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#solo ttrpgs
misslazarus · 5 months
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TANGLED BLESSINGS GAME JAM
Solo TTRPG posting again for my fellow solo game enjoyers/the solo game curious!
I’ve posted before about Tangled Blessings by @cassimothwin , a project I was so thrilled to back and play (and find in the wild a couple of times 👀). It’s a really engaging solo/duet rpg about being a student at a spooky magical school, and facing off against your rival. Also very cool to know, Tangled Blessings is a hack of the iconic game Anamnesis by @goblinmixtape (a game I mean to post about here one day if I feel I actually have anything interesting to add other than “I love it” lol).
In extremely cool news for amateur/fledgling game writers and those who never find time to participate in NaNoWriMo [meeee], Cassi Mothwin opened up a Tangled Blessings game jam on itch.io !! The game jam is for expansions to /projects inspired by Tangled Blessings. The jam is running until February 29th (leap day swag btw). I think this is such a cool idea to explore a really fun game, and I’m planning on submitting something! If you want to participate and don’t already own it, Cassi has a free preview to get you started!
DISCLAIMER: I am not posting this in any capacity other than as a big fan of Cassi’s work— and to alert my buddies on here who are into this kind of thing and to whom I’ve spoken about Tangled Blessings and solo rpgs in general.
I’ve linked the jam below for the rules and info. I also linked Tangled Blessings and Anamnesis itch.io pages so I hope all the links don’t nerf this post in the tags.
Happy writing y’all!
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goblinmixtape · 1 year
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10 single-player TTRPGs
To be an Earthling
Live. Love. Die. Remember.
What Should We Have Tomorrow?
Log Lady
Superhuman Industrial & Immaterial Incorporated
Sacred Forge
The Spider and the City
The Sticker Game
Strange Changeling Child
Anamnesis
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angorwhosebabyisthis · 4 months
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OKAY. I finally managed to carve down an actually simplified version of the offline pocket edition I made for the excellent RPGSolo system. I definitely have more things in mind to expand on as options for players who want them, and this draft is Rough and near entirely unedited because I pounded it out in like half an hour during a migraine, oops, BUT! It should be fully functional as it is currently, and I hope people enjoy it as much as I have been.
(Also, if you like it I encourage you to go give the creator of the original site some support! This wouldn't exist without his work, and there's all kinds of neat extra tools and in-depth explanations to be found there and on the forums. Go check it out!)
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To play, you will need a d100 (percentile dice), a d10, and a Likelihood table. One is provided below, but you may substitute your own percentages if you want to tweak your chances.
• A way to record the events of your game and/or to keep track of bonuses and penalties is recommended, but not required.
RPGSolo runs on the Yes, And/No, But system.
• Yes, and...: Not only is the outcome successful, but it's better than you expected; you are even better off than you would have been from achieving what you meant to do. Situations you are observing turn out to have some extra good news involved, or you gain even more thorough insight than you were looking for at first.
• Yes: You achieve your goal.
• Yes, but...: You achieve your goal, but there's a hitch or it comes at a cost.
• No, but: You fail your goal, but not completely. If you are making an observation, the situation isn't great, but there's a silver lining.
• No: You fail your goal.
• No, and...: Not only is the outcome a failure, but it's even worse than you thought, and/or you're worse off than if you had left it alone.
The Likelihood of a given roll dictates how likely you are to receive one of the above six outcomes. Each Likelihood lists the corresponding results on a scale from 1 to 100.
• No matter the Likelihood you are rolling from, there will always be a chance no matter how small to roll each outcome. Almost Impossible has a tiny chance to roll 'Yes, and...' and Sure Thing has a tiny chance to roll 'No, and...'
Optionally: you may add modifiers to increase or decrease your chances in a given scenario. Your character might be a trained fighter; they might have a sprained ankle; they might have found a flashlight; they may have a bad reputation in town which makes interactions with the townsfolk more hostile.
• Each point on a modifier counts for +1 or -1 Likelihood. A +1 turns a 50/50 into a Somewhat Likely, a -3 turns a Likely into a Somewhat Unlikely, and so on.
• Some modifiers make a bigger difference than others. A friendly demeanor might add a +1 bonus to checks involving interactions with the surly townsfolk, where that sprained ankle might be a -3 penalty to attempts to move quickly.
• Optionally: you may also add modifiers to change the outcome of a roll, not the Likelihood; a 'No, but...' becomes a 'Yes, but...' for example. These have a much stronger influence on your game, and you may want to use them sparingly.
• You may assign modifiers to your player characters--or other characters, or locations, or anything else--ahead of time, or you may add or remove modifiers during play as you feel they are appropriate.
At the beginning of each turn, decide what action you want to take, what observations you want to make, or what happens in the world around you.
Roll 1d10 to determine the difficulty of an action.
• 1: Almost Impossible
• 2: Very Unlikely
• 3: Unlikely
• 4: Somewhat Unlikely
• 5: 50/50
• 6: Somewhat Likely
• 7: Likely
• 8: Very Likely
• 9: Sure Thing
• 10: Reroll with +1 bonus (or just reroll, if you'd rather)
Add any appropriate modifiers to determine the Likelihood of the roll.
If you check the Likelihood of a roll and don't like your chances, you can choose not to pursue it.
• If there are any rolls you might want to come back to and try again later, you may want to make a note of it on the side. You might decide to leave a door with an alarm alone until you can find some tools to disarm it with, for example.
If you decide to proceed, roll 1d100 and consult the appropriate Likelihood table.
Add any appropriate outcome modifiers to determine the result.
Decide how to interpret the result.
• In case of wording you're not sure of ('do the guards notice me?' for example), a lower outcome is generally negative. You may want to write out the translated result next to the 'yes, and/no, but' result, for the sake of clarity.
• If you're rolling to decide between multiple options instead of for negative/positive outcomes, you may use your d10 as a yes/no oracle, or use 'yes, and/no, but' to roll for the degree to which the result falls between the presented options.
• Oracle between 2 options:
• 1-5: No/First option
• 6-10: Yes/Second option
• Oracle between 3 options:
• 1-3: No/First Option
• 4-6: Neither/Both/In-Between/Second option
• 7-9: Yes/Third option
• 10: Reroll, or secret fourth option
If you want to make more than one roll to determine what's going on before you continue the narrative, feel free to make as many in a row as you want before you describe what happens.
Optionally: you can use a Do-Over to redo a roll, or directly choose your outcome, if you really don't want to continue with what you got.
• It's recommended that you limit the number of these you have access to, if you want to keep some challenge in your game (5 Do-Overs per scene, for example), but you don't have to. You can do it as many times as you want; it comes down to what's most fun for you.
Write out what happens as a result of the outcome you rolled, until you reach the next point where you want the dice to show you the way.
Happy roleplaying!
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Likelihood Table
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Almost Impossible/Sure Thing:
-No, and...: 30% (1-30) [...] 1% (1)
-No: 50% (31-80) [...] 3% (2-4)
-No, but...: 11% (81-91) [...] 5% (5-9)
-Yes, but...: 5% (92-96) [...] 11% (11-19)
-Yes: 3% (97-99) [...] 50% (20-69)
-Yes, and: 1% (100) [...] 30% (70-100)
Very Unlikely/Very Likely:
-No, and...: 20% (1-20) [...] 3% (1-3)
-No: 40% (21-60) [...] 5% (4-8)
-No, but...: 20% (61-80) [...] 12% (9-20)
-Yes, but...: 12% (81-92) [...] 20% (21-40)
-Yes: 5% (93-97) [...] 40% (41-80)
-Yes, and...: 3% (98-100) [...] 20% (81-100)
Unlikely/Likely:
-No, and...: 15% (1-10) [...] 5% (1-5)
-No: 30% (11-50) [...] 10% (6-15)
-No, but...: 20% (51-70) [...] 20% (16-35)
-Yes, but...: 20% (71-85 [...] 20% (36-55)
-Yes: 10% (85-95) [...] 30% (56-85)
-Yes, and...: 5% (96-100) [...] 15% (86-100)
Somewhat Unlikely/Somewhat Likely:
-No, and...: 10% (1-10) [...] 10% (1-10)
-No: 30% (11-40) [...] 20% (11-30)
-No, but...: 20% (41-60) [...] 10% (31-40)
-Yes, but...: 10% (61-70) [...] 20% (41-60)
-Yes: 20% (71-90) [...] 30% (61-90)
-Yes, and...: 10% (91-100) [...] 10% (91-100)
50/50:
No, and...: 10% (1-10)
No: 20% (11-30)
No, but...: 20% (31-50)
Yes, but...: 20% (51-70)
Yes: 20% (71-90)
Yes, and...: 10% (91-100)
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companionwolf · 4 months
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physical copy of lighthouse got here 💙
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(there's a mini game on the back of the lighthouse blueprint + it also came with a second mini game on a business card)
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paleode-ology · 8 months
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lowkey I’m thinking of making a side blog to post about solo RPGs bc I have So Many that I haven’t played and I feel like I would be more motivated if I were actively making reviews and/or posting snippets from games I’ve done
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whimsyqueen · 2 years
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hi!! I saw in your intro you're a fan of solo TTRPGs and journaling games! I've been thinking for ages I wanna look into trying some out for myself but I never have any idea where to start... can I get some recs maybe, if you're up for it? :D maybe your favourites or good ones to start with for beginners? I'm v curious!! anyway, I hope you have a nice day!
OH MY GOD YEAH
I've literally downloaded so many, itch.io bundles are my absolute WEAKNESS. But actually though, they run charity bundles all the time and there are ALWAYS a few absolutely brilliant ones in there.
First and foremost, my absolute all time favorite is Thousand Year Old Vampire by Tim Hutchings. It absolutely blew me away when I first played it, and was actually the starting point for one of my current WIPs! (If you see me talking about Verity ever, that's the bitch). It's so sad and beautiful and a wonderful way to get started.
If you're a fantasy nerd (specifically fae nerd), I recommend My Welcomed Guest by Dawn Bear Games, which is about a person who gets trapped in a sort-of Feywild and has tea with a member of the fae who might want to kill them.
I also adore It Is Written by Peach Garden Games, which is about a fortune teller who falls in love with the person they're telling the fortune of, Pilgrimage of the Sun Guard by Amanda P. where you play as a knight on a quest trying to uphold your own moral code, and A Visit to San Sibilia by JimmyShelter, where you play a character visiting a city that isn't found on any maps and is always changing.
I could truly talk about these forever, and I probably will. I have so much to thank journaling games for as far as getting me back to feeling confident in my writing and ability to generate stories. If none of these vibe with you, please let me know and I will simply recommend at least a dozen more, because I own over 1,500 games on itch.io at this point, and a LARGE percentage of them are TTRPGs!
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totcoc0a · 2 years
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looking for an introduction into solo ttrpgs? check out my review of 'Evergreen Wilds', released by @/disastertourism!
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dorklordcanada · 17 days
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Extra Life (Solo) TTRPG Weekend
I had intended to run games during Extra Life’s official Tabletop Weekend a few weeks ago but health issues got in the way. But every weekend can be Tabletop Weekend if you believe. So join me April 26-28 for my Extra Life Solo TTRPG Weekend! I’m playing solo TTRPGs and chatting, most importantly I’m raising funds for Extra Life. Every donation enters you in a draw for signed copies of My…
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theartofmadeline · 1 year
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lil 16 page zine that i made at the coffee shop this weekend! a sort of pick your path style mini game, because i love wizards + interactive fiction. hope you get out of the wizard dungeon!!
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Reason why you should play solo games :
You can play without having to find a day when all the group can be here.
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parker-d-bloodrose · 1 year
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Chapter 2 - Outside Fate
In which Shade fights a bush, and discovers something interesting about her situation as an Engraved. No art this time!
SIGIL (DAY)
Shade awoke the next morning after RESTING and contemplated her next move. She doubted there was anything worth value in Tiresh, so she decided to take the path to the north. It would lead her to the uninviting forest, but she figured that there might be something worthwhile there. As she walked the path, she took note of just how everything seemed somehow different than she remembered when she was a child. Things were darker now, and there was a definite sense of grimness that filled the air. She recalled that as a child, there was a time when the hill she was crossing was covered in a field of beautiful flowers and the trees weren’t such a dark shade of green. It was inviting back then, before the dead began to walk again. The Kingdom wasn’t perfect of course, nowhere is. But now the very boughs that had offered her comfort as she walked into them seemed to warn her away. The trees loomed over her, the canopy blotting out the sun almost entirely as she plunged deeper into the forest. And then, suddenly she arrived in a grove.
The Gnarled Tree (DAY)
The first thing that she noticed was the Gnarled Tree. In the middle of this dark wood rose a strange, twisting ash tree. Its bark was rotting and yet as the rot spread, it also strangely appeared to be renewed. It gave the tree the appearance that it was writhing. The next thing Shade noticed was that there were three more of those men in frayed robes. She didn’t recognize any of them, but they were surrounding a bush in the middle of the grove, muttering observations to themselves about it. Shade couldn’t hear them, and she considered for a moment whether to sneak away or FIGHT them. She realized that she couldn’t do much else unless she FOUGHT them. Her experience with the three men yesterday had proven informative, so she considered her best options first. She didn’t recognize the bush the men were investigating, but she did recognize that they were keeping their distance from it. She wasn’t sure why, but decided that was unimportant. As she was considering her options, one of the men glanced her way and frowned.
“There’s a woman over there.” he said, pointing at Shade.
“Excellent! The Stars delivered her unto us! We’ve been needing a test subject to feed the bush.” the other said.
The three men attempted to advance upon Shade, but Shade was fast on the draw – before they could even react she had let loose a rock from her sling. It found its mark with a sickening crack between the zealot’s eyes, and the man crumpled to the ground like a puppet with its strings cut. The attack must have taken one of the other zealots by surprise, because he stared at his fallen comrade in disbelief. The third however ignored this, and advanced upon Shade. He ran straight for her and drew a thick wooden club, which he slammed into Shade’s shoulder. She let out a hiss of pain and turned her attention to him. Shade didn’t like the way the bush suddenly seemed to writhe itself, as though it were awakening from some sort of slumber and decided to avoid getting close to the bush itself. The second zealot was shaken out of his stupor from a shout by his comrade and he rushed at Shade, drawing his own weapon, a broken short sword. The club wielding Zealot bashed Shade upside the head, momentarily dazing her. She stepped back from the club wielding zealot, clutching her head where he had bashed her. The other zealot took advantage of Shade’s momentary distraction and stabbed her in the left arm. She grit her teeth and shrugged the attack off as best she could and drove her long sword into the club wielding zealot’s gut. The zealot gurgled up blood and Shade kicked his corpse from the end of her sword.
Shade whirled around to the final zealot. He approached her with a leering grin and punched her in the diaphragm, knocking her breath away. As she doubled over in pain, she saw a vine shoot from the bush and hurl something from itself onto the ground next to it. It looked like a caltrop carved from a splintered bone. She decided then and there that she definitely wanted nothing to do with the bush at all. She straightened up and bashed the zealot’s mouth with the pommel of her sword as she stepped away from the man.
He spat a tooth out and snarled. “You’ll pay for that, bitch.”
He rushed her again, driving his blade into Shade’s hip. She grunted in pain and wrenched herself free from his sword. She had to end this quickly, as she wasn’t sure how much more of this she could take. She swept the man off his feet and stabbed him through his sternum. He clutched the blade futilely and then fell slack against the ground, dead. She turned her attention to the bush just in time to see it throw another caltrop of bone on the ground. It didn’t seem that it could hurt her as long as she didn’t step on them, so let loose several stones from her sling until the bush stopped moving. She carefully swept the shards of bone to the side and investigated the bush. At the base of the bush she found all manner of bones from squirrels to wolves with roots tangled around them like greedy fingers. A vine was curled around a small rat’s skull, which was obviously beginning to crack when the bush was defeated. Shade figured that the bush must’ve pulled corpses in to fertilize it and then used the bones to create the caltrops for self defense. She decided to SEARCH the area and found within the pile of bones. She also took stock of her surroundings again. Though the gnarled tree was new, she was certain she had been to this glade before. She took a few minutes to SEARCH for a path she knew was here that should lead to the boat house. And she found it – hidden through some overgrown bushes, which she easily hacked away as night fell. She began walking to the boathouse again, determined to return to the island tonight. Along the way, she decided it prudent to drink one of her healing potions, unsure of what she would find on the island tonight.
BOATHOUSE (NIGHT)
The first thing she noticed when she arrived back at the boathouse was that there was a distinct lack of blood or any other sign of her battle with the zealots yesterday. If it weren’t for the lack of blood, she would have thought that the Crimson Duke had claimed their bodies for his army of undead minions. The spectral boatman was waiting for her in their boat again, and she decided to ask them about this.
“Er, hello,” she said to them.
“Good evening, Engraved.” they replied in that crackling, ephemeral whisper of theirs. “I sense that thou wishes to ask a question. Wouldst thou also wish to travel to the island yonder?”
Shade nodded as she got settled into the boat. “Yes, and yes, I do. Yesterday, I fought some men here after we returned. Do… you know what happened to them? I thought maybe their bodies got claimed, but… there isn’t even blood or a new footprint.”
The boatman regarded her for a moment and nodded. “Thine eyes deceive thee not. ‘Tis true that the corpses of thy foes are no longer here. But it is not because a necromancer has claimed their bodies either. Thou art outside the tapestry of Fate now. This is why thou cannot DIE, and why thou can no longer pay me in what I wish. When you meet thine demise, thou shall reawaken at thy sigil, on the same day as when thou DIED. The same happens when thou chooses to REST at thy sigil. The only way to end this is to seize the 7 Runes of Obron, and use the power granted to thee to wrest control of the loom of thy Fate. Some foes, by their own nature are outside of the Weave of Fate and will not return. The one thou calls ‘The Crimson Duke’ is one such example. For him, it is because he is directly tied to your Fate by virtue of being the one who first slew you,” The boatman paddled the boat as they explained this, “Another such is the Lost Knight, though this is because he has cast aside the yoke of his own fate by failing to die when the Ruined King seized the Rune of this realm. And obviously, so too are all the Rune Lords like you. Thou art two sides of the same coin. Ah, it appears that we are here. When thou art ready to return, I will answer more questions. For now, safe hunting, Engraved.”
Shade disembarked and considered this new, troubling piece of information.
RUINOUS CAMP (NIGHT)
Shade wandered through the empty camp, her head dizzy with the knowledge that her foes would be alive the next time she came through that area if she RESTED at her Sigil or DIED. It certainly would affect how she handled some of her resources going forward. She shook her head of those thoughts and turned them toward the present. She knew she wouldn’t find the health potions here to refill her stock, but she vaguely remembered seeing some notes before she headed out the last time she was here. She decided to take the time to SEARCH the area for those notes. After a time she found them and studied them. They were notes about a necromantic ritual that the Crimson Duke was going to attempt on the Ruined King at the very last moment to seize the Rune for himself. The plan obviously backfired, and the Crimson Duke fled after besieging the castle. The majority of the rest of the notes were about searching for a way to separate the Rune from the Rune Lord, and claim it himself.
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Time to check in at the No-Tell Motel
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My new single-player TTRPG, No-Tell Motel, is now available! Come on over and grab a PDF, or throw in $5 more to pre-order your physical copy.
In No-Tell Motel, you play the overnight clerk at a sleazy motel. One of your guests murders another one, and no one much seems to care who did it or why. No one but you, that is.
Playing the game only requires a standard deck of playing cards and a six-sided die. You use the face cards to identify your motel's regular guests (yes, the book comes ready with 16), and the numbers cards to randomly generate things that happen between them.
And unlike most build-as-you-go mystery games, you can make your best guess and still get it very, very wrong.
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The nightly spread of the game looks a bit like a hand of Solitaire, and that's on purpose. I wanted playing the game to feel a little bit like something you'd do to pass the time in the small hours of the morning.
Here's how it works.
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The rules generate different murder victims and methods, a highly randomized yet still coherent matrix of guest gossip, actions and conflict, and most importantly: a way to find out if your accusation was correct, and what the consequences are for pointing the finger.
If you like pulp crime, The Conversation, or Errol Morris's Tabloid, you should check out No-Tell Motel.
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valdevia · 3 months
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Welcome to Lemuria!
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We just launched a game project on Kickstarter! It's a solo journaling RPG about exploring a strange continent full of eldritch relics, untangling its secrets, and probably getting cursed in a few horrible ways.
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Please consider supporting! We're already getting close to the initial goal, after which there are some fun stretch goals!
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angorwhosebabyisthis · 5 months
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hm. thinking about going ahead and putting together and posting that barebones offline version of Mark's RPGSolo system, which is the single best solo/DMless rules-lite i've ever seen or played in my life; i've got a few more things to give a little more loose structure/prompting to people who need it, but it runs perfectly fine as is with what i've got and i think people might enjoy it. the only dice you will ever need for the offline pocket version are a d10 and a d100, if that gives you any idea of how simple it is to pick up and run.
the main reason i made my writeup of the barebones vs the original thing is that the original is online-only, and has percentages that get tweaked on the regular, and i wanted a simple version i could use anywhere and have consistent knowledge of the statistics involved to work from.
that said the original site has a ton of cool extra tools and resources, both on the RP page itself and the forums, and i highly suggest checking it out! the ttrpg scene could use way more assistive tools in the form of programs made to automate crunch, and i really appreciate the creator for setting out to fill that niche for the community and doing the work to make it happen and maintain it. the main site for the actual roleplay can be found here, and the forums can be found here; in particular the documentation index is a great place to get an idea of the basics, and check out the extra tools if you want. i'll post my pocket version here next, and some of the extras on the original site can have a bit of a learning curve, but if you're at all interested in easy, freeform solo/DMless roleplay i 100% recommend giving it a look! (and maybe sending a donation the creator's way, if the spirit takes you.)
go ye forth and have fun!
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companionwolf · 7 months
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Another bingo themed around some things related to how I do various solo TTRPGs + what I enjoy playing. Feel free to do + please tag me if you do! :3
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Do you like making magic for your settings, but need ideas for what symbols you should use? Want to make sigils, but the methods available just don't hit right with you? Do you want to roleplay as a mage solving people's problems with spells and gylphs?
Well, this solo RPG may be your ticket to success in at least some of those things!
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GLYPH, as stated by its itch.io page, is "...a single player adventure in runic magic, an exercise in creativity, and a supplement to add language and artistry into a variety of tabletop roleplaying games." It was made by the Oddments game company.
I've been watching the progress and creation of the RPG since its first posting and honestly, I love it! The ideas are simple, but creatively inspiring and fun to work with! The structure is minimal, but it is just enough to start your own ideas and make your work personal to you.
I'm not very good at explaining how good it is, but here's a page preview of what I have done so far!
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It's only $5 and it's pretty obscure, but I highly recommend it! (This isn't sponsored or anything, I'm completely unconnected to Oddments or any of their workers.)
Here's the link:
@theresattrpgforthat
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