My regular Wednesday night group decided to skip this past week's get together, largely due to exhaustion and a couple players being away because of personal and/or work obligations.
As a result, the Smurfs RPG one-shot I had planned will have to wait for another time. It's OK. I'm cool with it. No worries on my end.
...Oh who am I smurfing? I want to play Smurfs! I'm smurfing at the bit! Chomping at the smurf? You smurf my meaning, right?
There are some rules on pages 30 and 31 of the Smurfs RPG Core Rulebook regarding playing a Smurf with a 'Sidekick' and I kind of extrapolated my Solo rules from there...at first.
The smurf of it is that a Smurf with a Sidekick isn't exactly what I had in mind for a Solo Smurfs RPG. I wanted the NPCs to have a little more to them. Less Sidekicks and more Supporting Characters I suppose.
For the star of this Solo smurfy outing, I went with my original character Smurfcornflower, first created for The Smurfs and The Palace of the Silver Princess. I just adore her and she makes an excellent central character thanks to her Potion Making talents; needing to make a Potion, having to find the right ingredients, having to cure the effects of a botched potion, and the like all make good catalysts for an adventure.
I rolled randomly off a table I created to determine which companion Smurfs would be joining her and then wrote them up as follows: Create the NPC as per Sidekicks. Then add/expand upon elements of the character that might be prudent to know for an adventure such as Best Stat, Worst Stat, their Advantage, a Signature Item of Equipment, and a short description of their personality and motivation.
Basically, a Smurf Companion is more than a Sidekick, less then a full Player Character write-up.
In practice, I made all of the choices for my 'Solo Smurf', while the other NPC Smurfs were guided by a mixture of my decisions and random rolls. I also generated the adventure randomly and used die rolls to determine a lot of the elements within the adventure.
Smurf you later!


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