- • PCs are rewarding for discovering something new – a never before encountered (by them specifically) monster, location, thing about the world, etc. For Solo play, these are notated in the campaign ‘Journal’ as ‘I discovered [name or description of thing]’.
- • Dungeons are ‘alive’: Traps, rival adventurer parties, sentient doors, patrols of haunted armors, and wandering entities that want to chat.
- • Food & Rest: Cooking plants, animals, or even monster meat gives mechanical buffs and restores Physical and Spell Fatigue (a la Delicious in Dungeon). Skipping meals may cause penalties (hungry adventurer/party = comedic failures). Sleep is similar.
BARKING ALIEN
THE YIPS, GROWLS AND HOWLING OF ADAM DICKSTEIN
Sunday, July 19, 2026
A World of Adventure
Saturday, July 18, 2026
Of Might and Magic
Before I getting going with the campaign proper I thought it might be a good idea to give you some more of the rules. Specifically, I want to go over Combat and Magic.
- •Theater of the Mind with quick rounds*. No grid, minis, or any of that needed.
- •Initiative: Roll 2D and add Agility + Luck or just go in dramatic order.
- •Damage is narrative...sort of. You take Hits; after taking half your total you are stunned and hurt. Target Numbers go up to the next difficulty level. At zero Hits, the character is unconscious and their overall situation may worsen. Player Characters can only die in unavoidable situations or by player choice. However, they may suffer a permanent injury, lose a hand, lose an item, or that sort of thing. Starting Hits = Body + ½ Luck.
- •Low-Cost Spells: Utility, Buffs, Attacks with no Damage (They Confuse, Distract, etc.). Only costs Spell Fatigue on a Botched Check Roll.
- •Big Spells (Dragon Slave! style): Powerful but they drain Spirit (an effect called Spell Fatigue) or cause side effects (hair turns odd color, scent attracts monsters, etc.). -1 Spirit to cast, -2 on a Critical Failure.
- •PCs can take on extra Spell Fatigue to make Spells more effective.
- •Learning Magic: New Spells are obtained by learning and practice. Must be taught or found in Spellbooks or on Scrolls. Progression feels like Frieren - slow, meaningful mastery that occurs over time.
- ·
There
are +1, +2, and Roll with Advantage Weapons.
- ·
Damage
may be +1. +2, or even a bonus 1D6! Whoa. That’s powerful!
- · In addition, the item might grant the wielder an additional Attack, Invisibility, the · ability to Strike Ghosts or any number of other mystical abilities. Many have a few · minor powers related to a theme such Slaying Dragons or Vanquishing The · Undead.
Wednesday, July 15, 2026
Have Haversack, Will Travel
Spellcasting and Sword Swinging
I've decided my Solo RPG Campaign is going to be Medieval Fantasy and as for a system I'll be using my TFOS hack 'Adventurers of The Enchanted Lands', described in my previous post.
As for my main Solo character, I am sticking with my original concept, though I may adjust as I go given I still haven't decided on what world setting I will be exploring.
In games like this, where your PC 'lives in the world' as opposed to trying to emulate a TV Show, Comic Book series, or other form of media medium, I tend to prefer a character who is functionally competent at a variety of things. While many players prefer to specialize or (gag) optimize their characters, I would rather have a jack-of-all-trades, even if they end up a master of none.
For her equipment, I figure she has fairly standard adventuring gear; Rope, Torches, Flint and Tinder, A Fishing Pole and Medieval 'Tackle', Tent Sheet and a Blanket, a Spellbook, etc..
Her Signature Item is The Homey Haversack; a soft, black leather bag that can be worn as a backpack, slung over one shoulder, or slung across the body. It has some...peculiar but extremely useful features...which I will describe in the next post [most likely].
Her Armor, well, I picture chainmal with some plated areas. She isn't tremendously tough or quick so I am going to spend 4 Gold to give her an Armor Protection of an additional -2 for a total of -3. Because I spent Gold instead of taking an Agility Penalty, the Armor is of such quality that it doesn't hinder her (A Protection of -1 is automatic. Additional -1s require lowering your Agility by -1 or spending 2 Gold).
My choice of Free Weapon is a Long Sword (Damage 2). Going to spend another 3 Gold right here to get a Dagger (Damage 1) and Medium Bow (Damage 2). She's not skilled with either but maybe she'll improve with practice (XP).
Beginning with 10 Gold as any Player Character would, she is now at only 3. Yikes. My girl needs a quest ASAP!
Tuesday, July 14, 2026
A Fantasy I Have
Yesterday morning I awoke to a jolt of inspiration! Part epiphany, part dream, and part memory, thoughts began running through my mind and I rushed to my computer in order to weite them down.
This isn't exactly my first time creating this game.
I've used TFOS to run many different genres and settings over the years, including Medieval Fantasy. It is one of my all time favorite RPGs. I once used it to run my D&D-But-Not milieu of Aerth for a short Winghorn Guard campaign as a matter of fact.
- • Easy task: TN 7–9
- • Moderate: TN 10–12
- • Hard: TN 13–15
- • Epic: TN 16+
- •Low-Cost Spells: Utility, Buffs, Attacks with no Damage (They Confuse, Distract, etc.). Only costs Spell Fatigue on a Botched Check Roll.
- •Big Spells (Dragon Slave! style): Powerful but they drain Spirit (an effect called Spell Fatigue) or cause side effects (hair turns odd color, scent attracts monsters, etc.). -1 Spirit to cast, -2 on a Critical Failure.
- •PCs can take on extra Spell Fatigue to make Spells more effective.
- •Learning Magic: New Spells are obtained by learning and practice. Must be taught or found in Spellbooks or on Scrolls. Progression feels like Frieren - slow, meaningful mastery that occurs over time.
- •Theater of the Mind with quick rounds. No grid needed.
- •Initiative: Roll Agility + Luck or just go in dramatic order.
- •Damage is narrative. You take Hits; after taking half your total you are stunned and hurt. Target Numbers go up to the next difficulty level. At zero Hits, the character is unconscious and their overall situation may worsen. Player Characters can only die in unavoidable situations or by player choice. Starting Hits = Body + ½ Luck.
- •Dungeons are living, breathing places: Traps, rival adventurer parties, sentient doors, patrols of haunted armors, and wandering entities that want to chat.
- •Food & Rest: Cooking monster meat gives mechanical buffs and restores morale. Skipping meals causes penalties (hungry party = comedic failures).


















