SOLO RPG Resources for FGU
..:WORK IN PROGRESS:..
This is a Very Long-Term Project, It will not finish any time soon.
If you know a solo resource for FGU that is not listed here, please PM me.
All SOLO RPG Modules / Extensions for FGU
I aim to list and eventually review every solo play resource for fgu at some point.
Starting by doing justice to Solo Adventurer's Toolbox for 5E. WIP...
Quote:
NOTE: You will see notes such as "D&D 5E Only." This is true for FGU regarding some modules are designed to open only in certain rulesets. But if you want to open it in any ruleset, you can do so by using
Universal Module extension by damned. Remember to Update before loading it.
1. Procedural Generation / GM Emulators:
These modules remove the need for a GM by emulating it via random tables, combat rules balanced for single player, and some systems, such as, scene progression, or roleplaying as 1 Player, etc. Procedural part refers to both text generation with random tables, and dungeon tile generation. Examples for text-gen are Character Traits, Word Tables for interpretation with Freeform Association, Names, Quest Hooks, etc...
2. Solo Systems with Built-in Oracles:
These give you all the setting-specific tools and solo systems to create your own solo game but not necessarily give you "solo stories" to play in, EXCEPT for SoloDark Oracle which is bundled with 5 Solo Adventures. You can use built-in Oracles to create your solo story by asking questions about the setting and roll for an answer. "Do the kobolds I just negotiated plan to backstab me?" Oracle's Answer. Then use the random table generators to flesh out the quests, enemies, challenges, encounters, etc...
3. Standalone Adventure Books: / --ADD-PAGE#2
* These are Choose Your Own Adventure style "storybooks." They are best suited for beginners. Instead of learning to use solo tools to create a story from scratch, you click [multiple-choice] links of pages when certain conditions are met as the story unfolds. "If the kobolds you negotiated do plan to backstab you, go to page #x, if not, go to page #y."
* Solo Skirmishes, on the other hand, keep this style while modify it with extra rules that speed up the gametime in favor of action rather than story/RP. They may require repeating quests until certain thresholds for advancement is enabled. More info is in the link.
4. Solo Journaling Games:
A Solo Journaling RPG is like any other TTRPG, except it is highly thematic as they are played by keeping a journal of a theme-appropriate character type instead of using tokens. They always have specialized game rules that make it interesting and feel like walking in the shoes of the character type. Combat is typically played in Theater of Mind. The thematic diversity is as wide as there are literary themes, ranging from Librarians, to all kinds of Wizards, to Beast Hunters, to Apothecaries, to StarGazers in Space, to Cartographers that map the world, to... well, you got the point.
5. EXTRA CONTENT FOR SOLO GAMES:
5.1. FGU Extensions for Solo Play
5.2. Random Stuff: Old guides, Emulators, Tables. / REVIEW LAST-1
5.3. Extra GM Supplements: [Part of 5.2] / --ADD-PAGE LAST
These are !SOLO GM / Completionist Level! modules like entire 3rd Party Faction / Empire-Builder / Leveled Weapons / FGU Auto-Effect Bundles, and many many other Tools-of-the-trade that probably won't have any reviews.
6. CONTENT NOT YET CONVERTED:
6.1. Missing Solo RPG Systems: I don't know half of them as well as I should know; and I like less than half of them half as well as they deserve. But in time, I'd like to review them too.
6.1.1 Emulators Compatible with Older D&D / PF1: [Part of 6.1]
6.2. Missing Solo Storybooks / --ADD-PAGE#2
6.3. Missing Solo Journaling RPGs
7. ARTICLES ON SOLO RESOURCES [Page 3, Post #42]
7.1. Articles On Solo Systems: What are solo systems, what are their components, how do they work, how to use them?
7.2. Practical Solo Gameplay: Ways to play solo.