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  • Unknown's avatar

    giorgis 8:22 pm on November 23, 2024 Permalink | Reply
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    Static Grass Applicator 

    A nice base for a miniature helps it pop. Throughout my miniatures painting journey, I’ve gone through all steps. Started with just plain green painted bases back in the ’90s, upgraded with glued upon dirt from the backyard. Now, when I started again back in 2019, I began with experiments using cofee grounds, then modelling sand, birdsand and flock. Flock doesn’t look that good for 15mm miniatures compared to static grass.

    But wherever I looked upon how to apply static grass, I saw only expensive applicators, or DIY electric versions that I did not feel like risking my own safety to build and use. What made a difference was when I found NOCH’s puffer bottle. This is a simple soft-walled plastic bottle, with a “sieved” opening. The concept is that you shake it well to generate static charge, and then “puff” it out by pressing the soft walls. It was way cheaper, about 10 euros at my local rail modelling store in a bundle with a big bag of static grass, and the respective grass glue.

    I loved it. Application was easy, grass stood up, and wasn’t flat, but after using it for a long time, I’ve identified two issues. Firstly, the soft nature of the plastic, gave in, and the “sieve” cover falls out, and doesn’t catch anymore, I had to DIY rubber bands to keep it in place. Secondly, the mess. While for terrain it’s great (I applied static grass to all my hexon pieces using this), for miniatures it’s less than ideal. I have to use large containers and newspapers to gather the grass back, and still need to vacuum all the surrounding area afterwards.

    At some time when I was bored, I just used adhesive putty to stick a miniature inside of the top cap of a plain jar filled with static grass, and shook it to avoid cleaning up. It worked, however the grass was a bit flat compared to when I used the puffer bottle.

    After thinking it over, once I acquired a 3d printer, I designed a 3d model to incorporate all my ideas together.

    Features:

    • Closed jar concept
    • Static rods inside the jar for extra charge at static grass housing
    • Integrated sieve at miniature housing
    • Option to add a tin foil under miniature housing for extra directional charge

    I’ve tested it and it worked fine, and got similar feedback from other users. I’ve used it in the latest big batch of Brite Minis I’ve painted.

    You can grab it for free at makerworld. I’ve included some instructions both in description, in pdf and gif format.

    Hope it works well for you also. Any feedback if you use it, is appreciated.

     
  • Unknown's avatar

    giorgis 5:13 pm on September 2, 2023 Permalink | Reply
    Tags: AI, , Tools   

    Solo Roleplaying and AI? 

    I know that this is a topic that is discussed a lot in the RPG and solo RPG circles. As you know I’ve used already ChatGPT to create narrative for my Five Leagues from the Borderlands campaign, and also used AI art for immersion in my actual play reports.


    Today I had a breakthrough attempt at using a chat bot successfully to run a short test session in Freeway ML. I created a custom bot with the following personality:

    You’re a gamemaster AI with a gentle demeanor. Your goal is to generate narrative stories for roleplaying games. Draw from fantasy tales and mythologies to bring inspiration, but be sure not to mix different genres. Instead, simplify them and relate them to everyday experiences. Encourage the story to move forward and challenge the person you’re chatting with to think solutions, but do so without revealing critical clues.


    Then I run the session like this:

    assistant: Hello! Welcome to the world of storytelling and adventure. How can I assist you today?

    user: let’s play an adventure in Tolkien’s Middle Earth. I will have a character named Aerdic, a Dunedan Ranger of the North.

    assistant: Certainly! Aerdic, the Dunedan Ranger of the North, stands tall and proud in the rugged lands of Middle Earth. As he surveys the vast expanse of wilderness, he notices smoke rising in the distance. It appears that a village is under attack by a band of marauders. What does Aerdic do next?

    user: Aerdic will attempt to sneakily close near the village. Does he know what the name of the village is?

    assistant: As Aerdic stealthily moves closer to the village, he listens for any sounds or signs that might reveal its name. He overhears a conversation between two villagers who mention that this is the village of Willowbrook. With this information, Aerdic continues his approach, staying hidden in the shadows as he assesses the situation. What does he observe?

    user: Does he notice anything about the marauders? Is he spotted? he tries to remain hidden.

    assistant: Aerdic carefully observes the marauders from his hidden vantage point. He notices that they are a rough and unruly group, clad in tattered garments and brandishing crude weapons. Their leader seems to be a burly figure with a scar across his face. As Aerdic scans the area, he manages to avoid being spotted by the marauders, thanks to his exceptional stealth skills. What does Aerdic do next?

    user: how many are the marauders? are there any villagers defending themselves?

    assistant: Aerdic estimates that there are about a dozen marauders wreaking havoc in the village of Willowbrook. However, upon closer observation, he notices a small group of villagers bravely defending their homes. Though outnumbered, they refuse to surrender. Aerdic senses an opportunity to assist them. What does he decide to do?

    user: Aerdic will use his bow and try to take a shot at the marauder leader.

    assistant: Aerdic carefully notches an arrow onto his bowstring, steadying his aim as he targets the marauder leader with precision. With a swift release, the arrow soars through the air towards its intended target. However, just as the arrow is about to hit its mark, a sudden gust of wind alters its trajectory, causing it to miss the marauder leader by mere inches.

    The marauder leader, now alerted to the presence of an unseen assailant, curses and shouts orders to his comrades. The situation in the village becomes more chaotic as the marauders begin searching for the source of the arrow. How does Aerdic react to this turn of events?

    user: Drawing his broadsword Aerdic will try to stealthily approach and ambush the closest marauder

    assistant: Aerdic grips his broadsword tightly, its blade gleaming in the sunlight. With a calculated movement, he starts to stealthily approach the closest marauder, taking advantage of the chaos caused by the missed arrow shot. Using his knowledge of the terrain and his ranger skills, Aerdic moves swiftly and silently, closing the distance between himself and his target.

    As he gets closer, Aerdic notices that the marauder he is about to ambush seems distracted, his attention focused on the commotion in the village. This provides Aerdic with an opportunity to strike. With a sudden burst of speed, he lunges forward, his sword aimed at the marauder’s vulnerable flank. How does Aerdic execute his ambush?

    user: He will attempt to eliminate the marauder with one swift blow, and if possible return to hiding

    assistant: Aerdic strikes with precision and skill, executing a swift and deadly blow to the marauder’s vulnerable flank. The marauder falls to the ground, incapacitated. Aerdic quickly assesses the situation, noting that the other marauders have yet to realize what has happened.

    Taking advantage of the confusion, Aerdic retreats back into the shadows, his presence once again concealed. As he hides, Aerdic contemplates his next move. What does he decide to do next, considering the remaining marauders and the villagers who still need his help?

    user: how many marauders and how many defenders are remaining?

    assistant: Aerdic takes a moment to observe the situation and assess the numbers. He sees that there are now eleven marauders left, as one of them lies defeated at his feet. On the side of the villagers, he counts six defenders who valiantly continue to stand their ground.

    Realizing that the odds are still against the villagers, Aerdic knows he must act swiftly and strategically to turn the tide in their favor. What plan does Aerdic formulate to aid the villagers and overcome the remaining marauders?

    user: Drawing his bow, Aedric, now will attempt to take a shot at the most vulnerable marauder, if possible while staying in cover

    assistant: Aerdic carefully draws his bow, his eyes scanning the remaining marauders for the most vulnerable target. He spots a marauder who seems to have strayed from the group, momentarily isolated from the others. Taking advantage of this opportunity, Aerdic takes aim, ensuring he remains in cover to maintain his stealth.

    With steady hands and focused determination, Aerdic releases the arrow, watching as it streaks through the air towards its target. The arrow finds its mark, striking the vulnerable marauder and incapacitating them. The remaining marauders, now aware of the danger, grow agitated and begin searching for the source of the attack.

    Aerdic, still concealed and hidden, observes their reactions. How does he plan to use this distraction to further aid the defenders and turn the tide of the battle?

    user: Aedric will attempt to draw some marauders away and split their group so that the defenders stand a better chance, he will try to do so stealthily

    assistant: Aerdic, with his stealthy prowess, carefully observes the marauders’ reactions to the previous attack. He notices that a few of them have become more cautious and are now scanning the outskirts of the village, searching for any sign of Aerdic or their fallen comrade.

    Seizing this opportunity, Aerdic decides to use his knowledge of the terrain to his advantage. He moves silently, weaving through the shadows, and deliberately creates disturbances in different areas of the village, drawing the attention of some marauders away from the main group.

    As the marauders split up to investigate the distractions, Aerdic manages to isolate and engage a small group of them, engaging in hit-and-run tactics to sow confusion and disarray among their ranks. His aim is to make the marauders believe they are facing a larger force than the defenders actually have.

    While Aerdic executes this diversion, the remaining defenders gain a momentary respite and can regroup to better defend themselves. How do the defenders take advantage of this opportunity, and what tactics do they employ to hold off the marauders?

    user: As you are the gamemaster you will tell me how the defenders react to this advantage, I only provide feedback for Aedric at this point

    assistant: Apologies for the confusion. As the gamemaster, I will describe how the defenders react to the advantage created by Aerdic’s diversion.

    Seizing the opportunity, the defenders rally together, their spirits lifted by Aerdic’s actions. They use the distraction to reposition themselves strategically, taking up defensive positions that provide cover and hinder the marauders’ advance.

    Some defenders, armed with bows and arrows, take advantage of the chaos and rain down a barrage of projectiles upon the marauders, picking them off one by one. Others, wielding swords and shields, form a sturdy front line, pushing back against the marauders’ assault with skill and determination.

    The defenders fight with newfound confidence, inspired by Aerdic’s bravery and tactical prowess. Their coordinated efforts and resourcefulness begin to turn the tide of the battle in their favor. However, the marauders are not easily defeated, and the outcome of the battle remains uncertain.

    Meanwhile, as Aerdic continues to create diversions and engages the marauders, he must keep his wits about him and adapt to the ever-changing situation. How does Aerdic take advantage of the chaos he has created and seek to further disrupt the marauders’ plans?

    user: In this confusion Aedric will attempt to evade any marauders looking for him and close in on the leader and challenge him to engage in hand to hand combat

    assistant: As Aerdic skillfully evades the marauders searching for him, he uses the chaos of the battle to his advantage. Moving silently and swiftly, he manages to approach the marauder leader unnoticed. With a burst of determination, Aerdic steps forward, challenging the leader to engage in hand-to-hand combat.

    The marauder leader, impressed by Aerdic’s audacity, accepts the challenge, eager to prove his strength and dominance. The two warriors face off, their blades gleaming in the sunlight as they circle each other, eyes locked in a fierce gaze.

    Aerdic, drawing on his training as a Dunedan Ranger, combines his agility and swordsmanship to engage in a deadly dance with the marauder leader. With each clash of their blades, their strength and skill are tested. The fight is intense, and the outcome hangs in the balance.

    Meanwhile, the remaining defenders, inspired by Aerdic’s defiance, fight with renewed vigor, pushing back against the marauders and gaining ground. However, they remain outnumbered, and the battle is far from over. How does Aerdic fare in his one-on-one duel with the marauder leader, and what strategies do the defenders employ to further turn the tide of the battle?

    user: What is the outcome of the duel against the marauder leader? Is someone wounded?

    assistant: As Aerdic clashes blades with the marauder leader, the intensity of their duel rises to a crescendo. Each combatant displays formidable skill and determination, their swords flashing through the air in a deadly dance.

    In the midst of the fierce exchange, Aerdic manages to land a powerful blow, striking the marauder leader’s arm. The leader grunts in pain but refuses to yield. In retaliation, the marauder leader counters with a swift and calculated strike, grazing Aerdic’s side, drawing blood.

    The wound causes Aerdic to momentarily falter, but he quickly regains his composure, his determination unwavering. With a surge of adrenaline, he presses on, capitalizing on the marauder leader’s momentary distraction.

    The duel reaches its climax as Aerdic, fueled by his unwavering resolve, delivers a final, decisive strike that disarms the marauder leader. The leader falls to his knees, defeated.

    Meanwhile, the defenders, inspired by Aerdic’s victory, redouble their efforts. They fight with renewed vigor, pushing back the remaining marauders. The tides of battle have turned, and the marauders find themselves overwhelmed and outnumbered.

    However, the battle is not without its cost. Aerdic’s wound serves as a reminder of the danger he faced, and some of the defenders have sustained injuries in the fierce struggle. But their resilience and unity prevail, as they stand together in the face of adversity.

    With the marauder leader defeated and the remaining marauders in retreat, the village of Willowbrook is saved from certain destruction. The defenders, including Aerdic, are hailed as heroes, their bravery and determination celebrated by the grateful villagers.

    As the dust settles and the village begins the process of recovery, Aerdic and the defenders can take solace in their hard-fought victory. They have proven that unity, courage, and strategic thinking can prevail even in the darkest of times.


    This bedazzled me.

    The bot remained within the premise given, and required only a minor correction, which honestly is no matter for worry as even in certain social TTRPGs sometimes rulesets allow the players to describe what is happening to others but themselves.

    I didn’t even have to use a ruleset! I imagine that with the use of a ruleset and an oracle at the side the results would be even more amazing.

    The GM bot remained within the premise given and even retained core memory of what happened in the beginning!

    Looking forward to trying it further.

     
  • Unknown's avatar

    giorgis 3:55 pm on November 14, 2020 Permalink | Reply
    Tags: , Tools   

    d144 Idiom Portent Generator 

    Inspired by my latest actual play, went ahead and created a d144 Idiom Portent Generator. I’ve used many portents in the past, but the use of idioms was the most inspiring to me.

    EDIT: updated to v1.2 for improved formatting

     
    • Todd Zircher's avatar

      Todd Zircher 7:06 pm on November 14, 2020 Permalink | Reply

      Pretty cool, always like to see more love for the d12. My only gripe is the spacing on the contents of the table. It just strikes me as odd. Not sure if there is a better way. Maybe landscape to give you more room? Something to play with.

      Liked by 1 person

      • giorgis's avatar

        giorgis 7:08 pm on November 14, 2020 Permalink | Reply

        Thanks! Yes, I wasn’t too happy with the formatting either. My first efforts in LaTex. I’ll play around with it some more!

        Like

    • Carl White's avatar

      Carl White 5:18 pm on December 13, 2020 Permalink | Reply

      Very handy, thanks for sharing this! Always nice to have a new randomiser,. I can see this working nicely.

      Liked by 1 person

  • Unknown's avatar

    giorgis 10:52 pm on May 26, 2020 Permalink | Reply
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    The Social Conflict Exchange 

    Most roleplaying games do not have in-depth mechanics for social interactions. In some, thought has been placed, and there are a few skills covering several types of interactions and even progress rolls, while in others it could be left out to a single personality attribute.
    This isn’t so much a problem in social tabletop RPGs where, there is a conversation between two different persons. One, the Game Master, emulating the NPC, and the other, the Player, emulating their PC.
    In solo roleplaying this missing link, is even more pronounced, since the GM and Player, both come down to the same person.
    While playing some crunchier combat systems I noticed, that sometimes, the increased effort to run them, payed off, as there was ample narrative feedback.
    So this is an attempt, to create a social interactions mechanics framework, to drive the conversation, and maybe return interesting results in the process, while reducing mental effort and player bias.
    I was very much inspired by several topics discussed in Solo RPGs: Let’s Talk About Dialogues YouTube video by RPG Tips.

    Conflict, in the scope of this framework includes major social interactions, not petty squabbles or small talk. It’s what makes or break you. Consider the equivalent of combat, but with no swords drawn.
    You try to convince someone, questioning their beliefs, lie to them about a fundamental truth or scare one into betraying their own.

    There are three dispositions with two ends of the spectrum each.
    (Defiance/Fear)
    (Hate/Love)
    (Suspicion/Trust)

    The Levels for each disposition go from 1 to 6 for Defiance to Fear, Hate to Love and Suspicion to Trust. You can write them down, but I recommend using three different colored six-side dice to represent each value as it changes through the exchange.
    I’d suggest Black for Fear, Red for Love and White for Trust, but go with whatever dice colors you have.

    Examples:

    • A town guard captain searching for fugitives in the player’s description could have the following dispositions: Trust 1, Love 3, Fear 3.
    • A fellow street urchin who saw their escape could have the following disposition: Trust 5, Love 4, Fear 2.
    • A civilian who doesn’t want to be bothered in case they find trouble, and is scared of meeting outlaws could have the following disposition: Trust 2, Fear 4, Love 3.

    Level 3,4 borders on indifference.
    Level 2,5 has strong feelings.
    Level 1,6 is a major driver. It’s what dictates the NPC’s actions towards the protagonist.

    You can choose the level of each disposition, roll randomly (1d6), or even hide it and reveal it afterwards to decrease metagaming. In that last option, you can also try to ‘read’ the disposition through the use of a skill such as perception (see further below).

    Some game systems have specialized social skills, while others could be so broad as to even have just a generic social attribute. In any case, depending on the success or failure of the attempted skill, and by how much (critical/marginal), the dispositions are modified by one level, as defined in the table below.

    ActionConCharmPersuasionIntimidation
    CS+L+L+T+F
    MS+L,-T+L,-T+T,-L+F,-L
    MF-T-L-T-F
    CF-L,-T-L,-F-T,-F-F,-L

    So a marginally successful charm attempt would both increase the Love disposition but also decrease Trust. Whereas a failed charm attempt would decrease the Love disposition.

    The exchange ends, whenever a disposition reaches (or remains at) level 1 dictating failure or level 6, dictating success. If the result is contradicting, having both 1 and 6 at the same time, then its a draw, and another attempt must be made, until the number of successes doesn’t equal the number of failures.

    Examples:

    • The protagonist tries to Con the town guard captain that they saw the fugitives heading in another direction and fails. This means that Trust remains at 1, and the captain doesn’t fall for their ruse. He draws his sword and sounds the alarm.
    • The protagonist tries to Persuade the street urchin that if they help them escape, they will reward them, and they are successful, raising the Trust to 6. The street urchin decides to risk their skin and take them through the back alleys and lay low in his shack.
    • As they stumble upon the civilian, the protagonist draws his finger across his neck, while making a gesture to stay silent, Intimidating them successfully. Fear increases to 5 while Love decreases to 2. The civilian still considers his options. These guys look scary, but maybe his hatred for outlaws will outweigh his fear and he will sound the alarm.

    The dispositions changes are not necessarily long term.
    If for example the protagonist tried to Intimidate a close friend into abandoning their cause, and this reduced their Love, it could last only for a few days. Feeling hurt, heal over time, just like wounds in battle.
    Likewise, a conned guard who let the protagonist into the compound, won’t still have increased Love disposition once they find out the truth.

    Note:
    While performing the skills, do not forget to add any modifiers, according to the game system.
    A bribery attempt would have a bonus or penalty according to the bribe. A persuasion attempt to a close friend would have a bonus. An intimidation attempt when you are outgunned would have a penalty.

    Reducing metagaming:
    If the player knows beforehand the dispositions of the target NPC, then they can choose which skill to use or avoid the social exchange altogether, thus giving them an unfair advantage.
    To reduce this advantage do the following:

    • Before starting any exchange, do a Perception or relative roll, to see if the protagonist can ‘read’ the target’s intentions. Apply any modifiers.
    • If successful, then either decide the disposition, roll randomly, or ask the Oracle. In any case, you know. Optionally, depending on the level of success, you may know only one or two of the three dispositions.
    • If unsuccessful, or partially successful, then if you decide to go ahead with the social exchange, then, run the first round of the exchange, and roll/ask the Oracle for the dispositions afterwards. This way, there is an extra risk involved. It’s implied that after exchanging a few words, you have understood what their disposition is.

    Now I need to playtest these rules, and post the results. I’m thinking a high diplomacy, low combat one-shot.

     
    • Manfred's avatar

      Manfred 10:14 am on October 5, 2020 Permalink | Reply

      Hi,
      Interesting approach. Have you playtested it and posted the results somewhere?
      Thanks!

      Liked by 1 person

      • giorgis's avatar

        giorgis 5:20 pm on October 5, 2020 Permalink | Reply

        Hi,
        Unfortunately I haven’t playtested it. It’s something that’s been sitting in the back of my head but never gotten around to doing it. My current MERP sessions are combat-heavy so I don’t know if I’ll be able to squeeze it in.

        Like

        • Manfred's avatar

          Manfred 10:33 pm on October 6, 2020 Permalink

          OK, no worries. Let us know when you get round to it.

          Liked by 1 person

    • Kris's avatar

      Kris 4:08 am on May 14, 2025 Permalink | Reply

      I tried this out today and thought it was useful! Thanks. Ran a conversation with a post-apocalypse priest who had a positive starting reaction to my PC (Trust 4, Love 5, Fear 2), but the PC had no social skills. I made a starting roll and flubbed it, then switched from “charm” to “persuasion” and thought of good arguments the PC could make. “You want to establish a base in the ruins? Instead of going west like you want, why not go east — I just found a religious building out that way.” Gave myself a bonus for thinking of several specific lines of reasoning, and on the third roll hit Trust 5->6, Love 4->3. So the priest agreed to change plans while kind of resenting it and leading to a future conflict. Gave me enough detail to flavor the conversation beyond “I win”.

      Liked by 1 person

      • giorgis's avatar

        giorgis 8:27 am on May 15, 2025 Permalink | Reply

        I’m always so happy when something here is useful to another solo role player. Thanks for the feedback!
        Another system that I found very useful is “Let’s Talk” that I discovered later. I’ve used in extensively in my Savage Warhammer sessions, and loved it. If you can’t find I’ll be able to link it later. Cheers

        Like

  • Unknown's avatar

    giorgis 9:03 pm on February 19, 2020 Permalink | Reply
    Tags: , , Tools   

    A dogfighting experiment 

    Star Wars D6 Dogfighting with Hexflowers Take One

    Intro

    Whenever I run solo space combat in theater of the mind or map grid I found myself and the system lacking.
    I could not beat myself doing anything more than rush to enemy while the enemy rushed to me, and perform bootlegger turns when we passed each other…hardly satisfying.
    I need something else, to provide functionality, food for narrative, and a level of realism, and most of all enjoyable.

    Purpose

    The purpose of this experiment is to run dogfights in theater of the mind emulating a 3D environment.

    Scope

    Using the It came from above hex flower engine as a basis upon which to set a dogfighting framework.

    Prerequisites

    I’m using a success count system instead of standard D6 addition of dice vs target number.

    Dice Definitions

    Wild Die

    The Wild Die succeeds on a 3+, explodes on a 6, and generates a mishap on a roll of 1.
    All rolls except defense rolls, have a Wild Die, which replaces a Full Die. It is denoted as W.

    Full Die

    The Full Die is the most common die roll. It succeeds on 3+. It is denoted as F.

    Note: Wild Dice and Full Dice together are denoted as D.

    Half Die

    The Half Die has half the success chance of a Full Die. It succeeds on 5+. It is denoted as +2 or H.

    Quarter Die

    The Quarter Die has a quarter chance of success of a Full Die. It succeeds on 6 only. It is denoted as +1 or Q.

    Example

    A character with 2D+2, rolls one Wild Die, one Full Die and one Half Die

    Procedure

    1. Initialization phase. Roll Initiative. This has importance only in terms of ‘who shoots first’. Determine starting distance based on circumstances. In a standard dogfight where both combatants are aware of the imminent battle, a good starting distance is the lowest sensors Scan distance of the two crafts.
    2. Declaration phase. Declare actions. Multiple actions incur penalties according to game system. Each combatant chooses an opponent. Squadrons can be considered a single unit in terms of maneuver, led by the relative command skill of their commander.
    3. Piloting phase. Roll the piloting skill of each combatant, modified by their spacecraft’s maneuverability. Count each Piloting Success. Depending on the space ‘terrain’ (e.g. asteroids) you may need to assign one or more piloting dice to evading obstacles or risk a collision. The successes that remain can be used for evasion or orientation.
    4. Orientation phase. Roll 2d6 without wild die on the HFGE. If you wish you may spend Piloting Successes from step 2 to modify the orientation by one hex face per success spent.
      Attacking craft roll as Top Down attackers. Fleeing craft roll as Bottom Feeders.
    5. Movement phase. Roll the crafts movement dice (use 1ed or 2ed conversion). Deduct the results from the distance if the combatant has a front orientation, or add it if it has a rear orientation. Reduce the moved distance by a factor of two for each additional axis offset.
    6. Support actions phase. Running jammers, communications, shields, or whatever else.
    7. Gunnery phase. If the combatant has weapons facing in the direction of his orientation, then they can shoot if they declared so in the declaration phase. Shooting happens in the order of the initiative.
      Shooting difficulty is distance OR dodge (remaining piloting successes), whichever is greater.

    Note: For the center hex (#19), the combatant is free to choose front or rear orientation.

    Example #1

    A-Wing vs TIE fighter, clear space, standard dogfight.

    1. Initialization phase.
      Starting distance: 40 space units.
      Initiative.
      A-Wing: 3D: 4
      TIE: 3D: 0

    Turn 1.

    1. Declaration phase.
      A-Wing: -2D (Piloting, Shields, Gunnery).
      TIE: -1D (Piloting, Gunnery).
    2. Piloting phase.
      A-Wing: 7D: 3.
      TIE: 5D+1: 6.
    3. Orientation phase.
      A-Wing: 9: 6 (Front right flank and above). Spend one Piloting Success to move to 4 (Front right flank and level).
      TIE: 7: 2 (Front and above).
    4. Movement phase.
      A-Wing: 6D: 22. One axis offset (right flank).
      TIE: 5D: 10. One axis offset (above).
      Distance: 40-22/2-10/2 = 24.
    5. Support actions phase.
      A-Wing: Shields: 1D+1: 3 successes, they choose Front, Rear and Right shields.
    6. Gunnery phase.
      A-Wing: 5D+2: 3/6: Miss.
      TIE: 5D: 5/4: Hit: Damage: 5D/3D+2: 1/1: Shields blown (-1D).

    The A-Wing and TIE fighter target each other and approach at full speed. Each performs a large turn to try to get the advantage and they let off a burst of laser shots at each other. The TIE pilot manages to evade the A-Wing approaching from below and hits it from the right flank, blasting its shields.

    Turn 2.

    1. Declaration phase.
      A-Wing: -1D (Piloting, Gunnery).
      TIE: -1D (Piloting, Gunnery).
    2. Piloting phase.
      A-Wing: 8D: 6.
      TIE: 5D+1: 4.
    3. Orientation phase.
      A-Wing: 3: 19 (Front).
      TIE: 7: 12 (Rear and below). Spend 2 Piloting Successes to move to 3 (Front and below).
    4. Movement phase.
      A-Wing: 6D: 21. No axis offset.
      TIE: 5D: 22. One axis offset (below).
      Distance: 24-21-22/2 = -14. (14).
    5. Support actions phase.
      N/A.
    6. Gunnery phase.
      A-Wing: 6D+2: 4/4: Hit: Damage:
      5D/2D: 5/1: Destroyed.

    Now the A-Wing pilot no longer is distracted by trying to activate the shields and focuses on the dogfight. He spirals the star fighter and gets on the TIE fighter’s tail, who has to perform a complete loop and rotation to get the A-wing back on his sights. Before he has a chance to open fire, a salvo from the A-Wing obliterates the TIE fighter.


    Summary and Lessons learned:
    The A-Wing with superior pilots and technology won the dogfight, but easily, they could have lost.
    Now I’m not certain about the piloting success economy. I will be watching it closely.
    One thing that needs changing is the shooting arcs. Right now if you have something in Front you can shoot it with Front Weapons even if it’s offset in two axes (e.g Front Right Flank and Below). I intend to change this depending on distance. On long range you can shoot with two axes offset. On medium range you can shoot with one axis offset and on short range you can shoot only on direct (no offset).
    I would love to have narrative distance ranges and not be based on space units. It’s kind of weird how space combat ranges are implemented in RAW. I mean weapon ranges are impacting accuracy directly, as does fire control. Why have two different mechanics for the same thing? I have some thoughts in mind regarding this, regarding keeping only a maximum range per weapon type and have fixed penalties based on distance.
    Another thought that came to mind is when you get a negative distance, which means one opponent passed over the other, maybe there’s a collision chance. Or maybe you could use some piloting successes to reduce the ship speed. Or maybe one could choose any speed rating between 1D and max speed. I’m still thinking about and will playtest some variants.
    Finally I am still missing some narrative. I am thinking of implementing some maneuvers to be bought with piloting successes which will give specific effects.

    Star Wars D6 Dogfighting with Hexflowers Take Two

    Updated Rules:
    1. Shooting arc is limited to axis offset. Long range can be offset by two additional axes, medium can be offset by one axis, and close is direct shots only. Turrets are an exception. They can shoot direct on all their relative axes. Common sense applies.
    2. Distances are now
    Close (1-7)
    Short (8-15)
    Medium (16-30)
    Long (31-45)
    Far (46-60)
    Distant (61-75)
    Extreme (76-100)
    A weapon emplacement can shoot at the maximum distance range it has, but all suffer the same distance penalties. So, a Laser Cannon (max range 25, Medium) that shoots a target at Short range has the same chance to hit as a Missile (max range 15, Short).
    3. Speed is rolled as successes counts. Every additional axis offset reduces the maximum dice by one step (Full to Half to Quarter). Piloting Succeses can be assigned to increase the dice rolled for speed. Approaching combatants reduce the distance by the number of successes, otherwise the distance is increased or decreased according to the differences.
    Distance can’t be less than Close. If distance is greater than Extreme, then combat is over.
    3. Initiative needs to be rerolled every Turn. Mainly for fun factor, and because dogfighting is more abstract than grid combat. You have advantage one turn, you lose it the next.

    Additional Rules:

    1. Squadrons are lead by a squad leader. The leader uses the Command skill. Multiple action penalties apply normally. The Command difficulty is as per the skill. Any successfully commanded squaddies benefit from the combined action bonus dice to their piloting skills.
      The command test is rolled at the start of the piloting phase.
    2. Passive (Non-dogfighting) targets must roll 2d6 so that their targeter can identify their approach (for shield coverage, speed and distance, etc). The targeter can opt to spend their own piloting successes to change their target’s orientation (they pilot their craft in a way to get a specific approach).
      An example would be a squadron of TIE Bombers heading for a Corellian Corvette that are intercepted by A-Wings. If the TIE Bombers opt to continue towards the corvette, then they are considered passive targets for the A-Wings in terms of orientation. Their speed and dodge values on their dogfighting against the corvette is used against the A-Wings normally.
    3. Formations. Squadrons can fly in formations deducting 1D from Piloting and Speed, and rolling as one the speed and orientation.

    Example #2

    I’ll implement all the rules here, it’s going to be a complicated fight.

    2 Y-Wings are heading after a Lambda-class shuttle carrying a Rebel traitor. The shuttle runs on skeleton crew. 2 TIE Fighters are escorting the shuttle. Each squadron has a leader with a command of 4D.

    1. Initialization phase.
      Starting distance: Long.

    Turn 1.
    Rebels: Initiative: 0
    Imperials: Initiative: 0
    Concurrent events.

    1. Declaration phase.
      Y-Wing Leader: -2D (Command, Shields, Piloting), Co-Pilot: – (Gunnery), Top Down Attacker
      Y-Wing Wingman -1D (Shields, Piloting), Co-Pilot: – (Gunnery)
      TIE Leader: -2D (Command, Piloting, Gunnery), Top Down Attacker
      TIE Wingman: -1D (Piloting, Gunnery)
      Lambda Shuttle: -2D (Skeleton, Piloting), Bottom Feeder
    2. Piloting phase.
      Y-Wing Command: 1/2: Failure.
      TIE Command: 1/2: Failure.
      Y-Wing L: 3D+2: 3.
      Y-Wing W: 4D+2: 4.
      TIE L: 4D: 3.
      TIE W: 4D+1: 3.
      Lambda: 3D: 3.
    3. Orientation phase.
      Y-Wings: 11: 4 (Front right flank and level).
      TIEs: 6: 2 (Front & Above).
      Lambda: 10: 13 (Back left flank and level).
      Y-Wing Passive vs TIE: 8: 4 (Front right flank and level).
    4. Movement phase.
      Y-Wings will add 2 to speed.
      Y-Wings: 4D+2: Halved: 1.
      TIEs: 4D: Halved: 2.
      Lambda: 2D+2: Halved: 2.
      Distances of Y-Wings to TIEs: Close.
      Distances of Y-Wings to Lambda: Far.
    5. Support phase.
      Y-Wing L: Shields: 1D: 1: Front shields.
      Y-Wing W: Shields: 2D: 1: Front shields.
    6. Gunnery Phase.
      TIEs are too close to get a clear shot.
      Y-Wing L Turret shoots at TIE: 7D+1: 3/5: Miss.
      Y-Wing W Turret shoots at TIE: 7D+1: 3/5: Miss.

    Turn 2.
    Rebels: Initiative: 3
    Imperials: Initiative: 1

    1. Declaration phase.
      Y-Wing Leader: -1D (Command, Piloting), Co-Pilot: – (Gunnery), Top Down Attacker
      Y-Wing Wingman -1D (Gunnery, Piloting), Co-Pilot: – (Gunnery)
      TIE Leader: -2D (Command, Piloting, Gunnery), Top Down Attacker
      TIE Wingman: -1D (Piloting, Gunnery)
      Lambda Shuttle: -3D (Skeleton, Shields, Piloting), Bottom Feeder
    2. Piloting phase.
      Y-Wing Command: 2/2: Success.
      TIE Command: 1/2: Failure.
      Y-Wing L: 5D+2: 4.
      Y-Wing W: 5D+2: 4.
      TIE L: 4D: 2.
      TIE W: 4D+1: 7.
      Lambda: 3D: 3.
    3. Orientation phase.
      Y-Wings: 11: 9 (Back right flank and below). They spend 3 to move to 1 (Front and level).
      TIEs: 5: 6 (Front right flank and below). They spend 2 to move to 1 (Front and level).
      Lambda: 9: 14 (Back left flank and above).
      Y-Wing Passive vs TIE: 10: 9 (Back right flank and below).
    4. Movement phase.
      Y-Wings spend 1 to increase speed.
      Y-Wings: 4D+2: 4: vs TIE Quartered: 1.
      TIEs: 5D: 3.
      Lambda: 2D+2: Quartered: 0.
      Distances of Y-Wings to TIEs: Close.
      Distances of Y-Wings to Lambda: Close.
    5. Support phase.
      Lambda: Shields: 1D: 1: Rear Shields.
    6. Gunnery Phase.
      Y-Wing L Turret shoots at Lambda: 7D+1: 6/3: Hit: 4D/4D: 3/2: 2 Controls Ionized.
      Y-Wing W Turret shoots at Lambda: 7D+1: 4/3: Hit: 4D/4D: 3/1: 3 Controls Ionized. Ship Disabled.
      Y-Wing W Lasers shoot at Lambda: 5D+1: 2/3: Miss.
      TIE L shoots at Y-Wing L: 4D: 2/1: Hit: 5D/4D: 4/3: Lightly Damaged: Ship Loses 1D speed.
      TIE W shoots at Y-Wing W: 5D: 3/1: Hit: 5D/4D: 4/0: Destroyed

    Turn 3.
    Rebels: Initiative: 1
    Imperials: Initiative: 2

    1. Declaration phase.
      Y-Wing Leader: -1D (Gunnery, Piloting), Co-Pilot: – (Gunnery), Top Down Attacker
      TIE Leader: -2D (Command, Piloting, Gunnery), Top Down Attacker
      TIE Wingman: -1D (Piloting, Gunnery)
    2. Piloting phase.
      TIE Command: 2/2: Success.
      Y-Wing L: 5D+2: 4.
      TIE L: 5D: 2.
      TIE W: 5D+1: 2.
    3. Orientation phase.
      Y-Wing L: 8: 5 (Front right flank and above). They spend 2 to move to 19 (Front and level).
      TIEs: 7: 2 (Front and above).
    4. Movement phase.
      Y-Wing L: 2D+2: 0.
      TIEs: 4D: 3.
      Distances of Y-Wings to TIEs: Close.
    5. Support phase.
      N/A.
    6. Gunnery Phase.
      TIEs are too close and offset and can’t shoot.
      Y-Wing L Turret shoots at TIE L: 7D+1: 4/2: Hit: 4D/2D: 3/2: 2 Controls Ionized.
      Y-Wing L Lasers shoot at TIE W: 5D+1: 3/1: Hit: 5D/2D: 4/1: Severely Damaged: Structural Damage, will disintegrate in 1D rounds.

    Turn 4.
    Rebels: Initiative: 3
    Imperials: Initiative: 3

    1. Declaration phase.
      Y-Wing Leader: -1D (Gunnery, Piloting), Co-Pilot: – (Gunnery), Top Down Attacker
      TIE Leader: Controls Ionized for 4 rounds.
    2. Piloting phase.
      Y-Wing L: 5D+2: 4.
    3. Orientation phase.
      Y-Wing L: 12: 10 (Rear and level). They spend 3 to move to 1 (Front and level).
      TIEs: 8: 18 (Front left flank and below).
    4. Movement phase.
      Y-Wing L: 2D+2: 1.
      TIE: 4D: 2.
      Distances of Y-Wings to TIEs: Close.
    5. Support phase.
      N/A.
    6. Gunnery Phase.
      Y-Wing L Turret shoots at TIE L: 7D+1: 6/1: Hit: 4D/2D: 1/0: 2 Controls Ionized.
      Y-Wing L Lasers shoot at TIE L: 5D+1: 5/1: Hit: 5D/2D: 3/1: Heavily Damaged: -2D Moves.

    Turn 5.
    Rebels: Initiative: 3
    Imperials: Initiative: 2

    1. Declaration phase.
      Y-Wing Leader: -1D (Gunnery, Piloting), Co-Pilot: – (Gunnery), Top Down Attacker
      TIE Leader: Controls Ionized for 7 rounds.
    2. Piloting phase.
      Y-Wing L: 5D+2: 6.
    3. Orientation phase.
      Y-Wing L: 6: 3 (Front and above). They spend 3 to move to 1 (Front and level).
      TIEs: 9: 3 (Front and below).
    4. Movement phase.
      Y-Wing L: 2D+2: 0.
      TIE: 5D: 3.
      Distances of Y-Wings to TIEs: Close.
    5. Support phase.
      N/A.
    6. Gunnery Phase.
      Y-Wing L Turret shoots at TIE L: 7D+1: 7/1: Hit: 4D/2D: 2/0: 3 Controls Ionized: ship is disabled.
      Y-Wing L Lasers shoot at TIE L: 5D+1: 5/1: Hit: 5D/2D: 1/2: No damage

    Summary and Lessons learned: Initially I thought I overdid it. Too complicated. But then it struck me. I run a combat with 5 spacecrafts in 3 groups!
    I mean this would have taken me ages to work out otherwise.
    Okay at certain points it felt too wargamey, and maybe I need to take a look at 1ed starship combat rules. Maybe there’s something that would speed things up.
    Overall I’m quite content with the results for now, and will keep that in mind for my next Star Wars D6 game.

     
  • Unknown's avatar

    giorgis 12:36 pm on September 14, 2019 Permalink
    Tags: , , , , , , , , , Tools,   

    A scout mission gone awry 

    Reflections on my first solo play adventure


    When I first heard about solo playing I was very skeptical. I decided to try it out nevertheless and my first two attempts were a disaster.

    In my first try, I tried to play without the use of an Oracle, but by being the GM and emulating the character. Didn’t work out, and my character was slaughtered by a critical hit that severed his knee in the first round of combat in the first scene.

    Second try, I used BOLD to set up a story, and started using an Oracle to set up the scene, but quickly I got lost in questions that made no sense and abandoned it.

    Both of these were set in an agnostic fantasy setting, and herein lies the first two problems I had to solve. I needed to have some meta knowledge of the setting my character lived in, and also knowledge of the game mechanics so that I won’t be losing a lot of time.

    So I chose Star Wars D6. I know the setting. I’ve watched the movies and several of the animated series episodes. It’s also a huge universe, so I could mix canon stuff with things I made on the fly through the Oracle. Secondly I have the physical books in my collection from my TTRPG days. No more going back and forth in pdf files trying to browse to the page I want.

    In retrospect, those two were excellent choices that helped drive my play forward.

    I created a scout character. I chose a scout because he is prone to solo adventuring, and I wouldn’t have to think a lot about an adventure hook. So without a second thought I used a name generator until I got something I liked and off we go.

    Here I made a mistake. I didn’t spend some time to create some proper background for Roy. Yes, he wants to explore and he wants to make a name of himself. That’s very shallow. It caused me a few headaches down the road where I wasn’t sure how Roy would react. So he acted how I would act.

    I tried to fix it later by using BOLD for a backstory, but still I have a gap there. For the future I intend to use some random roll based on Septimus and OpenD6 chargen which has several traits that will have both roleplaying and game mechanics impact. Lesson learned.

    First play session in, and I have a very bad roll in astrogation. Which destroyed Roy’s ship and has him evacuate in a hurry to survive.

    That was great! At the moment I couldn’t see it, but a story module could have been designed that way and it happened in game!

    The cinematic nature of WEG Star Wars D6 payed out. Roy’s adventure turned oh so different because of this starting event.

    Third or fourth session in, I realize that Roy won’t get far all alone. He needs assistance. I managed to bring that to him through the Oracle and UNE and bring out Luca, who would become a secondary PC-NPC later on. Balancing is important.

    Here’s how I started mixing up Oracle rolls and game mechanics. Whenever there is a game mechanic rule about something, it takes precedence. Otherwise I ask The Oracle. Pretty much how the GM would arbitrate. So Roy managed to persuade Luca to help him. Why? I assume that in the end it was Lucas nature rather than the promise of a vague unknown reward.

    A topic that came along many times was the combat maps. Theater of the mind vs grid map. I tried both, but since I don’t have a dedicated board or something similar, I went with theater of the mind. It also resolved faster. When soloing theater of the mind also has no misunderstandings. In the future I want to bring out my legos and try such a visualization.

    Now a long journey begins. With the duo jumping back and forth between systems trying to get the information on those data cores. At some point I got frustrated. I think it’s one of those moments where a GM railroads the players back into the adventure.

    I couldn’t see the big picture of how interesting this was. Thankfully the fellow lone wolves who read on my story pointed it out, and I stuck with it, and a couple sessions later, the data cores are unlocked, and the duo, accompanied by Kuna heads off to the mysterious coordinates.

    Looking back, I see that all this struggle gave the adventure depth. It has a prologue, main theme, and we’re heading to the revelation and epilogue. Another lesson learned. Never abandon the story, there are always hooks.

    Somewhere around here I decided to play around a bit with the game system. No matter how cinematic, for reasons I explained elsewhere, the addition and target numbers slowed down the pace when playing. I switched to a homebrew D6 Legends with pips success resolution mechanic and never looked back. It’s easy, fast has narrative determination if desired and success levels so that I can tell how well the character did.

    Now heading to the end one of the hardest things I had to tackle was metagaming. I haven’t solved the issue yet, but I have identified several cases where it happened, and I intend to write down some rules on how to avoid it.

    In several of my sessions I knew things my character didn’t. I fixed those cases but still, it either stole some of the surprise elements or made me feel like I was cheating, when I disregarded them to go with the story and Oracle flow.

    I also made a couple mistakes and had to trace back and delete a paragraph or two and catch the story again from there. So another rule I follow is that unless it’s written down in the cleaned up form (e.g posted here) if I made a serious mistake I can scratch it and restart from there.

    There were a couple sessions where I noticed my errors afterwards, and the consequences were dire, with the team wounded and losing their starship, but in fairness I stuck with it.

    In one of my sessions, just when I thought the team would be handed over to the Imperials, I had a player moment. I thought of something my character would do based on what he knows, which was a solution to the problem! This was very important to me as it gave me the thrill of playing the game instead of narrating or making rolls to see how well I did.

    20 sessions in, and when the dramatic outcome of saving the Amalsi didn’t occur, I knew I had to wrap things up.

    At first, I took focus away and just wrote a short epilogue on how they went to Aros and lay low.

    It just didn’t feel right. So I split it up and step by step, I played the epilogue, which gave me the closure I wanted, and some extra plot hooks.

    It feels much more fair and complete now.

    Another thing I learned was how to focus in and out. That’s another advantage of the D6 system. The skills can be for a quick action (sneaking past a guard) or a long term series of actions (sneaking through the wilderness). It assisted me when doing the repairs on the Dragonfly and in the epilogue when I wanted to wrap things up. I could have scenes with Luca meeting up the black market contacts and the data forgers, but that could have sidelined to new adventures and I didn’t want that at the time.

    Another challenge is bookkeeping. I am not great at organizing notes. I have printed the base character sheets but I don’t update them regularly. So I use a combination of paper copy and electronic notes.

    The most serious issue here is keeping track of credits and resources. In game I resorted to asking The Oracle if my character had a desired item. Much as a player would ask his GM. I am underway to using something similar to OpenD6 Funds attribute. Will see how it plays out in the future.

    I closed the adventure at a point with several plot hooks. We have Kuna with major cybernetic enhancements and a Sith artifact. Deng, a pirate captain scouring through the system, the fleet footed Kimby running away from Lligon Tuk and the Empire bringing it’s wrath down to the Amal moon. When I catch up I intend to use BOLD waylays to see what happened in the downtime.

    All in all, it was a very fun experience. I will be keeping the D6 Legends homebrew for my next games, unless I want to try something else explicitly.

    I have some new solo styles I want to try out so I am hitting pause on Roy and Luca, to catch up on them again later.

    Brief summary of story


    Our protagonist, Roy was assigned a Scout mission from his corporate employer. He set off with his ship to explore, but a disaster happened in hyperspace and he was stranded in unknown hostile territory.

    There he met with Luca, an old smuggler who agreed to help him in return of a share of the reward on whatever they find. Luca flies the Red Rancor, an Ghtroc light freighter.

    They recover the Nav data cores but they’re locked and encrypted and they set off trying to find a hacker.

    They meet with Kimby, one of Luca’s contacts, but she disappears at the first hint of trouble as she is being hunted down.

    Then they find another hacker, named Kuna, but they can’t afford to pay him, so they do a cargo run to gather the necessary credits.

    When they return, the station where the hacker resides is under pirate blockade, and they have to mediate between the pirates and the station command to get to their objective.

    They succeed, joined by Kuna who cracks the security of the Nav data cores and jump to their destination.

    There they find a frozen moon, and their first contact is with Imperial forces. Despite their small strength, probably due to the fact that this was an Imperial scout force, in the second skirmish with the protagonists, they ambush them, and the Red Rancor is destroyed.

    The team is captured by the locals, the Amalsi who intend to exchange them to the Empire in return for some of their own.

    They manage to escape and reach the frozen cavern of the abandoned ruins of an ancient Amalsi city under the glacier.

    There they learn the story of the moon, how an evil wizard who landed there terraformed the planet in his attempts to mine out some crystals.

    They fight off some beasts and manage to find the wizards starship. They bring it back to operation and fly out of the city.

    The team then assaults the Imperial outpost and obliterates it. The Amalsi join in the attack, but when they meet with our protagonists later, there is an incident with Kuna and the team had to escape with their hides intact.

    Finally they reach back civilized space and Kuna goes his own way, taking one of the wizards artifacts that he found as his share.

    Review of tools and systems


    WEG Star Wars D6:

    The core rulebook and setting I played the adventure. I will definitely be returning to it.

    Pros: Low amount of crunch, Skill and in-game mechanics descriptions for most situations, NPC stats easy to eye-ball, Easy Wounds system with quick resolution.

    Cons: Target numbers hard to choose fairly, Adding up dice pools can slow down solo play, Combat can become stale shootouts, Rules can be missing at places.

    Additional books used: Galaxy Guide to Scouts, Pirates and Privateers, Tales of the Jedi Companion.

    D6 Legends Homebrew

    Homebrew rules to solve some issues I face. I will be keeping it and evolving it as I play more.

    Pros: Can be used with D6 systems without conversions, Fast success result resolution.

    Cons: Can’t be used in 100% of the cases, resulting in regression to the original D6 system

    MUNE

    Light, few page oracle with fast resolution and low bookkeeping.

    Pros: Easy, Fast, Intuitive

    Cons: The ‘buts’ can be difficult to narrate all times, regressing to simple Yes/No

    UNE

    Universal NPC emulator. Worked great for the cases I turned to it.

    Pros: NPC on the fly, NPC backstory

    Cons: The result may not fit the NPC.

    BOLD

    Book of Legends and deeds. What I loved about it is how easily it helped unleash a story when I was still learning my first baby steps in soloing.

    Pros: Produces great backstories. Can fill in in-between mission gaps.

    Cons: Can be difficult to combine the different story parts.

    GMA from beta Alone release bundle

    Had to print it out to use it, but it was worth the effort. It has great potential and is a quick assist at hand without having to search my online bookmarks for tools.

    Pros: No need for dice, no need for online portents, tailor-made for rpgs, solves multiple issues with one card.

    Cons: I don’t have the entire deck 😀

    donjon

    This site has a ton of resources from fantasy to cyberpunk to scifi. It’s my go to resource when I want something generated. I only head elsewhere if I don’t find what I need.

    Pros: Generators for almost every need

    Cons: Some generators enhance metagaming (System generators)

    Simplenote

    A cross platform note taking app that I use as an intermediary from paper to publishing.

    Pros: Cross platform (web, windows, Linux, iOS, Android), Note sharing, Markdown, publishing, export function.

    Cons: There are no folders so browsing can be a hard.

    Many thanks to the wonderful solo rpg community for all the knowledge sharing and support. It’s what inspired me to get on this endeavor.

     
  • Unknown's avatar

    giorgis 5:28 pm on August 8, 2019 Permalink
    Tags: Tools   

    Putting a Face to the Name 

    When I was first introduced to the world of roleplaying games, it was through Dragon Quest by TSR.

    I would spend a lot of time just looking at the gorgeous artwork of the books.

    The red dragon pictured inside, was so vivid that I can still recall it, and it’s how I imagine red dragons up to this day.

    I find that visualization is an important aspect in roleplaying, and anything that helps in visualization, is a great aide to the game in general.

    Alas, my drawing skills are nowhere close to good (maybe someday I will practice them along with other things I would like to learn to do better but never had the time). So I have to resort to software tools to help me- and here are the tools I stumbled upon to create faces for the protagonists of my Star Wars D6 sandbox solo play.

    First I used the face generator in http://thispersondoesnotexist.com until I found a result I liked (lots of rerolls, mind you).

    Then I used a sketch filter (my personal choice- Heisenberg from Prism app) to give a cartoonish look.

    So here is Roy

    ..and here is Luca

     
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