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Psavrosth Diary 5.5: Solo Playtest in Detail

Tourist RPG
A downloadable Tabletop RPG

Once again, Howdy,

This is a follow-up of the previous Psavrosth Diary 5, so you might be a bit lost if you haven't read that first. In that diary entry, I gave a narrative summary of the first session of my (second) solo playtest game. In this entry, I will be going through the session in (probably excessive) detail, discussing the game mechanics a bit, and the choices I made. 

The session was played using Tourist V0.3.

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Character Creation

I'm pretty happy with how character generation went, it seems pretty quick and easy to roll up a new character. I rolled each skill in order rather than assigning them, used random tables to generate character details, and rolled for random gear. I generally prefer randomly generating a character rather than "building" one; it requires less effort on my part and can lead to some very interesting characters I otherwise never would've thought up or played. It was also another opportunity for me to see how the random rolling mechanics and tables "feel" and what kind of results a player or GM might get from them. Overall, pretty happy with them, though not 100% sold on rolling 5d10+15 for each skill. It's just not as clean and simple as I'd like, but it works and I haven't thought of an alternative yet.

On that note, I still need to make a character sheet for the game. Currently I'm just using a Google spreadsheet I slapped together which works for my purposes, but barely. It certainly isn't pretty to look at:

Vi's character sheet at the end of a brutal 1st session

Creating a Zone

For the game's setting, I rolled up a starting zone using the Zone Generation rules in the rulebook. I rolled for two Zone traits to add some additional flavor to the starting Zone.

Starting Zone Generation

  • Type: Military
  • State: Scarred
  • Population: Sparse
  • Traits: Nanobot Swarms, Banditry
  • Random Encounters: 2-in-10

Due to the zone's population being "sparse", I decided the random encounter chance would be 2-in-10, though I didn't create a random encounter table until the beginning of session 2, as I wanted to jump right into the game. If I did encounter anything, I would've had to stop play and get that sorted out. Luckily, that didn't happen during the session. Regardless, the table I ended up creating afterwards was pretty quick-and-dirty:

Random Encounter Table

  1. 1d3 Bandits
  2. 1d3+1 Bandits
  3. 1d3+1 Bandits
  4. Nanobot Swarm
  5. Nanobot Swarm
  6. Other

It's perfectly serviceable, especially combined with the NPC generation tables to flesh out any Bandits which are encountered, but I'll probably make it more varied and add some detail/flavor for continued play. The "Other" entry in particular was thrown on there because I couldn't think of anything except bandits and nanobots at the time. If I bump into an "Other", I'll probably rely on the One Page Solo Engine questions and prompts to decide what it is (an obstacle? bad omen? hidden passage? strange creature?). Just kicking the can a bit further down the street...

With the basic setting determined, I used Inflatable Studio's One Page Solo Engine app* (referred to as OPSE from here on) to create a plot hook and set the scene for the beginning of the session. The plot hook was to "Escort or deliver to safety" someone or thing, opposed by "Local inhabitants" for "Money or valuables." Pretty straightforward stuff.  Considering the Zone details, the obvious interpretation seemed to be that Jovita found something of value (a data card with valuable information seemed fitting for a former intelligence operative snooping around in a military zone) and would need to get it somewhere she could sell it off without being stopped by the various local bandit groups. It seemed like a simple, fitting "tutorial quest" to kick off the game: bring loot to a tourist haven, sell if off for a nice chunk of creds, and now that I have a "safe haven" to go back to and credits to buy whatever gear I need, start exploring for real. Unfortunately (or fortunately, depending on how you look at it), it didn't pan out so predictably.

Exploring the Bunker

Since I had decided Vi found this valuable loot in an underground military bunker, I began play by using the OPSE to generate random rooms and doing a little dungeon crawling. I made a couple of Observation tests as Vi listened for signs of danger or searched for anything of value. In GMing a normal game, I likely would have called for far fewer tests (if any) and simply made a judgement call based on the circumstances, but as it was a solo game and my judgement was probably pretty biased, I thought it more interesting to let the dice decide. 

Upon entering the trapped corridor, I made a Difficult Observation test to determine if Jovita spotted the danger (which I the player was obviously aware of). She promptly missed the test and thus blundered into the trap, but succeeded on a Reaction test to turn and run before the nanobots could overcome her. The partially-collapsed comms room posed an obstacle to her escape, so I made an Athletics test as she attempted to worm her way through the rubble quickly enough to evade the nanobots, which she missed.

A miss doesn't necessarily mean failure. Failure would mean Jovita's quick demise and a unexpectedly quick, disappointing end to the game. A miss could just mean an additional cost or complication, something to make the story more interesting and the situation more tense. This is about having fun and exploring an good story, so I used the OPSE's "Failure Move" to decide what additional cost or complication her miss would result in. In this case, she suffered a minor injury in her panic to escape and a random roll decided it would be a sprained ankle. Not great for her current situation...

A final Athletics test was made as she made a break for the lift to the surface with the nanobots closing in behind her. The difficulty was increased due to her new limp, and she missed this test as well. Again, I had OPSE generate a failure move and this time she had a choice: she could make her getaway, but she'd have to abandon her armor or her rifle to do so. I chose armor, since having a weapon (especially a powerful one like the M40 Rifle) seems far more important than some improvised armor. It's a painful loss, as it's the most valuable item (besides her newly acquired wartime data and access cards), but it's certainly better than dying. 

With that loss, she escapes to the surface.  I made a random encounter roll to determine if something or someone is waiting for her when she emerges or just happens to be loitering nearby the hidden bunker entrance, and there's nothing.

On the Surface

Now on the surface, I considered having Vi head for a friendly bandit camp (based on her "connections with a particular bandit group" I rolled in character creation), but decided it would be best to head straight for the next Zone over and (hopefully), a tourist settlement to sell off her loot.

I "Set the Scene" again with the OPSE, which determines that "an obstacle blocks your way." In this case, it's the old military Cordon around the Zone, watched closely by bandits. I decided that she'll head for a checkpoint located nearby the aforementioned friendly camp on the hope that it is guarded by friendly, rather than hostile bandits. It's not far, but since Jovita's progress is slowed by her injured ankle, I figured the journey would take long enough to justify another random encounter roll. It also failed to produce an encounter.

As she approached the checkpoint, the OPSE determined that the checkpoint was indeed manned by bandits, they weren't associates of Jovita, there were three of them, and a lone tourist was approaching the checkpoint from the opposite direction. I set up the scene using the Tourist random encounter procedure, rolling opposed Observation tests to determine if Jovita or the tourist spotted the bandits before themselves being spotted. 

The lone tourist made a Difficult test against their Easy one, due to the bandits having a concealed position and lying in wait for precisely this situation. Unsurprisingly, the bandits won. I decided that Jovita's opposed test against the bandits would be Challenging versus Challenging; despite the bandits being concealed and ready, she is approaching from their rear and expecting the danger. Unfortunately, she also lost the test.

At that, I rolled random encounter distances from the checkpoint (and the bandits) for Vi (140m) and the tourist (100m), used the NPC generator tables to determine what weapons and armor each NPC possessed, then began playing out the scene. 

The Ambush

My evidently bloodthirsty GM-substitute declared that the bandits open fire without warning, though focus on the unsuspecting tourist, rather than Jovita. Two of the bandits are also armed with Kara-Shirai M40 Rifles and they are within short range for Easy Marksmanship tests. Their opening salvo of shots hit the surprised man, inflicting a minor injury with one while the other, rolling a severe injury, is stopped by his armor. The third bandit is armed only with a holdout pistol and sits tight while the others do the distance-shooting.

I made an Observation test as Vi tried to spot the shooters based on the direction of the reports. I rolled it as a Difficult Observation versus Easy Fieldcraft to see how well the bandits selected and camouflaged their hide, which Vi lost. In hindsight, I think a straight Observation test with an increased difficulty due to the circumstances would've been a better way of handling it, rather an opposed one. The bandits aren't really opposing her, certainly not actively, they either picked a good spot hours ago or they didn't. I ended up treating the result as a normal missed test rather than a lost opposed test, and OPSE decided the cost of the miss would be "put someone in a spot".  To see the bandits, Vi would have to leave herself exposed to their fire. She doesn't and stays put.

On the other side of the checkpoint, I made an opposed Reaction test between the Tourist and the two shooters to see if he could recover and scramble to cover before they got follow-up shots. The tourist beat one but lost to the other, and is hit again for his trouble. Lucky for him, he had rolled a Heavy Combat Vest on the armor table and it stops another serious wound, allowing him to reach cover. 

At this point, I realized I should make another random encounter roll to see if the gunshots draw the attention of any passersby. For the third time, there's no encounter. Probably for the best, I don't need a fourth group of combatants to manage.

Trading Fire

At this point, Vi could've very easily slipped away and find a different way through the cordon, but I didn't come all this way to avoid testing the combat mechanics. So, she doesn't.

With the lone tourist also sitting in cover and waiting it out, OPSE decides the bandits are taking the initiative. Two of them (one with a rifle, and the one with the pistol) emerge from the building to see if their prey is dead or finish him off if he isn't. The third shifts to a window facing Vi's direction, making sure his buddies aren't about to get shot in the back as they leave cover.

I make another opposed Observation test between Vi and the bandit providing overwatch: does she see the now exposed bandits before he sees her crouched behind her car? They both miss their tests, which I take to mean they spot each other simultaneously. Vi hesitates, still not able to tell if they are her associates after all. OPSE says the bandit fires immediately. 

The bandit's Marksmanship test is Difficult as he's firing quickly, without properly aiming, and his target is in cover. He misses. Vi's Challenging Marksmanship test succeeds only due to the +3 AB of the M40 Rifle (I rolled a 47 to her 45 Marksmanship). It inflicts a severe wound and a random roll determines that the shot has disabled his arm. He has improvised armor, but the 7.81mm round's 5 AP means it can do nothing to stop it.

The two exposed bandits dive back into cover and the lone tourist takes the opportunity to make a break for it. He runs back in the direction he came from and is out of the fight. I was really hoping he'd stick around and help Jovita fight it out with the bandits, bit OPSE said otherwise.

The other bandit with the rifle eventually decides to attempt to outshoot Vi, and when he peaks with his rifle raised, I make an opposed Reaction test to see who gets the shot off first. Despite Vi having the shot already lined up and her test difficulty reduced to Easy as a result, she still manages to miss the test with her 34 Reaction. The bandit also rolls a miss, so they fire simultaneously.

Both miss their Marksmanship tests (Challenging due to their respective targets being in cover), and both spend an Ammo to reroll. Vi misses again. The bandit doesn't. He rolls a Critical Wound, which ends up being a severed limb. I roll a d6 to see if it's her right or left arm, as they are the only two exposed limbs, and it's the left. Even if she still had her armor, it wouldn't have helped. Turns out, M40 rifles are brutal against rookie tourists.

Not Bleeding to Death

I make a Challenging Resolve test to see if Vi is still able to do anything or just goes into shock and bleeds out. By some miracle, she succeeds with a roll of 37 to her 39 Resolve. I roll 2d6 to see how long she has until she bleeds out anyways: 5 minutes. Not good.

She tries to staunch the bleeding with a makeshift tourniquet, as she has no actual medical supplies, and I make a Medicine test. It's difficult, on account of the missing arm and lack of supplies. She misses. It takes 3 minutes. Luckily, OPSE decides the bandits are too busy dealing with their wounded comrade, or perhaps not willing to risk getting shot, and decide to stay holed up in their building rather than come over and finish the job in that time. 

I make another Medicine test and decide it will be a Hard test as she loses more blood and struggles to remain conscious. She either succeeds or dies. Like earlier with the nanobots, I could offer a tough choice or another cost on a miss, rather than failure and death. But, in this case, death feels like the only satisfying consequence. Anything else feels like it would be a cheap cop out. I put my character here, I picked a fight I shouldn't have, and got her shot bad. Bleeding to death feels like the end that this situation deserves. "Play stupid games, win stupid prizes," as they say.

Then I roll a 01 on the d100, and I am ecstatic. 

Somehow, against all odds, she succeeds in not bleeding to death. 

All there is left to do was see if Vi got shot in the back while making a run for it. An opposed Athletics/Reaction test, followed by a successful Marksmanship test means that she gets shot, but a 4 on the d20 damage die means she escaped with only a minor wound to the right arm. The dice just really, really want her to make it out alive, it seems. 

Wrapping Up

That seemed as fitting a place to end the session as could be. Vi's Marksmanship, Reaction, Observation, and Resolve all advanced by 1. Her Athletics failed to advance.

After rambling on for so long, I'm not quite sure how I want to wrap this up. Tourist wasn't initially written with solo-play in mind and I don't have much experience at all with solo gaming, so I found the experience difficult and clumsy at times, but quite fun despite it. Combat in particular felt a bit clunky, but I haven't playtested the system enough to say whether that's a fault of the system or more due to the constraints of solo-play (mostly having to manage all of the combatants at once). 

Regardless, I very much liked how the combat felt. It was quick, it was brutal, but it (in this instance) didn't feel unfair. I think gunfights should be quick, tense, and something to be avoided if at all possible. All it takes is a single stray bullet.

I've already continued Jovita's story with a second solo session which I hope to do a write-up on at some point, but we'll see when I can find the time. Tourist V0.4 is in the works, mostly focusing on expanding the equipment section, adding some Old Tech devices/loot, and clarifying some of the rules based on ambiguities and misunderstandings that have come up during playtesting.  

If you've made it this far, thank you very much for taking the time. I really appreciate it, and please do say hello or shoot me a question in the comments. 

Thanks, and I hope you are having a wonderful Holy Week.


*I have used the OPSE Android app for all of my Tourist solo playtesting so far and have found it very convenient. I would certainly recommend it to anyone using the OPSE; just be aware that it drains phone battery fast. If they sorted that out, added a dice roller in the app, and added the ability to edit previous entries, it would be absolutely perfect.

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