I play through this tiny zine periodically as a way of shrugging off depression. The mechanics and play are ridiculously simple, but I would suggest you resist adding anything mechanical to it. If you want to go heavier on the fiction, name your rats and describe their quirks. Ditto for your ship and the carp godling. Give each site 2-3 horrifying descriptors. THEN - maybe - give yourself one extra or one fewer die to roll if some of your flavor lines up in favor for or against you. But mostly just roll the dice, look at the pics, and do what the zine tells you to do. It's cathartic and fun.
Ray Otus
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The license is CC-BY-NC-SA. So you can share it (and derivatives of it) - with credit - for non-commercial (can't sell it) - under the same license. As long as you follow those rules you can do whatever you like. I have funny feelings about bringing in rules from another Tolkien inspired game. I'm still sorting that out. I requested access to your doc and will probably have a clearer mind once I read it. But again, the license allows you to do stuff, regardless of what I think. :)
Did I mention that Shawn Medero made a VERY COOL online version of the Oracle - click and get your answers. https://shawn.medero.net/the-oracle
Reviewed it on my podcast. Spoiler: I loved it: https://anchor.fm/plundergrounds/episodes/347-Fronds-of-Benevolence-e1po6fm
https://www.patreon.com/posts/69746119?pr=true Patreon post. There was one little thing you got incorrect about the rules in play, but it didn't matter all that much -- see the post. I enjoyed watching you play. Especially when you spent several Fate points and still failed. It was fun seeing you get excited about the fiction.
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).
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. :)