Version 1.1 is now available for download.
Basunat
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Recent community posts
Thank you so much for taking the time to play Anomalies and share such thoughtful feedback. You’re absolutely right, some parts of the rules would benefit from a tighter second pass.
The Husk/Veil confusion is a great catch. The original intent was: Veil covers perception and sensitivity to anomalies, while Husk handles endurance and resistance, so yes, the “notice anomalies” test should use Veil, not Husk. I’ll make sure that’s clarified and consistent across all examples in the next revision.
As for the risk thresholds, you nailed one of the most common pain points. The system was meant to represent accumulating stress (rising values toward a threshold), not descending negative numbers, but the wording and signs can definitely be confusing. I’m planning to rewrite that section with a clearer example and a visual tracker.
Finally, thanks for noting the “ghost chapters”. That’s a layout artifact from the automatic Table of Contents generation in the PDF. It’ll be cleaned up in version 1.1.
I’m really happy to hear you still had fun despite those issues. I want v1.1 to clarify all the confusing stuff and be a more concise and cleaner version. Your comments really help make that happen. Thanks again.
Hi! Thank you so much for your kind words. It really means a lot to know you’ve enjoyed my solo RPG books, and especially How to Create Your Own RPG. I’m glad to hear it’s been inspiring for you.
Your feedback is fantastic, and I think you’ve put your finger on something important. What you’re describing (a more structured, step-by-step handbook with templates, checklists, scope guidance, and earlier advice on publishing) sounds like exactly the kind of resource that could complement the current book.
In fact, I've been thinking about doing a sequel lately, and I've already written some parts. Your message reinforces that idea: writing an expanded edition, or even a companion book. A practical, simplified version, like a toolkit, could help creators jump right into the process without getting lost in too much text.
So yes, I am definitely considering it, and your suggestions will be an important part of how I shape that project. Thank you again for taking the time to share your ideas; they are encouraging and really helpful. Believe me, comments like yours are what keep me contributing to the world of solo RPGs. Thanks again.
Hi, you have hit on an aspect that seems to need clarification, and you are right to question it. This is a point that should certainly be made clearer in the next v1.1 release. Your interpretation is spot on and is exactly how it should be played.
When rolling 3d6 for a connection in Hard mode, you are more likely to get the Epic Conclusion result. A roll of 12 or more should be a turning point. The intent is that these rolls represent a big shocking result that fundamentally alters the direction of the campaign or leads to an epic ending.
For example, a roll of 15 might mean that you've not only connected with a new scene, but that you've uncovered the hidden strength of the main villain. A roll of 18 might mean that your character stumbles upon a world-changing secret or a legendary secret. A roll of 20 or higher could be an Epic Ending. These high rolls should lead to a moment in the story that feels like the culmination of an entire act, (or the final act), prompting you to adjust your narrative on the fly.
Thanks for your message. Comments like yours are a real help. This issue will be clarified in the next version.
Great question! You can see the content of version 2.0 in the Free Preview that you can download to check it. While this book focuses on universal AI-GM techniques applicable to most language models, we don't specifically cover Notebook LM. Through our testing, we found its unique document-centric approach shines for lore organization and campaign prep. It's fantastic for compiling world details or NPC profiles.
However, for real-time solo play, its current limitations in narrative fluidity and rule simulation make tools like GPT, Gemini, Claude or DeepThink (R1) better suited for dynamic storytelling. If you experiment with it, I'd suggest using it as a supplemental world bible rather than primary GM, pairing it with a more responsive AI for actual sessions.
Thank you for your suggestions. Your feedback helps shape a more immersive and personalized experience for solo players. I like the idea of Signatures as a way to better characterize characters without adding mechanical complexity. It's an approach that can help players define their style and bring more color to the narrative.
On the second suggestion, allowing players to write a previous line or action as a narrative device could be a way to highlight key moments without relying entirely on chance.
These ideas could add a rich narrative flavor without complicating the core mechanics. I'll consider them for future revisions or new editions - I really appreciate you taking the time to share your ideas.
When you read a book or see a movie or a painting, and then create something, are you stealing those works? All artists before creating their works have acquired the knowledge of many previous works and no one calls that stealing.
Sad is that people like you dismiss a new way to play Solo RPG without trying it, not even knowing it thoroughly and without prejudice. I guess you haven't read the book, have you?


































