Thread: Let's Play Solo!
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September 1st, 2025, 08:27 #41
Since you said exploration theme. I was thinking about this a lot and I have a suggestion that will only require minimal change in few of the tiles:
In Paul Bimler's Solo Adventure Series, there are certain maps with a green dot on the center or a strategic place that means there is something important occurs here.
Like (without giving spoilers) a bit of info that will change everything you know about the situation or map on which it will occur.
So I was thinking, right now random exploration and combat are the 2 main focuses of the module.
Adding a special marked tile and a new encounter table -bad examples but- of a trap to disarm / item within puzzle / anything that gives XP);
1) reduces the need for combat a little bit
2) and helps players by easing the gameplay randomly
3) still rewards XP and even adds to the excitement of the exploration theme.
EDIT: Oh, and you know what? Instead of a green dot, it can be symbols that means different things, such as secret door, hindrance or help, anything that eases the combat.Last edited by Tempered7; September 1st, 2025 at 08:53.
I scribble Solo RPG methods and reviews for Resources in my All Things Solo blog.
Now with Solo Builds for DnD 5E. And All Solo Modules for FGU WIP.
LIST OF ALL FREE FGU STUFF
//Design with Systems, not Custom Solutions!
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September 1st, 2025, 13:48 #42
Wait, why am I making it complicated lol. Why not suggesting players to start at level 2 or 3?
A note about CR and how it works in the module as solo should suffice.
@Griogre: Sent you a PM.Last edited by Tempered7; September 1st, 2025 at 15:11.
I scribble Solo RPG methods and reviews for Resources in my All Things Solo blog.
Now with Solo Builds for DnD 5E. And All Solo Modules for FGU WIP.
LIST OF ALL FREE FGU STUFF
//Design with Systems, not Custom Solutions!
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September 1st, 2025, 18:49 #43Immortal
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I replied to the PM.
I've also released a new Let's Play: Side Quest! Building 5E Monster Encounters. This *should* be the last iteration of the MM 1st level encounters. I posted the table data over on the 5E message boards since that is specific to 5E. I also updated the SRD encounter data in post #11 of this thread.
I should be releasing the next Let's Play video later today where the current rescue party continues to look for the missing prior party.
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September 1st, 2025, 22:40 #44Immortal
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September 5th, 2025, 12:21 #45
Sorry for the delay.
I've watched both and commented. And half way through the Session 11 interlude, I thought it would be nice to fill some of the empty rooms with non-combat, maybe XP rewarding events/encounters. Maybe like 1 in 5 rooms. Other than that, I love how the dungeon layout ends up, just as it should be.
EDIT for FGU: It just hit me, can there be some form of option to automatically brings up the sheet of a party member when you clicked next on CT? https://youtu.be/CxNIlEbtAWY?si=8UIkhayagFoA1n-_&t=3134Last edited by Tempered7; September 5th, 2025 at 13:10.
I scribble Solo RPG methods and reviews for Resources in my All Things Solo blog.
Now with Solo Builds for DnD 5E. And All Solo Modules for FGU WIP.
LIST OF ALL FREE FGU STUFF
//Design with Systems, not Custom Solutions!
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September 5th, 2025, 21:44 #46

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I use "CT Open on Turn" in combination with "Single Window" and "Select on Turn":
CT Open on Turn - https://forge.fantasygrounds.com/shop/items/120/view
Single Window - https://www.fantasygrounds.com/forum...G-SingleWindow
Select on Turn - https://www.fantasygrounds.com/forum...Select-On-Turn
When set up right this will, on advancing the CT, select the next token on the map, open the token's sheet and close the previous sheet (this is split between PC and NPC, so there will always be the present or last PC sheet open, and the same for the NPC sheet).
I hope this makes sense and helps. It really helps me keep control of my desktop clutter when DMing.
Cheers,
Simon
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September 6th, 2025, 03:44 #47Immortal
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I like your "use some empty rooms" for non combat encounters idea.
The problem with basic D&D any of its variants is that usually the stakes of any conflict are HPs - which are preserved by using Spell Slot or other daily abilities. Non combat stakes are tricky, because we are trying to avoid combat and its HP stake while still doing something worth while from a story or character development perspective.
For balance reasons in the HP stakes you want to avoid PC power creep from character development. That takes us to story development and quests can work here.
D&D 4E had something called a skill challenge. The basic idea was to succeed at the challenge you had to make so many successful skill rolls before so many failures, I.E. 4 successes before 2 failures or 5 successes before 3 failures.
I think you could use some sort of structure like that for "optional" quests. The quests would give XP only if you succeed and the stake would be the quest and its XP.
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September 6th, 2025, 18:30 #48Immortal
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I've released Let's Play: Solo! Session 12, cultists on the prowl.
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September 9th, 2025, 17:38 #49Immortal
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I've released Let's Play: Solo! Session 13, tadpoles and teleporting goblins.
Session 13 went long so I ended up splitting it into two. I've released the first part above and should finish the editing and release the second part later today or tomorrow.
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September 11th, 2025, 16:18 #50Immortal
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I've released Let's Play: Solo! Session 13a, on the edge of second level.
Surprised by striges, the 1st level horror and the reason limiting the number of monster appearing against 1st level parties is so important.
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