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    <title>PlayerlessRPG — Crecki</title>
    <link>https://cavanholi.com/tag:PlayerlessRPG</link>
    <description>&lt;i&gt;Wellcome to my Rambling Abode&lt;/i&gt;</description>
    <pubDate>Sat, 14 Nov 2026 02:12:26 +0000</pubDate>
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      <title>Playerless Solo RPG</title>
      <link>https://cavanholi.com/playerless-solo-rpg?pk_campaign=rss-feed</link>
      <description>I think it was from a video from Cozy RPG Reviews, and a Solo RPG Adventure from someone else, where the idea of running not as player em...</description>
      <content:encoded><![CDATA[<p>I think it was from a video from Cozy RPG Reviews, and a Solo RPG Adventure from someone else, where the idea of running not as player emulating GM, but as a GM emulating the player’s actions.</p>

<p>Sadly I do not remember which video from Cozry RPG Review, even if it was from him, nor from which channel came the Solo Adventure.</p>

<p>What I do remember, the former described having a group of players, with defined wants and won’ts, that would affect the outcome of the rolls; the later had the GM rolling to decided the “player” character actions/choices, rather than the rolling the outcome of the player’s decisions.</p>

<p>These two gave the idea that maybe it is possible to play as a GM, and emulate the players, and I think Legends in the Mist (LitM) kind have what is needed to make it work.</p>

<p>In LitM, your player is characterised by four theme cards, each with three positive attributes/aspects, and one negative, plus a quest. These cards could be about their background, profession, ancestry, important heirloom, etc.</p>

<p>The way it would work, you would create a group of, say, four players, each player is made up of a card, similar to LitM. Each card would have <strong>three positive</strong> themes, <strong>one negative</strong> theme, plus a <strong>quest</strong>. With one of the four themes being the <strong>defining characteristic</strong> of the <strong>hero</strong>, that which comes to the mind of a stranger upon first meeting them. It is recommended that this be a positive theme.</p>

<p>An example:
<strong>Veteran Soldier</strong> (major), <strong>Noble Born,</strong> <strong>Learned,</strong> <strong>Drunkard</strong> (negative), with a quest to “<strong>Retake his family lands.</strong>”</p>

<p>Each one of the themes is a broad as it needs be. The <strong>Veteran Soldier</strong> could imply the character to be a <strong>leader of men,</strong> able to <strong>rally</strong> people behind his sword, as well as imply he has a <strong>full armour and weapon</strong> set alongside a <strong>horse;</strong> while <strong>Noble Born</strong> could mean he knows <strong>people of importance</strong> and that guards would <strong>overlook</strong> minor <strong>misdemeanour.</strong> Finally, the <strong>Drunkard</strong> could mean he can <strong>never say no</strong> to alcohol, would always <strong>find trouble</strong> in taverns, is <strong>easily intoxicated</strong>.</p>

<p>You as the GM, would present the plot, and decide possible threads for the <strong>heroes</strong> to follow. If any one <strong>hero</strong> is strongly linked to it, – based on their themes, they would take certain actions. If more than one <strong>hero</strong> has a link, and they are conflicting, a roll of dice would determine which would prevail.</p>

<p>For this, the same mechanic for LitM could work, roll <strong>two d6s</strong>, add or subtract 1 to the result, based on the <strong>positive</strong> and <strong>negative</strong> themes.
In LitM, the result being <strong>above</strong> <strong>10</strong>, would mean success; between <strong>6 and 10</strong>, success with a cost; <strong>6</strong> <strong>or under</strong>, failure.</p>

<p>This will work for individual challenges, whereas direct confrontation between party members goals, the higher result would prevail, and in case of a tie, whoever had the most absolute number of themes used. I.e: a <strong>hero</strong> using a <strong>positive</strong> and a <strong>negative</strong> theme would win against one using only a <strong>single positive</strong>.</p>

<p>This is to mean that <strong>hero</strong> put more of themself into achieving the desired goal. If that is equal, <strong>negative</strong> trumps <strong>positive</strong>, for even with the drawback, the <strong>hero</strong> still pushed forward. If tied still, roll again.</p>

<p>An alternative to this roll, is rolling <strong>one d6</strong> and <strong>two d8s</strong>. Adding/subtracting to the <strong>d6 result</strong> to get the player result. <strong>Equal or higher</strong> than <strong>both</strong> <strong>d8s</strong>, success, <strong>equal or higher</strong> than <strong>one d8</strong> but <strong>lower</strong> <strong>than the other,</strong> success at a cost, <strong>lower</strong> than <strong>both d8s</strong>, failure.</p>

<p>A third possible solution, roll <strong>two d6s</strong>. If the <strong>sum higher</strong> than <strong>6</strong>, success; lower, failure. <strong>Double</strong> <strong>4s</strong>, <strong>5s</strong>, and <strong>6s</strong> on success roll, critical success; <strong>double</strong> <strong>3s</strong> or <strong>2s</strong> roll, success at a cost; <strong>double 1s</strong>, critical failure.
Add/subtract the bonus from themes: A result of [2][2]+2 would mean a critical success.
<em>These last way of rolling I just came up with while writing this. It may be too cumbersome and needlessly complicated. Maybe remove the middle doubles, a total of 2: critical failure, while a result of 12: critical success. Bonus do not apply for these).</em></p>

<p>LitM also have the mechanic of <strong>burning a tag</strong>. I don’t quite remember how it works in there, but in here, it could be used to give a <strong>second wind</strong> to the <strong>hero</strong>, the burnt theme wound not be available for use for the duration of the session/adventure.</p>

<p>I imagine it could work in the case where the <strong>adventure would end,</strong> or the <strong>hero</strong> <strong>would die</strong>. They don’t, but loose something significant. Even in the case of a TPK in a combat situation, each participating <strong>hero</strong> burns a theme, and they “win”. This might be too much, but it is an idea to keep the story going, and there is just so many themes to burn.</p>

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      <guid>https://cavanholi.com/playerless-solo-rpg</guid>
      <pubDate>Mon, 24 Aug 2026 00:38:38 +0000</pubDate>
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