A downloadable FPS One Page Solo RPG

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Hand crafted for the One Page RPG Jam 2022

Using this one page rules set, a handful of six siders, and a deck of standard playing cards, you can explore a solo roleplaying experience with almost no prep as you play to discover the setting.

A full setting for play, The Irradiated Wastelands, is provided to enjoy your first games, and to give you a template to create further settings for your own use.

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FPS One Page Solo RPG v.03.pdf 625 kB

Development log

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(1 edit)

This comment is for feedback -- beyond: "I love this game that you made!  Thank you for publishing it!"

F1. Survive 1 is Absolutely Lethal

It's so lethal, I had difficulty enjoying the two games that I played at Survive 1.  They were absolutely lethal, and died almost immediately.  I spent longer creating the character than I did playing the game.  It seems like the only possible way of banking the shot, is to get a bug out bag early on, and then get to 15 grit so that you can raise your Survive to 2, (which: wow, even playing at Survive 2, ...) or getting an antiquated toolkit, so that you can survive maybe one more encounter, ...

In my last game I played, I started with the following sentence: "Roll 3d6, and assign each d6 to Fight, Persuade, or Survive, recording the value."  That made the game way more fun for me.  I also rolled Mission Generation & Home before assigning d6's, so that I could make a character that felt more appropriate to the background.

F2. Reusing the Hex Map is Cool

I found that if I reused the same hex map for the multiple games, it created a greater sense of immersion and ecology.  Each of the x6 home locations is on there.  Interesting but more tricky is placing the x6 different Mission Generation locations on there -- the Settlement, the Monument, the Ruin, the Works, the Rich, and the Anomaly.  The problem only arises with the Winnebago, depending on how it works.

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F1. Survive 1 is Absolutely Lethal

I'm sure it is. Your method of 3d6 place as you like isn't a bad one, nor would a standard array I think (say 4, 3, 2 or 3, 3, 3) but half the fun for me is the lethality on a character with lower stats. I will likely add alternate character creations methods in the first setting expansion.

F2. Reusing the Hex Map is Cool

I actually hadn't thought of this, and it is a cool idea. I will take another look at the idea of Home, perhaps making it rather a Mission Generation location that give a bonus at the start rather than being a home. Hm...have to think about it.

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Second round of questions!

Q4. Revisiting Terrain & Points of Interest

If you revisit terrain or a point of interest, do you ignore everything about it, and just draw an Encounter on a 5+?  Put another way -- does the Oasis terrain lose its Luck-healing effect, or does the Wasteland terrain lose it's 3+ encounter roll, or does the Irradiated zone terrain lose its survival check and 4+ encounter roll?  Can you revisit a collapsed factory complex, or a walled town?

Q5. Resting
My copy of the PDF says, "You may instead spend a turn resting in the current space to 2 Luck dice and spend Grit as follows: ..."
I think that must be a mistype -- did you mean to say "You may instead spend a turn resting in the current space to restore 2 Luck dice..." ..?

Q6. The Winnebago
Home #5 is the armored Winnebago, and it reads, "If you spend a turn here you may move it to another space.  Encounters check 5+."  Does that mean any other space?  Any previously explored space?  Any adjacent space?  Where can the Winnebago be taken?

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Q4. Revisiting Terrain & Points of Interest

I've been thinking on this myself. My original idea was that once a location was surveyed you simply move on, and retreading old steps has a lower encounter chance and you do not activate Points of Interest again. I may revise this. Thank you for bringing it to my attention.

Q5. Resting

Yes, it should read "restore 2 Luck."

Q6. The Winnebago

Initially this was meant to allow travel to an adjacent space with a low encounter chance, but in my own playthroughs I honestly never go back to the home location, so I may change this to simply a "start" location that gives some initial one time bonus.

That you so much for your questions, I like rethinking and relooking at it. I really dig  FPS and I think it has room to grow and change. I'll be working on additional settings soon (also one page) and possibly a play sheet, and maybe even down the road settings composed entirely of a card deck. If you have any other thoughts please let me know.

There's a lot I don't understand.

Q1. Getting Things Done
If my luck is 10, do I roll dice one at a time (up to a max of 10,) or do I roll all 10 dice at the same time, and count the successes, and remove the failures?

Q2. Adding Dice to Rolls
When you use a bow, it says, "gain +3 dice to a single Fight roll."
Does that mean that rather than rolling that x1 luck die for that one checkbox, I roll x4?  Do I succeed if any of them are equal or below Fight?  Does the bow break if any of the dice are a 6?

Q3. Mark Then Discard
My guess is that this means, "If you drew a 4 of Hearts for Growth, ... add one Grit, and then tear up the card."  Or does it mean that all of the +1 Grit benefits (Hearts 2-10) go away, permanently?  What does the "mark" mean, exactly?

(1 edit) (+1)

Q1. Getting Things Done
If my luck is 10, do I roll dice one at a time (up to a max of 10,) or do I roll all 10 dice at the same time, and count the successes, and remove the failures?

You always roll your current total Luck dice, count successes, then discard failures. So if I have a Survive of 3 and I roll 10 dice [1, 1, 2, 2, 3, 3, 3, 4, 4, 5] I score 7 successes and 3 failures. The failures are removed from my pool moving forward, so my current total Luck is now 7.

Q2. Adding Dice to Rolls
When you use a bow, it says, "gain +3 dice to a single Fight roll."
Does that mean that rather than rolling that x1 luck die for that one checkbox, I roll x4?  Do I succeed if any of them are equal or below Fight?  Does the bow break if any of the dice are a 6?

You add 3 dice to your current Luck total, so if my Luck is currently at 7 (from the above example) I would throw 7 dice from my Luck and 3 from the bow. Note you cannot "lose" failed dice from equipment, so it may help to use different color dice. The breakage check is done after using the item (not as a part of the same action, that could be punishing) with a single d6.

Q3. Mark Then Discard



My guess is that this means, "If you drew a 4 of Hearts for Growth, ... add one Grit, and then tear up the card."  Or does it mean that all of the +1 Grit benefits (Hearts 2-10) go away, permanently?  What does the "mark" mean, exactly?

You don't tear up discarded cards, they are simply set aside until the deck needs to be reshuffled (when the last card is drawn). Mark simply means "write down on your character sheet." I tried to keep things brief as I was limited to one page.

Excellent questions, I hope I answered them clearly enough!

Thank you for the answers!  It dramatically changed my play with the game, and it's a lot more fun with these answers.  I've played x7 more games since receiving your answers, and have a bunch more questions, which I'm going to ask in another top-level set of questions.  Again, thank you very much!

Awesome, glad you are having fun with it!

Congrats on another release. I will download this and check it out.

Thanks! I've got the design bug now (this little guy was just thrown together for a game jam).

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Yup and game jams are great because it introduces some tight scope (purpose, timeframe) otherwise you end up writing your magnum opus straight away and never releasing anything. Good luck with your future projects.