Solo-wargaming
Author | : Donald F. Featherstone |
Publisher | : Frederick Warne |
Total Pages | : 202 |
Release | : 1973 |
Genre | : Art |
ISBN | : |
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Author | : Donald F. Featherstone |
Publisher | : Frederick Warne |
Total Pages | : 202 |
Release | : 1973 |
Genre | : Art |
ISBN | : |
Author | : Anne E. Schraff |
Publisher | : Berkley Publishing Group |
Total Pages | : 150 |
Release | : 1988-01-01 |
Genre | : Fantastic fiction. |
ISBN | : 9780425110294 |
The reader must foil the Sorceress of the Sea's dreadful plot to kill King Peter, Queen Susan, King Edmund, and Queen Lucy and seize the throne to save the realm of Narnia, under the guidance of Aslan, Son of the Emperor-Beyond-the-Sea.
Author | : Sam Gorski |
Publisher | : Games You Can Play in Your Hea |
Total Pages | : 200 |
Release | : 2019-02-27 |
Genre | : Games & Activities |
ISBN | : 9780998379418 |
"Your mind is now the ultimate gaming engine. Ditch the remote. Ditch the controller. Explore worlds and stories through a revolutionary single-player role-playing system that pushes your imagination beyond its furthest limits"--Back cover.
Author | : Steve Jackson |
Publisher | : Puffin HC |
Total Pages | : 228 |
Release | : 1986 |
Genre | : Juvenile Fiction |
ISBN | : 9780140321524 |
Author | : Tom Pigeon |
Publisher | : Createspace Independent Publishing Platform |
Total Pages | : 54 |
Release | : 2018-01-25 |
Genre | : |
ISBN | : 9781982081058 |
Mythic Game Master Emulator Create dynamic role-playing adventures without preparationFor use as a supplement with other systems NOTE: This product provides the Game Master Emulation rules found in Mythic, a product that contains emulation rules and a full, universal role playing game. Mythic Game Master Emulator is for those who do not want the universal role-playing rules, but just the game master emulator at a reduced price. Mythic Game Master Emulator is a supplement meant to be played with your favorite role-playing games. Most Role-Playing Games operate under the principle that there are players and there is a Game Master. The GM prepares all the details of an adventure, and then "runs" the players through that adventure. This usually requires a great deal of preparation on the part of the GM. Mythic is different in that it requires no preparation from the GM. Mythic adventures are meant to be played off the cuff, with perhaps a few minutes of brainstorming to come up with the initial setup. Mythic can also be played entirely without a GM. The same mechanics in Mythic that allow a GM to run an adventure without preparation also allows a group of players to do without the GM. In a Mythic adventure, the GM (or players without a GM) can start an evening's entertainment with about five minutes of preparation. As the adventure unfolds, the GM is just as surprised by the twists and turns as the players are. There are various ways in which Mythic can be used: No GM, multiple players Players decide on an opening scenario, and perhaps a few details or two, and Mythic takes it from there. All action is decided through the asking of yes/no questions and the application of logical principles. By answering questions, the adventure moves along, with the occasional random event throwing players a curve ball. The action is broken into scenes, just like in a movie, to keep everything straight. No GM, one player Mythic can be used to go solo. Solo play in Mythic works the same as group play. You're just alone. One GM, any number of players For those who like to be a GM, we have something for you, too. The same tools that allow Mythic to automatically generate adventures on the fly without a GM also work with a GM. This means very little to zero preparation, if you don't want to prepare. Simply create an opening scenario (hey, you can come up with that on the drive over!) and follow Mythic as it guides you along. Mythic will throw in its own twists and turns, so the GM will be just as shocked as the players.
Author | : Peter Rudin-Burgess |
Publisher | : |
Total Pages | : 26 |
Release | : 2021-02-13 |
Genre | : |
ISBN | : 9781716079863 |
Alone in the Dark is a set of simple Solo play rules for Blades in the Dark You Need This Book Because all role-playing is improv and solo rules support that improvisation. Even as a group GM these rules will help when you need to create exciting games with little or no preparation. It uses simple tables to replace the GM with dice rolls and your own improv. skills. What makes these rules unique is that they stay as close as possible to the core Blades mechanics so you don't have to 'stop playing blades' to use the GM Emulator and then have to get back into character. If you have played Blades in the Dark then you can use these rules. If you are familiar with using Fortune rolls then you will instantly recognise and understand the logic behind this supplement. Solo is a perfect way to learn a new game, test your first adventures and going beyond just making characters when you are first getting to know the rules.
Author | : Dave Morris |
Publisher | : Fabled Lands Llp |
Total Pages | : 252 |
Release | : 2013-09 |
Genre | : Games |
ISBN | : 9781909905009 |
The end of the 23rd century. Earth lies in the grip of a new Ice Age. Famine, cold and fanatic cults threaten what is left of civilization. Humanity is on the brink of extinction. Nine of the strongest heroes of the age come seeking the ultimate prize: the Heart of Volent, an object with the power to reshape reality. All are ruthless, powerful, determined. To succeed they must work together. But only one can have the Heart. Choose your alliances with care. Weigh up who to trust. Be ready for betrayal. When the moment comes, the future of mankind will rest on your judgement. * * * Critical IF books are interactive adventures with a difference. You can be a mutant with the power to warp reality. A soldier whose combat skills are a match for any foe. A stealthy assassin leaping between rooftops. An explorer who can survive in the harshest conditions. Be anyone you can imagine. Choose from almost five hundred different character types, each with their own unique skills. Strong stories, vivid settings and compelling characters make Critical IF the game-changers of the interactive fiction genre. Put yourself in the heart of the story.
Author | : |
Publisher | : |
Total Pages | : 210 |
Release | : 2010-11-21 |
Genre | : |
ISBN | : 9781936673018 |
Stars Without Number is a science fiction role-playing game inspired by the Old School Renaissance and the great fantasy and science-fiction games of the seventies and eighties. * Compatible with most retroclone RPGs * Helps a GM build a sandbox sci-fi game that lets the players leave the plot rails to explore freely * World building resources for creating system-neutral planets and star sectors * 100 adventure seeds and guidelines for integrating them with the worlds you've made * Old-school compatible rules for guns, cyberware, starships, and psionics * Domain rules for experienced characters who want to set up their own colony, psychic academy, mercenary band, or other institution
Author | : Peter Rudin-Burgess |
Publisher | : Lulu.com |
Total Pages | : 26 |
Release | : 2021-02-23 |
Genre | : |
ISBN | : 9781008996359 |
OSR Solo rules These rules are intended to allow you to play an OSR, in this case meaning 0D&D, B/X style games, without a Dungeon Master. game you will get using these rules will be a sandbox-style adventure, you will not need to do any Dungeon Master [DM] style preparation although having a few stock NPCs or appropriate levels 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 the 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. is a perfect way to learn a new game, test your first adventures and going beyond just making characters when you are first getting to know the rules
Author | : Mike Lambo |
Publisher | : Independently Published |
Total Pages | : 52 |
Release | : 2022-01-07 |
Genre | : |
ISBN | : |
The Fields of Normandy is an accessible, portable, solitaire "hex and counter" style wargame in a book. Instructions and colour game maps are included; you just need to bring a pencil, 2 standard six-sided dice and an eraser. Nothing else is needed to play. Your task is to order your rifle squads, machine gun teams, mortar teams and PIAT teams across the map to achieve your objectives, countering any enemy threat which is found along the way. The game rules reveal, position and attack with enemy units whilst you focus on your objectives. Clear rules, 15 missions across varied maps with varied enemies provides plenty of replayability as you re-create the Allied push into Normandy in World War II. Good luck, your troops await your orders... Complexity: 2/5 Players: 1 Time: 10 to 40 minutes per mission