Hi, first off, I'm new to these solo RPGs, and fairly new to RPGs in general, however, did play D&D in the early 1980s. So, I'm just working on wrapping my head around the instructions and have a question or two, probably with obvious answers, any way, here goes.
Q1) In the mission generator, I assume you roll 1D6 for each, Objective, Target, Location, and maybe Oracle. So following that, what is the Oracle specifically, is there a specific one with this game?
Q2) You mention defining a Knack, does one just come up with something, say Survival Expert, or, Pro Boxer? Does that give a +1 to the appropriate stat (+1 on survival for Survival Expert or +1 on Fight for the Pro Boxer)?
A1) I'm not quite sure what you mean. The Oracle is mean to facilitate you answering questions about the game as you play to add more depth. Such yes/no oracles are used quite often in most solo games.
A2) You have it exactly, though a Knack should not be so general that it always gives you a bonus. It should be specific, like goblin hunter giving you a +1 against goblins, or revolver expert giving you a +1 when weilding a revolver. In your examples, Survival Expert I would say is too strong, and Pro Boxer I would only give a bonus in combat when you aren't using a weapon.
Thanks for the answers, I wasn't sure what an oracle was and if it was part of the instructions or something separate. I found out a little more about them since asking the question.
For the Knacks, that's what I figured. In the case of survival expert I see it as giving a +1 in the survival related rolls, and I agree with the pro boxer being a bonus without a weapon.
I spent 2 hours playing last night and find it quite interesting and very open and fun.
I'm new to Solo RPG and chose this as my first experience to dive in with.
Q. I rolled a 5 for survive and a bit later my loot reward was a tattered back pack which can hold Survive+3, so now my survive is 5+3=8 whenever I roll a survive I will never loose a die because I only roll d6's is this right or am I using this reward incorrectly?
A. I think I worked it out, I played without the +3 got down to 3die then used my loot +3 but the QofClubs destroyed me. With only 6die to 8 I needed to roll, I died.
The honest answer to all of your questions is that I can't really stop you (except maybe with the direct to Spanish translation, which I welcome, though of course you would need to credit me and link to the original).
If you want to create your own setting and/or expand upon the game, I say have at it, just attribute and link me in such works!
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.
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.
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?
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.
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?
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!
"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."
That it means that all rolls count for the encounter and then if any dice (7 for the Luck and 3 for the bow) are a six the bow is broken after.
If your current luck is 7 and you gain 3 bonus dice from the bow, if any of the dice from the bow are failures, they are not lost. Does that make sense?
With regard to seeing if the bow breaks at the end of the encounter, you roll a single d6 (this is after the encounter is totally resolved). If it is a 6, the bow is broken.
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.
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Another question on a particular loot item. Item 8 is a worn sawed-off shotgun with d2 shells. is that supposed to be 2d6 shells?
No it's d2 shells, meaning the sawed-off shotgun may still have 1 or 2 shells in it.
Sounds good, I think I understand now.
Nice work on this system.
Hi, first off, I'm new to these solo RPGs, and fairly new to RPGs in general, however, did play D&D in the early 1980s. So, I'm just working on wrapping my head around the instructions and have a question or two, probably with obvious answers, any way, here goes.
Q1) In the mission generator, I assume you roll 1D6 for each, Objective, Target, Location, and maybe Oracle. So following that, what is the Oracle specifically, is there a specific one with this game?
Q2) You mention defining a Knack, does one just come up with something, say Survival Expert, or, Pro Boxer? Does that give a +1 to the appropriate stat (+1 on survival for Survival Expert or +1 on Fight for the Pro Boxer)?
So far this is looking very interesting.
No worries, I love to answer questions!
A1) I'm not quite sure what you mean. The Oracle is mean to facilitate you answering questions about the game as you play to add more depth. Such yes/no oracles are used quite often in most solo games.
A2) You have it exactly, though a Knack should not be so general that it always gives you a bonus. It should be specific, like goblin hunter giving you a +1 against goblins, or revolver expert giving you a +1 when weilding a revolver. In your examples, Survival Expert I would say is too strong, and Pro Boxer I would only give a bonus in combat when you aren't using a weapon.
Hopefully those help!
Thanks for the answers, I wasn't sure what an oracle was and if it was part of the instructions or something separate. I found out a little more about them since asking the question.
For the Knacks, that's what I figured. In the case of survival expert I see it as giving a +1 in the survival related rolls, and I agree with the pro boxer being a bonus without a weapon.
I spent 2 hours playing last night and find it quite interesting and very open and fun.
Heyy,
I'm new to Solo RPG and chose this as my first experience to dive in with.
Q. I rolled a 5 for survive and a bit later my loot reward was a tattered back pack which can hold Survive+3, so now my survive is 5+3=8 whenever I roll a survive I will never loose a die because I only roll d6's is this right or am I using this reward incorrectly?
A. I think I worked it out, I played without the +3 got down to 3die then used my loot +3 but the QofClubs destroyed me. With only 6die to 8 I needed to roll, I died.
I will play some more.
Thank you,
Anthony.
Hey! I'll try your game. I had reading the rules and I think it looks fun and interesting.
I want to ask you some questions:
Thanks in advance, greetings from México.
Heya, glad it looks interesting to you!
The honest answer to all of your questions is that I can't really stop you (except maybe with the direct to Spanish translation, which I welcome, though of course you would need to credit me and link to the original).
If you want to create your own setting and/or expand upon the game, I say have at it, just attribute and link me in such works!
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.
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.
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?
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?
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!
So when you say
"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."
That it means that all rolls count for the encounter and then if any dice (7 for the Luck and 3 for the bow) are a six the bow is broken after.
If your current luck is 7 and you gain 3 bonus dice from the bow, if any of the dice from the bow are failures, they are not lost. Does that make sense?
With regard to seeing if the bow breaks at the end of the encounter, you roll a single d6 (this is after the encounter is totally resolved). If it is a 6, the bow is broken.
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).
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.