Chekov’s Gun

I have put this idea in many of my solo booklets. The core of the idea comes from theatre. “One must never place a loaded rifle on the stage if it isn’t going to go off. It’s wrong to make promises you don’t mean to keep.” We are not writing plays when we solo game, … Read more

Extrapolation

A role-playing game is one where a three-month journey can take 3 minutes to play, and a three-minute combat can take two entire sessions. But it doesn’t have to. I find solo combats tend to run faster than group game combats. There are a ton of reasons for this. Firstly, the number of combatants tends … Read more

Opposite Actions for NPCs

Last year, I listened to a podcast called A Year to Change Your Life. The presenter was a psychologist, and for each ‘month’ in the title, she described a different psychological technique or method to achieve a positive outcome. That all sounds rather vague, but it was better and more interesting than I made it … Read more

Muse Decks

I have a couple of packs of dry-erase blank playing cards, but this idea works just as well with a few cut-up index cards, or you can just take a regular old deck of cards and a glue stick and paste blank paper over them. Whatever way you do it, you can make a custom … Read more

Momentum Triggers

I like countdown timers and drama dice. Any mechanism where I know there is a threat of something happening, normally something bad, but also for good things, like holding out for the cavalry to come and save me. Drama dice are often a dice pool, where the more dice mean that the event is less … Read more

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