Solo RPG
Solo RPG
Solo RPG
Begin asking questions! A question can be either an Inquiry or an Action outcome. Questions must
be in a yes/no answerable format.
For each question, roll a d6 and read the following result (If your Hero has a significant advantage, roll
a second d6 along with it and choose the result. If a significant disadvantage, roll the second D6 but
take the worst result for the hero):
1- No, And
2- No
3- No, But
4- Yes, But
5- Yes
6- Yes, And
"And" means even more than you expected, "But" means there is a limited effect or a drawback.
In addition, roll a different colored D6. This is the Twist Die. If it comes up a 1, there is a twist to the
scene.
What is the twist? Take 2 different colored D6, declare which one if "first" and roll them, then consult
the following chart:
1st d6
1- NPC
2- PC
3- Organization
4- Physical event
5- Emotional event
6- Item
2nd d6
1- Appears
2- Alters the location
3- Helps the hero
4- Hinders the hero
5- Changes the goal
6- Ends the scene
Exactly what this two-word sentence means is up to your interpretation based on what you know about
the goings on. This is even more open ended than the other systems I looked at, but I found it
sufficient for my imagination.
Once the scene ends in some way (the protagonist's goal is met or failed) take a breath, and roll the
next scene (1d6):
A dramatic scene means the action doesn't let up! A quiet scene means there is no immediate danger,
probably a good chance to gather intel or discover more about the characters or situation. A
Meanwhile scene is a remote location, and does not involve the protagonists! This should be
immediately randomized as a twist and kept quite short. I haven't done one of these yet but I'm looking
forward to it.
Some more randomizers may be helpful, such as the ones in Mythic or other games. I didn't really
need them in my test game. What I did lean on a bit was name generators, of which there are many
available as web pages online.
Want proof of concept? You got it. I played a quick session just to see if it worked.. Here it is, exactly
as I played it out.
I set a limit for myself first off. All Characters had to be based on a mini in my collection.
Dash Allison is a spacejacker.. Galactic slang for a Jack of all trades making a living among the space-
lanes. Dash captains a small cargo hauler in dubious repair and little else but his cherished free-trader
license. Dash grew up on Earth, the worst scum-hole in the quadrant. He learned to fight equally well
with his fists or a pistol early in life, although he has had no formal training.
He learned to pilot a starship from his friend, Captain Chinto.. A Prang Spacejacker that inadvertently
rescued him from a lethal situation on Earth.
Dash has ended up at Calamity outpost, on planet 15 in the Khurasan system. Almost broke and far
from home, he hopes to make enough credits to upgrade his ship and get clear of this volatile Grey-
zone.
Dash wakes up. He can't see anything and his hands are tied.
Scene Goal: Dash needs to figure out where his is and how much trouble he's in.
Yes and - Not only that but there is a bag over his head that makes it difficult to hear. Or breathe.
Dash tests his bonds, carefully feeling around to see how he is restrained. Can he get free?
No but
Dash sighs. His wrists and feel are solidly locked into durasteel shackles. He is able to sit up on his
knees and move around though.
He gets into a sitting position and scoots carefully along the floor. Does he find a wall?
Dash quickly ascertains that he is in a small cell. As he works his way around, he fumbles across a
door.. Which creaks open!
Dash sticks his head out the door and listens carefully. Does he hear anything that could give him a
clue to his whereabouts?
No
Getting more panicky every minute, Dash carefully taps at the walls and floor with his boot. Does it feel
like concrete?
No And
Clang. Dash's years of Spacejacking tell him he's not in a building.. He's on a ship, or at least a
station.
He yells out: "Hey! Somebody want to take this bag off my head?"
No.
Dash sits down and tries to get his hands in front of him with a little contorting. Does he manage it?
No and
"Aaaggh!" Dash is stuck in a curled-up position. He rolls forward onto his face with a painful clang.
"COME ON!.. Anybody?! Hostage in jeopardy here! YO! ANYBODY ELSE ON THIS RUSTBUCKET?!"
Yes and
Dash hears boots stomping along the gantry and he is hauled to his feet. He is shoved up against the
wall in a standing position.
"Who's there? What the hell is going on?" He barks. Is it his captors?
Yes
There is no reply to his question. His mysterious assailants bundle him down the hallway. Are they
taking him back to the cell?
No but
Yes and
Yes
"Officers! I" is all Dash manages to say before the wall explodes in a shower of debris and sparks.
Yes and
Stepping through the rubble comes Miri Nooram, his engineer. Her magna wrench makes short work
of the shackles. Coughing in the smoke are Captain Chinto and Thraken Gallen. The huge blue alien
tosses Dash his blaster.
Yes
"Step lively now lad, we breached the hull not far from here.. If we're quick we can be void-side before
they cut through the bulkheads to reach us!"
Dash slaps his old friend on the back and they make haste down the corridor.
After a few minutes of running, Dash pauses. "Just exactly where are we, Chinto?" He pants.
Yes and
Yes
The four dive through the hatch and seal it, running to their stations in the glare of flashing proximity
alarms.
No but
"After that I'm gong to have to get out of this system for a while.. The Feds aren't going to forget
Goosey Lucy for a while.."
The "Goosey Lucy" blasts away as the much larger Federated battle cruiser begins to come about.
Yes And
"Don't worry pops I wormed their system good. It's going to be at least ten cycles before they get
any signals in or out of that flying brick!"
The battle cruiser sputters to a halt as the Goosey Lucy arcs toward planet 15 and Dash's Ship, the
Prospect.