solo_knight: (Shiny Mathrocks)
Edited the 'Speciality Cards and Dice' section of Agents of Chaos with the following:


Speciality Cards and Dice
I haven’t yet encountered any games that specifially rely on a custom resource, but you can get decks with pieces of dungeons, cards that determine how an NPC will react to your character, so I felt they deserved an honourable mention.


At some point, I picked up a set of seven dice and I have been using some of them in my freeform solo play:

– Direction (d8, N/NE/E etc)
– Weather (d10, Sunny, Cloudy etc)
– Wilderness Terrain (d 12, this includes not only standard terrains but trails, towns, and castles/ruins)
– Random Emotion (d12, though some are very close, like attracted/flirting and sad/apathy, but I'm trying this out for first encounters with random NPCs)
– Dungeon Terrain (d12, from corridors to obstacles and traps)
– Dungeon Feature (d12, statues, wells, doors etc)
– Treasure (d8, potions, magical and non-magical items etc)


I've been finding it much easier to roll a die than to consult tables, and while I'll probably pivot to either a Hexflower or the Scarlet Heroes method of terrain creation in the longer run, being able to quickly create something randome instead of having to think (and overthink) or reach for the same old same old has definitely made my life more fun.
solo_knight: (Default)
Edited Agents of Chaos with the following:

Books
Some people collect random snippets from books and use them as oracles. I’ve seen
– a name for a character (first name they come across)
– borrow an event (this works best with gothic/fantasy novels, but mysteries can work, too. This is where you get the trapdoor or the weird smell or the hostile villagers or _something_ and incorporate them into your game.
– spark table (you roll for a location: page/line) and use those words instead of a table of random words

I have also glanced at a number of games that are based on novels, but haven’t studied the actual mechanism of gameplay.


There seems to be a number of games based on using books as a randomiser; if they come up and the mechanism is worth examining, I will update the master list further.
solo_knight: (Shiny Mathrocks)
Random tables are not exactly agents of chaos, but they’re related. You use dice (and sometimes playing cards) to select items on random tables. On the other hand, there are few RPGs that make zero use of random tables; they’re extremely useful.

In this post I want to go over different types of random tables and the roles they can play in solo RPGs. Not covered are oracle tables (‘spark tables’) that give you a word or three and make you think about the narrative. What does ‘imprison, success’ mean in the context of your adventure? Only you know. And sometimes you don’t.

As far as I know, the terminology I use is my own (though I may have picked up a thing or two from elsewhere) – I just needed a way to think (and talk) about this.

Generic vs Specific tables )
solo_knight: (Shiny Mathrocks)
Dice are, by far, the most common random element in TTRPGs and solo play. There are very few games that don’t use dice at all, though some use them sparingly: throw 1d6 and otherwise, pull cards.

Dice you need


The bear neccessities )

I cannot imagine playing RPGs and having no dice at all.

Paraphernalia


Things that make rolling dice better )

Besides a dice tray for containment while rolling, having spillproof clear containers to keep whatever I currently use at hand and visible, I have refrained from extras.

Materials


It's true… or not )

Thankfully, I actually love cheap acrylic dice best.

Sources


Where should you get your dice? )

And this is how you become a dice goblin. Ooops.
solo_knight: (Shiny Mathrocks)
This is a random post. Sorta. It’s more a post about randomness. I will go into more depth about individual random techniques later, but I wanted to throw this up as a master post. For me, a random element is a vital aspect of ‘play’ in RPGs. In a group, that random element can be partly other players at the table, but I am having a hard time imagining a game without a random element that still feels like a game. (Choose-your-own-adventure can be fun, but they’re different things.)

Dice. Dicess, precioussss
Very much associated with TTRPGs. DnD uses a 7-dice polyset (d4, d6, d8, d10, d%, d12, d20) and any number of extras, especially as you level up (even magic missile uses 3d4) so if you’re playing DnD, you will have at least one set of dice and a grab bag of extras.
Many solo games use D6 instead, and I’ve gotten a few sets of 3xd6 with spots on, which I find easier to read.
Mechanics vary greatly, so there’s a lot game designers can do.
If you have hoarding tendencies, be warned: shiny mathrocks are addictive.

Playing Cards
A surprising number of solo games call for a standard deck of playing cards, with or without jokers. Sometimes you remove other cards. Especially for journaling games, this gives you a mechanic of four groups of prompts. In Ice Station Zero, this was Interior/Exterior/Crew/The Other; it’s a useful pattern.

Tarot Cards
This is playing cards on steroids. You get the four suits and their meanings, but you also get pretty pictures to spark your imagination and the Major Arcana to provide additional archetypes. There are many MANY tarot decks available, as readers of my journal will know, and the right steampunk or fairy tale or wizardry deck can get you into the mood. If the illustrations are detailed enough, you may get inspiration from a background element. Maybe it’s not the ‘2 of Swords’ that matters, but the fact the character is holding two sporks. (Trash Panda Tarot).

Jenga Tower
This is a surprisingly popular mechanism in solo games. I’ll definitely make a proper post about this because I have very mixed feelings about physical towers.

Speciality Cards and Dice
I haven’t yet encountered any games that specifially rely on a custom resource, but you can get decks with pieces of dungeons, cards that determine how an NPC will react to your character, so I felt they deserved an honourable mention.

At some point, I picked up a set of seven dice and I have been using some of them in my freeform solo play:

– Direction (d8, N/NE/E etc)
– Weather (d10, Sunny, Cloudy etc)
– Wilderness Terrain (d 12, this includes not only standard terrains but trails, towns, and castles/ruins)
– Random Emotion (d12, though some are very close, like attracted/flirting and sad/apathy, but I'm trying this out for first encounters with random NPCs)
– Dungeon Terrain (d12, from corridors to obstacles and traps)
– Dungeon Feature (d12, statues, wells, doors etc)
– Treasure (d8, potions, magical and non-magical items etc)



Scrabble Tiles
I haven’t seen this in a solo game yet, but The Far Roofs (currently on Bundle of Holding) uses Scrabble tiles.
Have not even read, yet alone played, and might be screwed: our choice is between Welsh Scrabble and German.

Books
Some people collect random snippets from books and use them as oracles. I’ve seen
– a name for a character (first name they come across)
– borrow an event (this works best with gothic/fantasy novels, but mysteries can work, too. This is where you get the trapdoor or the weird smell or the hostile villagers or _something_ and incorporate them into your game.
– spark table (you roll for a location: page/line) and use those words instead of a table of random words

I have also glanced at a number of games that are based on novels, but haven’t studied the actual mechanism of gameplay.

???
It’s entirely possible that there are further random mechanics that I haven’t discovered yet. If so, I will edit this post further.

20/1/26: Added the 'books' entry.
8/2/26: Amended the 'speciality cards and dice' entry.

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