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I do. I get notifications anyway. :) I don't really have any strong thoughts on solo play in general, but for insights I guess you have to - from the character's standpoint - think about what it would be useful to know. Then ask the question. Then maybe roll a d6. On a 1-3 you find out something that isn't particularly useful or good/bad. On a 4-5 you find out something useful, but it complicates the situation. On a 6 it's useful and makes everything easier. Example: You are fighting a creature and can't seem to hurt it. You get an insight though. On a 1-3 you might learn that it is a creature from a cold climate. On a 4-5 you might learn that it's hide is impervious to mundane weapons. On a 6 you might learn that it has an instinctual fear of fire. Remix the odds as they seem good to you. :)

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Cheers mate! I recognise the system isn't really designed for solo play, so I appreciate these thoughts. Great game!

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If you ever feel like riffing on it and putting out an edition with your own art ... well ... that would be bonkers-awesome. :)

Damn man, now you've got me thinking!! Into the brain cauldron...

BTW, I occasionally think about a new version of this game. I wouldn't change it much. I would likely add a stack of poker chips to represent "level" and introduce stunts - which would be sorcerous things you have done in the fiction before and for which you are automatically an expert. The levels would start at 3 and increase by 1, up to a max of 10 or 12. Each level would represent one "hurt" you could take before going out of action (not hit points at all, but rather fictional conditions representing harm).