"I won't be playing both sides to win. I am trying to come up with a random reinforcement event and somehow work in how a die roll dictates what the opposing force can do. I'd like to try and work in more narrative hooks (at least generalized ones)."So, I dug into my files and found this set of rules that somewhat fit what Curt's looking for. I wrote these for a Heroclix/Mythic hybrid a couple of years ago, but they will work just as well with any number of other skirmish rules.
Enjoy!
SOLO SKIRMISH WAR GAME/MYTHIC RULES
SETTING UP A GAME
1. Assemble a force of characters ("PCs" in Mythic) as per your game’s usual rules.
2. Select another character to be the first NPC. Add its name to the NPC List.
3. Write the first open thread based on the reason why your force is together.
4. Set the Chaos Factor to 5.
5. Roll a Random Event. Interpret the Random Event with a bias toward establishing a conflict with another group of characters. This conflict creates the second thread of the Thread List. If the interpretation of the event does not yield an obvious adversarial force or more information is needed, ask questions of the Fate Chart.
6. Once the opposing force has been assembled, add its members to the NPC List.
7. Set up the battlefield as per your game’s usual rules.
PLAYING A GAME
At the start of each round, roll 1d10. If the result is equal to or less than the current Chaos Factor, roll and resolve a Random Event as an Interrupt before Player 1’s turn.
During YOUR turn, play as usual. Always roll for an opposing character's defenses, if applicable. If an opposing character has an option to do something in response to your actions, consult the Fate Chart.
To determine the opposing characters’ actions during their turn, consult the Fate Chart at the current Chaos Factor with questions about their actions in an order and style consistent with 1) the opposing characters' typical motives, and 2) the context of the current thread-based storyline. Begin with questions that would be considered LIKELY or better to yield a "yes" answer. Order the questioning to the greatest benefit of the opposing characters, but never at the expense of the narrative or the characters' typical motives.
If a roll on the Fate Chart ever results in doubles, note the digit that makes the double (i.e. the 5 in 55). If the digit is equal to or less than the current Chaos Factor, resolve the question and then roll and resolve a Random Event as an Interrupt.
Resolve Random Events in a narrative manner, a mechanical manner, or as a combination of both - whatever is best for the evolving story. For example, "PC Negative/Judge/Messages" first requires that I roll to see which of my characters is affected. Then, considering that character's personality, the context of the battle in progress, and the threads of the narrative, I decide how to interpret the results, such as in a Heroclix game [PC]Professor X [Negative] cannot be used on this turn [Judge] because he is assessing [Messages] data he's extrapolated during the fight with the Brotherhood of Evil Mutants.
At the start of each round, roll 1d10. If the result is equal to or less than the current Chaos Factor, roll and resolve a Random Event as an Interrupt before Player 1’s turn.
During YOUR turn, play as usual. Always roll for an opposing character's defenses, if applicable. If an opposing character has an option to do something in response to your actions, consult the Fate Chart.
To determine the opposing characters’ actions during their turn, consult the Fate Chart at the current Chaos Factor with questions about their actions in an order and style consistent with 1) the opposing characters' typical motives, and 2) the context of the current thread-based storyline. Begin with questions that would be considered LIKELY or better to yield a "yes" answer. Order the questioning to the greatest benefit of the opposing characters, but never at the expense of the narrative or the characters' typical motives.
If a roll on the Fate Chart ever results in doubles, note the digit that makes the double (i.e. the 5 in 55). If the digit is equal to or less than the current Chaos Factor, resolve the question and then roll and resolve a Random Event as an Interrupt.
Resolve Random Events in a narrative manner, a mechanical manner, or as a combination of both - whatever is best for the evolving story. For example, "PC Negative/Judge/Messages" first requires that I roll to see which of my characters is affected. Then, considering that character's personality, the context of the battle in progress, and the threads of the narrative, I decide how to interpret the results, such as in a Heroclix game [PC]Professor X [Negative] cannot be used on this turn [Judge] because he is assessing [Messages] data he's extrapolated during the fight with the Brotherhood of Evil Mutants.
A Random Event may create conditions that bend or break your game’s standard rules. If altering the standard rules would add excitement to the developing plot line, go with it!
After sides have taken their turns or, in the case of other systems, when a complete set of chain reactions is complete, add or delete characters/threads to the respective lists as necessary, and adjust the Chaos Factor by 1 as per standard Mythic rules.
ENDING A GAME
A game is over when all friendly characters are killed or unable to continue, all opposing characters are killed or otherwise cease to fight, or the objective of a narrative-based mission, story, or thread is achieved. Calculate victory points as per your game’s standard rules, if any.
A game is over when all friendly characters are killed or unable to continue, all opposing characters are killed or otherwise cease to fight, or the objective of a narrative-based mission, story, or thread is achieved. Calculate victory points as per your game’s standard rules, if any.
PLAYING A CAMPAIGN
When a game ends but open threads remain, continue playing more games with the same characters as they attempt to resolve all threads. New locations, plot twists, and adversaries may arise, but the characters and their objectives remain the same.
SPENDING VICTORY POINTS
Incapacitated characters may only return to the next game by spending victory points on their individual point values. If all of your original force cannot return, the point value of the next game(s) will be determined by the size of the force you can still create.
If all of your characters had been killed or incapacitated, and you do not have enough victory points for even a single character’s return, the campaign is over.
Keep a running total of the victory points you score during all games. Those victory points may be "spent" in the following two ways:
- When setting up a new game during a campaign, you may only use a character that had been incapacitated in the game immediately preceding this one if you “spend” victory points equal to the point value of that character. If you do not have enough points, that character may not be used and must "rest" until the next game
- At any time during a game, you may alter the YES/NO result of a percentile roll made for a question to the Fate Chart by spending victory points as per Mythic's Favor Points system. For every 10 victory points spent, you may increase or decrease the result of a percentile roll by 1% up to a maximum of 25%.
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