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Adventuring Alone

Game ID: GID0016383
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Publisher's Blurb:

It was recently pointed out to me that most solo role-playing appealed to GMs, as they were already used to improvising and creating content on the fly. Players are more used to improvising from prompts within the context of a scene. This is the 'What do you do?" question. This solo book is aimed at players, although GMs can use it just as easily. In creating a solo adventure it offers questions about the location, scenes, and encounters to encourage the solo player to engage with their version of any Hero Kids setting. A number of d6 tables aid the process of creating a spontaneous adventure.

These solo rules suggest a structure for each adventure that takes you from an event to engage your character, the plot hook, through to a final showdown with a villain, and a return home. At each stage, you will be asked questions about your character and the scene. Once you start solo role-playing you will just use the rules from Hero Kids (required to play). This is not a 'module' or numbered paragraph adventure. You will be improvising the entire adventure as you go.

Part of the inspiration for this set of solo rules came from this blog post: https://wispsoftime.com/content/rolling-solo-chapters-2-3-tu... which also uses Hero Kids as a simple starting solo game system.

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.

The entire contents of this supplement are available in the full-size preview. Please take a look and make sure you think you can play this way or are prepared to give it a go. Solo role-playing can be extremely satisfying and challenging, in a good way.

These rules require Hero Kids to be used and are not intended to be used by young children, they are designed for role-players who want to try solo role-play and use Hero Kids as a simple system to get started with.

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