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Moving from fantasy to sc-fi games there are many things I wish I would have known about setting up a campaign that would have made my first 2-3 long term sci-fi game avoid many of the pitfalls that I stumbled with for a while.
No cruch, just great advice.
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I just realized I posted this as a discussion instead of a comment.
I used this during the pandemic, it worked great. It isn't an adventure, its a set of tools. The randomized symbols for prompts worked so well I've incorporated it into my GM toolkit for times I need to improvise something (for any system) and I am drawing a blank.
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I purchased this product a week ago, and have had some time to read through and think about it. If you have played Rolemaster and MERP that's a good comparison. This game is to Spacemaster as MERP was to Rolemaster. If you want something lighter than Spacemaster, but a bit more complex than 2d6 based systems, this may be for you.
I specifically like the idea of evaluating skill rolls by how much the total exceeds or falls short of the target number. This is also reflected in the combat tables.
If you like tinkering, Navigator is easy to modify. Suggestions for creating your own classes and cultures are included. I found it easy to follow, don't be afraid to get your hands dirty.
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I have been solo gaming for most of my life since the 1970's. So I am already experienced with keeping solo game journals. This is not the first book I have read on the topic.
But this book still surprised me: Despite its small size, it is remarkably wide-ranging and thorough. I was still able to glean a lot of new tips from it. It filled in a lot of corners for me.
It does not cover everything: E.g. some popular all-in-one oracle and journal apps for Ironsworn are conspicuously missing in its discussion of Ironsworn; and etc (I could go on and on, here).
But the author also makes it clear from the outset that the book is not meant to be exhaustive. Nor would it be possible for it to be.
Overall, the book still covers more methods for keeping easier solo game journals than I expected.
I recommend it.
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Mainly fluff and nothing new or inovative.
Also, if you havent seen his new 2d20 book, he puts down solo gamers using AI. "Just play video games." Us OG solo gamers have been battling the solo stigma for a while and now one of our looks down on us because we decided to embrace technology.
If you embrace solo gaming and support others playing solo however makes them happy. Dont buy this guys books.
The only way to play solo to him is playing his way.
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The content consists of 4 pages of actual instructions on how to generate and use a 3d6 roll for finding icons as a story prompt. The remainder is cover, legal, and 9 pages of icons. There are some pretty good icons (about 216 total) that would make for some good story telling dice or even VTT use. As the player, you determine how risky you think the roll needs to be (standard Blades in the Dark). I don't think it will be of much help for a solo score, but I can see myself using this as a tool for spawning encounters in the same way I use story telling dice to create details and flavor. I feel like I must be missing something as I am unsure hwo this is a Platinum Best Seller.
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Great Product. I have tried nearly all the solo proucts avaliable and this one stands out. I really enjoy DM yourself and Solo Adventures Tool box but they seem like over kill when running old B/x modules and White Box. This hits the sweet spot for OSR. I appreciate that it has everthing you need to get started right away in a tight 20 pages. No fluff so it is easy to rememeber. I feel like a lot of solo products have become bloated of late (dont forget to buy our companion encounter generator to go along with this 600 pages of fluff was in a book I bought recenlty...Dont get me started :p ). This doesnt suffer from that. Lean and mean so you can get playing. Like Gygax said "Dont read too much, get to playing becasue that is where the fun is".
This author gets it. Awesome job.
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Succinct and to the point, like all of Part Per Million's works, this is a great set of tables that can be used in a cyberpunk one-shot or re-used multiple times in a campaign. Plus, it's free!
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The intention to facilitate solo play is there, however, one of the most important aspects of this game in particular is sadly, neglected, and that´s the combat explanation.
While you can easily run a 1V1 fight, it´s the Narrative Combat section that needs some clarification. The document states that you must do some math to come to an appropriate Challenge Level, but provides no actual explanation for how you should carry out that proces; the text just asumes you already have a method of your own, and tells you to just apply it.
I believe that it would be more beneficial to provide a step-by-step description of the method used to determine the adjusted Challenge Level for the Narrative Combat mechanic.
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Useful for so many situations - solo or not. A good spinkle of humour is nice bonus.
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Like the old school feel, lots of useful material now to find my old modules. Thanks worth the money spent.
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Really like the use of the symbols, it helps your mind fill in the blanks when you get to a scene and need the details.
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I like the scope of these tables. They range from serious to humorous, creepy to fun and look like they'll work for any game where you might stumble across a lab. I have plans to use this for the Fallout 2d20 I'm running. Thanks!
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my bible for solo play. highly reccomnend. worth every penny.
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This is an excellent introduction to the issues around playing Horror games. If you are an experrienced Horror GM, there are still a few reminders and ideas within. Worth a read, took me about an hour to read.
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