Solo RPGs on Your Table - March 2018
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From gallery of h3rne


Welcome to
Solo RPGs on Your Table - March 2018



New to this list? A hearty welcome! Don't be afraid to post, comment or discuss anything you like.


The "rules" are easy to learn and keep in mind:

1. Roll for initiative. Get in touch with the GM (in this case me) and... Have fun. The most important thing.

2. Play any RPG (pen&paper, gamebook, whatever...) and post about. What happened during your session? How do you play? Which components do you use? How did you get to this game? Mini review or session report? It's up to you! Share as much or as little as you want. You can't do anything wrong here. What you think is an RPG, is an RPG.

3. Be kind to each other.

4. Have tons of fun!


donated to this list will be distributed for contributions.


SROYT Resources
Solo Roleplaying Guild
The HQ! Make sure to join and subscribe.

SROYT Monthly Geeklist Subscription Thread - The Meta-List
If you would like to host a month by yourself, post it there or on any SROYT list. New hosts are always welcome! And make sure to subscribe, so you won't miss a month!

Roleplaying Alone Together
This is a place to go if you like to play an RPG that you usually play solitaire with other people who ALSO usually play solitaire RPGs.

Solo Gamebook Master Review list
The place to go on BGG for Gamebooks! Make sure to check it out.

SROYT Made me buy this!
This list can cost you some money! I know for sure. Want to post about it? Follow that link. And I am sure you find some more interesting stuff over there.

Need More Tables (Or Other World Building Aids) for Solo/GM-less Gaming!
I highly recommend this!

Solo-Roleplaying Meta-Geeklist
Absolutely worth a check!


Future Hosts:

April:
N/A

May:
Jessica
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Rochester
New York
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Microbadge: Gaming alone since '17Microbadge: bounceMicrobadge: bounceMicrobadge: bounceMicrobadge: Always on the lookout for Stealthy Elephants!


If you want to host any month, just post about it here.


Now prepare your pens, papers, dice, cards, characters, maps, sheets, books, choose your weapon and prepare for the adventure!
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1. RPG Item: In The Labyrinth [Average Rating:7.94 Overall Rank:246]
RPG Item: In The Labyrinth
United States
New York
New York
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Sometimes I'm the shark; sometimes I'm the swimmer.
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Last month I posted about this (here) and it's still out on my table so hopefully it is ok to carry over the story.

Right now, our party has entered the dungeon and interacted with the air elemental in the tapestry room. They learn that, while the elemental will remain in the room and possibly be available to help their quest later on, all they can get is a green smoky potion about which they don't know much.

We know by consulting

From gallery of adm1


that air is associated with spirituality and has been a symbol of invisible life and the universal soul. Maybe this bottle contains the essence of someone?

Unless we search for a secret door which I'm not inclined to do at this early stage, we're heading to one of two guardrooms.

Per the rules of

Board Game: Valkenburg Castle

we know that there will be 4 orcs in the guardroom:

From gallery of adm1


so some combat will ensue.

Before that, however, I'm going to roll up some descriptive information about the room itself, which we haven't yet entered. First, we must march down a long hallway.

to be continued...

From gallery of adm1


UPDATE: This has been videoed and can be watched here.
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2. Board Game: Four Against Darkness [Average Rating:7.59 Overall Rank:1888]
Board Game: Four Against Darkness
Steve West
United States
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First playthrough of 4AD and I run into a small dragon in room 2. Time for strategic withdrawal. Lol.
From gallery of westman67
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3. RPG Item: Player's Handbook (D&D 5e) [Average Rating:8.41 Overall Rank:4]
RPG Item: Player's Handbook (D&D 5e)
I hope this will finally be re-released this month so I can get my campaign started. I have a few nice ideas in my head to get the whole thing started but waiting for the re-release is annoying. First world problems I know.
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4. RPG: Follow [Average Rating:8.56 Overall Rank:205]
RPG: Follow
Carl White
United Kingdom
London
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I’m going to try something a little different this month. Follow is a GM-less game for 3-5 players by the mightily talented Ben Robbins, creator of Microscope (among others).

Obviously (at least obviously for us solo RPG types!) the mechanics of solo RPGing normally focus on emulating a GM. We use tools like Mythic or the GM Apprentice to help us make decisions about how the world works and to surprise us with unexpected twists. With Follow I want to see if those same tools can help me do almost the opposite; I want to attempt to emulate the unpredictability of other players.

RPG Item: Follow


Follow is a game I Kickstarted a while back, and have not yet managed to get to the table. So another goal here is to see how the game mechanics work as preparation in case I get the opportunity to drop it in as a one-shot for my group between longer-running games.

My third goal is to try and play a game with a start, middle and end. I’m quite conscious that I have run a number of campaign-style solo games recently that never reach a proper end (a long-running 5e game, a short-lived Masks game, a semi-homebrew Dredd game and a very fun Tales from the Loop story). Follow is intended to play in 2-3 hours, so hopefully this time my story can reach a conclusion!

To kick Follow off we have a series of seven startup steps.

Before we start I decide we are going to play with three players. I’m calling my virtual players Max and Gina. To emulate their input I will use the GM Apprentice to create Max and Gina’s contributions where individual or group responses are required.
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5. RPG Item: Toon (Deluxe Edition) [Average Rating:6.87 Overall Rank:988]
RPG Item: Toon (Deluxe Edition)
Reverend Uncle Bastard
Canada
Windsor
Ontario
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What do you get when you mix equal parts childhood nostalgia, PDFs of out-of-print RPG books, and Lulu's print-on-demand service?

Let me present to you...

From gallery of reverendunclebastard


From gallery of reverendunclebastard


...and...

From gallery of reverendunclebastard


From gallery of reverendunclebastard


These arrived today and I couldn't be happier with how they turned out!
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6. RPG Item: Rapscallion [Average Rating:0.00 Unranked]
RPG Item: Rapscallion
Wes
United States
North Carolina
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I had been fascinated with Tunnels and Trolls a few years back but it isn't the kind of game I can sell my local group on with any kind of ease. I had an itch for some solo gaming and was feeling nostalgic for it, so I tracked down a copy of the 7.5 rules (primarily for their pocket-ability) and picked up a couple PDF solos.

I played this off my phone, while doing everything else dead tree style. I played a level two human rogue. I built him using the point buy character creation rules. I possibly built him a little too tough as he was an extremely beefy level two. I will likely use fewer points next time I build a character.

The solo itself is pretty interesting. Lots of puzzles, involving brains and luck. It also presents a lot of non-combat options for getting out of some scenarios. I frankly should have mapped it though as it gets down right confusing to navigate in places, with lots of one way passageways and loops.

The plot involves being saved and then tested by the local god of rogues and theievs. The tests take place in the catacombs beneath his temple and the tests truly are diverse, wild and interesting.

External image
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7. RPG Item: so1um [Average Rating:0.00 Unranked]
RPG Item: so1um
Barry Cott
Canada
Ontario
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As a participant in the 2018 PbF New Player Initiative, my interest in RPG’s has been re-awakened after many years. So alongside my participation in SOB’s T1: Hommlet, I started a small solo RPG campaign. After reading many solo systems, I decided to start with So1um 0.6 as the engine. I like the way So1um moves the story along. The combat and contest resolution systems also fit well.

I am doing a steampunk theme and am using the Gamemaster’s Apprentice for inspiration when random stuff is needed. So far the hero and his right-hand man have uncovered a mystery in East London and travelled to Edinburgh to investigate the mystery at a paper mill there. (Who knew that Edinburgh was a major centre for paper making in the 18th and 19th centuries?) Things don’t look good at the moment as they have just run into a gang of thugs that have captured them.

I am finding it all an enjoyable way to pass a couple of hours here and there.

Barry



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8. RPG Item: English Eerie [Average Rating:7.55 Unranked]
RPG Item: English Eerie
Jessica
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Rochester
New York
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English Eerie

Get ready for what I shall deem my first real foray into solo RPGs! To keep from cluttering up the list, I've created a separate GeekList to track this tale of terror. I hope to keep a regular schedule with writing, although entries may not always happen each day. I'm excited!

For those curious, this should stick to a very safe rating in terms of the subject matter. Language will be G-rated, and aside from some potentially mild to moderate horror elements, it should fall somewhere in the PG to PG-13 range. But I have no idea where this will actually go...

Subscribe if you like, read a short bit of background on the characters, and enjoy!

The Road to Hazelhawk - An English Eerie Tale
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9. RPG Item: Call of Cthulhu 7th Edition Quick-Start Rules [Average Rating:7.33 Overall Rank:1355]
RPG Item: Call of Cthulhu 7th Edition Quick-Start Rules
Joseph Youren
United States
Salem
OR
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Recording my experiences with this in a Geeklist:

Solo RPG Rookie: The Call of Cthulhu
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10. Board Game: En Garde! [Average Rating:6.75 Overall Rank:7677]
RPG Item: En Garde!
Kurt
United States
The Great Silicon Valley
California
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Here's an old RPG gem from 1975 and reprinted a few times since then. The rules are for the most part unchanged. Most of the interest in this RPG has been the ability to play this game by mail/email. However, it's also very easy to play solo.

The concept of the game is similar to the board game Legion of Honor where you play a Gentleman in 19th century France. En Garde! is pretty much the pen and paper version.

I'm also playing En Garde! with "By Savvy and Steel" from Two Hour Wargames. It's another ruleset similar to En Garde! but it fleshes out encounters with a variety of NPCs, random tables and more encounters. The timeline is one encounter a month.

The goal is to raise your character's social status from nothing to something. Each encounter gives the character the opportunity to gain or lose Fame Points which are used to elevate his social status.


From gallery of tekawiz



January 1625, somewhere in France. Young Byron Hubbell is 20 years old. His Social Status is 1 (bottom of the barrel) and starts with 1 Fame point. His father made an honest living outside the city as a pig farmer. Byron is the oldest of 5 siblings.

Like his father Byron a pig farmer, a poor commoner with no friends. Life sucks for Byron.
Initial funds - 25
Monthly Allowance - 5
Inheritance - 100

Rep 5
Runt (Commoner Attribute) - Counts -1 to Power on Killing Stroke Table
Steady Attribute - counts as a +1d6 on the En Garde Table
Military Ability - 6

Byron goes to the local Bawdy House in town. On his way he meets a farmer that rubs him the wrong way. It's always possible they can meet again in the future.

Inside the Bawdy House he purchases a drink which gives him +1 Fame point. He then successfully meets a female for "companionship." It costs him 3 crowns and gains 1 Fame point.

The next NPC is an enlisted solider named Philippe. He successfully meets him and they become friends. Since Philippe is of a higher Social Standing, Byron gains 2 Fame points for being seen with him.

Another female employee of the Bawdy House asks if he's lonely, but Byron declines since he has to save a few crowns for gambling.

He meets another commoner. They only exchange pleasantries.

Bryon now tries a little gambling and loses over half his month savings. He loses 25 crowns and only gains back 6. With the losses he also loses Fame points. However he does gain 1 Fame point back for conspicuous spending.

Byron did ok for his night out at the Bawdy House gaining several fame points but losing it all in gambling. He walks away with:

Ending funds = 4
Ending Fame Points = 1
His Social Status is still 1
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11. Board Game: Legacy of Dragonholt [Average Rating:7.33 Overall Rank:970] [Average Rating:7.33 Overall Rank:413]
Board Game: Legacy of Dragonholt
Oooh, the first thing I've played that I felt was roleplay-ey enough to crosspost over here. (I read this list every month tho!)

After reading several great reports on SGOYT and reading/watching a few reviews, I felt I had a pretty good feel on what this game was about and what it wasn't. Last month's posts and a need to hit $100 for free shipping on an order from Cool Stuff finally put this in my collection.

I created my character (only one - see below for more discussion on this) and played the introductory scenario/quest/mission:

External image


Sorry, that's the only picture you get, no spoilers.

I am really happy with this game for several reasons:

thumbsup I CAN PLAY IT ANYWHERE. No dice, no cards to shuffle, just some books, a few tracking sheets and a pen and I can play it anywhere. I finished the intro mission while I was sitting out in the car on a beautiful sunshiney south Alabama day while my wife was putting around inside Lowe's and Home Depots all day. The fact that I have a game to play in the car while my wife is shopping makes it worth the purchase right then and there.

thumbsup I like how it handles "memory" (remembering what you did) and "time" (how much time has passed) while in this whole "Choose a paragraph" kind of game. In all the Mass Effect games, my Commander Shepard would stand around having all these side conversations down to the minutest details, all the while Reapers invasions went on pause. That won't happen in this game. You can have your conversations but time is always still running while you do.

thumbsup I like how it is very much a roleplaying experience in that you use your skills (loosely, no dice rolling involved) and your pre-conceived notion of who and what your character is to decide what choices to choose. It encourages not trying to "game" the paragraphs you choose, but rather to really roleplay the paragraphs you choose.

thumbsup At some point, my choices led me to a couple of "action" scenes. I really liked how the paragraphs handling these scenes were broken up into chunks of action rather than one long entry. It felt like a movie scene with the camera cutting back and forth across the action and built some suspense that a single long block of narrative wouldn't have been able to do.

AND NOW SOME THOUGHTS ON CHARACTER CREATION:

I don't know if this goes against the norm and I wonder if anyone else does this, but when I am given character creation options in a roleplaying game, I usually always make the same character. (Actually, I have two steady characters, but the other one is for more modern settings like spies, sci-fi or superheroes.)

I would think most poople create someone brand new every time, to try out different things and character builds. But I always create and play the same character (when I have the options and not choosing from a list). To me, it's like adventuring with an old friend. I know who she is as a character and what her motivations are and how she acts. So, for me, it's fun to take her into new worlds and new stories and see what she does there. Maybe it's not that unusual, I know in fiction and novels, we like seeing our favorite characters over and over again.

Her name is Veronica Drakesmeadow and she is most often a Half-Elf Ranger. She was born into a situation she didn't ask for (being a half-elf) and often doesn't feel comfortable in her own skin. That led her to mostly living on her own (and becoming a Ranger), but, though she is reticent around new people and doesn't find it easy to make new friends, she's faithfully loyal to the few she does make. She is stubborn and determined and has a sly, dry cutting type of wit. She doesn't like to stand out or draw attention to herself. She also has a two-inch scar on her right cheek from a one on one showdown with a Vampire that she survived somehow but left that permanent mark. She will insist it was a Vampire even if she is 'born' into a world that doesn't have Vampires. (It's a 'true' story from one of her early adventures in a Living D&D game at a convention. I don't know if Terrinoth has vampires yet.)

For LoD, I figured Ranger equates to Wildlander. Easy enough. But there are no half elves in Legacy of Dragonholt. I considered making her a half-catfolk (which do exist in Dragonholt), but that didn't feel right either.

Then I had an idea which I will readily admit I stole from MarcoWargamer's YouTube review of this game. One of the other selling points of this game to me came from his review about how this game goes out of its way to be inclusive. Which is somewhat ironic to me, considering these are fantasy worlds, so you would think by definition they would be inclusive. Anyway, long story short, instead of having her be a half elf Ranger, she is going to be a Free City (though she doesn't live IN any City) Human transgender female. It preserves the same sort of comparison to me to being a half elf by being born into a situation she didn't ask for and not always being comfortable in her own skin.

Now, effectively, for me, the only thing that changes about her from if she had been the usual half-elf Ranger is that, without the benefits of modern science and medicine, she would have picked up the Alchemy skill that half-elf Veronica would have passed on. Otherwise, it's still pretty much the same Veronica. I don't think it will affect much of how she's played (it didn't in the opening quest) or if I'll even ever mention it again in future posts on this game.

I just think it's kind of cool there was a game that is a great game all by itself, but still gives you a few gentle nudges towards thinking about some of the kinds of people we live with every day in a way that isn't just played for a shocking news headline, but in a way that any other human Wildlander would have her adventures told. I'm OK with that.

Dave



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12. RPG Item: Stars Without Number: Free Edition [Average Rating:7.05 Overall Rank:1262]
RPG Item: Stars Without Number: Free Edition
Continued from February, I will link it in a bit.
Yantu gets to town ok but as she goes about her work keeps looking over her shoulder, feeling she is being watched. Although she’s usually pretty good at getting these hunches right she ends up shrugging it off as paranoia and finishes up as quickly as possible so she can return home.

As usual she sets the autodrive for the journey; not like Philbert who had this archaic habit of driving the vehicle himself. On the journey she checks the planetary news (nothing odd) and also using her tablet scours her usual sources for some clues on opening the briefcase. She finds some interesting information that will definitely be useful.

There is an almighty collision and the truck careers off the road and comes to a halt. The door is thrown open and she is dragged out by a couple of men. She resists, does she get away? No, but she puts up a damn good fight.
She is dazed, they are shouting at her then bundle her into another vehicle. Bound and blindfolded she lies on the back seat as they drive who knows where. They are threatening, their accents are not local, offworld probably. Bumpy road to a deserted building. They question her about her activities for the day. She can imagine what they are interested in and wants to give nothing away.
Does she hold out?

Meanwhile back at the ranch . . . . .
After Yantu left for town Philbert stashed the case and busied himself with his chores. The yard alarm goes off indicating the arrival of a visitor. The well dressed stranger introduces herself as Sarah. She comes straight to the point, says she knows about the briefcase and must retrieve it. Philbert starts suspicious but it doesn’t take long to be convinced that she is genuine. She says there was no time to waste and that Yantu is probably in danger. The contents of the briefcase are some very sophisticated alien tech that must not fall into the wrong hands. Then a message comes through that Resnick is missing. She does not comment, just stares at Philbert. Locating Yantu using tracking is easy for Philbert, but worrying. Her insistance on personal security precautions meant he could track her whereabouts and sure enough she wasn’t where she should be and even more worrying she is not with the truck. He leaps into his speeder with the woman in tow.

Yantu is drawing energy from her anger with Resnick and her stupid brother for getting them into this. Eventually she becomes despondent and starts to weaken . . . . when salvation arrives! A window shatters and all she remembers before passing out is a white gas filling the room. When she comes to she is slumped in the back of Philbert’s speeder and on the seat beside her is the briefcase tightly clutched by a strange woman. Sarah introduces herself and says they don’t have much time. The twins need to make a decision. They will no longer be safe on Plenty. They can stay and take their chances or she can arrange new lives for them on a different planet.

Surprisingly Yantu is keener on leaving than Philbert but she and Sarah manage to persuade him. They return to their home to grab some possessions before leaving with Sarah.
They drive for a long time to another town, ending up at a large suburban house. They meet Lyal , a technician who is very interested in the briefcase. He and Yantu go off into a huddle. Yantu then declares she may be able to open it, but there is a risk it may blow up.
Shall they risk it?
Sarah agrees to trying and they send Yantu and Lyal out to a large empty garage to work.

They work for hours and feel close to success but can’t quite manage it. Yantu’s earlier research helped steer her in the correct direction. At least they prove Yantu’s theory is correct that the lock requires a specific frequency combination of radio waves to open. It is actually several locks and while they believe they have cracked two there seems to be a final one remaining. The main barrier to success is now more a matter of available equipment and enough time.
The following morning Sarah approaches Yantu with a proposition. We are very impressed with your skills, she says, and would like to offer you a job. Yantu asks if that is just her, or her brother too?. Sarah says her organisation can use both of them for their very important work. She has found herself short of research staff so it seems their present situation could be mutually beneficial.

Next episode . . . . .

From gallery of Kristabelle


the story will continue in a new setting and with a new system. FATE really does look interesting for solo and I may get another episode in this month even.
One of the unfinished threads is where is Resnick in all of this? Is he a goodie or a baddie? And what about Sarah for that matter. Quite exciting as even the GM has no idea yet!
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13. RPG: Caravan (Solitaire) [Average Rating:8.00 Unranked]
RPG: Caravan (Solitaire)
Caroline Berg
United States
Washington
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...124 to run fleeing from the mountain. ...125 to use a rope to climb the steep cliff. ...126 to quickly cast "summon stairs." ...127 to dodge under the falling rocks.
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Sort of dipping my toes in the water with this one... once I know how to play, I can set something up online to run a larger game (basically, I'll create a geeklist people can play through - make no mistake though, this is a solo game... it's just played through a wiki).

Who are you? I am Lethaea of the Blue Plains.
What do you carry? I carry the charms of my clan, the Umbrei.
What do you leave behind? I leave behind the singing winds of the plains, and the songs of my people.

In Sindara, the Great Oasis:

What do you find here? Solpurna, native to my home plains, a sweet grass which tastes like honey, found in the Gardens of Kisei.
What are you asked to do? Sing the songs of my clan, to entertain at night in the Caravanserai Blue Parrot since I had no money to pay for a room.
What must you give up? Melidron, the Charm of Sweetness, given to a child who had far more need of it than I.

Create a new Place or Destination you have seen
The Singing Stones of Arcin mark the way into the oasis, the natural holes in the stones creating a haunting melody as you get closer, until you are in the Oasis, and the tones are lost among the noise of the crowds.

In Barkal, the Town of Dyers:

What did you fish from the River Set? A basket, now filled with muck, but holding items someone must have valued once, before it had been lost in the river.
What festival was happening at the Village Square when you went there? The festival of the Bansiir Suum, a celebration of the prosperity of the town, particularly of the Suum berries which are used to get a specific shade of green dye.
What secret did you get from Sidir that he meant not to divulge? Where Pashkin's daughter is located, in the Dolorous Cliffs.

Add a new Person you have met
Zrel, a young man, eager to hear of locations outside of Barkal.

And... that's as far as I can play on https://sites.google.com/site/caravansolitaire/ for now.

I've built the geeklist! To play, go here:

Caravansary: A Geeklist to Play Caravan (Solitaire)
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14. RPG Item: English Eerie [Average Rating:7.55 Unranked]
RPG Item: English Eerie
The Kittenhoarder
United States
Santa Clarita
California
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I previously posted about this on Solitaire Games on your Table, but I figured it was worth posting here as well.

For about two months, I worked on a play/session of English Eerie's Detox scenario, adding each entry to an ongoing, dedicated geeklist. If you're not familiar with English Eerie, it's a solo horror storytelling game with very light RPG elements (seriously, it is 95% writing a story and 5% RPG). Every "turn," you reveal a card from a pre-built deck, which tells you what will happen in that scene: you might face a challenge (and have to roll a d10 to overcome it), find a clue, a character might become injured, or you might reveal a queen (Grey Lady), which pushes the story into the next act. The scenario sets up the major characters and gives little one-line suggestions for the types of obstacles and clues you might encounter, but most of the story comes from your own imagination. As such, this won't really spoil anything for anybody who's thinking of trying the game. In fact, I think the best way to play is to have a good idea of what might happen ahead of time, because that way you don't write yourself into a corner by contradicting something that's supposed to happen later.

If you like horror stories, I'd love it if you gave the story a read. Fair warning, though: If this were a movie, it would get a hard R rating for many reasons. There's a content warning in the Geeklist header.

English Eerie: Detox
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15. Board Game: Four Against Darkness [Average Rating:7.59 Overall Rank:1888]
Board Game: Four Against Darkness
Carl White
United Kingdom
London
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I’ve seen so many folks on these forums running 4AD games that I figured I must be missing out. So I ordered a copy of the base game and a copy of Caves of the Kobold Slave Masters, and decided to take the old-school plunge. Turns out I absolutely was missing out! Based on one very brief read through and test game this game is great, and really takes me back to the early 80’s in a way that modern games of 5e really can’t.

So here’s my level 1 party, who I’ve christened the Pikers.

Cassius (cleric)
Eldarin (Elf)
Wolfheim (Wizard)
Renik (Rogue)

From gallery of carlwhite


Let’s see how long they last...
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16. Board Game: Unpublished Prototype [Average Rating:6.95 Overall Rank:2716]
Board Game: Unpublished Prototype
Played three times through Grey Flowers, which is billed as an online solo RPG/choose your own adventure. I shoulda chosen to do something else.

It's really not a good thing

Spoiler (click to reveal)
for a player to have to die quickly, three times in a row, only two steps into a game. Really?!?


What I should have done is checked this site's database before wasting my time. That it is absent is certainly telling. It isn't "unpublished" -- I can't find an apt heading.

Will not provide links because I don't want you to waste your time either!

Now, go have fun and play more games!
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17. RPG Item: Fiasco [Average Rating:8.29 Overall Rank:5]
RPG Item: Fiasco
Reverend Uncle Bastard
Canada
Windsor
Ontario
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My first attempt at soloing Fiasco.

I ran the All the Damn Time playset. In this scenario all the players play Sam, who has discovered time travel. You each play Sam from a different time.

I used a D6 to randomly choose items from the lists, and the GM's Apprentice Horror Deck to act as the other players.

The starting set-up involved three Sams, youngest Sam (me) who had left a party to grab more booze and when he returned his girlfriend Morgan had disappeared. She was never found. Then there was middle Sam, who almost died from an OD 20 years later after spending his life searching for Morgan. Finally oldest Sam, who discovered time travel and vowed to go back in time and prevent the disaster.

Oldest Sam (OS1) traveled back to the night of the party, and discovered that Morgan was taking off with another man. In a fit of rage he accidentally killed her. Youngest Sam (YS1) traveled forward in time to kill middle Sam (MS0) by spiking his drink with drugs to prevent him from inventing time travel, but oldest Sam (OS1) showed up in time to save middle Sam (MS0), while youngest Sam (YS1) hid in the closet.

Oldest Sam (OS1) tried to go back in time and prevent youngest Sam (YS0) from meeting Morgan in the first place, to prevent his life of heartbreak. Youngest Sam (YS1) traveled to the future to try and convince oldest Sam (OS0) to give up on his original plan, which resulted in the death of Morgan.

Middle Sam (MS1) traveled back to the night of the party and tried to take Morgan away before disaster struck, while younger Sam (YS1) fought with oldest Sam (OS1) on the lawn. The original younger Sam (YS0) returned from his trip to the liquor store just in time to see Morgan hauled off by middle Sam (MS1). Morgan ran off as soon as middle Sam stopped the car to try and explain what was happening.

Youngest Sam (YS2) traveled to the future and killed original oldest Sam (OS0) and the previous version of youngest Sam (YS1) that was trying to convince oldest Sam (OS0) to abandon his plan.

The traveling version of oldest Sam (OS1) traveled back to the night of the OD and beat original middle Sam(MS0) in a fit of rage, but the version of youngest Sam hiding in the closet (YS1) called the cops who arrested oldest Sam (OS1) and put him in jail. Middle Sam (MS0) was permanently crippled by the beating. Youngest Sam (YS2) went back in time, killed the version of middle Sam who was trying to take Morgan away (MS1), killed an earlier version of himself (YS0) and switched places with him. This time around he never took Morgan to the party. Their relationship lasted a decade.

End result:

Original middle Sam - permanently crippled by time traveling oldest Sam
Time traveling middle Sam - killed by the second version of time traveling youngest Sam

Original oldest Sam - killed by the second version of time traveling youngest Sam
Time traveling oldest Sam - In jail after beating original middle Sam

Original youngest Sam - killed by the second version of time traveling youngest Sam
Time traveling youngest Sam, first version - killed by the second version of time traveling youngest Sam
Time traveling youngest Sam, second version - living happily with Morgan... for now!

A bit challenging to run solo, but a lot of fun.
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18. Board Game: Dark Cults [Average Rating:6.91 Overall Rank:6654]
Board Game: Dark Cults
So it goes.
United States
Burke
Virginia
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Once again breaking out this old card-laying/story-telling game of weird horror. I recently created a set of the expansion cards and have folded into the fray, but my first game saw only a couple come into play. This is a nice activity to experience after watching an episode of Penny Dreadful.

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19. RPG Item: Silent Legions [Average Rating:7.95 Overall Rank:2188]
RPG Item: Silent Legions
United States
New York
New York
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a scholar and a socialite encounter strange goings on in an English department and find themselves at a mysterious university crossroads

This is a combination vlog/demo of the adventure where I share my thoughts on putting this together, playing it, getting stuck and unstuck, and the frustrations and pleasures of solo RPGing
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20. RPG: Traveller (Mongoose) [Average Rating:7.46 Overall Rank:66]
RPG: Traveller (Mongoose)
Barry Cott
Canada
Ontario
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While I enjoyed my short adventure with the So1um solo RPG system while I was away on a business trip, I dusted off my copy of Traveller when I got home. My goal is to explore the Mongoose system in some detail so I'm taking things slowly and trying out a section at a time.

I developed a couple of characters and a Type S ship for them. Using the solo system described at the Freelance Traveller (http://freelancetraveller.com/features/rules/alone.html) for on-planet interactions and one I wrote up for the inter-system travel, my characters have set up a small trading business and are starting to move cargo throughout the Glisten system.

Good fun so far.
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21. RPG Item: Solo 19: Captif d'Yvoire [Average Rating:6.00 Unranked]
RPG Item: Solo 19: Captif d'Yvoire
Wes
United States
North Carolina
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I played the Corgi Solo edition using the same character from Rapscallion the other week. (Now level 3).

The solo itself has a good premise and some interesting mechanics. Youve been captured and are stealthing out of the estate and nearby town to save yourself. It's got a series of tables specifically to handle bluffing your way past gaurds, villagers and random townsfolks their reactions and combat when things go badly.

It does however engage in the unfortunate trope of stripping you of absolutely all your gear immediately. On my first trip through I couldn't find any opportunity to acquire any of it back, which is pretty unfortunate after you travel through a one way passage or two. Having acquired a number of magic items through cash and through adventuring with this character that bit was a little disheartening.

I have a feeling I also missed some sort of story element through my meandering somehow. As at least one encounter with an NPC seemed like it should have been foreshadowed better and permanently altered the stats of my rogue (Felix) in bizarre ways.

Im tempted to run through it again to see if I accidentally missed something somewhere.

External image
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22. Board Game: Forest of Fate [Average Rating:6.52 Overall Rank:7500]
Board Game: Forest of Fate
Eric Dodd
New Zealand
Martinborough
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Halloween 2019
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Here's a Kickstarter I just received, which produces short adventuring stories in a quicker and more focused way than Tales of the Arabian Nights.

Like TOTAN, you read an introduction to an encounter, and then choose a skill to use. If you have a skill there are 4 levels of ability, but as we shall see using your best skill is not always a good idea. There are also items and special abilities that each character has that may help you survive to the next encounter. You start with 10 health each, and failing an encounter will quickly cost you your life.

I tried a two-player Quest into the forest with a Ranger and a Sorcerer. Rufus the Ranger had acquired a dragon scale armour and a map showing the way to Dragonholm Bay. Mirias the Sorcerer knew something of the way of dragons and was convinced she could help with the quest.

The pair started into the forest and met a travelling Apothecary who offered them a potion to help them on their quest. Mirias was to eager to use her Wits to choose a potion, and instead the one she choose cost her 4 life and left her Confused! Staggering on into the trees Rufus came across an injured bear. He tried to use all his knowledge of wild beasts and great Care to heal the bear, but it was too hurt and angry. Rufus barely escaped with his life after the bear's vicious swipes.

Next the pair found the right path to continue, until a black masked Master of Swords dropped down into the path in front of them. Rufus tried to use his Speed to get the heroes past the encounter, but the assassin was too swift and deadly, and left the Ranger bleeding and dying on the edge of the track. Mirias could have brought the ranger back to life, but she had so little life left herself that she felt unable to. She took the dragon scale and headed off on the quest on her own, into a tangle of thick forest. With care the Sorceress was able to find the path and carry on, now with added Confidence.

Her 5th encounter was with armed bandits. Trying to impress them with her style, Mirias almost makes it past, but the bandits attack as she flees, landing 3 more points of damage. Mirias staggers onto a troll bridge nearly dead. She keeps her wits about her and manages to convince the troll she is a bridge inspector. While looking for his licence, the sorceress runs over the bridge to safety.

With Dragonholm bay almost in sight, Mirias hears the thunder of hooves from behind. A man rushes up and proclaims she is under arrest. Thinking quickly the sorceress attempts to turn tables on the bounty hunter, but she insults him just a little too much. He attacks the sorceress, and his first blow is enough to leave her dead...

So ends the first journey in the Forest of Fate. If nothing else, the quests, encounters, characters and items are all on good quality cards and make for interesting random encounters. On the bad side, successfully passing an encounter is just too random, and the result of a fairly pretty severe. Still, it should be worth trying again with more players.
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23. RPG: Fate Core [Average Rating:7.51 Overall Rank:22]
RPG: Fate Core
The Abyss Walker
Portugal
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Hello to all.

I have never played a RPG in my life, but have been fascinated by this possibility. Then the SRPGoYT lists have been created and my interest grew. However, since I have no previous experience I have always been afraid that it may be too complex. Now I decided to try it out and I must thank all the contributors of these lists, especially
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for her great videos that made me take the plunge

I plan on posting a detailed description of my adventure as it goes on, so please let me now if this is not the right place to make such detailed posts and I can move it elsewhere.

Like I said, I have no previous experience with RPG so I decided to start with something simple and Fate Accelerated seemed straightforward enough. I have 3 sets of Rory Story Cubes (core, fantasy and actions) so I will use that for inspiration. If I have some kind of doubt where the story will progress i may ask a yes\no question and roll a d8 with the following results:

1 - No and add additional negative effect;
2 - No but add minor positive effect;
3,4 - No
5,6 - Yes
7 - Yes but add additional negative effect;
8 - Yes and add minor positive effect.

I haven't gone through combat, but I was thinking on using the system in Fate Accelerated but with a more abstracted movement (in the style of Assault on Doomrock).

Defining the Setting

Roll 3d10 and read a page of a book to see if anything pops up. I choose "The Clash of King" the second book of the Game of Thrones series. I usually like to use names from others games, series or movies, so very minor spoilers about someone's death in GoT (death of a character in GoT, shocking, I know ). After reading the page, this is what I came up with.

Prince Renly was murdered in the shadows, no witness is known. The prince was protected by guards but not a single soul was seen coming close to Renly. Some suspect the Shadow Assassins, some claim that this was the doing of otherworldly creatures. The realm is in turmoil.

I like the name Renly so I decided to keep. Although it may seem somewhat close to what happens in the book, I don't plan on following a story arc anywhere near the one from the book. We'll see how it goes. Moving on

Character Creation

I decided to go with two heroes and I rolled 3 Story Cubes to help me out creating them. This is the first:

From gallery of JoaoC


Name: Allanon
Aspects:
- (High Concept) Master Thief
- (Trouble) Gready
- Enjoys listening to bards over a cup of mead, some say that he wrote some well known songs himself.
Approaches: Careful (+2), Clever (+2), Flashy (+0), Forceful (+1), Quick (+1), Sneaky (+3).

Now the second one:

From gallery of JoaoC


Name: Inox
Aspects:
- (High Concept) The Mighty Brute
- (Trouble) Other World Beings are searching for me.
- All alone, buried his wife years ago, no other family.
Approaches: Careful (+2), Clever (+1), Flashy (+2), Forceful (+3), Quick (+1), Sneaky (+0).

This took me about 60-90 minutes and was pretty fun. I really liked the entire creative reasoning to reach these characters.

Now let me define how the characters met...

The Story Begins

From gallery of JoaoC


Allanon and Inox have been travelling together for a while now. They first met during a tournament for His Magesty Prince Renly. Both have participated and were enjoying the banquet reserved for the best of the tournament. Inox won the melee while Allanon the Archery contest.
As the light outside begins to fade, the noise and drinking increases. Two jesters started their act, mocking whoever they pleased, but no one was really paying attention to them. Suddenly a glint attracted the attention of both heroes. The two jesters draw daggers and jump on Renly. But the biggest surprise was seeing the two jesters falling to the ground. An arrow through the chest, a head rolling, Allanon and Inox standing, weapons drawn. There began their camaraderie.


Well, this is turning out to be quite fun. I'm really excited to the where my imagination will take me

-> Update (18-03-2018)

Continuing the adventure of Allanon and Inox...

Now Renly is dead. The Kingdom is in turmoil. After all, Renly was loved by his people, he was honest, kind and fair. The King is offering a reward to anyone that can bring the killers to justice. Allanon just can't say no to this opportunity (greedy). But to start off, the heroes will need some help.

I rolled 3 more dice to get me going:

From gallery of JoaoC


Working in the shadows, one can learn many things that are not common knowledge. There are rumours of an old witch, older than the Kingdom, older than Man some say, that lives in the deepest part of the Howling Forest. In a place named the white rose circle. She can raise the dead, create gold, dry rivers, they have heard it all. She can see the Past and the Future alike, and that is what makes her the best bet to find a clue about Renly's killer. To be able to kill Renly under his bodyguards nose, this is no ordinary foe. The heroes start their adventure.

In the next part of the adventure I try to add a little bit more "rpg-ness" to the story. Although the rules of Fate Accelerated are quite simple, I read and reread some parts while building the narrative. This is the result.

After two days riding they reach the edge of the forest. Great menacing trees rise in front of them. Question: Do they see someone approaching? (roll d8 -> 8, Yes and...)

Three more story cubes for inspiration

From gallery of JoaoC


Far to the right the heroes see smoke. It seem like a camp of some kind. The heroes decide to approach the camp, seeking for some place to stay the night. As they get closer they see a man walking towards them. As the distance shortens something feels out of place. (Test Careful +2, Allanon rolls 1, Inox rolls 2 and succeeds).

Inox stops. "Look at his eyes". The man's eyes were all white, like he was in some kind of trance or curse. The heroes look around and see no one else. Inox tries to shout to wake the man up. (Flashy +2, rolls a 1 and fails)

The man stares at Inox with his white eyes. Suddenly, he starts running towards him and draws a dagger.

Combat: The man has Quick (0), 1 hit to take down

Allanon goes first and, as the man draws the dagger, he quickly (+1) draws an arrow and shoots. Rolls 2+1 vs a roll of 2 for the man. 1 hit, enough to take him out.


The man falls to the ground. The heroes check their surroundings once again. They check the man's body. He's dead, but with a smile in his face. He was under some kind of curse and death set him free. The heroes check his camp. He was a traveller and they see his mementos taken from all around the world. A dried exotic flower, a book in a foreign language, a pelt from a snow wolf. But nothing of real value. In the end he was just another victim of the dreaded forest. The heroes bury the man with his belongings and rest for the night.

This final part of the session really hooked me up. I really want to try some sort of combat using this system. The good thing is that the heroes will be entering the forest soon, so there might be a rather high probability of that happening



-> Update 22-03-2018

For this session I decided to use the Pathfinder Adventure Card Game as an additional inspiration source since I have all the cards for the 5 adventures. I'll put everything in the next image, but in the text will mention when did I drew the cards.

When morning came the heroes entered the dreaded Howling Forest. Hours passed on and, as they moved deeper and deeper into the forest, the trees became thicker and the path darker. (Test carefull +2, Allanon rolls 5, Inox rolls 0)

Suddenly Allanon stopped and hand-signaled Inox. He heard something, not sure what. He decided to investigate and the brute followed from a distance, arms ready. (Allanon tests Sneak +2, rolls 3 and succeeds)

I used the dice to figure out what Allanon discovered:

From gallery of JoaoC


Allanon silently moves forward, the sound becomes louder and louder. Then he sees movement (draw card from the creatures deck -> stone giant)

A stone giant beneath a stone shelter carved in the bottom of a steep hill. He's lifting a great tree trunk, apparently trying to build some kind of structure. Allanon then notices a small creature trapped inside a wood and stone cage. The creature is lying down on the floor and makes no movement. Maybe it's dead. Stone giants are cruel creatures that enjoy torturing smaller beings. They aren't particularly smart or fast, but sure have no lack of strength. Taking him out would be a difficult task, but maybe they can uncover some information about the witch. Allanon smiles "What is life without a little danger? Maybe there's some gold for me in there". He signals Inox to stand ready for combat.

- Stone giant, quick 0, +2 when fighting one-on-one, -2 clever, stress 3.

Allanon tries to make a sneak attack (rolls 3 vs 1, causing 2 damage). Inox goes next and tries to make a flashy (+2) attempt to climb for higher ground (difficulty +1, rolls 2, success), attracting the attention of the giant. The giant, not being very clever, doesn't attempt to figure out where the arrow came from and moves towards Inox and throws a rock against him (attack of difficulty 3). Inox has higher ground, so he decided to take that advantage (-1 fate point) to forcefully use his shield to protect himself (rolls 4 and succeeds).

Inox decides to go all in, drops his shield, grabs his sword with both hands and jumps to make a powerful attack on the giant (rolls 0 vs 0, tie). The attack misses, but the giant looses his balance, falling to his knees. Now that the giant is distracted with Inox and at a lower stance, Allanon makes another sneak attack against the giant's weak spot, his neck (- 1 Fate Point to invoke aspect, rolls 3 vs roll 2, success, causing 1 more hit). The giant is still able to stand (he truly is a fearsome foe) and strikes Inox with a branch he picked up (bonus +2 for one-on-one combat). Inox tossed his shield, so he quickly raises his sword to defend (rolls 4 vs a roll of 1, success with style) and the branch breaks in half.

Now it's his chance to defeat the giant. Inox attacks with all his might and Allanon helps (bonus +1)(rolls 5 vs roll 3, success, causing enough damage to defeat the giant) and the creature falls to the ground. Inox cleans the sweat of his forehead and recovers his shield as Allanon emerges from the shadows. The heroes now turn their attention to the caged creature. (Question: Is the creature friendly? Roll 3, No).

The creature is now standing inside the cage, looking at the dead giant with a grin in it's face. It has dark skin, red eyes and a mouth full of deadly teeth. It's a quite small creature but emanates an evil aura. It's a forest imp, a treacherous creature and as evil as his captor, but much smarter. "Take me out, will you? This idiot giant was saving me for his dinner. Set me free and I can help you in whatever you need". The heroes know they can't trust the imp, but it may have some useful information.
"We are looking for a specific place in this forest." Allanon says.
"I know places, yes I do", the creature quickly replies.
"The white rose circle."
"I know that place, yes I do. Take me out and I will tell you all about it." The imp is locked and knows that will be an easy prey if the heroes don't set it free. There is always another hungry beast out there. Allanon realizes this and uses it to his advantage
(test clever +2, rolls 4 and succeeds). Allanon turn away and says "You can't possibly know, you're too weak. Captured by this giant idiot that has rocks instead of brains. Let's leave him, Inox".
"No, stop. I know the place". The creature desperately screams. It took the bait. "You must go north until you find (draw PACG location card -> cathedral) the ancient cathedral of evil Bormin. Inside there's a tunnel that will take you to the white rose circle. It's the only way, Yes it is." Allanon turns back, smiling. The creature screeches "Damn you! You tricked me! Release me! I told you what you wanted! Yes I did!"
"You did." Allanon replies. "And I will set you free, but if I ever see you again, I'll put an arrow through your head, understood?" The creature silently nods and Allanon breaks the lock. Inox lays his hand on his sword's hilt, ready for anything.
(Question: will the creature attack? Roll 3, No).

"I'm free, yes I am!" the creature screams and starts running for the trees, going south. The opposite direction where the heroes are heading. Allanon really scared the thing.


  • [+] Dice rolls
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24. Board Game: Rory's Story Cubes [Average Rating:6.31 Overall Rank:2313] [Average Rating:6.31 Unranked]
Board Game: Rory's Story Cubes
jonathan schleyer
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Microbadge: I love solo gaming!Microbadge: Citizenship Recognition - Level I - One small step for geek... One giant leap for geek-kind!Microbadge: Yoga fanMicrobadge: Citizenship Recognition - Level II - If I have seen further, it's only by standing on the apex of other's dice.Microbadge: I speak French
This is a sci-fi story. I intend to roll 3 cubes in order to start writing each paragraph but provide additional details with extra cubes as necessary. The extra cubes will be on the right of the original cubes in the photo below. Also, an * will be used in the write up to indicate that a cube has been used to inspire that detail.

Attack on Euretheum 314

From gallery of provence


Once upon a time there was a young man named Anchor* who had just joined the spaceship pilot's academy at the service of the 1000th* King of Planet Euretheum 314*. It was a very rich planet that made its wealth from the mining of an incredibly valuable mineral that was becoming the new currency of the eastern region of the galaxy. The people of Euretheum 314 had an ancient culture that once had flourished thanks to its medical* discoveries which led them to sell medicine across the galaxy. However, they had declined due to a web* of conspiracies until the recent discovery of the precious mineral. Meanwhile, the largest empire called Agua*, whose currency had been the "gold standard" for centuries, was declining due to the depravity of the power-seeking monks* who were manipulating the political system to stay in power. The strength of Agua had been its puritanical values that appealed to a wide swath of the galaxy but the recent corruption of its spiritual leaders too eager to fight over power had led to a weakening of the moral fiber of the empire and a resulting decline in Agua's inspiring influence.

In a desperate attempt to claw its way back to its powerful role in the galaxy, the empire of Agua decided to organize a surprise attack on Euretheum 314 using its newest very impressive Wolf Class starships. The Wolf Class starships were equipped with the most powerful bombs that had ever been seen in the galaxy. The bombs used a special glide* technology which were designed to allow them to enter the tunnels and explode deep into the bowels of the mines. Young pilot Anchor's spaceship academy was located near one of the targeted mines. The cadets were scrambled when the Agua fleet appeared out of nowhere over the mines of Euretheum 314.

As the bombs were falling on Euretheum 314 and all the spaceship pilots where taking to the skies, Anchor, in the hope of finding a remedy to this terrible situation, decided to run for the library and consult old military history books that contained the accounts of past invasions. At first, he was so scattered and worried that he was wasting precious time, that he couldn't find any relevant information. He calmed his mind and prayed. Upon closer examination*, he discovered that coordination and communications* had historically been the weakness of past surprise attacks. Could there be a way to perhaps deflect the strength of the attack by disrupting enemy communications?

As Anchor sprinted down the hallways of the academy from the library to the command and control tower he realized that all the officers were directing the pilots towards the enemy Wolf Class starships but that no one was trying to hack into enemy communications! Anchor, who had been top of the geeky cybersecurity class sat down and accessed the control tower computers. Once again, using his smarts and the power of prayer, a light appeared deep in his intuition saying that perhaps the codes used by the enemy could contain reference to wolves! (At this point I roll 2 fate dice and come up with 2 greens!!!) Hurray!!! Not only were the codes deciphered but it was easy for Anchor and Euretheum 314 military hackers, who by then had joined him, to hack into the Agua fleet's code systems and disrupt the attack by changing the coordinates of the new glide bombs so they ended up exploding in barren regions of the planet.

As a result of Anchor's gargantuan contribution, he became recognized, given a medal and became famous throughout Euretheum 314. In the future, when people would look back at the narrative of this surprise attack, Anchor's name was now engraved into history books. However, what is noteworthy is that Anchor not only saved Euretheum 314 but was soon after assassinated! Who could have done such a thing?

To be continued…
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