Rules and Tables Needed To Play OSR/0D&D/D&D B/X Games Without A Dungeon Master

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Rules and tables needed to play OSR/0D&D/D&D B/X

games without a Dungeon Master


Scene List ............................................................. 5
Loose Ends List ..................................................... 6
Contents
Solo Play Hints and Tips ........................................... 6
Credits ..................................................................... 1
Random Dice Tables ................................................ 6
Written By ............................................................ 1
Tip ........................................................................ 6
Cover Art .............................................................. 1
Random D6 Table..................................................... 7
Interior Art: Enrique Meseguer, Stefan Keller ..... 1
Creative Commons License .................................. 1
Credits
Introduction ............................................................. 2
Written By: Peter Rudin-Burgess
No DM? .................................................................... 2
Tools of the Trade .................................................... 3
Cover Art: Image by Valgerd Kossmann

Likelihood ............................................................. 3 Interior Art: Enrique Meseguer, Stefan Keller


Plot Twists ................................................................ 3 Creative Commons License: Attribution 4.0
First Die ................................................................ 3 International (CC BY 4.0)

Second Die ........................................................... 3 You are free to:

An NPC ................................................................. 3 Share: copy and redistribute the material in any medium
or format
Your PC ................................................................. 3
Adapt: remix, transform, and build upon the material
An Organisation ................................................... 3
A Physical Event ................................................... 3 for any purpose, even commercially.

An Emotional Event.............................................. 3 The licensor cannot revoke these freedoms as long as you
follow the license terms.
An Item ................................................................. 3
Under the following terms:
Appears ................................................................ 3
Alters the location ................................................ 3 Attribution: You must give appropriate credit, provide a
link to the license, and indicate if changes were made. You
Helps the hero ...................................................... 4 may do so in any reasonable manner, but not in any way
Hinders the hero .................................................. 4 that suggests the licensor endorses you or your use.

Changes the goal .................................................. 4 No additional restrictions: You may not apply legal
terms or technological measures that legally restrict others
Ends the scene ..................................................... 4 from doing anything the license permits.
Playing out Twists .................................................... 4
Scenes ...................................................................... 4
Complex Questions .................................................. 5
First Die ................................................................ 5
Second Die ........................................................... 5
NPCs, Friend or Foe? ................................................ 5
Who Said That? ........................................................ 5
Roll ....................................................................... 5
Speaker 1.............................................................. 5
Speaker 2.............................................................. 5
Roll ....................................................................... 5
Record Keeping ........................................................ 5
NPC List ................................................................ 5
Introduction
These rules enable you to play an OSR, in this case,
meaning 0D&D, B/X style games, without a Dungeon
Master.
The game you will get using these rules will be a sandbox-
style adventure, and you will not need to do any Dungeon
Master [DM] style preparation, although having a few
stock NPCs of an appropriate level would be helpful.

No DM?
The normal cycle of play is that the DM describes the
scene and asks what do you do? The players describe their
actions. The DM describes the effects of those actions,
and the cycle repeats.
In solo play, there is just a single character and no DM.
You start by imagining your character in the game setting
and play them through all the social interactions, all the
NPCs and events that would normally come up. At some
point, you will reach a point where you would normally
ask your DM for more information. Are there any guards?
Are there any ways out? What can you hear? At this point,
the solo rules come into play. You pitch your question in
a Yes/No format. The solo rules will then return an
answer to your question, much like a Magic 8 Ball toy. It
is then down to you and your improv skills to decide what
does this answer mean right now? Often the first thing
that comes into your head is the answer to go with.
If you just got yes and no answers, things would get boring
quite quickly. These rules are designed to throw up twists
and turns into your character’s story.
Tools of the Trade Plot Twists
You are going to need just 2d6. It is helpful if they are At the same time as rolling the oracle d6 you also you roll
different colors or sizes. In some respects, if you have a second d6. On a 1 result there is a plot twist. Roll both
been a DM before, you should be used to random dice dice again and consult the following table.
rolls changing the narrative of your games. When you roll
for wandering monsters, a bad fight can completely First Die Second Die
change the character's chances of success or failure. 1 An NPC 1 appears.
2 Your PC 2 alters the location.
Rolling for surprise can radically change the outcome of a
3 An organisation 3 helps the hero.
fight. All these rolls are just 1d6, and these rules continue 4 A physical event 4 hinders the hero.
that tradition. The d20 may get all the glory in a battle, but 5 An emotional event 5 changes the goal.
it is the humble d6 that runs the world! 6 An item 6 ends the scene.
There are several parts to these rules. The most commonly
used part will be the Oracle. The Oracle answers your With your two results put them together to make a short
questions. sentence such as “A physical event changes the goal.”
Likelihood Most of these results need some explanation.
Before you roll any dice, you need to decide if the answer An NPC. You should be familiar with what an NPC is.
is more likely to be a yes, a no or whether it is a 50/50 You can either introduce a new NPC or reuse an existing
chance. If you are in an orc hold and you are asking if NPC in your story (See record keeping below).
there are any guards on the exit the answer is more likely
to be yes than no. Glancing up and down a street to see if Your PC. Somehow the root cause of the even comes
there is an unattended horse you can steal is more likely from your characters actions, intentionally or otherwise.
to be a no (most of the time). Have you ever seen a scene in a movie where a character
leans against a bookcase only for it to shift and reveal a
A likely result gives a +1 to your roll. An unlikely result secret passage? That is the PC driving a twist.
gives -1 and a pure 50/50 question has no modifier.
An Organisation. An organisation can be anything
1 or less No, and… from a village council to an entire army or just a single
2 No
representative of the organisation. Most fantasy settings
3 Complication
have guilds and secret orders that easily fit into this
4 Yes, but…
5 Yes category.
6 or more Yes, and… A Physical Event. This is an external physical event; it
could be a door opening somewhere in a house that is
You can see immediately that there are more than yes and supposed to be deserted or a caving in a dungeon. A
no answer. barroom brawl would just as easily fit under this heading.

The ‘and…’ modifier means that the result is more than An Emotional Event. Emotional events are those that
you expected. If you wanted to know if the guards were force or play on your characters emotions. It could be a
alert and you get a ‘No, and…’ maybe and officer has just random act of kindness or something that plays on your
demanded that the guards follow him and marches off. If characters back story.
you got a ‘Yes, and…’ maybe not only are they alert but
one of them thinks he heard something in your direction. An Item. Characters are surrounded by items and simple
machines. You have their own equipment, objects around
The ‘but…’ is the opposite of the ‘and’ modifier. The them as well as traps and unique items in the world.
answer is a yes, but it isn’t as good as you had hoped.
Think of it as adding some kind of drawback. Appears. This does not have to mean “as if my magic X
appears”. This twist introduces something into the current
There is also a complication. A complication should stand scene.
between the character and the subject of the question. The
Complication is the first way in which the solo engine can Alters the location. Something happens that should
take your game in an unexpected direction. For example, drive the story to change the location of the action. It
you look down the street and ask, “Is there a horse I can could be as simple as learning that the wizard you are
steal?” The result is Complication and the first thing that looking for is in a different city or a pit that drops you into
comes into your mind is that looking down the street you a cavern below the temple.
see your arch nemesis riding into town with half a dozen
of his mercenary followers.
Helps the hero. The help could be a simple as a farmer amazing role playing and challenge your improvisation
allowing the hero to sleep in their barn to a sage giving up skills. If you are five levels down in an undead infested
valuable information or a key NPC offering aid. catacomb and the dice say an NPC helps the hero. Where
did this NPC come from? How did they get here? You
Hinders the hero. Is the gate guard being just need to let your imagination provide and answer.
cantankerous? The sage refusing to see anyone. Has a roof
collapse blocked the way out? Scenes
Changes the goal. This twist can really change your These rules have mentioned scenes. A scene ends when
story. Changing a goal may be a piece of information that you could imagine a director shouting Cut! or you feel like
changes what you were planning to do next. It could be skipping a block of time. More importantly is your ability
that someone else completed the quest before you and to think in scenes. You do not need to play every scene.
now you need to find them? If you were sat around a gaming table with friends, you
would not role play every minute of a mundane journey
Ends the scene. You should see Scenes below for more into town. As you are the only player and the game is for
on scenes. In short, a scene ends whenever a director your benefit only you can pick the scenes you want to play.
would shout cut, when the DM would hand wave away a There is no reason not to skip great swathes of a dungeon
period of time or the action changes location. When this crawl and just play the most exciting scenes, the first
twist comes up something will happen to bring about an meeting with the undead guards, confronting the dark
end of scene. priests in their temple and then slaying their horrendous
snake god.
Playing out Twists
You can also jump about in time. If you character died
A twist does not have to happen instantly, the second you
confronting the priests, you could jump backward in time
roll it. You should rather see it as a note pinned to your
and carry on playing the same character but explore how
character or storyboard. Once you have decided what the
they came to be on this quest.
twist would mean for your character you should then try
to work it into your character’s adventure. Sometimes they When we cover record keeping, scenes are one of the
will be instant. Frequently, the best solution will create so things that you may want to keep a record of.
many unanswered questions that they will drive some
Complex Questions Who Said That?
Not every question can be answered with a yes or a no. If Using the Complex Questions tool too often in a game
you eavesdrop on one of the villain’s lieutenant’s session can lead to too much repetition. When the
conversations, then yes or no is not much use to you. question relates to NPCs and conversations then here is
an alternative. If you can only hear one side of the
In this case you roll two dice, or one die twice, and check conversation then just roll on one or the other side,
the following table, just like building a twist. possibly alternating with each use. If you can hear both
First Die Second Die sides roll a first and second die.
1 Plotting against 1 an ally or colleague.
Roll Speaker 1 Speaker 2 Roll
2 Uncovering 2 a foe or traitor.
1 Strongly Disagrees Strongly agrees 1
3 Supporting 3 a new force or an old enemy.
with… with …
4 Opposing 4 old lore or magic.
2 Disagrees with… Agrees with… 2
5 Creating 5 a death or murder.
3 Has news Is shocked by… 3
6 Discovering 6 an alliance or surrender.
4 Needs to know… Doesn’t care 3
5 Agrees with… Disagrees with… 5
As before, you build a short sentence and then try and 6 Strongly agrees Strongly disagrees 6
work this into your game. Typical complex questions with… with…
relate to conversations, the contents of scrolls and books You still need to improvise what the conversation is about
and orders given by officers, but you will come up with but it this gives you the speakers position from which you
hundreds of other uses. can visualise their attitudes, body language and tone of
voice.
The golden rule is that you consider the story so far, the
current situation, the sort of adventure you want to have Record Keeping
and finally the dice rolls.
It is helpful to keep a written log or journal of your solo
Imagine you are trying to gather some rumours in a town. adventures. This helps you pick up where you were later.
There are a couple of women sat by the well doing laundry This is no different to keeping game notes except there is
and chatting. You get close by and listen in. You roll a 5 no planned campaign as a backdrop.
and a 6, Creating an alliance or surrender. Depending on
Some people will make a few oracle question rolls and
the sort of adventure you are having are they
then write up an entire scene as if it is a chapter in a book.
matchmaking and arranging a marriage between their
Others will record very little. I personally just use bullet
eldest children or are there rumours that a battle went so
points and record questions, answers and key points. It is
badly that the king has been forced to accept surrender?
very terse and would mean nothing to anyone else, but it
The same rolls made in a dockland dive of a tavern could only has to serve as a reminder to me. I also find that the
have two lowlifes negotiating a ceasefire between their less time I spend writing the more time I can spend in
gangs. It is the context that is vitally important. character.

Ultimately if the roll makes no sense then discard it or if Regardless of the style of journal you keep it is helpful to
you have a better idea, go with that. keep a few lists.

NPCs, Friend or Foe? NPC List

Not everyone is going to be your friend and likewise not An NPC list just needs to keep the barest of details, name
everyone is going to draw swords and try and kill you. race and location and a brief note about your meeting. The
NPC reactions can be handled using the regular Oracle, location is important as when you revisit a place it helps if
but you can use your characters Charisma in in addition the same NPCs are there. It helps to make the world more
to likelihood modifiers. For example, if it is highly unlikely consistent. If you have a list of NPCs and the oracle tells
that a castle guard will let you pass but you have a +2 you to introduce an NPC it often makes sense to use an
modifier from your Charisma then that gives you a net +1 existing NPC rather than constantly creating new ones.
on the roll. You must remember that depending on the For you a player and DM not having to create hundreds
question. If you ask a negative question where a Yes will of detailed personalities makes life easier.
be bad for your character, then inverting you Charisma Scene List
bonus/penalty would make more sense.
You can number or name scenes as you play them and at
the end of the scene add a descriptive note. Glancing
down a scene list is almost like fast forwarding through
your adventure, but it is also useful if you want to insert a
flashback scene between a pair of scenes you have already rope, when you wanted to swing across the hall. In
played. I record which NPCs were present as well as what solo play the answer to all these questions is yes. It is
I was trying to achieve. your story, your adventure, you are star and director.
The props will always be in the right place.
Loose Ends List ❖ Fail Forward. If something goes wrong and the
It is inevitable that you will end up with a great many adventure would end or there is no way out, ask the
unexplored plot threads or loose ends. Why did your oracle. In the movies the hero faces seemingly
nemesis ride into town that day? Who was the lieutenant impossible situations all the time and somehow gets
plotting to kill? Complications can create loose ends; story out of them. You are the hero; it is OK to save
twists often create loose ends and complex questions do yourself.
the same. ❖ The questions you ask should be the ones best for the
game and not what is best for your character.
When this list gets to more than half a dozen it is worth
seeing if you can tie some of them together into a deeper Random Dice Tables
and more complex plot that your character has just
brushed the surface of. Highlighter pens are useful here as On the following page is a random dice table with nearly
you can group by colour. These loose ends could be used a thousand d6 rolls. You can use them left to right to top
to explain some of the more unusual dice rolls. If to bottom, any which way you like so long as you use them
someone is going to be murdered that could explain why in sequence.
the wizard, you are looking for has fled town! Random dice tables speed up your gaming, both solo and
at a regular table. If there is a chance of wandering
Solo Play Hints and Tips monsters you can easily scan down the list and see how
❖ The golden rule is do not ask too many questions. Ask long it would be before the monster would turn up and
a question and possibly a follow up if you are still not you can work that knowledge into your narrative. If you
sure but then just start to improvise. can see that nothing would happen until midday you can
❖ Do not ask game breaking questions. Don’t ask if you work with that.
wake up and find 1000gp under your pillow or a At a regular table, if your players are anything like mine,
vorpal sword at the end of the bed. If you need these they will regularly force you into improvising. If you don’t
things just add them to your character sheet. It is your want it to be obvious that you are improvising, random
game, no one will ever know! tables make it appear you are consulting game notes when
❖ Playing as a solo hero in a game designed for parties you are actually letting the dice decide.
of 6-8 heroes is hard. You may want to start at 2nd to
3rd level. This also adds more scope for skipping back There is no significance to the numbers being grouped
into your characters past to play flashbacks. into threes or three by three blocks. That is purely for ease
❖ Don’t start your first solo play sat in a tavern. Take a of reading and highlighting.
leaf from Hollywood and start right in the thick of the
Tip. Highlighters will never obscure the number on the page so you
action, a roof top fight against thieves, in a runaway
can use the page once and highlight the used numbers in yellow and
carriage careering towards a cliff or surrounded by
then go over them again in green then pink and so on.
zombies in a boneyard. You know the sort of
adventure you want to have. Start there and start in Random dice tables like these are useful for wandering
the thick of it. monsters, to see if elves spot a secret door without alerting
❖ The first time you solo play it will probably be slow the players that there is something worth searching for.
and stilted as you don’t know the rules or what to
expect. Don’t worry, this is normal and the more you If a player suddenly thumps a town guard then you can
play the faster and more fluid it all becomes. glance three numbers along and you have his strength, if
❖ It is useful to have a stock of pre-generated NPCs. he still be standing and wants to thump the character back.
When you are learning a new game, it is useful to When used with these solo rules they can completely
make a few characters to try and get an idea for how replace the dice. Print off the table of rolls and have its
the rules work. Keep those characters and use them side by side with whatever table you are referencing. It
when you need an NPC. That saves breaking up your speeds the game up immensely and doesn’t break the
game to create an NPC at a crucial moment. suspension of disbelief nearly as much as making multiple
❖ Narrative Description is your friend. Have you ever dice rolls.
had a character in a barroom brawl and asked the GM
if there a bottle or chair at the table you can throw?
Or maybe you asked is the chandelier secured by a
Random D6 Table
3 6 3 1 1 1 2 6 6 5 4 6 2 4 3 6 1 6 4 5 1 6 4 5 1 2 1
2 4 3 3 5 3 2 1 3 4 3 2 6 5 1 2 4 1 2 2 6 1 3 1 3 1 2
3 4 4 3 6 3 4 4 3 1 1 3 6 6 1 4 4 3 5 6 6 5 4 5 2 3 2

2 1 3 3 6 5 2 6 6 3 2 2 2 3 2 6 3 3 6 1 2 2 4 4 4 6 4
6 3 3 1 4 5 6 6 2 6 4 1 3 6 6 2 6 5 1 4 6 4 4 5 6 1 6
6 2 3 4 4 1 4 6 1 4 1 6 3 5 1 4 1 3 3 5 6 3 3 5 6 1 5

3 1 5 2 5 5 2 4 3 6 6 1 3 3 1 1 5 3 3 6 3 4 6 1 6 6 4
6 5 3 1 4 3 1 5 3 1 5 3 4 3 6 4 6 1 5 2 2 3 4 1 5 2 5
4 5 3 6 5 1 2 3 2 4 2 5 5 2 1 4 1 1 5 5 4 6 4 6 1 2 5

1 1 1 1 6 1 2 2 2 1 1 4 5 6 2 5 1 1 5 4 4 5 6 4 5 6 4
3 6 6 3 6 3 5 2 2 5 2 2 6 3 5 3 2 4 1 1 1 1 6 6 4 2 2
1 5 2 5 5 1 5 1 1 1 4 4 1 2 3 5 2 4 6 1 4 5 4 4 3 3 2

4 6 2 4 2 5 1 4 4 6 4 4 5 6 4 4 3 6 1 4 5 6 3 2 5 5 5
2 4 1 5 1 6 4 6 6 1 6 6 5 3 1 3 2 4 5 1 5 4 4 5 5 5 5
5 3 2 5 1 3 3 1 2 3 6 5 4 4 5 5 2 1 4 5 4 5 6 4 5 6 1

6 4 5 1 1 6 3 2 6 3 3 6 3 6 1 3 2 2 3 5 5 6 3 6 3 3 4
3 1 1 6 4 5 5 3 6 2 2 3 4 6 3 5 1 2 6 5 2 4 3 2 2 4 5
4 4 4 6 5 3 1 4 2 2 4 6 1 5 6 1 4 1 5 5 3 2 6 4 1 3 2

6 1 5 1 6 5 3 3 2 2 1 1 3 3 5 5 4 5 4 1 3 5 1 3 2 3 2
3 2 5 6 5 3 1 3 1 5 3 6 4 4 3 6 6 6 1 4 2 1 4 6 4 5 6
2 2 2 2 4 5 6 2 6 2 1 3 5 2 5 1 6 4 3 5 3 5 3 2 5 3 6

1 3 3 4 1 4 1 3 6 3 1 4 6 3 4 1 6 5 4 3 2 2 5 3 4 4 5
4 2 3 5 5 5 2 4 3 6 2 1 4 3 3 1 4 5 6 2 3 2 3 2 4 3 4
5 5 6 6 4 1 1 1 2 1 1 4 3 5 2 4 2 6 2 6 6 5 4 2 6 2 1

5 2 6 1 5 2 5 1 5 1 2 1 4 6 4 2 6 5 3 5 6 4 3 3 4 3 1
3 3 3 5 1 3 5 6 5 5 1 6 6 4 3 3 6 5 4 4 4 3 3 6 1 2 1
2 1 2 6 4 6 2 3 4 1 5 4 6 5 6 3 4 1 1 2 5 2 6 6 3 3 4

5 5 4 3 3 4 3 4 5 4 4 3 6 3 3 2 2 2 6 1 6 6 3 4 6 3 3
1 5 2 4 1 5 4 2 3 6 3 1 5 2 5 6 1 5 2 3 2 2 5 6 1 6 5
6 6 1 4 6 6 1 3 1 2 5 3 5 5 2 1 1 4 3 3 3 6 3 4 2 6 2

1 2 4 5 6 3 5 5 6 4 6 2 5 1 1 4 5 1 3 1 1 2 3 4 2 6 2
6 5 1 2 3 3 1 1 2 5 5 2 1 2 6 4 5 5 5 1 1 4 6 3 6 3 3
5 6 2 2 2 2 1 4 3 2 1 1 5 2 4 5 4 5 2 2 1 6 2 3 1 5 6
How To: Solo a Module module. Many questions you could ask of a theatre of the
mind game, will not be required. You have a map that tells
I will confess right from the start that my preferred style you the exits or the contents of rooms.
of play is an open sandbox where adventure is something
that sweeps the character up, rather than a published Group into Scenes
module that has a defined start, middle and end.
Having a map or diagram of key events that are required
Having said that, my regular group is doing a middle way, gives you objective. If you were DMing a group and an
where I have salted the world with plot hooks that will event was essential then you would move the NPC to the
feed them into modules and they can do, or not do. It is right place, or move a room to put it in the character’s
their choice. They also don’t know what modules they way. You can group your post-it notes into scenes.
have done and what they haven’t
Scenes are the essential building block of solo play. Some
Solo playing a module is different to putting a regular oracle questions/plot twists may say “xxx end the scene”.
group through one, but some of the same prep needs You can still use this, because you have organised the
doing. module into scenes.
Firstly, you need at least a passing knowledge of the If you know that the next room contains an ogre and you
module. I suggest reading it all, if you can skim read and roll a plot twist that says “An organisation changes the
get all the salient points, that may be enough. location”, the organisation could be a small as an orc
ordering the ogre to attack. I can assure you, as a low level
I am a huge fan of the humble post-it note/sticky note. solo character, an attacking ogre WILL change your
Organise the Adventure location, probably rapidly backwards!

What you need to do next is create what amounts to a flow


diagram of the key points in the module. These are the
things that MUST happen if the module is going to be
completed. Put each one on a post-it.
Mounting each key point on a separate note means that
they are easily rearranged if your solo journey goes slightly
off course. I arrange rumors, that are likely to either
impart essential information to help the character survive
or plot hooks to get your character involved into one
group. Key locations into another and encounters into a
third.
Taking B2 Keep on the Borderlands as an example of a
classic module. Some of the rumors would instantly attract
On the notes above I have already sorted out the numbers
a magic-user (A powerful magic-user will destroy all cave
of encountered and in what locations, the numbers in
invaders/A magic wand was lost in the caves’ area)
brackets. Being organised means that I don’t have to break
whereas others would attract a fighter (Piles of magic
up my solo play too much to fit into the module.
armor are hoarded in the southern caves.) and so on.
Knowing your character and the hooks that are likely to Building Blocks
get them involved cues up some of the roleplaying scenes.
I cannot reiterate enough that the basic building block of
There are then a set of wilderness encounters, the hermit the solo game is the scene. You build them before you
and lizardmen etc. There can all be treated as scenes in the play the module, you play through them in the order that
solo play. You can soon map out a likely path for each makes sense. Some scenes will be pre-planned, some will
adventure. Roleplaying events in the keep, leads to this evolve naturally.
rumour being learnt, which leads to this expedition and
this encounter. Keep on the Borderlands could look like this

When the Caves of Chaos are introduced there are distinct Scene 1: Arrive at the Keep
tribes that are essentially separate adventures, as the caves Scene 2: Interview with the Castellan
cannot be explored in a single sortie. These you can break Scene 3: Find the Raiders
down into essential encounters and challenges. Scene 4: Spiders!
Scene 5: Meanwhile back at the keep
Applying the solo rules means first and foremost not Scene 6: A magic wand you say?
asking questions that you know are going to break the Scene 7: Kobold Attack!
There are bits I have time jumped, parts that I want to What Comes Next?
play in detail. I like my games roleplay heavy and combat
light. Keep on the borderlands encourages characters to Solo play does not have to be a solitary hobby. We may
take alternatives to combat and to build relationships have our adventures alone, but there are tens of thousands
within the keep, as it becomes there base of operations. If of solo role-players out there.
I was playing this module the wilderness exploration
You can follow me on Twitter at:
would be played down and life in the keep would be
played up, but that is me, and the beauty of solo play. https://twitter.com/PPMGamer
Levels and Encounters I have a very different philosophy to solo play. I don’t
want to use one set of solo rules for every game. I want
For an adventure marked Levels 1-3, I would look to use my solo rules to be the lightest touch possible and not get
a character at the top of the scale. My PC would be 3rd in the way, or not feel like they are from a different game.
level. For the encounters, I would divide the numbers
encountered by 4 with a minimum of 1 and round any For that reason, I make rules on a system basis. Yes, it
fractions up. So 5 goblins would become 2, 5 divided by means that there are subtly different rules for every game.
4 and rounded up the next whole goblin. The logic being I appreciate that you paid good money for this booklet.
that most modules were written for about six characters Buying one of the larger more expansive sets of rules
and taking the middle level as an average would give a total would have set you back nearer $20 compared to the
of 12 player levels, A third level character is then balanced pocket money price of this booklet and all the others I
by quartering the number encountered. have created. My logic was that you could buy half a dozen
of these little booklets and still have paid out less than just
buying one mega system. For me, solo play does not need
150 to 300 pages of random tables.
If the way I work appeals to you. I have an email
announcement list:
http://www.ppmgames.co.uk/newsletter/
It is only used to announce new products and to share
discount vouchers, often hand in hand. I will not be
hitting your inbox week in week out with stuff you simply
would not be interested in.
If you have a shelf full of games you have never got to
play, or not played in a long time, please consider
subscribing.

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