Supplement Four
SOC-14 5K
You can even put some real right turn surprises into your Solo Game.
Take my example above, but before my Solo Player got to the startown tap-cafe, he was crossing the street....
Every half day, roll on the encounter chart. Typically, the chart will indicate no encounter. Most of the encounters that do happen are mundane.
But, put something interesting in the encounter possibilities that only has a slight chance of happening.
For example, as you are crossing the street, you hear a young woman behind you. She says, "Sir! Sir? Is this yours?"
Holding out her hand to you, straight armed, she holds a thick, bulky wallet. "Did you drop this?"
When you put this type of thing in the encounter chart, you don't have to know anything other than exactly what happens. IF the encounter happens, you'll take the facts, make up possible reactions, and roll to find out where it goes, based on your roleplaying choices.
You decide to agree, that it's your wallet, even if it isn't.
This is a risk because you, as a player, don't know what's coming. You're going to make that up now, and make up a chart to roll upon.
Once you've said yes, what are the possible outcomes?
The girl could be baiting you somehow--maybe trying to get you implicated in a crime.
Maybe she's part of a con team, and as soon as you take the wallet, a policeman comes over and says, "What's going on here?" If this happens, you need another action chart. Is the policeman real? Is he a con accomplice to the girl, looking to swindle the Solo Player?
Maybe the encounter is exactly what it looks like on the surface. Someone has lost their wallet, and the girl mistakenly thinks its yours.
Put all these on a chart. Skew the roll, if required. And roll.
That will take the game in a new direction.
Continue like this--this is how Solo Games can be played.
Take my example above, but before my Solo Player got to the startown tap-cafe, he was crossing the street....
Every half day, roll on the encounter chart. Typically, the chart will indicate no encounter. Most of the encounters that do happen are mundane.
But, put something interesting in the encounter possibilities that only has a slight chance of happening.
For example, as you are crossing the street, you hear a young woman behind you. She says, "Sir! Sir? Is this yours?"
Holding out her hand to you, straight armed, she holds a thick, bulky wallet. "Did you drop this?"
When you put this type of thing in the encounter chart, you don't have to know anything other than exactly what happens. IF the encounter happens, you'll take the facts, make up possible reactions, and roll to find out where it goes, based on your roleplaying choices.
You decide to agree, that it's your wallet, even if it isn't.
This is a risk because you, as a player, don't know what's coming. You're going to make that up now, and make up a chart to roll upon.
Once you've said yes, what are the possible outcomes?
The girl could be baiting you somehow--maybe trying to get you implicated in a crime.
Maybe she's part of a con team, and as soon as you take the wallet, a policeman comes over and says, "What's going on here?" If this happens, you need another action chart. Is the policeman real? Is he a con accomplice to the girl, looking to swindle the Solo Player?
Maybe the encounter is exactly what it looks like on the surface. Someone has lost their wallet, and the girl mistakenly thinks its yours.
Put all these on a chart. Skew the roll, if required. And roll.
That will take the game in a new direction.
Continue like this--this is how Solo Games can be played.