I'm finally feeling better and have released another video: Let's Play: Solo! Session 19, "Don't worry guys we'll can rest behind the secret door!"
Still iterating over quests.
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I'm finally feeling better and have released another video: Let's Play: Solo! Session 19, "Don't worry guys we'll can rest behind the secret door!"
Still iterating over quests.
I've released the next video: Let's Play: Solo! Session 20, "What is that on the ceiling?!"
Did some quick catching up as much as I could. At Session 16, I left some notes and suggestions. I have to take a for a while abnd will continue the series later tonight. Suggestions are about
* rule for dead ends.
* dead-end halls challenge
Also you can use sling as an improvised (melee) weapon by loading it up and using it like hitting with a rock.
edit: I kinda messed up the post.
edi
Thanks for the comments I'll take a look later.
Statistically, dead ends should not be a problem because the early exploration tables should generally negate *most* problems. I haven't really done enough complete levels to be sure one way or another though. On the level were I almost dead-ended it was because of an early dead end from the Adventurer's Toolkit that wouldn't have happened on the early exploration table.
I've updated the tables Sept 26th to get rid of challenges on dead end halls.
Edit: I meant to mention I finished integrating over Quest 1 (of 2) that I'm happy with earlier today.
This one was especially intriguing episode, so, as it inspired me, I left many notes there but I wanted to bring one here.
It's about wearing two hats of the soloist. GM Hat & Player Hat, executed perfectly!
Perfect example of Wearing Two Hats: GM Hat (Adversary) & Player Hat (Characters)! Most players who begin soloing asks how to do that, now I have a concrete example to show.
59:37 / 1- GM side of the Soloist uses the info from the generated bits to make a plan for the characters --only with the knowledge the "Characters" have.
1:00:18 / 2- Then rolls for the cannon fod... I mean monsters. :> Then think in behalf of them --again, only with the current knowledge they have, based on their nature and stats.
1:01:54 / 3- Depending on the advantageous side, he describes the situation.
1:03:09 / 4- Based on the stat-blocks of the enemies, he devise *their* plans once the encounter begins.
This takes a bit learning how to read a stat-block, then converting the numbers into tactics.
Thanks for the comments. I'll go look at them, I've been out of town this weekend - without a computer.
I've released another video: Let's Play: Solo! Session 21, "It's totally resistant to Fire?!"
Getting close to 2nd level. :)
Hey Griogre, I'm finally feeling healthy enough to finish the series so far. I commented on 20 and 21 where I left and it dawned on me.
Why not giving giving the dungeon an over-arching story with multiple choice dungeon masters?
+ A necromancer who uses the dungeon as his forward fort.
+ An evil cleric who uses the dungeon as a gathering point for his cult.
+ Bandit leader who hides in this place for make a living as a sellsword.
+ Any other evil character with use for the dungeon.
Player's will pick one and fight it at the end of the dungeon. The BBEG.
And from this over-arching stories and their main villains, you can redefine the quests to make them as pieces to a bigger picture.