• modes of play

    From lkh@21:1/5 to All on Sat Mar 2 09:40:55 2024
    I'm really enjoying *solo* and *play by post* gaming these days.
    I feel both are very well suited to further the larger scale going ons
    in a campaign.

    On the other hand play by post works rather poorly for battles, let
    alone dungeon exploration.

    So solo and pbp mode for campaign gaming and meeting in real time (be
    it at the table or online) for battles and dungeon raids?

    I think that might be my personal preference, with 1:1 time being the
    glue that keeps that mixed mode campaign together ;-)

    Cheers,

    ~lkh

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  • From Alex Schroeder@21:1/5 to All on Sat Mar 2 16:37:21 2024
    lkh, 2024-03-02 09:40:
    I'm really enjoying *solo* and *play by post* gaming these days.
    I feel both are very well suited to further the larger scale going ons
    in a campaign.

    I like both in in theory but my inner life is full of projects and
    distractions and where as I can commit to a date and be there because it’s
    in my calendar, solo gaming and play by post is wont to fall through the cracks.

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  • From dozens@21:1/5 to lkh on Sun Mar 3 22:37:09 2024
    lkh <lkh@sdf-eu.org> wrote:
    I'm really enjoying *solo* and *play by post* gaming these days.
    I feel both are very well suited to further the larger scale going ons
    in a campaign.

    On the other hand play by post works rather poorly for battles, let
    alone dungeon exploration.

    So solo and pbp mode for campaign gaming and meeting in real time (be
    it at the table or online) for battles and dungeon raids?

    I think that might be my personal preference, with 1:1 time being the
    glue that keeps that mixed mode campaign together ;-)

    Cheers,

    ~lkh

    I like *solo* and *play by post* a lot. When it comes to combat, I tend
    to favor systems that allow for more cinematic experiences over
    turn-based tactical wargaming.

    I've had great success with Troika in the past. I've run two long
    running campaigns with it.

    https://www.troikarpg.com

    And my favorite play-by-post game I've ever played was with my own
    rules-light system:

    https://dozens.itch.io/shoes-in-the-dark

    It has no rules for combat. I usually run it as both sides narratively accumulating advantages until a winner is apparent.

    Ironsworn also has a great system for cinematic combat.

    https://tedtschopp.github.io/Ironsworn-SRD/Ironsworn%20SRD.html

    It uses 1) action and challenge dice, 2) momentum, and 3) progress to resolve... pretty much everything in the game. Not just combat. I don't
    usually love anything with a ruleset this complex. But it just works
    really great.

    Anyway, I think there are plenty of ways to make combat and exploration
    work in pbp.

    On the other hand, I do love the idea of scheduling a quick one-hour
    live text game via IRC or something for more fast based, "bursty"
    scenes.

    (Incidentally, lkh and I are playing a play-by-post game over netnews
    *at this very moment* so this topic is plenty relevant!)

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  • From Justisaur@21:1/5 to Kyonshi on Mon Apr 8 08:25:18 2024
    On 4/6/2024 5:26 PM, Kyonshi wrote:
    On Sat, 2 Mar 2024 09:40:55 -0000 (UTC)
    lkh <lkh@sdf-eu.org> wrote:

    I'm really enjoying *solo* and *play by post* gaming these days.
    I feel both are very well suited to further the larger scale going ons
    in a campaign.

    On the other hand play by post works rather poorly for battles, let
    alone dungeon exploration.

    It seems to work fine for 1-on-1 games as I discovered running Dungeon
    Robber, but I prefer running parties.


    So solo and pbp mode for campaign gaming and meeting in real time (be
    it at the table or online) for battles and dungeon raids?

    That sounds great. I tried to do that a fair few times, but no one at
    live games ever did anything with their away times.


    I think that might be my personal preference, with 1:1 time being the
    glue that keeps that mixed mode campaign together ;-)

    Cheers,

    ~lkh



    How do you do your solo games by the way?

    I've done a lot of solo 1e AD&D, as the game seems especially suited to
    it what with appendix A. I've made a number of posts on .dnd of them.
    They seem to get bloated with hirelings, henchmen and large numbers of
    monsters which slows them to a crawl. One can adjust enemies of course
    and restrict hirelings/henchmen but there comes a point where it doesn't
    feel quite D&D anymore. I find using a pre-made map (like Dungeon
    Geomorphs) works much better than the very time consuming creating the
    dungeon layout as you go though.

    Dungeon Robber does a good job of that for an Oe D&D adjacent system
    though, but it needs a bit more. You essentially only fight one monster
    at a time (though you can get 1 hireling or monster to join you giving
    you much better odds (2 with high charisma.))


    --
    -Justisaur

    ø-ø
    (\_/)\
    `-'\ `--.___,
    ¶¬'\( ,_.-'
    \\
    ^'

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  • From Justisaur@21:1/5 to Kyonshi on Tue Apr 9 08:02:57 2024
    On 4/9/2024 1:29 AM, Kyonshi wrote:
    On 4/8/2024 5:25 PM, Justisaur wrote:
    On 4/6/2024 5:26 PM, Kyonshi wrote:
    On Sat, 2 Mar 2024 09:40:55 -0000 (UTC)
    lkh <lkh@sdf-eu.org> wrote:

    I'm really enjoying *solo* and *play by post* gaming these days.
    I feel both are very well suited to further the larger scale going ons >>>> in a campaign.

    On the other hand play by post works rather poorly for battles, let
    alone dungeon exploration.

    It seems to work fine for 1-on-1 games as I discovered running Dungeon
    Robber, but I prefer running parties.


    So solo and pbp mode for campaign gaming and meeting in real time (be
    it at the table or online) for battles and dungeon raids?

    That sounds great.  I tried to do that a fair few times, but no one at
    live games ever did anything with their away times.


    I think that might be my personal preference, with 1:1 time being the
    glue that keeps that mixed mode campaign together ;-)

    Cheers,

    ~lkh



    How do you do your solo games by the way?

    I've done a lot of solo 1e AD&D, as the game seems especially suited
    to it what with appendix A. I've made a number of posts on .dnd of
    them. They seem to get bloated with hirelings, henchmen and large
    numbers of monsters which slows them to a crawl.  One can adjust
    enemies of course and restrict hirelings/henchmen but there comes a
    point where it doesn't feel quite D&D anymore.   I find using a
    pre-made map (like Dungeon Geomorphs) works much better than the very
    time consuming creating the dungeon layout as you go though.

    Dungeon Robber does a good job of that for an Oe D&D adjacent system
    though, but it needs a bit more.  You essentially only fight one
    monster at a time (though you can get 1 hireling or monster to join
    you giving you much better odds (2 with high charisma.))



    Maybe I should check it out (and adapt it to my own rules)

    Dungeon Robber is an old flash game:
    https://blogofholding.com/?p=8013

    The Ruffle Port is really buggy though, so if you want to play it
    without those bugs I'd recommend Flashpoint 11 Infinity instead, which
    also allows you to play it offline
    https://bluemaxima.org/flashpoint/downloads/


    The PDF rules for Dungeon Robber are here: http://blogofholding.com/backings/dungeonrobberrules.pdf

    For a lot of the tables you need to use either the Dungeon Robber poster: https://www.blogofholding.com/?p=4459
    Or the 1e AD&D appendix A
    Or I have the tables in a spreadsheet that auto rolls them, somewhat
    expanded though I never got around to adding enough monsters in the high levels, and the tables were meant for me to use so may be a bit arcane: https://docs.google.com/spreadsheets/d/1SsGbOo8DAXSVMjhakvG_67oR2bQyxDKq4dafX_xd8js/edit?usp=sharing

    I have the house rules I was using when I ran it PBP but they too need
    some tweaking still.

    I was at one point going to try to make a clone of Dungeon Robber in Javascript, but that's long ago stalled just trying to learn Javascript.
    I had learned BASIC back in the 80's which seems infinitely easier to understand than Javascript, I attempted Python ages ago, but didn't get
    very far, but it seemed far easier to understand to me, but Javascript
    is more portable and seems better for what I'm trying to do.

    I had just started trying to rewrite the rules and tables to be more 'boardgame' friendly, but I've got too many ideas I can't choose between
    and my writing is far more verbose than Paul@blogofholding.com which is
    the opposite of the way I want to go.

    I also had an idea of instead making a Gama World version of Dungeon
    Robber, which really is more interesting to me.

    --
    -Justisaur

    ø-ø
    (\_/)\
    `-'\ `--.___,
    ¶¬'\( ,_.-'
    \\
    ^'

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  • From lkh@21:1/5 to Kyonshi on Thu Apr 11 05:54:01 2024
    Kyonshi <gmkeros@gmail.com> wrote:
    How do you do your solo games by the way?

    Pretty much by the rules, really. By generating content, see what
    situations arise and resolve them. In Classic Traveller it's more
    explicit, and more obvious. But it works just the same in OD&D.

    Start with a Character. Maybe a small party. Where are they, and where
    are they from? (here I look at the map and just decide). What do they
    want? Likely they're about to travel somewhere. In search for adventure
    and treasure, the default works fine.

    As soon as they're statted out and equipped, I use the travel rules,
    random encounters, surprise, encounter distance, reaction rolls. If it's
    bad, evasion rules come into play. If that fails, I draw a larger scale
    map, and set up the situation to battle it out war game style.

    OD&D has a high likelihood for human encounters. This works very well
    since a lot of encounters turn out to be of a social nature with reaction
    rolls centering around 7 = neutral reaction.

    In Lair-Probability is important with this kind of play. Have a look
    at the entries for Humans, Orks and Giants in OD&D Vol III, Monsters
    & Treasure.

    For example: encountering Orcs in the wilderness may well be some kind
    of cave system with hundreds or Orcs and substantial treasure. If I feel
    it's relevant I start to design the caves, and think up a situation
    that might play out. Has the group been surprised and captured? How
    are they going to escape? Are they planning to infiltrate and loot the
    place? There you go, time to switch to dungeon delving mode and roll
    random encounters in the dungeon.

    The wilderness encounter tables have name level NPCs as well. Encountered
    a *Wizard* in their Lair (15% probability)? Great, that's probably
    a Wizards Tower. There's a table for Castle Occupants and Guards
    in Vol. III. A roll of 4 on a d4 tells me, the Wizard has four pet
    Basilisks to guard their Type A Treasure. How cool is that. I roll up
    stats and magic items for the Wizard as well. As soon as I know the
    Wizards Charisma I can roll up more characters as the wizards followers
    ... a complex situation: dangerous, lucrative, it goes on and on ...


    ~lkh

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