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Good-Bye from Mighty Deeds
Posted: Sat, 06 Jun 17:11:28
Posted: Sat, 06 Jun 17:11:28
A new episode has been added to the database:
Good-Bye from Mighty Deeds
Feed Swap - On the Shoulders of Giants: Random Access Histories
Posted: Sat, 06 Jun 17:06:53
Posted: Sat, 06 Jun 17:06:53
A new episode has been added to the database:
Feed Swap - On the Shoulders of Giants: Random Access Histories
Cult & Roses Chapter 2: The People At the Bottom of the Sea
Posted: Sat, 06 Jun 17:06:17
Posted: Sat, 06 Jun 17:06:17
A new episode has been added to the database:
Cult & Roses Chapter 2: The People At the Bottom of the Sea
Hey BoardGameGeek. We're Arcadia Games, the capital's newest D&D venue. Ask us anything!
Posted: Sat, 06 Jun 17:00:01
Hey everyone,
Arcadia Games is a Dungeons & Dragons, TTRPG, and board game space just off the Strand, in the heart of London. If you want to see our amazing venue, you can see it all at www.arcadiagames.co.uk, and you can also follow us on Instagram.
Here's a small look into everything you can do at Arcadia:
Dungeons & Dragons
Daily beginner-friendly one-shot D&D sessions set in our own persistent world - no experience needed, and play as often or as rarely as you like!
Grosh Drumclad’s Adventuring Academy — learn D&D at your own pace over 3 weeks.
Room rental and venue hire
- Private room rental for games from £4 per person per hour
- Private GM hire — our GMs will work with you to make sure your adventure is suited to your play style and preferences!
Venue hire for parties and corporate events (contact info@arcadiagames.co.uk for more information)
Spacious sunny open-plan room, free to use for tabletop games during evenings and weekends, subject to availability
- A daytime community workspace with meeting rooms and hot-desking
We are a community-focused venue, and safety and consent are at the core of what we do: everyone who enters our venue is subject to our Code of Conduct. Learn more here.
Whether you're just starting your adventures in tabletop gaming, or are a seasoned explorer -- welcome to your new favourite place.
—
Arcadia’s rooms are decorated to work with your adventures. From the light-speckled Forest to the star-covered Observatory, each room inspires creativity while not distracting from your game or work. Described as “like an eccentric wizard’s house”, Arcadia was made for you!
—
Arcadia Games runs a fully-licensed bar and kitchen from its Tavern, with table service evenings and weekends. Come check out our rotating selection of beer from Queer Brewery, our fun themed cocktails and potions (with real in-game benefits!), and our delicious hot food — including our top-selling loaded nachos, freshly-prepared toasties, and a variety of snacks that are easy to nibble on while you play. Vegan and gluten-free options are available.
Check out our Happy Hour from 5:30 to 6:30, with a two-for-20 offer on all cocktails. And try our famous Wild Magic Surge - a cocktail where you roll for each ingredient.
Please let us know if you have any questions!
Posted: Sat, 06 Jun 17:00:01
Hey everyone,
Arcadia Games is a Dungeons & Dragons, TTRPG, and board game space just off the Strand, in the heart of London. If you want to see our amazing venue, you can see it all at www.arcadiagames.co.uk, and you can also follow us on Instagram.
Here's a small look into everything you can do at Arcadia:
Dungeons & Dragons
Daily beginner-friendly one-shot D&D sessions set in our own persistent world - no experience needed, and play as often or as rarely as you like!
Grosh Drumclad’s Adventuring Academy — learn D&D at your own pace over 3 weeks.
Room rental and venue hire
- Private room rental for games from £4 per person per hour
- Private GM hire — our GMs will work with you to make sure your adventure is suited to your play style and preferences!
Venue hire for parties and corporate events (contact info@arcadiagames.co.uk for more information)
Spacious sunny open-plan room, free to use for tabletop games during evenings and weekends, subject to availability
- A daytime community workspace with meeting rooms and hot-desking
We are a community-focused venue, and safety and consent are at the core of what we do: everyone who enters our venue is subject to our Code of Conduct. Learn more here.
Whether you're just starting your adventures in tabletop gaming, or are a seasoned explorer -- welcome to your new favourite place.
—
Arcadia’s rooms are decorated to work with your adventures. From the light-speckled Forest to the star-covered Observatory, each room inspires creativity while not distracting from your game or work. Described as “like an eccentric wizard’s house”, Arcadia was made for you!
—
Arcadia Games runs a fully-licensed bar and kitchen from its Tavern, with table service evenings and weekends. Come check out our rotating selection of beer from Queer Brewery, our fun themed cocktails and potions (with real in-game benefits!), and our delicious hot food — including our top-selling loaded nachos, freshly-prepared toasties, and a variety of snacks that are easy to nibble on while you play. Vegan and gluten-free options are available.
Check out our Happy Hour from 5:30 to 6:30, with a two-for-20 offer on all cocktails. And try our famous Wild Magic Surge - a cocktail where you roll for each ingredient.
Please let us know if you have any questions!
Review: Legendary Ninjas:: The Short Version? Legendary Ninjas goes a long way to making ninjas into valuable team members.
Posted: Sat, 06 Jun 16:47:17
Presentation
This is available in print and pdf editions. The print version is a 40 page softcover. It is perfect-bound with sturdy, full color covers. The interiors are also color pages on matte paper. The layout is primarily two-column ant there is plenty of art and whitespace to create good readability.
Content
Like others in this series, this book seeks to prevent new options for and existing class, in this case, the Ninja. The book starts with some information on Ninja clans and affiliated groups and how to integrate them into your campaign. From there it moves into presenting a class features table for first to twentieth level ninjas. The ninja still receive a fair number of abilities as part of class progression but many of them are changed from the original version. This primarily takes the forms of "tricks" learned at each level. Trick types include ninja, vanishing trick, improved dirty trick, and powerful dirty trick. Each time the ninja gains one of these abilities, he picks from a list of allowable options which in turn allows the ninja to specialize in various tactics.
In addition to these categories, there are a number of options for each one. There are also additional ninja tricks. There are also eight new favored class bonuses, each of which is open to any race and which allow the ninja to further specialize their talents. There are quite a few new ninja tricks and some of them could help a disguised ninja appear to be a member of another class.
This is followed by archetypes. There are nine archetypes: Blackheart Beguilers try to terrorize their opponents, Elemental Assassins attune themselves to elemental forces similar to kineticists, Gunpowder Shadows combine their ninja skills with the use of firearms, Ironheart Brawlers are bare-knuckled fighters, Shikigami Callers are able to consort with creatures similar to a druids animal companion, Shinobi No Mono are able to combine their ninja tricks with magical abilities, Split Souls are able to create clones of themselves and finally, Yokai Scions are connected to malevolent outsiders called Yokai who grant them abilities and powers.
After the archetypes, we move to more traditional fair: 9 new feats, a list of spells and sources for ninjas, 4 new spells, and some suggestions on adding magic to other classes using rules similar to the rules for ninjas. There are also 4 new magic items and five new non-magical pieces of equipment. The last thing in the book is asample ninja of CR 8 created using the legendary rules.
Evaluation
The Ninja isn't really my favorite class, probably because I still connect it to the lone assassin mindset. Still, this book is interesting and if you really want to play a ninja, this is probably your best chance to do it and contribute to a group of adventurers. Admittedly, a number of the archetypes (Yoka Scions, Shikiami Callers, and Split Souls) probably scream "villain" to most people. Of course, new villain types are good too.
I'm not sure this was a good buy for me, but if you're a little more morally flexible or if you play a game where players can be highly independent between adventures, this is definitely a supplement with a lot to offer.
Posted: Sat, 06 Jun 16:47:17
by sdonohue
Legendary Ninjas is a 2020 release for Pathfinder Roleplaying Game (1st Edition). It was published by Legendary Games and features art and design by some of their most prolific authors and artists.Presentation
This is available in print and pdf editions. The print version is a 40 page softcover. It is perfect-bound with sturdy, full color covers. The interiors are also color pages on matte paper. The layout is primarily two-column ant there is plenty of art and whitespace to create good readability.
Content
Like others in this series, this book seeks to prevent new options for and existing class, in this case, the Ninja. The book starts with some information on Ninja clans and affiliated groups and how to integrate them into your campaign. From there it moves into presenting a class features table for first to twentieth level ninjas. The ninja still receive a fair number of abilities as part of class progression but many of them are changed from the original version. This primarily takes the forms of "tricks" learned at each level. Trick types include ninja, vanishing trick, improved dirty trick, and powerful dirty trick. Each time the ninja gains one of these abilities, he picks from a list of allowable options which in turn allows the ninja to specialize in various tactics.
In addition to these categories, there are a number of options for each one. There are also additional ninja tricks. There are also eight new favored class bonuses, each of which is open to any race and which allow the ninja to further specialize their talents. There are quite a few new ninja tricks and some of them could help a disguised ninja appear to be a member of another class.
This is followed by archetypes. There are nine archetypes: Blackheart Beguilers try to terrorize their opponents, Elemental Assassins attune themselves to elemental forces similar to kineticists, Gunpowder Shadows combine their ninja skills with the use of firearms, Ironheart Brawlers are bare-knuckled fighters, Shikigami Callers are able to consort with creatures similar to a druids animal companion, Shinobi No Mono are able to combine their ninja tricks with magical abilities, Split Souls are able to create clones of themselves and finally, Yokai Scions are connected to malevolent outsiders called Yokai who grant them abilities and powers.
After the archetypes, we move to more traditional fair: 9 new feats, a list of spells and sources for ninjas, 4 new spells, and some suggestions on adding magic to other classes using rules similar to the rules for ninjas. There are also 4 new magic items and five new non-magical pieces of equipment. The last thing in the book is asample ninja of CR 8 created using the legendary rules.
Evaluation
The Ninja isn't really my favorite class, probably because I still connect it to the lone assassin mindset. Still, this book is interesting and if you really want to play a ninja, this is probably your best chance to do it and contribute to a group of adventurers. Admittedly, a number of the archetypes (Yoka Scions, Shikiami Callers, and Split Souls) probably scream "villain" to most people. Of course, new villain types are good too.
I'm not sure this was a good buy for me, but if you're a little more morally flexible or if you play a game where players can be highly independent between adventures, this is definitely a supplement with a lot to offer.
[DND3 Pg 252] The Underappreciated Anything-Bomb [Week 42]
Posted: Sat, 06 Jun 11:05:16
Posted: Sat, 06 Jun 11:05:16
A new episode has been added to the database:
[DND3 Pg 252] The Underappreciated Anything-Bomb [Week 42]
Summer Game Fest 2026 | Day of the Devs (Indies)
Posted: Sat, 06 Jun 05:50:57
Feel free to share any games that I missed in the comments section below.
• Summer Game Fest 2026 | Day of the Devs (Indies)
[hr]
Blood Dungeon
Youtube Video
Mr. Records
Youtube Video
33 Immortals
Youtube Video
DREADMOOR
Youtube Video
Threads of Time
Youtube Video
N PLUS INFINITY TIMES TWO
Youtube Video
Into The Unwell
Youtube Video
Lazy River
Youtube Video
Prove You're Human
Youtube Video
Ithaca
Youtube Video
Screenbound
Youtube Video
Shot One Fighters
Youtube Video
Apple Crumble
Youtube Video
Slap Out Of It!
Youtube Video
Super Yooka-Laylee Kart
Youtube Video
Into the Fire
Youtube Video
Trine 6: Together in Time
Youtube Video
When Sirens Fall Silent
Youtube Video
Bub was also announced but there is no trailer for it.
Posted: Sat, 06 Jun 05:50:57
by Forbidding
Summer Game Fest is an all-digital, multi-month global festival. It features gaming news, events, and free playable content. Each developer or publisher will announce and host their own conference as part of the event.Feel free to share any games that I missed in the comments section below.
• Summer Game Fest 2026 | Day of the Devs (Indies)
[hr]
Youtube Video
Youtube Video
Youtube Video
Youtube Video
Youtube Video
Youtube Video
Youtube Video
Youtube Video
Youtube Video
Youtube Video
Youtube Video
Youtube Video
Youtube Video
Youtube Video
Youtube Video
Youtube Video
Youtube Video
Youtube Video
Bub was also announced but there is no trailer for it.
Becoming a Player
Posted: Sat, 06 Jun 05:09:24
Posted: Sat, 06 Jun 05:09:24
A new episode has been added to the database:
Becoming a Player
(S7E7) Andy Inna-Bones
Posted: Sat, 06 Jun 05:05:10
Posted: Sat, 06 Jun 05:05:10
A new episode has been added to the database:
(S7E7) Andy Inna-Bones
Happy Birthday Bahasa!!
Posted: Sat, 06 Jun 05:05:01
Happy Birthday Bahassa Inggeris!
Posted: Sat, 06 Jun 05:05:01
by Steve
It's June 6 and that means it's time to wish [username=bahasa] a happy birthday!Happy Birthday Bahassa Inggeris!
Review: ALONe: A Solo Game Engine:: ALONe: All by myself
Posted: Sat, 06 Jun 01:50:29
I told you that story so I could tell you this one
ALONe (an acronym for A Lonesome October Night … um … e) is a solo RPG engine built directly on top of the Gamemaster’s Apprentice Deck, both by Nathan Rockwood of Larcenous Designs. The original beta version of ALONe came out around the same time as the original GMA deck in 2016. Nathan finally decided to call ALONe “complete” in 2023, just in time for the second edition of GMA to come out and partially invalidate (or at least complicate) it.
ALONe can either be played by itself or as a GM emulator mixin for another game system. When played by itself, all the themes, power levels, technology, magic, equipment, etc. come straight out of the player’s brain. Want to play a starving orphan child in steampunk Paris? Go for it. Want to be Ultimate King of the Universe, capable of destroying galaxies with your mighty butterfly kisses? Have fun, bud. The system expects you occasionally to be in some sort of peril, physical, emotional, or otherwise, to keep the story engaging. But hey, if you’re satisfied creating a narrative where you shout “And I win again!” a lot, nobody’s gonna yuck your yum.
At last, a system that lets you play as the most dangerous and terrifying man in the world
ALONe-on-its-own is designed for one player only. You could use it for GM-less group games, but the lack of power scaling can easily bite a group in the butt unless everyone thoroughly agrees what level they’re on. Using ALONe to run a separate system works somewhat more fairly since it engages that system’s checks and balances. There’s also no built-in method to ensure everybody gets their time in the sun, so you’d also have to import a spotlight mechanic from elsewhere.
[heading]Setting up[/heading]
Describe me like one of your French girls
Preparing an ALONe campaign is a multi-stage process.
Step 1: Decide whether you want to do just ALONe, ALONe as a narrative engine combined with another system for its crunchy tactical morsels, or use another system for everything but the story. In the third case, the rules suggest skipping ALONe entirely and using one of the Gamemaster’s Apprentice Deck adventure guides instead.
Using another game requires the player to do some lateral thinking. ALONe’s narrative engine relies heavily on Descriptors, like SPELLCASTING STUDENT, MASTER SWORDSMAN, DASHING ROGUE, etc. Using a different system requires the player to translate their character’s stats and abilities into these Descriptors so ALONe can play with them. The rules suggest things like translating a level 1 thief into ROGUE’S GUILD INITIATE and a high Stealth skill into BLENDS INTO SHADOWS. The player can also bring in character elements that the other system doesn’t cover, like BASTARD SON OF THE EVIL DUKE or MASTER OF THE KAZOO. It’s all the same to ALONe.
If you’re not using another system, never mind. Move along.
Step 2: Figure out your theme and your character. It’s all basic “Where am I? Who am I? Why am I here?” type stuff. This section includes a Mad Lib-like character motivation generator to get you started. If you can’t think of anything or don’t care so much, the back of the book has an appendix full of random character background/motivation tables.
Step 3: Gather your resources. This includes in-game resources like gold, weapons, and rations, and also Revision Points, which are ALONe’s meta-narrative currency. The player can spend Revision Points during setup to get more Descriptors, or use them in-game to re-draw a card, temporarily gain or edit a Descriptor, or trigger a story-altering Vignette, about which more later.
Step 4: Choose three initial Descriptors for your character. This might be disappointing for players who got all excited in phase 1 and came up with a dozen ways to describe their special unicorn OC. If three’s not enough, the player can buy extra Descriptors with Revision Points.
There’s plenty of advice on creating Descriptors in this section. One thing that stood out to me was how they interact with the campaign’s concept. The example given is a vampire character in a campaign about hunting other vampires; in this case, “vampire” doesn’t really need to be a Descriptor, since that’s the campaign’s baseline. They still have the powers and everything, they just don’t stand out from the norm. If everyone they’re likely to meet is a normal human, however, VAMPIRE is definitely a valid Descriptor.
Once your course is set and the main character is built, we can finally learn how to
[heading]Play the Game[/heading]
Open up your mind and let me step inside
Unlike those fools up Washington way, ALONe has some basic principles: ask leading questions for the cards to answer, seek inspiration from the cards rather than instruction, and don’t assume that what the cards tell you has the same ineffable weight as a GM. It’s a deck of prompts, not the Oracle at Delphi.
Well now you tell me
This bit, I think, is mostly here to help players who aren’t used to solo games get into a more active mindset. The cards may push your story like the wind, but it’s up to you to steer the ship. They report, you decide.
The rules then describe a Stability/Tension system to help determine when random events occur. The player sets a Tension score from 1 to 10, with higher numbers indicating more hectic situations. Whenever they draw a GMA card for anything, they also look at the Difficulty Generator score on that card. If that number is equal to or less than the current Tension score, a random event occurs. Draw two or three cards and look at the Random Event Generator part to get a noun, a verb, and potentially an adjective. Then inject whatever you just drew into the story.
This here and that there
The Tension level can be set once for the whole game, decided per scene, or have a rising level that increases per draw until it triggers, then resets.
The actual decision-making process is quite straightforward. Essentially, you couch what you want to know as a Yes/No question, decide your odds (bad, even, or good), draw a card for the answer, check the Tension level for a random event, and apply the results to the story. If you’ve ever used an oracle-based system before, this should be very familiar territory.
Descriptors come into play when determining odds. Having a Descriptor which is advantageous to the current action (NIMBLE FINGERS while picking a lock, maybe) bumps the odds in your favor. A situationally negative Descriptor (HUGE DUMPY while squeezing through a small passage, perhaps) knocks them down. If various conflicting Descriptors apply, the player can either choose which one seems most important at the moment, or count up and down as they cancel each other out.
A more complex point-based system exists for players that want more crunch, especially for mechanical questions like “did I hit the goblin” or, more importantly, “did the goblin hit me.” The player starts at zero, adds one point per each relevant positive Descriptor, subtracts one point per negative Descriptor, and adds or subtracts up to two points for situational bonuses/penalties. They then do that same calculation for their opponent. If both totals are equal or one point off, it’s Even Odds. Above that is Good Odds, and below that is Bad Odds. Flip the card and take your lumps.
If this is the system you’re going with, the rules suggest adding a number to your Descriptors so you’re not, for example, trying to figure out how NOVICE SWORDSMAN, EXCELLENT SWORDSMAN, and LEGENDARY SWORDSMAN stack up against each other. Instead, just do SWORDSMAN (1), (2), or (3) and use that in your calculations.
If you’re using a different system alongside ALONe, never mind all that mechanical stuff and use whatever they got.
[heading]The Consequences of Your Actions[/heading]
Curse your sudden but inevitable betrayal
While co-playing a different system, you most likely have HP/MP/Sanity/whatever to keep up with your current condition. By itself, ALONe doesn’t track any of that. Instead, failures impose either temporary conditions or negative Descriptors.
On a failure, the player draws a card and looks at the Difficulty Generator. A low number indicates something brief and easily fixable, like dropping your weapon. A median number might impose a temporary Descriptor, like BLINDED BY VENOM, which requires special effort to mitigate during the scene but goes away once the combat is done. High numbers impose more grave, long-lasting Descriptors, like LOST A HAND or LEARNED DARTH VADER IS MY FATHER.
Sometimes you may have trouble deciding what kind of consequence to take. There’s a handy random chart of effect types to help you figure that out, from confusion to incarceration to loss of motivation to good ol’ broken bones.
Here we run into a minor snag: this random table, and many others later in the document, rely on the Tag Symbols from the GMA 1e decks. Thing is, GMA 2e does away with Tag Symbols in favor of a different random generator. Admittedly there are ten of these symbols and you could just use the d10 from the Dice Wheel for the same purpose, though not all tables have numerical indices. So you have to count rows. Like a commoner.
Why I never
An optional rule is the grandiosely named Doom of Damocles. This adds between three and five checkboxes to the adventure sheet. For every negative Descriptor the character acquires in-game, even a temporary one, check a box. If a Descriptor is cleared or mitigated, erase a box. When all the boxes are filled, your adventure reaches its bad end. Getting hit in the head with a sword is optional.
The rules continue with tips on how to adjudicate combat, from brawls to mass battles, and a fairly long section on how to run social encounters without feeling schizophrenic by using random motivation tables for your NPCs. At times the social section gets a little overly specific, expecting the player to create unique reaction tables for particular genres or even for important NPCs. That all feels like work to me, frankly, but I know some of you sickos out there would get a kick out of it.
Now that we’ve absorbed all that, here, on page 43, it’s time to discover
[heading]How Everything Actually Works[/heading]
Our story is only just beginning
So you thought reading all those rules meant you knew how to play? Ha! Think again! This section goes in-depth into concepts which so far we’ve only touched on: Revisions, Descriptors, Beats, Vignettes, and Downtime. Used together, these will hopefully help a player organize their random story into something coherent.
We’ve already talked about Revisions and Descriptors. The rules go a little deeper here, like how to gain more Revision Points and add/change Descriptors as the story goes on, but nothing earth-shattering.
Beats are units of story that start with a stake of some sort (e.g., you want or need something) and end when that stake is resolved (e.g., you get or permanently lose that something). There’s yet another random chart here to help spur the player’s imagination if it fails them. Beats are different from scenes, in that multiple scenes can occur within a Beat and/or a stake can be resolved in the middle of a scene and then either changed or doubled down on.
Vignettes are chunks of narration that exist outside the rules and can change the story any way the player wants. This may sound enormously powerful, but that’s only because it is. If the player wants to take a simple snail herder and make her the God of Hamburgers, a Vignette can do it in a snap. Vignettes also cover flashbacks that explain how that latest setback was all Part of the Plan, which is why you happen to have the magic dingus that saves the day! What prevents Vignettes from turning the game into a Mary Sue fanfic is that they have a Revision Point cost, so you don’t have an unlimited number of them. If the Vignette would change the character’s Descriptors, you have to pay for those too.
Downtime is where all the boring day-to-day stuff happens. If you want to quantify it, the player gets one Downtime Point and can buy up to two more with Revision Points. The more Downtime Points you spend, the more involved your off-hour actions become, from finding a safe place to hide (1 point) to founding a small-time crime cartel (3 points).
[heading]On the Campaign Trail[/heading]
Vote early, vote often
The concluding chapter goes into how to incite a campaign with random actions, plus how to generate your own random tables for your campaign. Bookkeeping gamers may enjoy this, but it’s not my bag. Building a table in the middle of running the game feels like filling out paperwork in the back of a speeding semi full of volatile Quadrazine.

My patent papers are at a slight angle, Sam
The rest of this chapter reiterates the Adventure Guide that comes with the GMA Deck nearly word-for-word. Select a Core, ask a Big Question, choose a Doom (not of Damocles), all that. I mean, it works, so there’s no reason to reinvent the wheel.
The document ends with multiple appendices containing randomizers and examples of play. They’re fine.
[heading]Final Thoughts[/heading]
Beyond the blue horizon
I just wrote a lot. But that’s because ALONe is kind of a lot. The document is 84 pages long with the only picture being on its cover. As rules go, it’s a bit intimidating. It feels especially wordy when you compare it to the Gamemaster’s Apprentice Deck that fuels it.
I’ll get my greatest complaint out of the way now: the document is poorly organized and badly edited. You must, must, read through the whole thing, cover to cover, to get the entire picture. Things are introduced without reference on page 11 that aren’t explained until page 46. There are several instances of “see page XX” instead of actual page numbers. The table of contents (and thank heaven we even have one) doesn’t show page numbers, only links. There are no PDF bookmarks. One form, apparently designed to be printed on one sheet, spills over to the top of the next page. For something seven years in the making, this is very … enthusiastically presented, one might say. Most of those problems could be fixed in an afternoon by a decent editor.
That’s a shame, because what the document says isn’t so bad. Once you’ve put some brainpower and patience into untangling the rules, they fit together pretty well. The Tension system is essentially Mythic GME’s Chaos Factor without weirding up the odds. Personally, I also like how Vignettes let you course-correct the story (or fling it beyond Mars, if that’s your bent).
Even there, though, it’s not all roses. ALONe wants you to engage with bespoke random tables a lot. But every time they tried to guide me to another table I kept glancing at the GMA deck, chock full of random prompts, just sitting idle. Use that, I thought. You made it too, Nathan. Have some confidence in your own brainchild.
Anyway. ALONe has some good ideas poorly presented, a solid foundation that gets lost in its own weeds sometimes, and can be rewarding if you put in the effort to learn but requires more effort to learn than it should. Once you wrap your head around it, it’s a decent solo system.
One and a half thumbs up for the system, but losing most of a thumb for the presentation.
Posted: Sat, 06 Jun 01:50:29
by Miriable
[heading]ALONe: A Solo Game Engine[/heading]I told you that story so I could tell you this one
ALONe (an acronym for A Lonesome October Night … um … e) is a solo RPG engine built directly on top of the Gamemaster’s Apprentice Deck, both by Nathan Rockwood of Larcenous Designs. The original beta version of ALONe came out around the same time as the original GMA deck in 2016. Nathan finally decided to call ALONe “complete” in 2023, just in time for the second edition of GMA to come out and partially invalidate (or at least complicate) it.
ALONe can either be played by itself or as a GM emulator mixin for another game system. When played by itself, all the themes, power levels, technology, magic, equipment, etc. come straight out of the player’s brain. Want to play a starving orphan child in steampunk Paris? Go for it. Want to be Ultimate King of the Universe, capable of destroying galaxies with your mighty butterfly kisses? Have fun, bud. The system expects you occasionally to be in some sort of peril, physical, emotional, or otherwise, to keep the story engaging. But hey, if you’re satisfied creating a narrative where you shout “And I win again!” a lot, nobody’s gonna yuck your yum.

ALONe-on-its-own is designed for one player only. You could use it for GM-less group games, but the lack of power scaling can easily bite a group in the butt unless everyone thoroughly agrees what level they’re on. Using ALONe to run a separate system works somewhat more fairly since it engages that system’s checks and balances. There’s also no built-in method to ensure everybody gets their time in the sun, so you’d also have to import a spotlight mechanic from elsewhere.
[heading]Setting up[/heading]
Describe me like one of your French girls
Preparing an ALONe campaign is a multi-stage process.
Step 1: Decide whether you want to do just ALONe, ALONe as a narrative engine combined with another system for its crunchy tactical morsels, or use another system for everything but the story. In the third case, the rules suggest skipping ALONe entirely and using one of the Gamemaster’s Apprentice Deck adventure guides instead.
Using another game requires the player to do some lateral thinking. ALONe’s narrative engine relies heavily on Descriptors, like SPELLCASTING STUDENT, MASTER SWORDSMAN, DASHING ROGUE, etc. Using a different system requires the player to translate their character’s stats and abilities into these Descriptors so ALONe can play with them. The rules suggest things like translating a level 1 thief into ROGUE’S GUILD INITIATE and a high Stealth skill into BLENDS INTO SHADOWS. The player can also bring in character elements that the other system doesn’t cover, like BASTARD SON OF THE EVIL DUKE or MASTER OF THE KAZOO. It’s all the same to ALONe.
If you’re not using another system, never mind. Move along.
Step 2: Figure out your theme and your character. It’s all basic “Where am I? Who am I? Why am I here?” type stuff. This section includes a Mad Lib-like character motivation generator to get you started. If you can’t think of anything or don’t care so much, the back of the book has an appendix full of random character background/motivation tables.
Step 3: Gather your resources. This includes in-game resources like gold, weapons, and rations, and also Revision Points, which are ALONe’s meta-narrative currency. The player can spend Revision Points during setup to get more Descriptors, or use them in-game to re-draw a card, temporarily gain or edit a Descriptor, or trigger a story-altering Vignette, about which more later.
Step 4: Choose three initial Descriptors for your character. This might be disappointing for players who got all excited in phase 1 and came up with a dozen ways to describe their special unicorn OC. If three’s not enough, the player can buy extra Descriptors with Revision Points.
There’s plenty of advice on creating Descriptors in this section. One thing that stood out to me was how they interact with the campaign’s concept. The example given is a vampire character in a campaign about hunting other vampires; in this case, “vampire” doesn’t really need to be a Descriptor, since that’s the campaign’s baseline. They still have the powers and everything, they just don’t stand out from the norm. If everyone they’re likely to meet is a normal human, however, VAMPIRE is definitely a valid Descriptor.
Once your course is set and the main character is built, we can finally learn how to
[heading]Play the Game[/heading]
Open up your mind and let me step inside
Unlike those fools up Washington way, ALONe has some basic principles: ask leading questions for the cards to answer, seek inspiration from the cards rather than instruction, and don’t assume that what the cards tell you has the same ineffable weight as a GM. It’s a deck of prompts, not the Oracle at Delphi.

This bit, I think, is mostly here to help players who aren’t used to solo games get into a more active mindset. The cards may push your story like the wind, but it’s up to you to steer the ship. They report, you decide.
The rules then describe a Stability/Tension system to help determine when random events occur. The player sets a Tension score from 1 to 10, with higher numbers indicating more hectic situations. Whenever they draw a GMA card for anything, they also look at the Difficulty Generator score on that card. If that number is equal to or less than the current Tension score, a random event occurs. Draw two or three cards and look at the Random Event Generator part to get a noun, a verb, and potentially an adjective. Then inject whatever you just drew into the story.

The Tension level can be set once for the whole game, decided per scene, or have a rising level that increases per draw until it triggers, then resets.
The actual decision-making process is quite straightforward. Essentially, you couch what you want to know as a Yes/No question, decide your odds (bad, even, or good), draw a card for the answer, check the Tension level for a random event, and apply the results to the story. If you’ve ever used an oracle-based system before, this should be very familiar territory.
Descriptors come into play when determining odds. Having a Descriptor which is advantageous to the current action (NIMBLE FINGERS while picking a lock, maybe) bumps the odds in your favor. A situationally negative Descriptor (HUGE DUMPY while squeezing through a small passage, perhaps) knocks them down. If various conflicting Descriptors apply, the player can either choose which one seems most important at the moment, or count up and down as they cancel each other out.
A more complex point-based system exists for players that want more crunch, especially for mechanical questions like “did I hit the goblin” or, more importantly, “did the goblin hit me.” The player starts at zero, adds one point per each relevant positive Descriptor, subtracts one point per negative Descriptor, and adds or subtracts up to two points for situational bonuses/penalties. They then do that same calculation for their opponent. If both totals are equal or one point off, it’s Even Odds. Above that is Good Odds, and below that is Bad Odds. Flip the card and take your lumps.
If this is the system you’re going with, the rules suggest adding a number to your Descriptors so you’re not, for example, trying to figure out how NOVICE SWORDSMAN, EXCELLENT SWORDSMAN, and LEGENDARY SWORDSMAN stack up against each other. Instead, just do SWORDSMAN (1), (2), or (3) and use that in your calculations.
If you’re using a different system alongside ALONe, never mind all that mechanical stuff and use whatever they got.
[heading]The Consequences of Your Actions[/heading]
Curse your sudden but inevitable betrayal
While co-playing a different system, you most likely have HP/MP/Sanity/whatever to keep up with your current condition. By itself, ALONe doesn’t track any of that. Instead, failures impose either temporary conditions or negative Descriptors.
On a failure, the player draws a card and looks at the Difficulty Generator. A low number indicates something brief and easily fixable, like dropping your weapon. A median number might impose a temporary Descriptor, like BLINDED BY VENOM, which requires special effort to mitigate during the scene but goes away once the combat is done. High numbers impose more grave, long-lasting Descriptors, like LOST A HAND or LEARNED DARTH VADER IS MY FATHER.
Sometimes you may have trouble deciding what kind of consequence to take. There’s a handy random chart of effect types to help you figure that out, from confusion to incarceration to loss of motivation to good ol’ broken bones.
Here we run into a minor snag: this random table, and many others later in the document, rely on the Tag Symbols from the GMA 1e decks. Thing is, GMA 2e does away with Tag Symbols in favor of a different random generator. Admittedly there are ten of these symbols and you could just use the d10 from the Dice Wheel for the same purpose, though not all tables have numerical indices. So you have to count rows. Like a commoner.

An optional rule is the grandiosely named Doom of Damocles. This adds between three and five checkboxes to the adventure sheet. For every negative Descriptor the character acquires in-game, even a temporary one, check a box. If a Descriptor is cleared or mitigated, erase a box. When all the boxes are filled, your adventure reaches its bad end. Getting hit in the head with a sword is optional.
The rules continue with tips on how to adjudicate combat, from brawls to mass battles, and a fairly long section on how to run social encounters without feeling schizophrenic by using random motivation tables for your NPCs. At times the social section gets a little overly specific, expecting the player to create unique reaction tables for particular genres or even for important NPCs. That all feels like work to me, frankly, but I know some of you sickos out there would get a kick out of it.
Now that we’ve absorbed all that, here, on page 43, it’s time to discover
[heading]How Everything Actually Works[/heading]
Our story is only just beginning
So you thought reading all those rules meant you knew how to play? Ha! Think again! This section goes in-depth into concepts which so far we’ve only touched on: Revisions, Descriptors, Beats, Vignettes, and Downtime. Used together, these will hopefully help a player organize their random story into something coherent.
We’ve already talked about Revisions and Descriptors. The rules go a little deeper here, like how to gain more Revision Points and add/change Descriptors as the story goes on, but nothing earth-shattering.
Beats are units of story that start with a stake of some sort (e.g., you want or need something) and end when that stake is resolved (e.g., you get or permanently lose that something). There’s yet another random chart here to help spur the player’s imagination if it fails them. Beats are different from scenes, in that multiple scenes can occur within a Beat and/or a stake can be resolved in the middle of a scene and then either changed or doubled down on.
Vignettes are chunks of narration that exist outside the rules and can change the story any way the player wants. This may sound enormously powerful, but that’s only because it is. If the player wants to take a simple snail herder and make her the God of Hamburgers, a Vignette can do it in a snap. Vignettes also cover flashbacks that explain how that latest setback was all Part of the Plan, which is why you happen to have the magic dingus that saves the day! What prevents Vignettes from turning the game into a Mary Sue fanfic is that they have a Revision Point cost, so you don’t have an unlimited number of them. If the Vignette would change the character’s Descriptors, you have to pay for those too.
Downtime is where all the boring day-to-day stuff happens. If you want to quantify it, the player gets one Downtime Point and can buy up to two more with Revision Points. The more Downtime Points you spend, the more involved your off-hour actions become, from finding a safe place to hide (1 point) to founding a small-time crime cartel (3 points).
[heading]On the Campaign Trail[/heading]
Vote early, vote often
The concluding chapter goes into how to incite a campaign with random actions, plus how to generate your own random tables for your campaign. Bookkeeping gamers may enjoy this, but it’s not my bag. Building a table in the middle of running the game feels like filling out paperwork in the back of a speeding semi full of volatile Quadrazine.

My patent papers are at a slight angle, Sam
The rest of this chapter reiterates the Adventure Guide that comes with the GMA Deck nearly word-for-word. Select a Core, ask a Big Question, choose a Doom (not of Damocles), all that. I mean, it works, so there’s no reason to reinvent the wheel.
The document ends with multiple appendices containing randomizers and examples of play. They’re fine.
[heading]Final Thoughts[/heading]
Beyond the blue horizon
I just wrote a lot. But that’s because ALONe is kind of a lot. The document is 84 pages long with the only picture being on its cover. As rules go, it’s a bit intimidating. It feels especially wordy when you compare it to the Gamemaster’s Apprentice Deck that fuels it.
I’ll get my greatest complaint out of the way now: the document is poorly organized and badly edited. You must, must, read through the whole thing, cover to cover, to get the entire picture. Things are introduced without reference on page 11 that aren’t explained until page 46. There are several instances of “see page XX” instead of actual page numbers. The table of contents (and thank heaven we even have one) doesn’t show page numbers, only links. There are no PDF bookmarks. One form, apparently designed to be printed on one sheet, spills over to the top of the next page. For something seven years in the making, this is very … enthusiastically presented, one might say. Most of those problems could be fixed in an afternoon by a decent editor.
That’s a shame, because what the document says isn’t so bad. Once you’ve put some brainpower and patience into untangling the rules, they fit together pretty well. The Tension system is essentially Mythic GME’s Chaos Factor without weirding up the odds. Personally, I also like how Vignettes let you course-correct the story (or fling it beyond Mars, if that’s your bent).
Even there, though, it’s not all roses. ALONe wants you to engage with bespoke random tables a lot. But every time they tried to guide me to another table I kept glancing at the GMA deck, chock full of random prompts, just sitting idle. Use that, I thought. You made it too, Nathan. Have some confidence in your own brainchild.
Anyway. ALONe has some good ideas poorly presented, a solid foundation that gets lost in its own weeds sometimes, and can be rewarding if you put in the effort to learn but requires more effort to learn than it should. Once you wrap your head around it, it’s a decent solo system.
One and a half thumbs up for the system, but losing most of a thumb for the presentation.


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