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Wilderlands 3.5 - Solo play?

Started by Reckall, April 01, 2011, 04:57:02 PM

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Reckall

For a variety of reasons my D&D 3.5 campaign will be on hiatus until Summer. Today, however, I found out that a local gaming shop has the complete "Wilderlands 3.5" collection (Boxed set, Player's Guide and City-State) on sale at the original prices (I checked some prices around, and the boxed set alone is in the two-and-half hundreds...)

My question is: can I roll some characters and "solo" through the wilderlands using the 3.5 D&D books, graph paper and random generation tables? It would be the opportunity to "have fun with myself" and try some classes/PrCs/rules that hardly will come up in my campaing.

Feedback would be appreciated, along with suggestions about how to pull it even if the books aren't specifically written for solo play (I also have the helpful Crystalkeep 3.5 indexes, with - for example - a classification of monsters according to climate and terrain, or CR, etc.)

I could even keep a diary :) I have rolled a 1st level human cleric with STR 5 and DEX 7, so, as a backstory, I imagined that as a kid he was crippled by a disease similar to poliomyelitis, and that he learned to move and walk again with blood and tears. Not a bad start. And new characters could join as the adventures develop.

I really hope that this is doable, because it is something I would look forward to.
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Melan

It would not work so well IMO. The hex entries are mainly springboards - and good ones at that - but they still need GM interpretation and expansion to function.
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Caesar Slaad

Quote from: Melan;449279It would not work so well IMO. The hex entries are mainly springboards - and good ones at that - but they still need GM interpretation and expansion to function.

I think it could work to some extent if you added some meta-rules layer. For example, randomize a town or village you start in. Have some protocol for what you can read, what your character can learn.

For example,

1) assume if there is trouble is in a hex, you'll find it, and have to deal with it. This might mean some more concrete rules about negotiating if combat isnot a viable option.
2) rules for behavior and discovery of opposition
3) rules for rumors.

This last one it tricky. Perhaps you might assume that the text given is not guaranteed accurate, but just a rumor, and then randomize the reality of the situation. E.G.:
Roll 1d6

1) Resident is different alignment or motive than listed
2) Resident is not in the listed hex, but a nearby hex
3) Resident knows the PC is coming and sets up an ambush
4) Supposed resident is gone/dead, perhaps defeated by another random creature
5-6) Creature is as listed.
(etc, abbreviated example)

Perhaps the character makes a gather info for the hex to read the entry, travels to the hex, and deals with anything on the way.

More ideally, someone would write an adventure guide that would mask off details until needed.
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Benoist

Yeah, I gotta disagree with Melan, based on my experiences with solo play using dungeon generators. You can make it work, if you are able to differenciate your DM demiurge imagination/POV from your Player's first person experience of whatever you come up with. It's an exercise in imagination. Some people just won't be able to do that, or won't derive any pleasure from doing it. Others will make it work and have fun in the process.

RPGPundit

Solo play seems pretty fucking pointless to me.

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Esgaldil

Solo play seems perfectly fucking pointy to me, if one is interested in the mechanics of game design and using game play as a springboard for developing a narrative/world.  I don't generally sit down to formally play a tabletop RPG alone, but I have certainly spent a great deal of time on "campaigns" that were entirely theoretical and solitary, and I think it has helped me understand games and improve as a GM and a player - as well as being good cheap fun that doesn't fatten or chafe.
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Ysbryd

You can find a game called ,,Mythic" (from Word Mill Publishing) on rpgnow that has been developed for solo play. You can use it with every system. I don't have it (yet) but I have read some great reviews. Perhaps you should "google up" information and reviews on the game and see for yourself.
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Lawbag

If you were looking for some solo gaming using a generic set of rules, but with completely open-ended gaming, I'd suggest hunting down the Fabled Lands series of solo game books. eBay does have them.

Wilderlands is, as the follow-up poster said more of an inspirational springboard for a GM who can ad-lib and go with the flow.
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Ladril

#8
Quote from: Lawbag;449553If you were looking for some solo gaming using a generic set of rules, but with completely open-ended gaming, I'd suggest hunting down the Fabled Lands series of solo game books. eBay does have them.


The books are available in new editions, don't Ebay for them. Since this has been mentioned, I'll post a new thread for those not in the know.

Edit: done. See thread over at http://www.therpgsite.com/showthread.php?t=19777

S'mon

I think you'd probably derive the most satisfaction from using the random relics & ruins table in conjunction with 3.5 (or your preferred ruleset) to 'fill in' the empty hexes with content, in preparation for running a kick-ass WoHF campaign with your players.  :)
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Lawbag

Quote from: Ladril;449561The books are available in new editions, don't Ebay for them. Since this has been mentioned, I'll post a new thread for those not in the know.
 
Edit: done. See thread over at http://www.therpgsite.com/showthread.php?t=19777

Cheers, missed that thread before posting.
 
I think there were 6 books in total, so the first 4 is a good start.
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