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D20 Solo Roleplaying D20 Modern - ntL0cH
D20 Solo Roleplaying D20 Modern - ntL0cH
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CONTENTS
Introduction ................................................................................. 4
What is Solo Roleplay................................................................... 5
The Oracle .................................................................................... 9
Situational Modifiers.................................................................... 9
No, and… ...................................................................................... 9
No, but…..................................................................................... 10
Yes, but… .................................................................................... 10
Yes, and… ................................................................................... 10
Relative Answers ........................................................................ 10
Worst possible result ................................................................. 10
Negative result ........................................................................... 10
Positive result............................................................................. 10
Best possible result .................................................................... 10
The Muse ................................................................................... 11
Upright ....................................................................................... 11
Inverted ...................................................................................... 12
Realism ....................................................................................... 15
Massive Damage Threshold ....................................................... 15
Adrenaline .................................................................................. 15
A Vehicle .................................................................................... 15
Scenes & Records ....................................................................... 16
Scene One .................................................................................. 18
In Medias Res ............................................................................. 18
Flashbacks .................................................................................. 19
Scene Skills ................................................................................. 19
Challenges .................................................................................. 20
Three Things ............................................................................... 21
Are Things As You Expected? ..................................................... 21
Missions & Adventures .............................................................. 24
Prolog ......................................................................................... 24
Act 1. .......................................................................................... 24
Act II. .......................................................................................... 24
Act III. ......................................................................................... 25
Epilog.......................................................................................... 25
Factions and Allegiances ............................................................ 26
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Agenda ....................................................................................... 26
Goal ............................................................................................ 26
Allegiances ................................................................................. 27
Characters, Partys and GMs ....................................................... 27
Single Character ......................................................................... 27
PC & Sidekick .............................................................................. 27
Party ........................................................................................... 28
GM.............................................................................................. 28
Taking Solo Further .................................................................... 29
LEGAL INFORMATION ................................................................ 30
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INTRODUCTION
I think d20Modern was my first introduction to D&D 3.5 or the
game’s core mechanics. I went from Basic/Expert D&D to AD&D
and then 5e, with none of the iterations in between.
These rules introduce some new game mechanics that are not a
part of the d20Modern SRD or core rules. These are rules that I
have imported into the game to make solo playing easier and
more fun.
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WHAT IS SOLO ROLEPLAY
That is an open question. Many people first got into roleplaying via
fighting fantasy or choose your own adventure [CYOA] books.
Those certainly fall under the heading of solo play. However, the
big breakthrough for solo play came with the Mythic Game Master
Emulator.
Solo didn’t really become its own thing until Mythic GME arrived.
Finally, a standalone set of rules could be applied to any
roleplaying game for the first time. The rules and the supporting
material on how to solo play.
The problem with Mythic GME is that it has a distinct feel of its
own. It is a crunchy D100 system with plenty of tables and
elements to track. You definitely know when you are playing
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d20Modern and when you are playing with Mythic GME. You will
be using a completely different mental space.
Nearly all of the available solo tools are a variation of the ideas
laid down by Tana Pidgeon in Mythic GME. Mythic proved the
need for mass-market solo tools and set the blueprint for how they
should look and feel.
The next big idea in Mythic GME was what has become known as
a Muse. An Oracle answers questions. A Muse inspires the
imagination.
Mythic GME has two d100 tables of words. The first is an action,
and the second is the subject. You put the two words together and
try to fit the concept to your situation. It sounds more complicated
than it is.
Nearly all solo tools have these two core tools. They are mostly
universal and generic.
This may read like a big advert for Mythic GME. Where Mythic
GME falls down is that it is generic. It doesn’t feel like d20Modern
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when you are using it. It doesn’t use the same dice mechanics nor
have the same feel as d20Modern.
A generic tool can never know how a lone hero will cope in a game
world built for a party of adventures. Furthermore, some games
have strong starting characters, and only incremental increases
as characters develop, whereas d20Modern has significant power
steps when entering advanced classes or just multi-classing.
These rules were built for d20Modern and are not generic.
When you are solo playing, you will take turns creating a scene
wearing the GM hat, using the rules and tables in this booklet to
make decisions and answer questions. Then jump into your
character and play through the imagined scene until you need to
act as GM. If an action is internal to your character, what you think,
say, or do, is part of the player’s turn. If it requires adjudication or
interpretation, that is the GM’s turn.
Stories develop as you play through these cycles. They are limited
only by your imagination.
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THE ORACLE
As said in the introduction, the Oracle is for answering yes-no or
closed questions. It is essentially a DC 10 test, with situational
modifiers and consequences for failing by five or more and
benefits for passing by more than 5.
This table is very slightly skewed towards yes answers [45% no,
55% yes]. This is because GMs are always encouraged to say
yes, so it makes sense to skew the results this way. You will be
asking questions about your world and the scene you are in. If you
feel you need to ask the question, a typical GM would be more
inclined to say yes than no.
SITUATIONAL MODIFIERS
Not all questions are equal. For example, CCTV cameras are
more likely to be found around banks and important buildings than
on ranches and in sewers.
No, and…
This is a negative result and adds an additional detail, making the
situation more emphatic. Not all negative answers are bad. For
example, if you asked the oracle if the gangsters blocking your
way were armed, a negative answer would be good. You could
decide that they are not obviously armed, and… they are talking
amongst themselves and have not noticed you.
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No, but…
These answers are not as strong as the no, and… result. The but
suggests something that could flip the result to a yes, dependent
on your character’s actions. Are the gangsters armed? No, but…
there is a gun on the table. If things go badly, one of them could
go for the gun; at the very least, there is a gun in the scene, and
an NPC could go for it at some point.
The but modifier can also suggest that the no could be turned into
a yes, based on your character’s actions. In this case, demanding
that they throw the gun over to you would disarm the gangsters.
Yes, but…
Yes, but… answers are positive, but with a modifier that suggests
that the yes could easily become a no or that the yes is not as
strong as it could be. Again, using the example of the gangsters,
Are they armed? Yes, but… with improvised weapons, knuckle
dusters, and broken bottles. That would satisfy the but modifier.
Yes, and…
This is the strongest possible positive answer. Are your gangsters
armed? Yes, and… they are heavily armed with illegal guns.
RELATIVE ANSWERS
Worst possible result
Not all questions are suited to yes and no answers. The question
may encompass many ideas and concepts that would be hard to
quickly vocalize. It may be easier to use the Worst possible result
to imagine your character’s situation in these cases.
Negative result
This is not the worst possible situation, but the answer is negative.
Positive result
The answer to your question is positive.
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THE MUSE
The Muse is used when you have an open question that cannot
be answered with a simple binary yes or no.
The way the questions are answered is with a two-word pair. The
words are inspired by Tarot cards, and if you are familiar with tarot,
these tables can be replaced with a physical deck.
Upright
D20 1-5 [1] 6-10 [2] 11-15 [3] 16-20 [4]
1 Fulfillment Reflection Success Illusions
2 Hope Broken Materialism Patience
3 Change Sacrifice Truth Change
4 Search Bravery Control Union
5 Tradition Authority Nature Unconscious
6 Creation Innocence Defensive Community
7 Inspiration Burden Resilience Movement
8 Success Conflict Expansion Leaving
9 Excitement Determination Overcoming Action
10 Compassion Comfort Idealist Surprise
11 Dreams Satisfaction Disillusionment Choices
12 Healing Loss Contemplation Friendship
13 Partnership Spirituality Discipline Action
14 Complexity Curiosity Failure Trauma
15 Entrapment Deception Leaving Ambition
16 Suffering Restoration Indecision Clarity
17 Security Comforts Efficiency Desire
18 Legacy Rewards Passion Diligence
19 Sharing Poverty Security Building
20 Decisions Prosperity Enlarge Revolution
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Inverted
D20 1-5 [1] 6-10 [2] 11-15 [3] 16-20 [4]
1 Incompletion Doubt Sadness Confusion
2 Insecurity Suffering Freedom Excess
3 Decay Stalling Dishonesty Control
4 Isolation Weakness Aggression Disharmony
5 Rebellion Tyranny Emptiness Repressed
6 Trickery Recklessness Destroyed Conflicts
7 Boredom Inability Fatigue Panic
8 Punishment Differences Obstacles Fear
9 Procrastination Jealousy Impulsive Anger
10 Coldness Insecurity Disappointment Insecurity
11 Domestic Smugness Avoidance Confusion
12 Independence Acceptance Awareness Isolation
13 Tension Emptiness Cruel Disregard
14 Bitterness Inevitable Deception Despair
15 Acceptance Clean Transition Resentment
16 Forgiveness Stress Lesser Brutality
17 Greed Jealousy Reward Laziness
18 Success Reckless Uninspired Distractions
19 Domination Recovery Greediness Disorganized
20 Overwhelmed Chance Shrink Revolt
You ‘draw’ two cards. You can do this by either rolling 2d20 and
cross-referencing or a d20 and a d4 for the column. Do this once
for each table. You will end up with two words.
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Your interpretation could be completely different, even given the
same words. You will draw on what has happened in your game
so far, the style of game you want and enjoy, and the current
scene.
You can use the Muse to answer questions about the contents of
letters, diaries, journals, and websites; the contents of boxes,
rooms, or the trunk of a car. In addition, it can be used to create
the motivations or desires of NPCs.
If the words you rolled don’t inspire anything immediately, try word
association, It may subtly change the meanings, and as the
associated words come from within you, you are more likely to find
meaning in them.
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REALISM
Being a solo character is dangerous. You are likely to have less
support than a group of characters, and one character cannot
cover all of the skills an adventure may call upon.
Adrenaline
You normally only replenish your Action Points when gaining a
level. When you roll a natural 20 on any skill test, you earn an
additional Action Point.
There is no upper limit to how many action points you may gain
this way.
A Vehicle
If James Bond and Knight Rider can have a car, you deserve one.
A vehicle is a major boost to a solo character or a very small
group. You cannot possibly carry all the equipment that you may
need. A vehicle gives you mobile storage and a place of refuge.
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SCENES & RECORDS
Scenes are the basic building block of solo games. We normally
think of playing roleplaying games in sessions, adventures, and
campaigns. With solo play, you can play as much or as little as
you like, and that could be a single scene lasting just a few
minutes. You do not have to play for several hours, as we tend to
when players have to schedule the time to play together.
Scenes begin and end whenever you skip a moment in time. This
could be handwaving away an 8hr flight from New York to Paris
or just a few seconds as you switch your attention from searching
the study to one of the bedrooms.
If your game was a movie, every time the screen faded to black or
the director would shout ‘Cut!’, that indicates the end of a scene.
Cornell notes use a special form. Take a sheet of paper and divide
it into three. First, rule off two or three lines from the bottom of the
page. Now divide the larger top section into two with a thinner left-
hand column and a larger right-hand column.
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1
Most of your notes will be written in the bigger pane (2). You can
write these freehand or just brief reminders of what happened,
running total of HP, etc. Anything goes in that bigger space.
At the end of your scene, write a brief summary in the footer at the
bottom of the page (3). The box is intentionally small to keep your
resume short.
You will use one page per scene. You can also use these pages
as NPC character sheets or for mapping remote locations or
outlining factions. You always use the same format, notes, ‘big
picture’ questions, and summary.
For NPCs, you can get an idea of them just from that summary
without reading their entire character sheet.
If you are short on time but want to do something with your game,
you can pick out the big picture questions and answer them, fill in
more details, name that gang, or work out that new organization
or faction.
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These notes work best as loose-leaf pages. One of the reasons
for that goes back to why we play in scenes.
SCENE ONE
The first scene of your first adventure in your first solo game is
likely to be the hardest.
Solo games all start with a mission outline. You can certainly use
a random mission generator, but I find it is better to start with what
sort of character you want to play. Create your PC. Now, what kind
of adventure do you want to have? If it is counter-narcotics with
drug barons, jungle compounds, and airstrips, then that is what
can have. If you’re going to fight the mafia on the city streets, you
can do that. Once you have an idea of what this game will be
about, write it down in as few words as possible. Something like
Organized Crime in New York or Take Down Escobar. A short
sharp concept like that is easy to remember, and if your game
starts to sprawl, it is easier to discard elements that lead you away
from what you wanted to play.
In Medias Res
The first is in medias res, or in the thick of things. The aim is to
throw your character into a high-stakes and high drama situation
with no preamble. You do not need to work out any of the details
in advance. It is simply on topic for the game you want to play and
demands immediate reactions from you.
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Starting this way nearly always creates unanswered questions. It
is those questions that will get you using the oracles and start your
adventure.
Flashbacks
By throwing yourself into the action, you will have missed out on
the option to buy or borrow equipment, talk to NPCs to learn more
information, and do other things. Flashbacks are the answer to
this. You can pause the current scene at any time and start a
flashback.
You may think that the best way to circumvent security was to
bribe one of the guards the night before, to leave a fire exit open.
Create a flashback, attempt to bribe the guard, and see what
happens. When you return to the present scene, deal with the
consequences. If you failed in your attempt at bribery, will the
guards be more alert? If you are trying a different deception, will
that guard recognize you?
Once you have played a flashback, write up any notes, record any
big picture questions and answers, and write the brief summary.
You can then insert it into the correct place chronologically in your
game notes.
Scene Skills
Some scenes will have an obvious focus on certain skills. Combat
scenes will use combat skills, for example. In addition, you can
use skills as an added inspiration when creating scenes.
Create two lists. The first is all the skills that your character has.
The second is a list of all the untrained skills. Your list will vary
depending on what books and supplements you are using.
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Your personal skill list is used as an inspiration in scenes when
you are alone. These could be scenes when you are scouting, or
hiding, or doing research. Roll against your table and pick a skill.
You can often use the skills as knowledge skills, for exmaple,
rolling Craft (chemical) to identify chemicals or working out what
they could be used for.
The second list is for giving skills to NPCs. You do not have to
take the skill literally, rolling Diplomacy could mean that an NPC
is trying to get on your good side, or appeal to your better nature.
It could also mean that the NPC wants to influence you for their
own ends.
These lists will evolve over time. You may introduce new skills,
and your character will learn new skills as you level up or enter
new classes.
Challenges
A DC5 skill test normally has little consequence, even a moment
of embarrassment if you fail it. However, a DC25 skill test is a
major challenge and can shut the door on an avenue with an
insurmountable obstacle.
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The decision as to whether you are low, mid, or high level is
arbitrary but is based on Character Level, not class levels. As a
ballpark, I would suggest 1st to 5th as low level, 6th to 10th as mid,
and 11+ as high. Moving up to mid and high levels will make your
game harder.
Three Things
Name three immediately obvious things when creating a location,
object, or NPC. A motel room could have a bed, TV, and chest of
drawers., A wallet could have bills, a driver’s permit, and a black
and white photograph of a guy in uniform. A hotel doorman may
have a pristine uniform, a pleasant smile, and a Scandinavian
accent.
You can drill down as you move your focus. For example, the room
had a chest of drawers. As you examine that, you may decide that
it has a wobbly leg, brass pull handles, and deep scratches on the
top. You can keep drilling down to greater levels of detail for as
long as it makes sense. For example, if there was a suit in a
drawer, it may make sense to think about its quality, size, and if
there is anything in the pockets. On the other hand, if the drawers
contain socks, they probably don’t warrant much further
investigation.
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You can ask the question and use the Oracle to answer it. If you
pictured meeting a crime boss under a massive bridge, you can
picture the rain falling at night in the dark and car headlamps
reflecting in the standing water. That is what you are expecting.
You have called the meeting to threaten the crime boss if they
continue to ship their latest designer drug into the city.
You are expecting a show of force by the crime boss; threat meets
threat. But now you ask the Oracle, Is everything as you
expected? With +2 in this case for likelihood. Rolling a 1 gives a
total of 3 and the worst-case scenario. The first thing that comes
to mind is that the crime boss turns up as expected, but getting
out of the limousine, they drag my character’s wife out, bound and
gagged. Somehow the crime boss knows exactly who my
character is and how to get to them. Is there a leak in Department
7?
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MISSIONS & ADVENTURES
It is helpful to have an overall structure for adventures. There are
two common names for the same system in roleplaying games.
They are the adventure in three acts and the five-room dungeon.
They are both essentially the same thing. Adventures in three acts
are more popular with modern-day and sci-fi settings as it does
away with the connotations of dungeons.
Prolog
When you jump into your adventure, in scene one, you are in the
Prolog. You know the overall theme of the adventure you want to
have and your character, but most of the plot is unknown to you.
You have completed the Prolog when you have a clear idea of the
mission.
Act 1.
Act 1 is about the first challenge or barrier. For example, barriers
could be having to bust one of your team out of prison or infiltrate
an organization. Barriers and challenges work best when they
focus on your intended theme and make good use of your non-
combat skills and feats.
Act II.
Act 2 is about roleplaying. If you made contact with a double agent
in Act 1, now you get to interrogate them. You could still be in
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hostile terrain, but fact-finding, establishing truths, and facts fall
into Act 2.
Act III.
Act 3 is where you build to the showdown. If you extracted a key
scientist in Act 1 and learned about the secret tunnels in Act 2,
then Act 3 is when you will tool up and head in.
Epilog
The Epilog is a chance to resolve loose ends, escape from hostile
terrority, and return victorious with whatever you were sent to get.
Acts 1, 2, and 3 imply order or sequence, but you can play them
in any order. You can compress an act into a single scene or two
or linger in an act because it emphasizes the elements of
d20Modern that you enjoy the most.
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which stage you are in. Also, if you know your goal, it is easier to
work towards it.
1. Agenda
2. Goal
Agenda
A faction’s agenda is its ultimate goal. That could be expanding its
turf or world domination. It could be wealth or political influence.
Faction wants or needs something.
Goal
A goal is a faction’s immediate next objective. For example, a
gang may crave wealth, but its immediate goal may be to rob the
Wells Fargo Bank next Friday.
In play, if you keep both the immediate goal and the ultimate
agenda in mind, you can more easily improvise their actions and
reactions.
If you want to know what they will do once you have foiled their
plans, they will do what will advance their agenda.
You can fill in all kinds of details while you play, but underneath
those details, all you need to know is what the faction is doing now
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and what they want to achieve in the long term. Everything else is
just window dressing.
Allegiances
A character can have up to three allegiances. Creating three fully-
fledged organizations is a lot of work. This Agenda/Goal
shorthand can make creating organizations quicker and easier.
You can then flesh them out to whatever level of detail you want.
The same is true for any organization, but the ones that your
character owes allegiance to can be played as if they are NPCs.
Each organization has a distinct atmosphere analogous to a
person’s personality.
Single Character
It is often easier to get into character if you are only playing one
character. You can imagine the world through their eyes, and your
words become their words. Unfortunately, this is also one of the
hardest ways to play. You only have the skills and feats of one
character and no one to help you out when things go badly.
PC & Sidekick
You create two full characters in this version, but choose one to
be your main PC. In every scene, there is an assumed question:
“Does your sidekick do the most sensible thing?” The odds are
skewed towards a yes unless there is a good reason not to. If you
get any form of yes result, they use their eyes and ears and all
their appropriate skills, as one would expect. If you get a no, or
worse, they may have become distracted or had an idea of their
own. You do not need to limit the question to once per scene. Each
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time they are put into a situation where independent thought is
required, ask the question.
With this kind of buddy system, you have the option to hop into
the other character if they are taking the spotlight in a scene. If
one of you is tough and the other smart, there could be scenes
that play directly to your different strengths.
Two characters have a much broader skill base, and you have
someone to rescue you if things go bad.
If one character dies, you can also carry on with the other
character. This also works well for games where two is the natural
team unit, such as cops, FBI, or special agents,
Party
Trying to play an entire party is harder than getting into a single
character. However, you have a much better chance of surviving.
You can play published adventures without rebalancing them for
one or two characters.
You get a full range of skills and feats that a well-rounded party
can provide, and if one character goes down, you have a team
around you to help.
GM
There is often an assumption that you are going to be the player
in solo play and emulate the Game Master with the questions.
Solo play works just as well if you want to run adventures as the
GM, but with emulated players. You still have to imagine each
scene and the characters’ actions, but this time you ask questions
about how the party or individual characters behave.
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TAKING SOLO FURTHER
This booklet is intended to get you started in solo playing
d20Modern. Over time you will accumulate more random tables
and generators and shape your play to fit your style.
https://www.reddit.com/r/Solo_Roleplaying/
https://discord.gg/jwYknJY
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LEGAL INFORMATION
OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards
of the Coast, Inc ("Wizards"). All Rights Reserved.
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means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise
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procedures, processes and routines to the extent such content does not embody the Product
Identity and is an enhancement over the prior art and any additional content clearly identified
as Open Game Content by the Contributor, and means any work covered by this License,
including translations and derivative works under copyright law, but specifically excludes
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Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
Modern System Reference Document Copyright 2002, Wizards of the Coast, Inc.; Authors Bill
Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet,
Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy
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D20 Solo Copyright 2022, Parts Per Million Limited; Author Peter Rudin-Burgess
END OF LICENSE
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