for dungeon world. I also love Cairn second edition and the rules light, classless, fast deadly combat.

If a game were to take a hybrid approach, unless one already exists, what would you need to see remain unchanged in order for Cairn to feel like itself even with the addition of moves?

My initial thought is you have a move for how the enemies respond after making a hit. A lot of your relics and magic items could have custom moves instead of just pure narrative text.

The desire for doing pbta is just to add another narrative element or engine into solo play

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u/JGrevs2023 — 2 days ago

My Current Approach to PreWritten Dungeons

I posted a while back after my current solo campaign stalled. The reason was I got to a point in a prewritten setting where an NPC basically said "we are going down that hole to slay our enemy - you coming with us?" In the module (Shadowdark Cursed Scroll #1 - The Gloaming), this is a dungeon below the castle but I didn't really have a good way to approach this content in a way that was particularly interesting to me. I've been doing some reading, writing, and a lot more thinking about how can we solo prewritten content and so far this is what I have. Note: this is an ongoing process of refinement and revision so let me know what works for you

# Core Principals

  1. The dungeons, as written doesn't exists. Throw away the original layout and use a pointcrawl instead
  2. When you explore a room, randomly generate how many other exits are available
  3. When leaving the room, roll a die to select another room from the dungeon key and place that. If you roll a room that already exists, place a hallway instead. (Something I'm experimenting with is roll a d8 instead of totally random which reduces the likelyhood of getting a repeat roll)
  4. Treat anything in the dungeon key that isn't immediately obvious to your player character as a rumor. Bonus points if you can decide who told you about it and how trustworthy you think they are to set expectation
  5. Use a clock or other countdown mechanic to determine when you reach the dungeons boss or climax encounter rather than a random room. I like the underclock for this because you can foreshadow the final conflict/encounter at a given value and then reset until the actual boss room comes up.

# Added Details
I really like the overloaded encounter die in generally but especially like it here. In most event die tables I've read, 6 is just a "safe space" but I have enjoyed using this for discoveries and then using a series of roll off tables that leans heavily into signs and clues related to factions and the dungeons history.

I've been looking back through the tables in Knave and Perilous Wilds to see what can be incorporated. Perilous Wilds uses a pseudo "Flux Space" type system where you have two lists of rooms - common and special - and these come out at random. Maybe something there could be added in here

# Problems and Opportunities

The random room generation means you loose some of the sense of progression. Often keys are written assuming you have run into previous rooms and found their context. This also means navigation puzzles like shortcuts, alternative routes, and things like that are lost. I have a roll off table in my "discoveries" section that is specifically for introducing level changes and secret passages back into the dungeon. Doesn't feel quite as nice but it isn't half bad.

The other method I'm exploring is where the passages/structure is established using the cyclical dungeon by Sersa Victory. From here, the rooms are placed into a predetermined cycle. So we layout a rough structure, we make an entry on our Event Die that the first time we roll a 6, we find out what the cycle type is and place elements accordingly, we then proceed with the dungeon rooms as written and layer in elements like keys, locks, and path complications.

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u/JGrevs2023 — 4 days ago

I've been going through Shadowdark's Gloaming hexmap using Cairn 2e and Juice Oracle. SD's maps leave plenty of room open for interpretation and layering results from the oracle.

Where I'm struggling is in the key dungeons. Any tips on how to run a keyed dungeon solo? Seems like I typically just read the key, find whats there, and move on while making random encounter checks. Feels like there has to be a better way to do this. I was looking at the advice from Mythic Mag #50 about using prepared adventures but this seems more like a method for a larger campaign or adventure settings that doesn't really generalize to dungeons very well.

Some keys say things like "If you look at the statue there is a secret path to room #N". Mythic mag talks about subverting the unknown so each of these could be a Fate Check/Question but what would you add to make these results more interesting.

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u/JGrevs2023 — 9 days ago

I just got Mythic 2e as a birthday present after using the juice oracle for a little while. I'm more than a little overwhelmed and am not sure where to start

I would love to find a good hexcrawl sandbox with lots of places to explore l. Any suggestion? I was originally thinking scifi but would be down for anything. I've heard good things about Dolmenwood but would be curious of other suggestions out there

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u/JGrevs2023 — 9 days ago

Ttrpgs have been my primary gaming hobby for a while and we're gaming is always come second. Is I've been looking more at grimdark Future StarQuest as well as age of fantasy quest, I'm curious on other people's experiences and whether those can be run like a dungeon crawl or a mega dungeon. Obviously the biggest determination of that would be what's in a room and what's to interact with other than combat so I'm curious if anyone has a good procedure for doing that piece and then layering quest over top of it

In short, the title explains it all. Can the narrative campaigns be run like a dungeon crawl with heavy combat focus?

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u/JGrevs2023 — 9 days ago

Hello All

My brother generously bought my Mythic GME 2e for my birthday after I've been playing Karen solo with the juice Oracle excited and more than a little overwhelmed with this giant book of an oracle.

I've been going through Shadow dark glooming setting and really struggling to not make it to a completely random due to the lack of defined elements with that setting as written. I have my own Homebrew setting that I might try at some point but was wanting to give solar role playing solid go in earnest in my first part it was with a pre-written adventure in the form of a dungeon crawl so I thought I could expand that out for a campaign setting

Is there a campaign setting, particularly in a Sci-Fi setting, that lends itself to more sandbox style play alongside mythic. Maybe I'm missing thinking I always understanding some concepts but was thinking of what's the best way to solo sandbox

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u/JGrevs2023 — 10 days ago