Llyarden
2024-01-17, 05:47 PM
So I've ended up with a...kind of weird idea that would never really be plausible in a normal game (for multiple reasons), so I figured why not try to do a solo trade. The basic synopsis of what I would like someone to run as a solo game for me can basically be summarised as follows: a party of epic level chefs running a tavern (in PF/3.PF.)
There are a surprising number of classes and archetypes out there that have food- and drink-themed abilities even before you start refluffing things, to the point that after a brief trawl through some 3pp books (and a little bit of homebrew people have posted) I found more than a dozen different classes. And then I started thinking of ways to connect them together and...long story short I ended up with 6 tristalt builds. And then I found some 3.5 homebrew (https://forums.giantitp.com/showthread.php?652446-3-5-Base-Class-Mythos-quot-When-a-house-is-both-hungry-and-awake-quot) that just straight up lets you play a building.
To answer the two most obvious questions I imagine people will ask:
- Why a party? Partly because trying to ram all those aforementioned classes and archetypes into a single build would result in some kind of monstrous...like, icosastalt? Or something? And partly because in a solo game I find controlling a group opens up more opportunities for RP than controlling just one character. Six (or seven if you count the tavern) characters is...slightly more than I would normally go for, but it's probably still manageable.
- Why epic? Honestly just because...there aren't many opportunities to break out high-level stuff, especially when it's niche things that aren't published online and well-known, and because even if the party end up wildly imbalanced with each other or some of the classes prove to be totally OP, it's not going to cause any issues amongst the players, because, you know, there's only one player and I'm not going to get cross with myself because one of my characters is more optimised than another one.
As for what I actually want to happen in the game, that would mostly be up to the DM. The whole 'running the tavern' part can probably be mostly background, because slice-of-life stuff is pretty hard to sustain for a long time in my experience, and I mean they're still powerful even if they are not exactly traditional adventurers so they can still get involved in random stuff that happens.
Obviously this is intended as a solo trade, so I'm happy to GM...basically whatever? I'm most familiar with PF, M&M, GURPS, PTU...wow I never really thought about how many RPGs use acronyms before now, huh. Aside from those I own a bunch of other RPGs so feel free to drop a message if there's a solo game concept you particularly want running. (You know, if the forums work long enough! This may or may not be my third attempt at posting this thread...)
There are a surprising number of classes and archetypes out there that have food- and drink-themed abilities even before you start refluffing things, to the point that after a brief trawl through some 3pp books (and a little bit of homebrew people have posted) I found more than a dozen different classes. And then I started thinking of ways to connect them together and...long story short I ended up with 6 tristalt builds. And then I found some 3.5 homebrew (https://forums.giantitp.com/showthread.php?652446-3-5-Base-Class-Mythos-quot-When-a-house-is-both-hungry-and-awake-quot) that just straight up lets you play a building.
To answer the two most obvious questions I imagine people will ask:
- Why a party? Partly because trying to ram all those aforementioned classes and archetypes into a single build would result in some kind of monstrous...like, icosastalt? Or something? And partly because in a solo game I find controlling a group opens up more opportunities for RP than controlling just one character. Six (or seven if you count the tavern) characters is...slightly more than I would normally go for, but it's probably still manageable.
- Why epic? Honestly just because...there aren't many opportunities to break out high-level stuff, especially when it's niche things that aren't published online and well-known, and because even if the party end up wildly imbalanced with each other or some of the classes prove to be totally OP, it's not going to cause any issues amongst the players, because, you know, there's only one player and I'm not going to get cross with myself because one of my characters is more optimised than another one.
As for what I actually want to happen in the game, that would mostly be up to the DM. The whole 'running the tavern' part can probably be mostly background, because slice-of-life stuff is pretty hard to sustain for a long time in my experience, and I mean they're still powerful even if they are not exactly traditional adventurers so they can still get involved in random stuff that happens.
Obviously this is intended as a solo trade, so I'm happy to GM...basically whatever? I'm most familiar with PF, M&M, GURPS, PTU...wow I never really thought about how many RPGs use acronyms before now, huh. Aside from those I own a bunch of other RPGs so feel free to drop a message if there's a solo game concept you particularly want running. (You know, if the forums work long enough! This may or may not be my third attempt at posting this thread...)