Monday, December 29, 2025

Wizard Dad's Works: The Improbable Task or A (Semi-)Comprehensive Catalog of Solo RPG Styles

The Improbable Task

An Introduction and Invitation

While I am a bad one for starting a task on my blog and never quite seeing it to the end, I do put my all into everything I post here. Most of what I post are things or ideas that have actually been very useful for me and it is my dearest hope that they will be of use to some of my fellow solo gamers. 

This project will be no different, saving in this it will not just be Wizard Dad's bright idea of the moment, but (hopefully) a catalog of games and styles in which everyone who follows it will get use some out of whether you are in line with my view or not. 

The goal is to offer as many solo play styles, starting with those most popular, moving into obscurity, and jumping on major variations. Where and when I cannot do justice to the concept, I will provide links to products, blog posts, videos, etc. that will demonstrate the concept with more clarity, joy, and keenness than my humble skills can provide; because at the end of the day there is no wrong way to have fun while solo gaming. 

(First Edit: This project is focused on GM-less one player solo gaming. I know there are many definitions of a solo game, so I think dropping that caveat at the beginning will prevent confusion later on. Ok, back to the show)

I would love for this to be a joint effort between me and the solo gaming community, so whether here in the comments, or on any shared social media in which you know where find me, please feel more than free, but  enthusiastically invited, to tell me of a style or style variation that has yet to be covered, or that you feel was covered incompletely. On the later note(because I have no interest in coving the same concept perpetually in infinite minor variations), if you can demonstrate to me that some subsection of a game has a merit I failed to capture I will either go back and edit (with credit to my source), or write a linked article about the style or variation. 

(Second edit: I am not looking just for the ideas of professional game designers, but also novel approaches by actual gamers. I will be adding a few my own and have no problem adding yours as long as they fit the criteria of offering another method of solo gaming that either hasn't been covered or isn't on the "soon to be covered" list.)

I call this the improbable task because, to be honest, it is well beyond my scope of time or skill to do completely, but I am willing to start at the bottom of the mountain and see how high I can climb. With that said, if you have a blog or a vlog or just feel like leaving a lengthy comment, you can join in the improbably task and collectively we can accomplish more.

Well, I do believe that introduces the project to the best of my ability. Topic 1 will be linked below as soon as it is written, and it will be about the Oracle and Prompts style of soloing (which I am sure will be of no shock to anyone that reads this blog) and then when that ground is covered fairly well I will move on to Journal style solo games. From there I will be striking out into new territory, and I will need assistance to make the map. 

If you have read this far, thank you for your time.

W.D.

 (If you enjoyed this article, check out the Blog Index for more content that may entertain or inspire)

Thursday, December 18, 2025

Mythic Mashup (sort of): The A6 Pocket Project (impatient rough draft 1)

The A6 Pocket Project

Introduction and Goals

Today I am taking a leap out to new territory. I am going to take features of two games I love, strip them down to the barest frame work, weld them together, and see if it floats.

My tools today are the MRPG, the Mythic GME App (or other oracle or prompt generator), the Fudge 10th Anniversary Edition, three 6-sided dice (or 4 Fudge dice), and an A6 size (roughly 4x6 inch) pocket notebook.

The goal is to come out of the other side of these articles with a mini game to play pretty much anywhere, that is nearly self contained, but doesn't short the player on a rich game experience. While at the same time doesn't self expand outside of the context of one notebook.

Lets Build a Character

Where am I? And while we are at it Who am I, and What am I doing here?

The first step for building a character is to decide the genre, subgenre, or setting your character is in. This is purely a matter mood and there are no wrong answers. The landscape can be as wide as "Fantasy Dream Land" or as focused as "221 Baker Street London".

The next question is narrow the window of genre with a character Archetype. As this is a solo game the sky is the limit. (Actually it isn't, there is no limit, but that is a horrible battle cry). An archetype, for the sake of this project, is a type of person that serves a singular function through a set of talents and abilities in the context of the setting.

An Archetype isn't a finished character by any means, but is focuses us into a smaller role within a wider world. 

Lastly (as this is a mini game not a campaign that isn't meant to last a lifetime), considering the Setting and the character Archetype, what is it they want with their lives at the time you step into their shoes.

Example: I am in a Fairy Tale World of Chivalric Courts and Fey Creatures, and within this fairy tale world I am a Questing Knight seeking Honor and Glory


These three considerations are at the heart of the game, and we will come back to them in the game play write up, but now lest talk about....


...Attributes (Current score +1 times 12 BP to improve)

Lets get the most painful part out of the way immediately. This game only has two attributes. Feel free to add more to your own personal version, but for the purposes of this experiment we are only going to have two: Body and Spirit.

Body

Body represents a total body system. It represents health, strength, speed, and reflexes. Your ability to handle intense action over a long period, and how messy it is when you smack someone with a club.

Spirt

Spirt is everything that isn't body. It is how smart you, your general eloquence, your willpower, concentration and intuition, and any other non physical aspect.

(Why only two extremely broad Attributes? Doesn't that mean a character can do any and everything. Well no and yes. Considering the character Archetype for a moment. Your character can do all the things expected of there archetype. Just honestly ask yourself, can a person for whom my archetype personifies attempt the action I want to do. If the answer is yes, you can do it. If answer is no, your probably can't.)

You have a total of +4 points (starting) to spend on Body and Spirit. These bonuses will be rolled against challenges using either a set of 4 Fudge dice, or by rolling 3d6 and comparing it to the chat below.

[3 to 4= -4; 5= -3; 6 to 7= -2; 8 to 9= -1; 10 to 11= 0; 12 to 13= +1; 14 to 15= +2; 16= +3; 17-18= +4]

So, roll result + attribute bonus = success rate. We will swing back around taking actions soon, but first....

Tags

Tags are words or phrases that describe the character. Some are very broad such as "Noble Born 10th Century Knight". Some are very narrow like "Dark hair and light eyes". Tags are slotted into one of eight categories. 

Archetypes (cost 24 build points after Character Creation)

An Archetype is a wide positive descriptor that implies a broad variety of skills, knowledge and abilities. Every character has one free Archetype that wraps up his general age, socio-economic condition and perhaps there profession as well. If this is a game where the PC is going to have a wide range of extraordinary abilities that require training they will have an archetype for that as well generally replacing profession in the first Archetype.

Dooms (grant 24 build point)

This is some unavoidable, possibly fatal, and wide ranging disability, circumstance, prophecy (or the like) that renders the characters life a possible misery. Though not present in every scene, a Doom should have a major effect on the life of the solo PC.

Powers (one granted at Character Creation in line with Archetype, cost 12 build points after Character Creation)

Powers extend a characters capabilities outside of the human norm or give them capabilities that though they exist amid humanity are rare and strange. 

Curses (Grant 12 build  points)

Curses are anti powers. They are weaknesses that will come up with some regularity that act in a prohibitive fashion, possibly even temporarily crippling a character.

Gifts (one granted at Character Creation; may or may not be in line with Archetype; cost 6 build points after character creation)

Gifts are specialized skills or abilities that any one could have but few people do have. They primarily grant permissions to do extraordinaire, yet possible, things.

Faults (Grant 6 build  points)

Faults are in there way the opposite of Gifts. The are prohibitive. They shouldn't come up all the time but when they do they block the opportunity to take the tasks they describe or at least make them much harder to perform.

Descriptors (0-3 build points. Two 3 point options for free in character creation)

Descriptors describe a character in either a neutral or positive fashion. If they describe something positive but somewhat trivial like ambidexterity they would coast between 1-3 points. If they are something like chocolate brown eyes, though it sounds good it doesn't really give any advantage and it is free (0 points)

Quirks (Grant 1-3 build points)

Quirks are oddball personality traits that may not jive with other people; a tendency to have a limp; or premature baldness. Generally they make things a bit harder, but after people get used to them they are no big deal.

(What the heck are build points? Build points are just what they sound like. They are points spent to build up a character, usually by purchasing more Tags, occasionally by raising an Attribute. I grant one Build Point for every two pages filled in your A6, for excepting massively inconvenient, but good, roleplaying prompts,  and by picking up the more negative Tags. This will all be covered later in Advancement).

(this is a mythic mashup because it takes a powerful tool from the Mythic RPG, invisible traits, which primarily what character Archetypes are all about. A thank you to Tana Pigeon for helping me understand that characters are more than just stats on a page.)

 (If you enjoyed this article, check out the Blog Index for more content that may entertain or inspire)

Thursday, December 11, 2025

Wizard Dad Blog Update: Crunch time and a new project.

As long time readers will know as I am cruising towards being 50yo I am also a return student getting a number of tech certifications through the amazing good fortune of series of return student grants. (I was slashed in a massive tech company lay off, and a benevolent organization tossed me the meatiest bone in the world).

That work has ebbs and tides in how much of my time it takes up, and right now the tide is in, as I am in crunch time before my next certification exam (probably in early Jan).

All of that is to say I have been busy, and the blog has had to take second fiddle. Which bums me out because I love swapping ideas with you folks. I am also lacking time to play much. The closest I have been getting to gaming is setting and rules refinement for a couple on going campaigns (for which I do give myself a humble amount of Character Improvement Points/Experience Points).

A couple nights back I was making yet another Character that will probably never see the eldritch glow of play, when I had a thunderbolt of challenge occur to me.

After38 years of playing, hacking, and transposing games, what is the absolutely simplest game I can design and enjoy playing if only for the occasional one shot. 

Under the working title of Su-Si (super simple), and the excellent DYI game Fudge, I have constructed a game that takes about 10 minutes to make a character and is strongly in favor of quick resolution. The rules are small enough to fit into less than 10 pages of a pocket notebook, and many resolution function are auto success and failure (cutting down on roll time). It owes a lot spiritually if not literally to Mythic as well because much of your character is built by the context of the Genre; Subgenre; and setting. 

This is easy enough to play on the go with a few simple tools in pocket. I will  post it here after a week or so of play testing. 

The goal is a game you can carry with you every where and play in the nooks crannies of every day life (say such as when you absolutely have to stop studying before the facts just dribble out of your ears and you learn nothing).

Lots of Mythic content may be forthcoming in during the Christmas break when I am going to take a few days off. 

Articles that are currently irons in the fire include  2 expansions to the mega dungeon article (one for adding forks twists and secret rooms, the other a demo of the game being played), an article on gathering information and testing its reliability in play, and the Su-Si Fudge build, that is sliding fast towards being a playable game on its own.

I hope all of you are enjoying your Holiday Season, and I look forward to getting back to a normal blogging rate soon.

Thank you