Fate Solo RPG Thoughts

~ 900 words, ~ 5 min reading time

After my last entry, I decided to try out Fate, since I had recently bought the book, and kind of wanted a break from Starforged. Here are my thoughts:

(1) Tools I used: Fate Core and Fate Condensed for the base system. Fate is designed to be a “hackable” system, so the publisher has published a couple of their own hacks to show how one might do that. Fate Condensed is one of those, and I like the tweaks they made. For an Oracle, I used Kenny Norris’s Fate Solo. Fate Solo is a pretty standard yes/no oracle, but using Fate dice. However, it’s missing what Debra at geek gamers would call a “suggestive” or “generative” resource to answer more complex questions. For that, I asked my wife for some help. One technique I’d seen Debra use was to grab a novel and roll for a random page, and use that page as inspiration. So, I asked my wife for a suggestion – something either fantasy or sci-fi with quite a bit of action. She gave me a few possibilities, and after flipping through I decided Larklight looked promising. It’s a middle-grade book with lots of action in a spacefaring alternative Victorian setting. Every random page I turned to had something interesting on it. I also used the Fate Scenario Worksheet to help with the adventure planning, and UNE for NPC inspiration.

(2) Thoughts on the Fate system for solo: Fate is a pretty good system for a solo RPG. It’s quite simple, and I could have made it simpler as I think about it. The point that gets awkward is the GM use of Fate points for Compels. (Same problem I had with Threat in Star Trek Adventures – since Modiphius’s 2d20 system has a momentum/threat system that feels a *lot* like Fate Points in Fate.) But, this isn’t really too bad.

(3) Thoughts on Fate Solo as a GM emulator/Solo Guide for Fate: Fate Solo is really just 3 modules: a yes/no oracle using Fate dice – which works well, ideas for character creation – which I used about half of since I thought the other half would overpower the character for my taste, and a “surprise factor” – designed to trigger “surprises” of various magnitudes. This is incomplete, as mentioned above. But, that deficiency can be made up for in two ways – and I used both – Kenny Norris, in his other resources, suggests writing lists whenever possible, and then choosing from lists. So, if a surprise happens, you should write out a list of possible surprises and pick the one that seems like it would make for the best story – or you could use the classic “make a list and roll on it”. I did this at a significant surprise point, and it provided a pretty fun twist. I came up with 3 options, assigned them to the 3 unique sides of the Fate dice, and rolled. The other way I filled the gap was rolling for pages in Larklight. So, the lack of a complex oracle wasn’t a big deal. However, I didn’t think the surprise factor mechanic worked very well. In the 6 scenes I played, I only every encountered ONE surprise – and it was labeled as a “minor” surprise. I feel like there should have been more, especially since I managed to finish the entire scenario in 6 scenes – not insanely few for Fate (Fate Core suggests something like 2-9 scenes per scenario) – but I felt like I faced too few complications. Next time I play Fate, I might try using TOFU (The Tiny Oracle with FUnny dice) instead. It has a more Mythic-like “Mess factor” (like the Chaos Factor in Mythic), which will tend to create altered scenes and random events, though it is also lacking a generative/suggestive resource.

(4) Other thoughts: Fate Core has some really good tools for scenario planning. I particularly like the idea of building scenes around “story questions”. It provides for pretty good pacing without letting scenes drag on. “The purpose of this scene is to answer the question: Is Ronnie going to be able to infiltrate the lab and gather information about the experiments being done to increase the aggressiveness of dogs of war?” Once the question is answered, the scene is over. I also appreciate the idea of keeping scenarios fairly short – they suggest that having 8-9 story questions is probably going to end up overlapping into another scenario. With 1-3 story questions expected to be answered per session, they’re basically saying that you should be able to complete significant plot points in no more than 7 sessions or so, and probably 2-3 being average. One other nice thing about Fate: you can get the electronic version on a “pay what you want” basis – so you can try it for free to see if you like it. So, it’s easy to try out. Just remember that you’ll need to provide a setting. But, if you don’t mind doing that, Fate provides a really nice, quick, flexible system, and the ability to choose between Core, Condensed, and Accelerated allows for you to choose the level of detail you want.

Failing at a Solo RPG

~1100 words, ~6 min reading time

I haven’t posted a playthrough of a solo RPG for a while. So, I thought I’d share some of my recent experience, where I feel like I’ve “failed” a bit.

I know, it’s weird to think of “failing” at a solo RPG. Like, what does that even mean? I’ve had characters die MANY times – in fact, character death is how I generally know that it’s time to try a new game (the exception being the character I had that ended up with a life sentence in prison).

In solo RPGing – rather like with any leisure activity, really – success and failure are highly subjective. Personally, I generally judge by whether the leisure “feels right” – and this is true whether I’m watching a TV show, playing a video game, or solo RPGing. At the end, there’s a sense of satisfaction (though not always the *same* sense of satisfaction!) when things went well. This is “success” for me.

Anyway, I have recently been soloing Ironsworn: Starforged, which I preordered. The physical book is expected in October, but we got the PDF immediately with the preorder. So, I read it, got a reasonable sense of the setting (which is cool) and the system (which is mostly Ironsworn, but with a couple of nice tweaks), and jumped in.

I followed the advice in the book for setting details creation and character creation, except that I tried to make everything that I could random. I rolled on tables for every detail about the universe and sector. I drew my character background basically at random (though I assigned the stats based on the randomly drawn “assets”).

Then, I started to play. For a few sessions, everything felt like it was going well. I mean, yeah, terrible things were happening (a temporal anomaly killed over half of the settlement I started at, since we failed to evacuate everyone in time). But, there was a clear forward action.

Then, I hit a wall. Things started feeling *wrong* – aimless. Not like I was *stuck*, more like I didn’t know which direction was forward. I wasn’t sure what was wrong. I did managed to regain *some* sense of direction, but things still don’t feel quite *right*. After some thought, I have a sense of what went wrong – and it’s really three-fold.

(1) Relying too much on randomness. Now, there’s nothing wrong with rolling on random tables – but what ended up happening here was that I created a universe randomly and then created a character randomly and then created an initial quest randomly. The result was that the pieces didn’t really cohere very well. The universe, allegedly, has wars happening all over the place as shipwrights engage in arms races to design more powerful ways of killing each other. But, the sector I was in had one obviously dominant planet, and a bunch that weren’t particularly interested in war, it seemed. Then, my character had backgrounds as a mercenary and diplomat – a cool background for the universe, but not the sector. The initial quest involved saving the settlement from this approaching anomaly. Again, a cool quest – more on that in a minute – but why in the world would a mercenary/diplomat be involved with saving people from a SCIENTIFIC problem. (Eventually, I figured out he could negotiate with a neighboring settlement to take them in – but it took a strange amount of time – and failing at scientific scans that he was no good at – for me to figure that solution out.) Anyway, I should have relied less on randomness – specifically, I should have paid more attention to the universe when creating the sector and the character. If wars are everywhere, and my character is a mercenary, then odds are good there should be war in the sector where play begins! In the balance of “logic” to “surprise”, I really should have used a bit more logic in setting things up. In addition, my poor initial design was made WORSE by the fact that I rely a lot on randomness when I play. In itself, not a problem – EXCEPT that I end up with a lot of disconnected elements. I need to do better keeping the number of elements a bit more limited!

(2) Poor character design – the player character is given a “Background Vow” – which is a background motivation. I decided that diplomat and mercenary are, fundamentally, about politically uniting people – either through negotiation or conquest. So, I made the background vow “Unify the Forge”. Apart from that, I was VERY lazy about character design – very little backstory. I skipped basically *all* the backstory exercises in the book. So, while I had a motivation, that motivation was so broad – and, frankly, impossible – that it really didn’t work in providing a sense of direction. While diplomat/mercenary is a weird choice for someone to solve a temporal anomaly, saving people from a temporal anomaly is a pretty clear goal that you can either succeed or fail at. However, the equivalent of “World Peace”, while a nice ideal, is a very poor motivation for action. It’s much too broad!

(3) Lack of time limit – the “deal with the anomaly” quest had continuous pressure on. The clock was ticking (though with a bit of randomness) – so I knew that I only had about 4-5 sessions (maybe a bit more, if I rolled very luckily) to solve the problem. And, in the end, I *didn’t* – at least not entirely. Not quite half of the population escaped. That was a pretty great dramatic story, even if the ending wasn’t happy. But, after that, nothing had a time limit any more. It kind of felt like I could just sit around and things would be fine – bad for motivation!

I have since tried to solve some of these problems. (1) I’ve cut back on how much I introduce new random elements a bit. (2) I’ve ignored some of the more incoherent parts of the universe design. I’ve figured out that my version of the universe is not one filled with wars – it’s one where settlements are very isolated from one another. So, unification is a combination of exploration and negotiation. (3) I recently added an “explorer” trait to the character, which goes well with the unification direction in the kind of universe I *actually* have.

At the same time, I’m engaging in a significant internal debate: is it time to put this character to rest and start over?

That’s a major challenge of solo RPGing that I’ve not yet figured out – how to know when to stop. (Thus why my characters almost all end up dead.) But, it’s something worth thinking about.

Ironsworn/Starforged Progress Move Thoughts

~900 words, ~5 min reading time

I’ve not posted about my solo RPGing recently, though I have been doing it. I preordered Starforged (at least as of 8/31 you can buy the PDF but not the physical book – they’re doing an initial print run for Kickstarter backers and preorderers, with the physical book made available to others late this year), by the maker of Ironsworn. The preorder gave immediate access to a PDF of the game. The major mechanics are basically the same in the two games. Here, I’m going to focus on the “Progress Move” mechanic.

The Use of Progress Moves

“Progress Moves” are used any time you’re trying to accomplish something that isn’t “one and done”. Instead, you take actions to accumulate progress. The games formalize progress moves in 3 cases: quests (called “vows”), expeditions/travel, and combat. (Starforged adds “connections” to this list, where you use progress tracks to track relationship development.) Each case has “steps” you take – “milestones” for vows, “waypoints” for expeditions, “harm” for combat (in Ironsworn, just “progress” in Starforged – Starforged acknowedges the possibility of non-harm objectives in combat while that is lacking in Ironsworn). However, how many steps you have to take depends on the “rank” of your objective. One of the challenges of playing the game is picking an appropriate rank for a progress track. Let’s look at an example.

Suppose I’m exploring a derelict spaceship, hoping to find some useful supplies/technology. First, I decide the rank of this expedition – Troublesome, Dangerous, Formidable, Extreme, or Epic. The rank determines how much progress you make on a 10 box “progress track” with each step you make toward your goal. For a Troublesome expedition, you mark 3 boxes for each waypoint. For Dangerous, 2 boxes. For Formidable, 1 box. For Extreme, 2 “ticks” (basically, half a box, since a box requires 4 ticks). For Epic, 1 “tick” (1/4 of a box).

Some Statistics

When you decide you’re done, you roll 2 10-sided dice (2d10) and compare them to the number of boxes that are completed on the progress track. If both die show a number LESS than the number of completed boxes, then you have a “strong hit” – so some very desirable outcome. If just 1 die is less than the number of completed boxes, then you have a “weak hit” – you get what you want, but at a cost. If neither die is less than the number of completed boxes, then you have a “miss”. There are a couple ways to deal with a miss, depending on the context. For an expedition, you either just fail to accomplish your goal (nothing valuable in this derelict!), OR you renew your efforts by clearing some of the boxes, pushing the rank up a step, and then continuing. Doing some math, here’s a potentially useful table:

Boxes filledProb (strong hit)Prob (strong or weak hit)Troublesome StepsDangerous StepsFormidableExtremeEpic

Now, let’s apply this to the different categories.

If you complete 2 milestones on a vow/quest, you have a 75% chance of at least partial success if the vow was Troublesome. 51% for Dangerous, 19% for Formidable, and 0% for Extreme or Epic.

Or, put another way, to have at least a 50% chance of at least partial success, a troublesome quest requires 2 steps, as does a dangerous quest. Formidable 4 steps. Extreme 8. Epic 16.

Suggested Interpretations

Because of this, I suggest these interpretations for progress track rank:

Combat – rank captures the difficulty of the objective – by increasing the number of successful rolls required, a higher rank increases the length of combat and therefore the amount of damage (to health, stress, supplies, etc.) that the players are likely to take. In Ironsworn, rank also increases how much damage the opponent does.

Vows/Quests – rank captures complexity of the quest – not necessarily difficulty. You could have a Troublesome quest where the 2nd step is an Extreme combat (which, if successful, means the quest is probably completed). So, the quest is straightforward – but the 2nd step is quite hard.

Expeditions – rank captures the length of the journey or the size of the area being explored (speaking in # of rooms terms) – each progress step is the discovery of a new waypoint. Longer journeys have more waypoints, as do larger dungeons/derelicts/etc.

An Alternative Interpretation

Another interpretation suggested in Starforged is that rank should indicate how much time you want to spend on this vow/combat/expedition/relationship. Practically, this is likely the best approach. Troublesome goals tend to be finished quickly. Epic goals take a very long time to complete. However, I think it worthwhile to keep in mind the guidelines above. I have found myself “stuck” before when I decided a quest was “Extreme”, but quickly ran out of steps to complete after 4 or 5 – which meant the odds of success were basically zero, even though I couldn’t think of what else would need to be done to accomplish these goals. Keeping in mind the # of steps required to complete the progress track helps keep us from under/over ranking quests.

Missions of the USS Comstock (NCC-7204) (Star Trek Adventures Solo TTRPG Play) – Part I

~ 2100 words, ~11 min reading time

Background Information

Technical Matters

For this soloing experience, I decided to use Star Trek Adventures as my core ruleset and setting. I’m new to the ruleset, so I’m sure I made some mistakes. Also, while I enjoy Star Trek, I don’t know that I’d call myself a “Star Trek fan”/”Trekkie”, mostly because I know people who are way more in to Star Trek than I am. Example: I’ve not watched any of the latest Trek because I don’t want to pay for Paramount+ yet. This means I probably have (or will have) some inconsistencies between my game and the ST canon. I’m at peace with this, because I play for my own amusement, not to develop the ST canon. I am not, in fact, a screenwriter for Star Trek (even if Brannon Braga did take classes from the campus I teach at now), nor do I write Star Trek tie-in fiction (even if I did chat with Christopher Bennett pretty late into the night – 2am? – once). I’m the kind of fan who owns DVDs of the TOS, TNG, DS9, and VOY, as well as the TOS and TNG movies, but only the first of the JJ Abrams era movies, and has only ever been to one ST convention.

For GM Emulation, I’m using a combination of Tana Pigeon’s Mythic GM Emulator for oracle rolls and triggering interrupt scenes/random events. However, I’m using Pigeon’s Adventure Crafter for generating the opening scene and any interrupt scenes, as I like the structure it provides. If necessary, I’ll also use Pigeon’s Location Crafter for any locations that need that kind of development, though I don’t really anticipate that.

I’ve also decided that my write-ups are going to take the form of scripts. Probably more than in any other game I’ve played so far, this one is very much playing out as a video in my head, so a script feels like the appropriate way of communicating the story. Any metadata (rolls on oracle tables, scene setups, etc) will be put in italics if I bothered to make a note of them, as will some of my thinking. Plain font will be used for the scripts, with brackets for stage direction, background, etc.

Character Background

In Star Trek Adventures, character creation takes a “life path” approach. Those who have read my Cepheus posts will realize that Cepheus/Traveller/similar systems use the same broad concept. Character creation is a process of starting with a basic character and then developing their backstory simultaneously with their stats. So, let me introduce Capt. Michael Watson of the USS Comstock, a Nova class Scientific/Survey ship.

Capt. Watson – human – grew up on Andoria, the son of artists who had come from Earth to learn about Andorian artistic culture. He is proud of this heritage, and considers himself, in some ways, to be a “son”of Andoria.

Two major life events played a big role in his time in Star Fleet so far.

(1) On an away mission that he was leading, his friend Uq’aath – an Andorian – was killed by an animal after he stayed behind the away team to complete some readings on his own.

(2) When Watson was on assignment on a previous survey vessel, the Captain of that ship fell ill when exposed to some kind of xenovirus. This forced Watson to take command. His handling of that situation played a key role in his assignment to the Comstock.

Scene 1 – Capt. Watson’s Quarters

Mythic: set Chaos Factor to 5 to start. Using Adventure Crafter, I rolled up these plot elements for my first “turning point”: Frenetic Activity (surrounding Capt. Watson), Character Returns (New Character – “Ugly Leader” connected to current plotline), Run Away! (Capt. Watson), and Character is Diminished (Capt. Watson). My first thought was that this might be an “in media res” scene resulting in Capt. Watson being demoted, given the high level of action. But this didn’t feel right. Here’s what did.

[Watson’s Quarters, lights off. Watson sleeping, but restlessly.]

[Cut to jungle scene. Dense underbrush, clearly daytime, but upper canopy provides significant shade, so only dappled sunlight gets through. The sound of someone running. Young Watson runs into the scene.]

Young Watson: Uq’aath! Uq’aath! Where are you? [Comes to clearing. Looks slightly down, stunned.]

[Sound of communication “ringing” coming through to console in quarters. Watson wakes up, groggily walks to desk. Sits, presses button. Unnamed Admiral appears on screen.]

Admiral: Captain, I hope I didn’t disturb you.

Watson [still obviously tired]: Not at all, sir. Do you have a new mission for us?

Admiral: Yes, I do. We have some anomalous readings coming from a sector not too far from Bajor. You mission is to investigate these readings and report back to us.

Watson: Excellent. We’ll be on our way shortly.

Admiral: And one more thing. This is to be a joint mission. Holem Latha of Bajor’s science community will be leading the scientific side of the mission. His knowledge of spatial phenomena and xenobiology should be quite useful whether this is a living thing or not.

Watson [clearly a bit taken aback, but holding it together]: Are you sure that’s a good idea? Sir?

Admiral: We are well aware of your history with Latha. We are also confident that you can set that all aside for the sake of ensuring that we maintain friendly relations between the Federation and Bajor.

Watson [nods, not happy, but putting on the right “face”]: Of course, sir.

Admiral: We look forward to your report. [Screen goes black.]

This turning point introduced the first plotline “Investigate Anomaly”.

Scene 2 – Bridge

Chaos factor 6, since Watson clearly was not in control in the previous scene. Plan was to arrive at the anomaly to start studying it. Latha got on board off-screen. But, I rolled under the chaos factor – so this is an altered or interrupt scene. Turning to the Adventure Crafter, I rolled for plotline. Got “Investigate Anomaly” – okay, so not a new plotline, so probably just an altered scene. Plot points: Catastrophe, Wanted by Law (New Character – Not in this plotline, “Rough Rogue”), Fall from power (New Character – connected to existing Character – Holem Latha – “Heroic Guardian”), Conclusion(?!), Catastrophe. Okay, so I know the investigate anomaly plotline is going to end in this scene, and there’s *definitely* some kind of catastrophe, since that came up twice.

[Bridge, everyone at stations, everything seems fine]

Helm: Captain, we’re coming out of warp.

Security/Tactical: Captain, there’s phaser fire here. Two Bajoran vessels – a scout seems to be firing on a shuttle craft.

Latha [a Bajoran man, scars across his face, and with graying hair, sitting next to the Captain]: The scout is probably planetary security. That’s what we’ve been using those ships for recently.

Science: Sir, we’ve detected the anomaly. It seems to be some kind of dark energy – the phaser fire seems to be destabilizing whatever it is.

Watson: Hail the Scout.

[View screen shows a Bajoran man – middle aged – dressed in Bajoran military garb.]

Watson: I am Captain Michael Watson of the Federation ship Comstock. We have been sent to study a dark energy phenomenon.

Latha [cutting him off]: Which your phasers are in the midst of destabilizing, Ko.

Watson [annoyed]: Yes. So, if you wouldn’t mind calling of your attack, we would be much obliged.

Ko [on screen, very stoic demeanor]: Of course, Captain. However, the occupant of this shuttle is a terrorist that we will be taking back to Bajor to answer for his crimes. If I am correct, your ship should be equipped with a tractor beam. Perhaps you could assist us in apprehending this criminal.

Watson [looks at Latha next to him]: Would the tractor beam cause any problems with this phenomenon?

Latha: It’s impossible to say for sure, but I suspect we’ll be fine.

Watson: Very well. Tractor beam on the shuttle. Bring it into shuttle bay 1.

Ko: Thank you, Captain. I will see you shortly. [view screen switches to image of shuttle being tractored in]

Science: Sir, the anomaly seems to be destabilizing further.

[Quick shot to outside – explosion of black/purple energy hits the Comstock, and seems to deflect off of the Bajoran scout’s shields.]

[Back to the Bridge – people clearly shaken, lights mildly flickering]

Watson: Damage report!

Tactical: Hull breaches on Decks 2 and 7. Emergency forcefields are holding, and damage control crews are on their way. Significant structural damage, but we should be able to repair it.

Engineering station: A brief interruption to power supply, but it has mostly stabilized, sir. No ongoing concerns.

Science: Sir, the anomaly is gone. Space appears normal here.

Watson: And the shuttle?

Tactical: Safely in shuttle bay 1, sir.

Captain: Then I’m going to see what this is all about. [Walks to turbolift, doors open, he enters, and doors close behind him]

Scene 3 – Conference Room

Chaos factor up to 7. Previous scene was also clearly out of control. Getting ready for scene set up, roll against Chaos Factor – another interrupt or altered scene. No current plotlines, since “Investigate Anomaly” closed. So, we’ll use Adventure Crafter to roll up scene elements and figure out the plot from there. Plot points: Framed (Jelah Rin – shuttle pilot – framed by Ko Ret), Character attacked in lethal way (Ko Ret), Resource runs out (Capt. Watson), Character Upgrade (Ko Ret) – note: this plot points is a “meta” point. It means that Ko Ret gets added to the character list a couple more times, so his name is likely to show up involved with plot points. So, he’s moved over to become a more major character – Rural setting. I didn’t do much with “rural setting” except saying “We’re in the middle of nowhere in space. That counts.”

[Watson is sitting at the head of a small conference table. On one side is a Bajoran man we’ve not seen before. Clearly a bit worn down, clothes in bad shape, ex. Two security guards stand behind him.]

Watson: Care to tell me your story?

Rin: Ah, yes. I am Jelah Rin, and I have been framed for a crime I did not commit. I don’t know how much you pay attention to Bajor, Captain, but there has been a number of bombings recently. I was accused of being involved in these bombings, but I am innocent, Captain. I think Ko Ret just wants to hunt me down so people will think better of him again.

Watson: Better of him?

Rin: Oh, yes. Ret was a significant player in the Resistance during the Cardassian occupation. However, he has fallen out of favor with the current government for reasons I really don’t know. What I do know is that I am innocent, but that Rin is willing to take me in anyway. He’s in a position to really benefit from these bombings if he can slow them down or stop them.

[A couple more security walk in with Ko Ret, who is offered a seat opposite Rin. As Ret is sitting down, Jelah Rin pulls out a dagger and lunges across the table at Ret, managing to cut his arm.]

Watson: Not on my ship! [Rin is clearly intimidated by this, drops the dagger.] Take him to the brig. [Security escorts a defeated looking Rin out.] I apologize for that Mr. Ret. I’ll accompany you to sick bay.

Ret: Thank you, Captain. It’s no more than a flesh wound. I’ve had worse, but I certainly won’t refuse. I just hope that you now see the kind of man you have in your brig.

New plotline: Bombings on Bajor

Mini-scene – Captain’s Ready Room

I didn’t actually play out this scene. This was just resolved in a couple Fate Chart rolls about how Starfleet Command wanted the Comstock to respond to this plotline.

[Watson talking to Admiral on his console]

Watson: So, Admiral, the phenomenon is gone. My science officer says that there’s not even a sign that it was ever here. Scans all look normal. Would you like us to look into these bombings on Bajor?

Admiral: No. This is pretty clearly an internal matter for the Bajoran authorities to handle. However, given the claims that Mr. Rin made, you are not to hand him over to Ret. Rather, take him to Bajor yourself, and ensure that his claims are at least heard by the authorities. We’ll let Bajor take it from there.

I’m actually in an odd position now. With Ret’s character being upgraded, he’s very likely to show up again. Also, “Bombings on Bajor” is my only active plotline that I might randomly roll. So, despite these orders, Watson’s involvement in this plotline is clearly not over yet.

GM Emulation

~ 1600 words, ~ 8 min reading time

A question came up on Facebook about GM Emulation in the context of solo RPGs, so I thought it would be worth writing up an entry about this.

Traditional RPGs vs Solo RPGs vs Fiction Writing

To really understand solo RPGs, I think it best to think of what solo RPGs fall “between”.

On the one hand are traditional RPGs. Think: Dungeons and Dragons. The basic format of a traditional RPG is that you have three major roles collaborating. The “players” each control a single major character, while the Gamemaster (GM, or, in D&D, Dungeon Master or “DM”) controls the rest of the world – from the weather to villains, etc. However, there is a third role: the “system” – that is the set of rules & randomness that neither player nor GM controls. When putting this all together, you end up with a balance of logic and surprise, with players, GM, and rules & randomness all playing a part in providing both.

Contrast this with fiction writing. In fiction writing, you have a single author that controls everything about the world – the heroes, villains, weather, and so on. While anyone who has written fiction will tell you that sometimes there is some surprise in the process (characters seem to develop “minds of their own” at times!), it’s certainly not the same as having a different person controlling part of what’s happening, nor is it the same as total randomness introducing surprise elements.

Solo RPGs fall in between these two. There’s a combination of a human author/player with random elements provided by the game system. Because solo RPGs fall between traditional RPGs and fiction writing, there’s a wide spectrum that any soloist could choose. Closer to the fiction writing end, you have the soloist that simply divides their mind between player and GM, and uses the game system to resolve challenges. Experientially, this approach leans toward the “creative writing” side, but with some random elements tossed in, since the dice determine success or failure.

Many soloists, though, want to spend less time in “GM mode”, and more time in “player mode”. Basically, we want to increase the proportion of “surprise” vs. logic. This is where GM emulators come in. That is, we want to be surprised not just by the outcomes of challenges, but also by the kinds of challenges that present themselves. So, we need to have a system outside of our own heads that plays a big role in developing the world.

Enter GM Emulators

GM emulators are designed for those players who want to be surprised by the RPG world itself.

The “heart” of a GM Emulation system is the “Oracle”. Generally, the oracle is a randomized system for answering yes/no questions which players can use to build the world in which their characters are acting. A very simple oracle might be a simple coin flip. Heads means yes, tails means no.

Example: Suppose my character, Jim Stephenson, town marshal, walks into the saloon in downtown Pike Springs. I want to know if the saloon is busy this evening. So, I ask the oracle “Is the saloon busy?” *flips coin* *tails, no*. So, now I know that the saloon isn’t busy – the crowd is pretty sparse, though the place probably isn’t completely empty. I walk up to the barkeeper. I wonder if they’re in a bad mood. Are they in a bad mood? *flips coin* *heads, so yes* Makes sense – they’re probably annoyed at how little business they’re getting… and so on.

In effect, the coin flip is acting as a GM Emulator. As a player, the questions that I ask the oracle are questions that I’d normally ask a GM. Thinking of it this way narrows the kinds of questions I might ask. It would be silly to ask something like “Does this saloon serve alcohol?” (unless I suspect teetotalers are in charge of the town!) since the answer is obviously yes. And, given a Western setting, I probably wouldn’t ask “Is there a wizard riding a dragon flying around inside the saloon?” The answer is obviously no. I also wouldn’t ask either of these questions of a GM because it would be stupid to. Context is enough.

Now, while a coin flip can get us pretty far, it’s probably not quite enough. What if the odds aren’t 50/50? What if the event is “possible but not likely” or “likely but not certain”?

Or what if we need some other kind of inspiration for a more complex random event? Building a true “random event” from “yes” and “no” questions feels a bit clumsy. GM Emulators are often designed to include these other forms of inspiration as well. So, let’s get to a few specific ones.

Examples of GM Emulators

In recent years, there has been a rise in solo RPGs – Scarlet Heroes and Ironsworn leading the way. These games include GM Emulators for their specific contexts, so I’m not going to talk about them except to say that they take very different approaches to game design, though the emulators bear a striking similarity in many ways. Here, though, I’m going to focus on a few “generic” GM Emulators.

Mythic GM Emulator – this is probably one of the oldest and best known. The system can be summed up in 4 tables: the “Fate chart” – which provides Extreme Yes/Yes/No/Extreme No answers based on likelihood + a random roll + the “chaos factor” (a measure of how out of control things are), the “Event Focus Table” which tells you broadly what a random event is about (example: NPC action or PC positive), and two “Event Meaning Tables” – a verb table and a noun table. Add to these tables two lists that you create for your specific game: an NPC list and a “thread” (that is, plotline) list. When using Mythic, you start with your “scene setup” – figure out what your character is *trying* to do and where. Then, you roll to see if the scene sets up like expected or if there’s some kind of interruption (a random event!) or alteration (ex. turns out the villain wasn’t at home like you expected). Then, play it out, asking yes/no questions when needed. Tana Pigeon, author of Mythic, has also put together a few Variations on Mythic as well as a “Crafter” series – Adventure Crafter, Location Crafter, and Creature Crafter. All of these are designed to combine logic with randomness. You can get these for under $10 each from DriveThruRPG.com. There are also decks of cards that can replace the die rolls, and several issues of Mythic Magazine for those who are interested.

CRGE – A system very similar to Mythic in many ways, except that the Yes/No answers can contain surprises within them, as there is a “Yes, but unexpectedly….” option with “unexpectedly” tables. The odds of unexpected events depend on where you are in the story – as you move from heading “To Knowledge” (where lots of unexpected stuff happens) to “To Endings” (where unexpectedlys are rare) – and also how long it’s been since something unexpected has happened. Zach Best, author of CRGE, has also created several other supplements: UNE (for emulating NPCs), BOLD (for creating storylines and backstories). These are pay-what-you-want on DriveThruRPG.com

MUNE – Another Mythic-like system, but significantly simpler. Roll a d6. Answers are “No, and”/”No”/”No, but”/”Yes, but”/”Yes”/”Yes, and”. If the event is “likely” roll 2d6 and use the higher roll. Unlikely, use the lower roll. There’s also a system designed for providing surprise complications as well. Available for free online.

One page solo engine – This system is pretty cool, and fits on one page (front and back). It uses a combination of standard playing cards and 6-sided dice to answer questions. However, the maker suggests you should only use it if you’re already familiar with the basic concepts of GM Emulation. Free on DriveThruRPG.com.

Now, there are certainly others out there. These are just a few that I have on hand. There are significant similarities and differences between them.

Using a GM Emulator

One thing that takes some getting used to is figuring out *when* to appeal to a GM emulator and when to just let logic dictate what happens. This is very much a matter of taste, and I don’t think there’s any clear guideline I can give. The best guideline is probably this: ask yourself if the game is dragging. If the answer is “yes”, then change what you’re doing. If you’ve asked a bunch of oracular questions and feel like things are dragging, then you should probably just let logic take over for a bit. On the other hand, if you feel like the game has become overly predictable, then ask more questions.

Similarly the *style* of question is something that you can only really figure out by experience and experimentation. In any particular moment, do you want a sweeping “cutting” question that can have big impacts on the entire storyline? Or would a much smaller “chipping” question make more sense? Trial and error is the best way to learn how to balance these elements.

In any case, if you’d like to know more about solo RPGing, I highly recommend two Youtube channels. Geek gamers is one of my favorites, and has lots of material about solo GMing. The other – which is a more recent discovery – is Me, Myself, and Die where Trevor Devall plays through a few solo games.

Reactive v Proactive PCs

~850 words, ~4 min read time

My latest foray into solo gaming made me realize how much my player character (PC) was reacting to situations that we thrown at her rather than driving the action forward herself – until about the halfway point when I decided on a specific goal for her to pursue. This led me to reflect on the difference between reactive and proactive PCs and how they change the gaming experience in general – and the solo RPG experience in particular.

A “reactive” PC is one whose decisions are reacting to the world around them. For this type of game to work, the world must be dynamic and imposing itself on the PC. In contrast a “proactive” PC is the dynamic force imposing themselves on the world.

I realized that, much of the time, a story-driven game ends up with reactive PCs. At first I thought this might be some kind of personal pathology – something I was doing “wrong” – perhaps reflecting my own contentment with life as it is. But, then I realized, a lot of great main characters are largely reactive. In Star Wars: A New Hope, for example, Luke’s behavior in nearly every scene is a reaction to the world around him. The heroes in Lord of the Rings are reacting to Sauron’s return and aggression. And so on. It’s actually pretty rare, it seems, for main characters to go LOOKING for trouble – instead, trouble comes looking for them.

“Sandbox” style games, however, require proactive PCs – PCs with well-defined motivations, even if these motivations are a bit broad. Now, the world might put obstacles in their way, but, fundamentally, the game is about the PCs having goals and pursuing them. Because I just looked across the room at my son playing on his computer – Minecraft is a great case of a sandbox. No clear goal apart from what the player brings with them.

Putting this together and thinking about some of my solo gaming:

I think I need to decide ahead of time what kind of game I’m going to be playing – is it story-driven (where PCs are more reactive) or sandbox (where PCs must be proactive)? (Now, stories emerge out of sandboxes sometimes!)

In the case that I want to go story-driven, then it make sense to spend more time in GM-style prep. Not in as much detail as if I’m GMing for a group, but creating a situation that will impose itself on the character forcing a reaction is important. In this framework, my solo tools should also be aimed at moving the story forward. Ironsworn is designed for this, as is Mythic and the scene setup and play for One Page Solo Engine. I may even be ahead to design fronts and grim portents. Basically, if this is the route I want to go, I should spend more time on prepping the threats that are forcing the PC to act. Truly “random” encounters should be rare. Rather, if I have multiple fronts out there, randomness can be introduced in *which* of the fronts is progressing when.

But, if I want to go sandbox, then I should use a different set of tools. Travelling Alone, the random tables in Scarlet Heroes are good tools here (or any other random mapmaker). Game play should be composed largely of random encounters and reacting to them. Story, in a broad sense, emerges simply because random encounters create barriers between the character and their goals. But, it doesn’t exist by design.

Thinking in this more analytical way has made me realize something: as I’ve been playing Cepheus, I’ve been trying to merge the two styles of play – specifically, I’m trying to play story-based, but driven by random encounters. I think my most recent Cepheus game was a case in point here. The first part was largely story-driven, but kind of lame because there wasn’t much for the character I had to do, nor did I have a good sense of her motivation (making a stricter sandbox approach impossible). The second part was actually much better as a player experience, because I spent more time thinking about what the character wanted. Her motivation wasn’t particularly interesting. (Make a bunch of money and buy a ship so I can make even more money.) But, I used an appropriate tool (Travelling Alone from Cepheus Journal #8 paired with appropriate random encounter tables), and didn’t care much about story. Yet, narratively, the character died precisely because of previous decisions she had made. Mechanically, it was a random encounter where I rolled that there was a crew that was hostile to the PC because of history. So, totally random elements can be woven together into a light story.

So, part of my struggle at the moment is trying to decide if I want to play another sandboxy game (using appropriate tools), or if I want to prep a more story-based game to give that approach a shot. The first is something I can do right away, while the second would take some time developing a setting, villains, etc. So, that may wait until I’m not quite as sleep-deprived…

Allyson Carey of Nocho (Cepheus Solo Playthrough)

~ 1400 words, ~ 7 min read time


Allyson Carey had been thrown into Noble life as soon as she became an adult. She had spent twenty years in the Assembly of Nocho, just to see her world continue to be basically lawless. She finally, after squandering most of her life in this pointless politics, decided it was time to opt out. She left the Assembly for the last time

Scene 1:

Ian Fischer pulled up on his hovercraft, and ordered Allyson to get in. The two of them had been friends for a while, and this was definitely unlike him. He was clearly worried about something. As they drove through the city, Ian described how he was working on a significant idea that could change jump drive technology – but one of the tech giants on Nocho wanted the tech, and he was unhappy with the price he was being offered. But, Durham Tech wasn’t known for taking no for an answer. So, Ian was fleeing the planet, and wanted Allyson to accompany him and help him find a fair buyer. He’s willing to pay her for her trouble.

Scene 2:

The two of them arrived in the starport dome, and found a ship that promised to take them to nearby Bestian. The starport is crowded, as always, and Ian and Allyson got bumped into by someone – a rather scruffy looking man. He apologized, seeming to recognize Allyson – which isn’t that unusual, given her long time serving in the Assembly. She shrugged it off, but checked her pockets as he walked away. He hadn’t stolen anything – in fact, he had left a note. It warned Allyson that the ship they were headed toward was a trap laid by Dunlap Tech. So Allyson and Ian changed their reservations, and boarded a ship for Bestian.

Scene 3-4:

Not much happened here, just flying to Bestian without incident.

Scene 5:

After arriving at Bestian, Allyson and Ian arranged to meet with an interested buyer at one of the city’s restaurants. They go, but are met by Chanel Pham, an employee of Dunlap Tech who followed them. Suddenly, the sound of rioting breaks out outside as protestors march by, condemning the ruling Church of Bestian, and the police state that it had set up. The police arrive and begin firing at the mob. Ian and Allison use this opportunity to dash out into the confusion, in hopes of losing Pham. While they manage to get away from Pham, Ian is also shot in the crossfire and seriously wounded.

Rumor has it that the protests have been sparked because the High Priest’s health is failing, so dissidents are taking advantage.

Ian and Allyson go to the hospital, and he has surgery to ensure that he doesn’t decline further. While the doctors recommend staying in the hospital longer, Ian and Allyson decide they need to leave the planet, so they seek passage to Hastrumi. Hastrumi is 3 parsecs away, which would be an expensive jump. So, they travel low passage – being placed into cold sleep for the trip. This is much less expensive than remaining conscious for the trip – though there is always the danger that you might not wake up. Despite Ian’s weakened state, they decide to risk it, just so they can get off the planet.

Scene 6:

They awake on Hastrumi, and spend a couple of weeks resting so that Ian can heal. They hear about a tech company that is expected to be interested in Ian’s tech. They make an offer, and Ian happily accepts. He and Allyson part ways.

Scene 7:

Recent events have convinced Allyson that politics is no match for wealth – both her home of Nocho and her current planet of Hastrumi have ineffective governments. Instead, businesses run the world. Also, her experiences on Bestian – where the government is generally much more successful at influencing people’s lives – showed that even a strong government can be resisted simply by a mob. Given these experiences, Allyson has decided that she wants to be a merchant. But, to do that, she’s going to need credits – a down payment is about 7 million credits – far more than she has on hand. She also could benefit from Broker training so that she can start making deals. She considers trying to Gamble her way to her wealth, but this path isn’t viable – she needs a job.

She hears of a debate brewing – Valentina Irwin, renowned scholar on Hastrumi, is planning an expedition to look for historical artifacts. When human settlers arrived on this planet, there was no civilization to speak of, but there were definitely signs of previous civilizations. However, others oppose her efforts – believing that these artifacts may disrupt the air supply in the domes – which protects the people from the unbreathable atmosphere outside. Allyson seeks out Irwin, and convinces them to take her on. They’ll cover her expenses, and she’ll get a cut if they find anything valuable.

They travel out of the domes toward some islands to the northeast. While exploring one of the islands, they find an animal – an enormous amphibious omnivore gathering food on the island. The expedition watches from a distance, when the group of 8 creatures sees them and chases after them, stingers glistening with venom, so the crew returns to their ships and continue their path.

Continuing northeast, they find more islands which they explore, and they found something. They find the ruins of what seems to be a temple. Allyson touches the entrance door, and everyone on the expedition passes out as they are hit by some kind of shock wave. They awake with a significant headache. Exploring the site a bit further, Irwin discovers that this area was a Psion training ground, and was likely brimming with latent psionic energy. While this wasn’t quite what Irwin had in mind, it’s certainly a valuable find! So, the expedition heads back home to sell the map to this location to whoever is interested in such a site – for example, a Psion School… they find a buyer, and Allyson gets quite a bit of money toward her ship.

Scene 8 – 16:

Allyson decided that now was a good time to get Broker training, and then to use her newfound abilities along with her high social standing to act as a broker for any merchants looking to sell here. Over the time of about 6 months, Allyson managed to learn some significant brokerage skills and put them to good use, earning over 4 million credits. These times were totally without incident, but very little happened. Some protests, news about the asteroid miners braching into providing protection for the system to protect their mining operations. Allyson was mostly excited about the fact that she had over half the credits she needed to acquire a merchant’s vessel.

Scene 17:

Allyson is approached in a bar by a pair of angry looking men. These men were upset about Irwin’s expedition and the fact that the land was recently sold to a group that plans to tear down the old temple and build a much more modern building there. These men have decided to hold Irwin’s team responsible for the destruction of this site.

One of the men grabs Allyson, and her energy rifle drops to the floor. The second man picks up the rifle. Despite her struggles, Allyson couldn’t break free of the grapple – two shots and less than 20 seconds later, Allyson dies – killed by a weapon that she had for her own protection.

Closing Thoughts:

My wife said she’s not sure if this is the game for me – after all, my characters all reach terrible ends. I suspect it’s far more to do with two things: (1) Cepheus combat is designed to be deadly, anyway. and (2) I’m playing solo, which means the character has no backup. Interestingly, the final scene would have ended very differently if Allyson was unarmed. While the attackers were armed, Allyson had very good armor – which would have been very difficult for their weapons to pierce. Even though Allyson was at a significant disadvantage in the grapple that got her disarmed, she eventually would have broken free and could have fled. But, her weapon was powerful enough to get through her armor, and that was the end of her.

I’m debating if I want to do more Cepheus, switch back to Scarlet Heroes, or try something else for the next game. We’ll see!

Two simple ways to make Cepheus NPCs

~200 words, ~1 min read time

One of the downsides of Cepheus Engine is that character creation is LONG – and that’s by design. Character creation *is* creating the character’s backstory, effectively. However, when you’re running solo and just want a quick NPC, this creates problems. Do you just hope that the character’s stats don’t come up? or do you stop the action and run through character creation? Here are two possible solutions:

#1 Do a quick Cepheus Light gen:

Assign the characteristics values of 5, 6, 7, 8, 9, and 10 as appropriate for the character. Then, give them 1-12 points of skills depending on their experience.

#2 Even faster:

Assign all characteristics a “7”. Then, a 6 sided die and subtract 2. This is their dice modifier for doing anything relevant to that character’s role. If you prefer, pick a DM between -2 and 4. -2 indicates someone who is very inexperienced, -1 a trainee, 0 has basic competency in their field, then up to 4 being a serious professional – one of the best at what they do.

Last night I played some solo Cepheus using method #2 for generating an NPC, and using “Travelling Alone 2021” from Cepheus Journal #008. I really enjoyed the experience. I’ll provide a bigger write up when I’m further along with this character.

More Cepheus Character Creation Thoughts

~1000 words, ~ 5 min reading time

After my last Cepheus character ended up in prison for life, I decided to make a new one. And this character has me stumped.

This one had a career as a Noble for 20 years before becoming an adventurer. This reflected her very high Social Standing stat. Anyway, as part of character creation she ended up with 3 skill levels of Carousing. She has a few other skills with 1 point each, but carousing is definitely the high one.

And I have no clue what to do with her.

Now, part of this might be because I am awful at small talk myself, and, as such, I don’t understand how to make the “great at parties” skill actually useful in completing a mission.

This brings me to a broader point about Cepheus. Character creation in Cepheus is quite random, if you play by the book. Each characteristic has a random score. The player selects a career they think the character might be good at – but they can die or get fired pretty easily. Also, the specific skills you develop in that career are largely random. (You choose between a few lists, but you roll dice to determine which skill on that list you end up with.)

This is a big difference between Cepheus and most other systems, in my experience. With Dungeons and Dragons, for example, you decide on your concept, and then build the character to fit the concept. Thus, for example, you can find websites telling you how to build specific character (“Here’s how to build Lara Croft/Wolverine/Conan the Barbarian/etc. in D&D!”). The character comes first, and then you build the statistics to fit the character. With Cepheus, though, the statistics are basically random. Then, you have to figure out what kind of character you – or, more properly, the dice – created.

Now, this isn’t necessarily a bad thing, I’ll often introduce some randomization when I create a character in another system. Randomization can provide inspiration. However, relying too much on randomization can result in a character like this one, where I just don’t know how to play her.

Of course, this isn’t just a me thing. It’s the nature of this particular system. Reading adventures in Cepheus Journal (a free online Cepheus fanzine) have given me some ideas about how one can “fix” this. One adventure I read started with the characters being trained. In the Cepheus system, “leveling up” is really just training specific skills. It takes a few in-game weeks to do it, so you can’t train if you’re working on an urgent mission – but if you have a couple months of down time you can add a level in a skill of your choice. So, in this one adventure I read, the party was hired by a salvage company who really need them to have a Pilot, Navigator, and Engineer at least. There’s no systemic guarantee that any party would have these skills. So, the salvage company hires the group and trains them for 2 months (which should be enough for the characters to each get a level in a skill) before they take on their first job. This seems like a reasonable way around this. The trick is figuring out how to do it solo.

Which may sound weird. I mean, I’m playing SOLO – why don’t I just decide to add levels as needed? It’s not like there are other players that will be upset by this. It’s purely myself that is standing in the way. I think the issue is that, to me, with my play style, this feels like “cheating” – mostly because I have a hard time thinking of an in-character reason to do this.

Another complicating factor comes from my own style of play. RPG soloists all approach the process of soloing somewhat differently. For example, while some soloists like to play a party of 2-3 characters (maybe even 4), I tend to be a “true” soloist – in that I only want to have one player character be the focus that everything revolves around. Naturally, for a sci fi game like Cepheus this is a bit challenging. The system is designed with a “crew” in mind. (Example: there’s actually a Cepheus supplement called SOLO specifically designed for solo play – and, from what I gather, it involves the player controlling a *crew* rather than a *character*.) So, what can a crew of one do? (Note: by the book, a crew of one can’t actually fly an interstellar ship.) Or, alternatively, how can I introduce other crew members but keep them as side characters? I mean, I suppose I can keep them a bit faceless…

What I think it comes down to, ultimately, is that I need to do more character development for this character *before* I set her off on adventures. I think the previous characters I’ve played all had some set of skills that included enough “common” skills that I could basically draw up any adventure, and they’d at least be able to give it a shot. That just feels less like the case here.

Which I suppose may be a good thing. I often end up with player characters that are a bit directionless. So, their path tends to be more determined by their skills and what opportunities happen to show up than by any intentional *purpose* on their part. I think I’m going to have to reverse that, since the skills aren’t providing good inspiration. I need to get more into this character’s head and really try to come up with something she wants and will be working toward. This could justify things like acquiring new skills, for example. Naturally, I’ll let y’all know how things work out.

The Tale of Braydon Caldwell (Cepheus solo playthrough)

~1200 words, ~6 min reading time

Oh, you want to know how I, Baron Commander Braydon Caldwell, ended up here? Well, it’s not too long a story.

I was born on Schildes, and dreamed of being a physician. But, sometimes life has other plans. Schildes Medical Academy rejected my application, so I joined the Space Navy. Served 4 terms, and attained the rank of Commander. Learned some technical skills and some leadership skills along the way. Anyway, I had just retired – didn’t quite serve long enough for a pension, but my service was distinguished enough to be granted the title of Baron. Doesn’t mean much, really, though people do treat you a bit different.

Anyway, the day I got out I was eating outside my favorite restaurant on Schildes when I was approached by a man – Marcos Huff, he said his name was. Anyway, Marcos made a living as a mercenary of sorts – though pretty small-time – really, much closer to being private security. He had stumbled upon a plan by some thieves who were planning heists at one of the bigger cathedrals on Schildes. But, the Priests had no interest in hiring Marcos. After all, Schildes is a pretty orderly place – might take a while for the bureaucracy to do its thing, but you generally didn’t have to worry about crime much here. Anyway, Marcos thought I could help – you know, throw my newly acquired title around some – and convince the Priests to hire him to keep an eye on their relics. I told him I was a soldier – not an ambassador. He wouldn’t hear anything of that, so I decided to help him. That was a mistake.

Next day, I go to the cathedral – planning to talk to High Priest Ferrell. As I approach the cathedral, I hear there’s an argument happening inside. Marcos was already there. Man, why’d you hire me when you were just going to make my job harder like that?

Anyway, I went in and managed to calm Ferrell down. He still wasn’t interested in our help – he knew Schildes about as well as I do. It’s a law-abiding place. If anyone tried anything, they’d be thoroughly punished. Didn’t see a reason to hire security, but admitted he couldn’t really stop us if we decided to keep an eye on the cathedral on our own. So, we do.

Later that night, I’m on stakeout outside the cathedral. Turns out that, somehow, those thieves knew I would be there. To be fair, we weren’t really that quiet that morning when we were chatting with Ferrell, and it wouldn’t be that hard to figure out where we’d want to locate to watch the place. Anyway, one of them grabs me from behind. We fought a bit, and I knocked him out. I called Marcos to come get us, because that kind of violence isn’t really… acceptable… on Schildes, so we definitely need to relocate so we can interrogate the guy – and hope that no one saw us too well.

Apparently, the guy wasn’t alone, though. We’re on the way back to our HQ – well, Marcos’s motel room – when a car comes out of nowhere – filled with thieves, and they’re tailing us. I figure Marcos and I should probably get the police involved. I mean, the thieves are *right there*. The police do show up – but decide that we’re the bad guys – I guess makes sense since we were the ones with an unconscious guy in the back seat. Anyway, they didn’t believe me. Next morning, we were pretty quickly processed – found guilty of assault. 4 years in prison or exile from Schildes – our choice. We chose exile.

So, there we were, Marcos and me, booking high passage to Tigrissani nearby. Definitely a nice room, and pretty uneventful journey. Nice to be a Baron I guess, even if my severance pay couldn’t provide too many more trips like that.

Tigrissani’s a nasty place – covered in water, toxic atmosphere. But, people are amazing creatures, and we do what we have to – building domes over the waves, and sealing them to provide a nice cozy home. Well, we got of the ship and immediately sought out some weapons – got a sword and a snub piston. See, Schildes doesn’t allow weapon sales like that. Here on Tigrissani things are a bit looser. I guess the terrorists that control the government don’t mind a little competition.

Anyway, didn’t take long for us to find a job – an Agent of the government – no, I’m not telling you the name – hired us to get these terrorists of the government’s backs. We didn’t know much about the situation, but figured the pay would probably be good if we could pull it off.

This started off badly. Just asking around about who this group was turned up a guy – Cedric Shelton, I think. Apparently, some kind of religious guru that the locals love. He says if we don’t lay off, he’s going to have to denounce us. Apparently, he’s worried about what would happen if people started rocking the boat. A real concern when you’re floating over that much water, I guess. Anyway, Marcos and I thanked him and took our leave. Some more chats, and we found out that these terrorists apparently wanted to cut off Tigrissani from other systems. No clue why, but definitely not a good thing. Did some datanet searching about what these terrorists wanted, and I think we much have attracted some attention. I ran out to get some more supplies and came back to find that Marcos was kidnapped – well, that’s what I thought, anyway. Well, the news was calling it “arrested” instead. His face and mine plastered all over the net. On the other hand, at least I knew where he was.

Went to the jail that night. Even though the capital is reasonably sized – about a million people – the police station is pretty small. Makes me wonder if the station is small and the laws are light because they don’t have to be any more than that. Propaganda can work wonders. Anyway, the station is so small that I just waltz in gun blazing. That was a mistake – I get burned bad by the return fire. Only one guard in the building I’d guess, but well-armed. Still, a couple good shots and he’s down and out. That was probably a mistake, too.

I get Marcos out and we try to lay low. Turns out it’s hard to hide in a dome on a water world with a toxic atmo. 24 hours later, they’re on us. No way we were getting away from that one.

And that’s how I end up here. Life imprisonment for murder, serving it out under glass, with the waves and toxic air above.

(Thoughts: this was a fun playthrough, even if the end wasn’t great. This furthers my belief that Cepheus is just a HARD system. Now, to be fair, this playthrough had some pretty significant mistakes. But, the One-Page GM Emulator wasn’t exactly kind to me either. It just kept giving me “eliminate a threat” plotlines, and pointed toward people as adversaries. Not great for if you want to be a law-abiding citizen and avoid prison sentences. I need to read a bit more to get some inspiration for how to play Cepheus while not breaking the law and not owning a ship…)