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<blockquote data-quote="nedjer" data-source="post: 5406008" data-attributes="member: 83796"><p>It's pretty easy to apply the system inside the Treasure RPG to help run solo play on most systems:</p><p></p><p>Decide which parts are going to be generated 'on the fly'. E.g. a pre-designed general layout of chambers can help keep the action going.</p><p></p><p>Drop in chamber features, random races and monsters, and treasure from tables or hastily made cards.</p><p></p><p>Give races and monsters a range of preferred actions, along the lines of:</p><p></p><p>1-2 open to discussion or off to get help</p><p>3-4 defensive or opportunist attacks</p><p>5-6 no holds barred</p><p></p><p>Then just switch to the stats block or the like for the named monster or race in the system of choice.</p><p></p><p>The play might then involve a known basic layout, rapidly dropping cards for chamber features and monsters onto the layout and turning then over to reveal encounters, a quick roll to see how the monster is likely to act or what the fountain, etc . . . you've revealed does.</p><p></p><p>This approach ain't going to match a GM by a long way, but it takes the constant stop and start of rollingout chambers and encounters as you go and lets you focus on the action against opponents which won't all act identically.</p><p></p><p>It's not difficult to translate this into 4e with the use of random encounter tables. Alternatively, you can take a Word copy of Treasure, keep the chapter with the design tables and edit them in Word or openOffice to get a custom set of feature, encounter and treasure tables. With the latetr you just switch into 4e mode when a monster is named. Don't have time to check exactly but there's a lot of groundwork done with some of the D6s tables which have options up to roll 7 or 8 D6 for an outcome.</p><p></p><p>HTH</p></blockquote><p></p>
[QUOTE="nedjer, post: 5406008, member: 83796"] It's pretty easy to apply the system inside the Treasure RPG to help run solo play on most systems: Decide which parts are going to be generated 'on the fly'. E.g. a pre-designed general layout of chambers can help keep the action going. Drop in chamber features, random races and monsters, and treasure from tables or hastily made cards. Give races and monsters a range of preferred actions, along the lines of: 1-2 open to discussion or off to get help 3-4 defensive or opportunist attacks 5-6 no holds barred Then just switch to the stats block or the like for the named monster or race in the system of choice. The play might then involve a known basic layout, rapidly dropping cards for chamber features and monsters onto the layout and turning then over to reveal encounters, a quick roll to see how the monster is likely to act or what the fountain, etc . . . you've revealed does. This approach ain't going to match a GM by a long way, but it takes the constant stop and start of rollingout chambers and encounters as you go and lets you focus on the action against opponents which won't all act identically. It's not difficult to translate this into 4e with the use of random encounter tables. Alternatively, you can take a Word copy of Treasure, keep the chapter with the design tables and edit them in Word or openOffice to get a custom set of feature, encounter and treasure tables. With the latetr you just switch into 4e mode when a monster is named. Don't have time to check exactly but there's a lot of groundwork done with some of the D6s tables which have options up to roll 7 or 8 D6 for an outcome. HTH [/QUOTE]
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