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Wickedly Solo, Solo Rules for Wicked Ones
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Wickedly Solo, Solo Rules for Wicked Ones


Wickedly Solo is a set of simple Solo play rules for Wicked Ones, available as a free 325-page PDF or in the 360-page PDF/hardcover deluxe edition.

This supplement includes rules for setting up a dungeon on your own and playing all of its denizens, switching out your main PC when it's thematically appropriate and controlling the remainder with fortune rolls. Anyone familiar with Forged in the Dark will instantly understand the logic behind using fortune rolls to guide the game in place of the GM and a handy oracle table provides inspiration for your improv.

This solo ruleset was written by Peter Rudin-Burgess of Parts Per Million, a specialist creator of Solo Roleplaying tools. His solo supplement for Blades in the Dark, Alone in the Dark, might also make for handy reading on how to handle solo roleplaying with the Forged in the Dark system!

As Peter puts it, "Solo is a perfect way to learn a new game, test your first adventures and going beyond just making characters when you are first getting to know the rules."

Artist Victor Costa has also created a new set of 9 dungeon imps which are sprinkled throughout the book.

The Wicked Ones:Toolkit deck is also a great tool for the solo roleplayer, so make sure to check that out as well!

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Discussions (1)
Customer avatar
TOSSAPONG N April 28, 2021 12:32 am UTC
can i use this one do a coop duo?
Customer avatar
Peter R April 28, 2021 9:34 am UTC
Peter here. I wrote the rules and I would say yes you can.
I suggest that when duo playing. If one of you decides that you have been surprised by something, they are the person to outline what the surprise is. What I mean by that is, if the natural consequence of a bad roll is that something unexpected has happened, if you then sit together and discuss what that could be, it robs the unexpected event of its immediacy. If the person who made the dice roll decides, they often already have an inkling that it could be a surprise counter-attack, or sudden cave-in, or whatever. Trust your other player and it will keep the tempo up.
Customer avatar
Lee S May 05, 2021 1:36 am UTC
Yes. I ran a duo game. If there is a question don't 'instant DM.' I had a hard time taking off my scene setting hat to do this as a duo. I think that if you have a moment where you think you know something 100% and you instantly answer 'no' that is probably a fate roll of the universe. It was hard for me to not say no. Example, the adventurers, a group of pixies were attacking us. They swarmed up the stairs and the other PC asked me if there was a trap set up. In the dungeon there are some firm hard rules on what a trap is, however, not in a story moment sanctum battle. If he wanted a trap set up and there was a question if he could have, it's a fate roll, or just say yes. The mechanics allow for it to not work, or to work. I enjoyed it. We added a player and now I kind of handle it with a mix of the two approaches. This really does add something to the game. Cheers
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File Last Updated:
April 26, 2021
This title was added to our catalog on April 26, 2021.
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