fissionessence
First Post
Cosmic Seafarer — 4E Solo game using Instant Game and Mythic GM Emulator
I'm not sure if this is the correct forum, as I'm not really sure how to define what I'm doing here. Mods feel free to move this thread to whatever you find appropriate, although I'd like to maintain some visibility in terms of traffic
In this thread I will be posting a log/journal that follows my process of randomly generating and playing a solo D&D 4E campaign with no GM whatsoever. Feel free to skip the next few paragraphs and pick up where it says 'Interesting stuff starts here'.
Okay. I don't really know where to start. Basically, I decided to play a solo game of D&D 4E. In order to generate the setting and beginning plot elements, I used Instant Game from Animalball Games. Here's a synopsis:
I haven't yet gotten to the part where I'll use it, but for game play and story progression I'll be using the Mythic Game Master Emulator. Here's a synopsis:
As I progress through the process of setting up my game, I kept a log/journal, written in a format for presenting here or on a blog. Interested parties may read along. I don't know how often I'll be able to play 'sessions' of this game, but I hope it's fairly often, and I'll try to keep logs like what's found below in order for people to follow along.
Interesting stuff stats here:
* * * * *
Pre-rolling character idea: Cosmic Magic sorcerer with Moon's Blade feat (crescent striker multiclass from The Lunar Scrolls)
Undecided race; probably +2 Cha race, but not also +2 Str because that's only dragonborn. (Not a dragonborn fan here.)
The following points were generated with Instant Game from Animalball Games. The bullet points are what I came up with based on the rolls.
Instant Setting:
Setting: Sea Adventure
· This adventure will take place (or at least start) on a nautical ship. As the character is a cosmic sorcerer, he is probably the navigator who reads the stars. This puts a focus on both the stars and the moon (because of his feat) for the cosmic focus feature; apparently he's more of a night guy and not as into the sun.
Tone: Fantasy
· This was a given, as it's D&D and it's the type of game I want to play. However, I rolled on the tone table before I realized what I was doing, and I got fantasy anyway
Thing 1: Troubled youth
· Apparently my character was somewhat of a delinquent. This is probably how he ended up on the ship, as a poop deck sweeper or something. His sorcerer powers manifested maybe, or perhaps he studied astrolabe books and stuff, and he became more useful with his navigation skills.
Thing 2: Mindless hordes
· Recently, mindless sea creatures have been attacking the ship for no apparent reason.
Instant Story:
Opposition: Warlord
· Apparently there's some kind of undersea mastermind warlord behind these sea creature attacks.
Action + Thing: Infiltrate + psychic ability (Disregarded descriptor roll of clean.)
· Huh? Okay, well, apparently the warlord's ability is psychic in nature. My character must discover (infiltrate) the nature of this ability in order to be able to combat it.
Action + Other Thing + Descriptor: Clean + natural disaster + cold
· There was recently a natural disaster which my character's ship and its crew noticed. When the ship came to investigate the nearby victim island, it was clear that some kind of blizzard had occurred (cold). Buildings are left chilled, but all other evidence of what may have happened, such as inhabitants of the destroyed town, is gone. (As evidence of what happened is gone, I consider the site cleaned.)
Now that I have a basic setting and a story premise, I still don't know what kind of ship this is, or what my character's race might be. It's tough since I also don't know what races exist in this fantasy world. These are questions I could answer on my own, but I like random. I think I'll start by rolling on the tech table to see where that leads me; I'll ignore my roll if it doesn't fit the style of fantasy I want to play. Space Colonies. Yeah, I don't think so. I'll try once more before giving up. Cybertech. Okay, so that didn't work out, and I'm right back where I was . . . except that I've ignored a few rolls now, which is something I don't like doing.
I'll roll 'places' and see if that informs anything about my ship. Tavern. Interesting. Is this some kind of sea-faring tavern, like a gambling cruise ship? That doesn't really fit with what I said about the ship investigating the blizzard island. But, maybe there's a way to fuse the adventurer-filled, quest-bulletin-board-equipped tavern concept with a sea-faring vessel. (Five minutes or so pass.) Maybe the captain of the ship used to be an adventurer himself, but has now 'retired' into sailing. He'll take adventurers anywhere they want to go, but for commensurately high prices. As he travels, he collects 'quest seeds', treasure maps and the like. As he meets adventurers he feels are up to snuff, he sells them the treasure maps or information, or hires them to perform certain quests off of which he thinks he can make a profit. In this way, he makes a reasonable amount of money, and he adventures vicariously through these younger people aboard his ship, which incidentally serves basically as a sailing tavern
So yeah, that was just me making stuff up, but I don't really know how I could have rolled for it. This ship could make a Dragon Magazine article all on its own 
So, apparently my character's been sailing all around on this ship which is constantly filled to the brim with adventurers. This could explain how some possible 'adventurous' impulses may arise from him. It also offers an alternate explanation on how he manifested sorcerous powers, as any arcane hero passing through the ship could have awakened them, bestowed them, or taught him to train them himself.
But now I need a race. I think I'll just take what I expect is a common approach, and say that pretty much every race in any D&D 4E product (present or future) exists somewhere in the world. The obvious ones are common, such as human, dwarf, elf, eladrin; the rest exist with varying population across the world. Now I just need to pick one; give me a little bit while I poke through my Wizards books and third-party products . . .
Okay, well I used the compendium to pull up a list of Charisma races. Here are the ones I really just wasn't interested in playing for this character: half-elf (I already have a half-elf warlock character), drow, tiefling, hobgoblin, goblin, dragonborn. Halflings and gnomes were kind of close to okay, but I just didn't feel like they fit this concept floating in my head. I almost went with doppleganger, as I thought change shape had the potential to be awesome in a solo game (or any game really), but it just didn't have much going for it other than that. I also looked through my third party product races, but nothing with a Charisma bonus caught my eye (and yes, I'm not doing without my 18). In the end, I decided to take a race that I've really liked since I first read it, and just change one of the ability score bonuses to Charisma. Yes, I could change them both, but that would be cheating too much
The race I chose was Remarkable Races — Xax. If you don't have this product, go to RPGNow and look at the cover. I'll give you a sec, go ahead. Yeah, that's a crazy looking guy. Now I have to rationalize my character's appearance. The first question I asked myself just now was, "How did he have a troubled youth and just manifest his power if he's spent his life looking like that?" I mean, do the xax just wander human cities living normal lives and not having any sorcerous powers? They seem like a race (even just from the look of them) that should have natural magic powers from birth. My solution to how his powers only recently manifested also solved the problem of how he could have lived a normal 'troubled youth' childhood: the manifestation of his cosmic magic sorcerous powers is what changed him from an average human boy into a xax. "But wait, what about the 'official' fluff of the xax from the Alluria Publishing supplement?" Yeah well, it looks like I'm throwing most of that out; I'll try to work it in when I can.
Current character story: As a young boy, he was a street orphan and got into a lot of trouble picking pockets and whatnot. This got him into trouble with the law, where he went to some delinquency place and because of the 'dark ages' laws of that city he was sold as a slave. The captain bought him to sweep the poop deck. He found himself on a ship full of adventurers, who he came to somewhat admire. One day a beautiful wizardess or somesuch caught him staring at her as she lounged in the sun. She smiled and winked coyly. When they docked and she and her party left the ship, she winked at him again and cast a spark of magic at him. He doesn't know if this infused him with power, or just activated something latent within him, but over the next few weeks his body began changing. As his transformation completed (into a creature the likes of which are seen on the cover of the aforementioned racial supplement), he found he also had magic powers and an affinity for the moon and the stars. He is now able to read them better than any astrolabe, and eventually replaced the ship's previous navigator. As the ship is constantly filled with adventurers of all shapes, sizes and races, he doesn't feel out of place in his strange and unexplainable new form, and the captain seems to have some kind of affection for him, as he shows great talent and power as a navigator and potential adventurer.
It strikes me now that I should probably figure more out about this captain, and I should probably use dice
I've been neglecting randomness for about the last 45 minutes of typing this. So, I go to the Personalities table of Instant Game. Clever. Yes, that should come standard with any former adventurer turned current ship captain/entrepreneur. I'll roll again. Greedy. Yes, I think I covered that, too. We're looking for something more I can work with here
Distracted. Interesting. Subtle, but interesting. I'm afraid to roll further and come up with something too convoluted, but it looks like this ship captain may have some secret keeping him distracted from the full breadth of his operation. Perhaps we'll eventually discover more as the game plays out. For now, I'm going to go generate my character, now that I have a race and class to work with.
* * * * *
~ fissionessence
I'm not sure if this is the correct forum, as I'm not really sure how to define what I'm doing here. Mods feel free to move this thread to whatever you find appropriate, although I'd like to maintain some visibility in terms of traffic

In this thread I will be posting a log/journal that follows my process of randomly generating and playing a solo D&D 4E campaign with no GM whatsoever. Feel free to skip the next few paragraphs and pick up where it says 'Interesting stuff starts here'.
Okay. I don't really know where to start. Basically, I decided to play a solo game of D&D 4E. In order to generate the setting and beginning plot elements, I used Instant Game from Animalball Games. Here's a synopsis:
It's free, so if you're at all interested, go download it.Instant Game is the completely random gaming system through which the players and gamemaster determine the genre, setting, location and plot of the game at the beginning of each session. Years in development, the full version of Instant Game comes with all the rules for creating and playing a campaign, and has the full charts for creating every aspect of your game session, including optional tables for villains, major NPCs, personality traits and more.
I haven't yet gotten to the part where I'll use it, but for game play and story progression I'll be using the Mythic Game Master Emulator. Here's a synopsis:
I just bought this product today, and after reading through, it's what inspired me to try it out. However, I'm not here to sell it to you, as I have no affiliation, but rather to relay my experience with my solo game.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.
As I progress through the process of setting up my game, I kept a log/journal, written in a format for presenting here or on a blog. Interested parties may read along. I don't know how often I'll be able to play 'sessions' of this game, but I hope it's fairly often, and I'll try to keep logs like what's found below in order for people to follow along.
Interesting stuff stats here:
* * * * *
Pre-rolling character idea: Cosmic Magic sorcerer with Moon's Blade feat (crescent striker multiclass from The Lunar Scrolls)
Undecided race; probably +2 Cha race, but not also +2 Str because that's only dragonborn. (Not a dragonborn fan here.)
The following points were generated with Instant Game from Animalball Games. The bullet points are what I came up with based on the rolls.
Instant Setting:
Setting: Sea Adventure
· This adventure will take place (or at least start) on a nautical ship. As the character is a cosmic sorcerer, he is probably the navigator who reads the stars. This puts a focus on both the stars and the moon (because of his feat) for the cosmic focus feature; apparently he's more of a night guy and not as into the sun.
Tone: Fantasy
· This was a given, as it's D&D and it's the type of game I want to play. However, I rolled on the tone table before I realized what I was doing, and I got fantasy anyway

Thing 1: Troubled youth
· Apparently my character was somewhat of a delinquent. This is probably how he ended up on the ship, as a poop deck sweeper or something. His sorcerer powers manifested maybe, or perhaps he studied astrolabe books and stuff, and he became more useful with his navigation skills.
Thing 2: Mindless hordes
· Recently, mindless sea creatures have been attacking the ship for no apparent reason.
Instant Story:
Opposition: Warlord
· Apparently there's some kind of undersea mastermind warlord behind these sea creature attacks.
Action + Thing: Infiltrate + psychic ability (Disregarded descriptor roll of clean.)
· Huh? Okay, well, apparently the warlord's ability is psychic in nature. My character must discover (infiltrate) the nature of this ability in order to be able to combat it.
Action + Other Thing + Descriptor: Clean + natural disaster + cold
· There was recently a natural disaster which my character's ship and its crew noticed. When the ship came to investigate the nearby victim island, it was clear that some kind of blizzard had occurred (cold). Buildings are left chilled, but all other evidence of what may have happened, such as inhabitants of the destroyed town, is gone. (As evidence of what happened is gone, I consider the site cleaned.)
Now that I have a basic setting and a story premise, I still don't know what kind of ship this is, or what my character's race might be. It's tough since I also don't know what races exist in this fantasy world. These are questions I could answer on my own, but I like random. I think I'll start by rolling on the tech table to see where that leads me; I'll ignore my roll if it doesn't fit the style of fantasy I want to play. Space Colonies. Yeah, I don't think so. I'll try once more before giving up. Cybertech. Okay, so that didn't work out, and I'm right back where I was . . . except that I've ignored a few rolls now, which is something I don't like doing.
I'll roll 'places' and see if that informs anything about my ship. Tavern. Interesting. Is this some kind of sea-faring tavern, like a gambling cruise ship? That doesn't really fit with what I said about the ship investigating the blizzard island. But, maybe there's a way to fuse the adventurer-filled, quest-bulletin-board-equipped tavern concept with a sea-faring vessel. (Five minutes or so pass.) Maybe the captain of the ship used to be an adventurer himself, but has now 'retired' into sailing. He'll take adventurers anywhere they want to go, but for commensurately high prices. As he travels, he collects 'quest seeds', treasure maps and the like. As he meets adventurers he feels are up to snuff, he sells them the treasure maps or information, or hires them to perform certain quests off of which he thinks he can make a profit. In this way, he makes a reasonable amount of money, and he adventures vicariously through these younger people aboard his ship, which incidentally serves basically as a sailing tavern


So, apparently my character's been sailing all around on this ship which is constantly filled to the brim with adventurers. This could explain how some possible 'adventurous' impulses may arise from him. It also offers an alternate explanation on how he manifested sorcerous powers, as any arcane hero passing through the ship could have awakened them, bestowed them, or taught him to train them himself.
But now I need a race. I think I'll just take what I expect is a common approach, and say that pretty much every race in any D&D 4E product (present or future) exists somewhere in the world. The obvious ones are common, such as human, dwarf, elf, eladrin; the rest exist with varying population across the world. Now I just need to pick one; give me a little bit while I poke through my Wizards books and third-party products . . .
Okay, well I used the compendium to pull up a list of Charisma races. Here are the ones I really just wasn't interested in playing for this character: half-elf (I already have a half-elf warlock character), drow, tiefling, hobgoblin, goblin, dragonborn. Halflings and gnomes were kind of close to okay, but I just didn't feel like they fit this concept floating in my head. I almost went with doppleganger, as I thought change shape had the potential to be awesome in a solo game (or any game really), but it just didn't have much going for it other than that. I also looked through my third party product races, but nothing with a Charisma bonus caught my eye (and yes, I'm not doing without my 18). In the end, I decided to take a race that I've really liked since I first read it, and just change one of the ability score bonuses to Charisma. Yes, I could change them both, but that would be cheating too much

Current character story: As a young boy, he was a street orphan and got into a lot of trouble picking pockets and whatnot. This got him into trouble with the law, where he went to some delinquency place and because of the 'dark ages' laws of that city he was sold as a slave. The captain bought him to sweep the poop deck. He found himself on a ship full of adventurers, who he came to somewhat admire. One day a beautiful wizardess or somesuch caught him staring at her as she lounged in the sun. She smiled and winked coyly. When they docked and she and her party left the ship, she winked at him again and cast a spark of magic at him. He doesn't know if this infused him with power, or just activated something latent within him, but over the next few weeks his body began changing. As his transformation completed (into a creature the likes of which are seen on the cover of the aforementioned racial supplement), he found he also had magic powers and an affinity for the moon and the stars. He is now able to read them better than any astrolabe, and eventually replaced the ship's previous navigator. As the ship is constantly filled with adventurers of all shapes, sizes and races, he doesn't feel out of place in his strange and unexplainable new form, and the captain seems to have some kind of affection for him, as he shows great talent and power as a navigator and potential adventurer.
It strikes me now that I should probably figure more out about this captain, and I should probably use dice


* * * * *
~ fissionessence