- First, ask yourself 'What is the point of this conversation?'
- Enter the in-game character conversations with a goal. Know what your PC wants to say.
- As a GM or Player, decide if you are trying to inform, convince, learn, or entertain.
- Say what you want to say but listen to the other Player or the Gamemaster.
- Analyze not just what they are saying but how they are saying it.
- Try to understand the opposing point of view and the mindset of the other character.
- Allow yourself to say AND mean, "Maybe I'm wrong", "OK, I see your point", "I don't agree but I get where you're coming from", "You know, I never thought of it that way", "Do you get where I'm coming from", "Is there any chance I'm getting through and maybe you agree with me?", or any number of other phrases that show you're flexible enough to have a true exchange of ideas.
Saturday, September 26, 2026
What Is The Point of This Conversation?
Wednesday, September 23, 2026
Eight Ball In The Corner Pocket?
Could Space Opera Heroes work as 'High Fantasy Heroes'?
1. A single die type. Preferably D6s.
Sometimes you may be rolling additional D6s in situations involving an Advantage or Disadvantage.
Check. Armor increases your Durability and Durability decreases the amount of damage you take. Heavier Armor applies penalties to a character's Evasion, making them easier to hit [but usually harder to hurt].
I'd say Check for the most part. I was able to sum up the basics in roughly 10 pages for one of my groups.
Check! One of my favorite aspects of Space Opera Heroes and one easily translated into a Fantasy game. Want to play an Elf Wizard? Pick the Elf Wizard Archetype. Interested in being a Hairfoot Thief? Here you go, the Hairfoot Thief Archetype.
Couldn't be simpler and it's quite easy to modify Archetypes and make new ones.
Hmm. Ok, this is the first area where the 'Rules As Written' don't match what I'm looking for. Space Opera Heroes definitely uses Experience Points, which are spent to improve abilities and skills as well as purchase modifications for ones robot or spaceship.
All that said, changing this to a Contingent Improvement system is a cinch. PCs might raise one or two skills at the end of an Adventure or when they accomplish a particular goal.
I could also just stick with the XP system as I don't find it to be a big issue or anything. It's certainly not a dealbreaker.
Flexible Magic? Check. Different types. Hmm. Maybe. Sure. Comes with a cost? Occasionally.
While I definitely have some thoughts regarding how Magic would work in this game, I don't have a completely fleshed out idea of how the Magic system would work. For now, here are my initial thoughts:
Basically it would function the same way Psychic Powers do in Space Opera Heroes: Magically gifted Player Characters would have an additional Ability Score called Magic Ability and one or more Magical Skills.
The more powerful and/or complicated the Magical Spell or Effect is that the PC is trying to achieve, the higher the Target Difficulty Number would be when attempting to Succeed in their Action Check.
As far as types, I don't want to get too granular but I might steal a page from my Aerth/Winghorn Guard setting. There, Magic falls into broad categories based on how it is performed and/or what it does. There's Alchemy, Spellcasting, Summoning, Runes, Miracles or 'Holy Magic', and Shamanism or 'Spirit Magic'. There are others but you get the idea.
When you use Magic you make an Action Check as you would for any skill use but here, if you fail the Magic doesn't work or have the desired effect and there is a negative consequence. Something goes very, very wrong.
More thoughts on this in a future post.
Super Duper Check! I taught a group of five people how to play and their were only a few of rule questions in the first session and really only one clarification in the second.
Sunday, September 20, 2026
Been A Long Time Since We Smurfed and Rolled!
Been a long smurfy, smurfy,smurfy, smurfy, smurfy time!
Saturday, September 19, 2026
Keep Your Distance But Don't Look Like You're Trying to Keep Your Distance
Before making the jump to lightspeed, the team of Bani, Easy, and Gilikak collectively decided to re-enter normal space far out from 363-Grek III so they'd have time to find the optimal approach and prepare themselves for dealing with the Imperial Forces. They based their jump coordinates on Bani and Easy's scans of system, with Easy assisting Gilikak on the final calculations.
Mechanically, Bani spent an Action Point to roll her Spaceship Navigation of 3 plus her Intellect of 1 and of course, her Exploding Die. Easy and Gilikak also spent one Action Point each to assist Bani, so she gets 2 bonus Advantage Dice.
Shortly after entering Hyperspace, Bani and Gilikak sat down to go over Bani's survey data in greater detail. Even with a Class 3 Survey by a pro, there were only so many areas on an entire planet a single person could explore and scan. The two scouts focused on the regions Bani didn't get to look at in depth, surmissing that whatever the Galactic Empire was doing on 363-Grek III, their attention might be concentrated in one of those places.
This is where I ran into my first snag of the campaign. I wanted to randomly roll the locations, terrain, and possible points of interest of three areas on the planet but Sci-Fi Random Tables are generally really lame for this sort of thing. It's one of the reasons I don't use random tables very much (hardly ever really). I can also always create something cooler than I'd generate with random rolls.
That said, I want to be surprised/inspired - it is a Solo game after all. I decided to combine the results of rolls using Planets of the Galaxy Volume One, a 1991 supplement for West End Games' Star Wars Roleplaying Game with some general ideas I had about the planet.
The results were:
The duo narrowed it down to three likely planetary features.
Feature #1 - The Trench Canyons: In the Northeastern hemisphere was were three massive trenches that all met at their Southern most points. Bani had found them fascinating and if she hadn't been on a job with a schedule she would've spent more time checking them out. It was an especially warm water region thanks to numerous thermal vents and a host of unusual creatures were living there. What would the Imperial want with that? It was too deep and too far from land to provide power to an outpost.
Feature #2 - The Long Archipelago: There were a string of small islands that crossed the equator North to South, an archipelago where Bani had detected radioactive minerals. There wasn't a large quantity but maybe the Empire wanted to mine them because the minerals had specific properties they needed.
Feature #3 - The Shallow Sea Wreckage: Set centrally in the Southern hemisphere. there exists a shallow sea with higher than normal salt content. Sitting in this shallow sea is a crashed starship, possibly a Corvette or other small military vessel. A passing scan revealed it to be very old, with little structural integrity left. Could it have carried some cargo the Empire thought to be of value?
Gilikak spends an Action Point so he can make a Check against his Intellect 3 and Science: Archeolgy 2. He's focusing on the data and images of Feature #3 - The Shallow Sea Wreckage. Hmm. Archeology isn't exactly the right Skill but its close enough for what we are trying to determine, the age of the wreck. I'll set the Difficulty at Difficult 10. I roll 1D6 and get...Holy Moly! A 6, another 6, and a 1. Gilikak's total is 18! That's an Effective Success, +5 points more than the Target Number. Gilikak gain 1 Situation Benefit.
Gilikak stared silently at the images and information for what felt like forever. Bani was staring at him nearly as long, neither moving in the slightest. RB-EZ1 entered the room, looked at the two of them and got caught up in the effect as well.
Bani's nose twitched. Her ears wiggled. She closed her eyes, held her breath, but just couldn't take it any longer, "WELL?!?" Gilikak and Easy were so startled they jumped. "Did you figure out anything?", Bani asked with a smidgen of exasperation.
"Sort of", Gilikak began, "I think we can rule out the shipwreck. Based on the data you obtained, the ship and any cargo it may have had have all but disintegrated. The age seems extreme, salt corosion is high, and a coral growth appears to have formed over everything. There is nothing salvageable there." Gilikak tapped a button a few times that changed the screen image from scans of the Shallow Sea Wreckage to scans of the Long Archipelago.
Sunday, September 13, 2026
Hosts of Freaky Ghosts
Instead of a Big Dark Blur, I See a Big Light Blur
Tuesday, September 8, 2026
I Have Friends Everywhere
Are you all getting tired of this yet? Tough! I'm not! LOL
Quite the contrary! I'm really enjoying this Solo Star Wars outing and it's given me a whole host of ideas for a long term Star Wars campaign using this system [based on the Japanese TRPG Space Opera Heroes].
While I haven't leaned heavily into its Anime/Manga influences and inspirations as of yet, trust me, it's going to pretty soon.
For now, let's pick up where we left off; after narrowly escaping an unexpected Imperial presence following their survey of the planet 363-Grek III, Bani TukNukChee and RB-EZ1 have returned to Gardine to let their employer know what happened.
Before reaching their destination, Bani had Easy send a message to Gilikak, a Mon Calamari Explorer and Archeologist friend who might know what the Empire's interest in 363-Grek III might be.
Bani continued to smile but it was more of a smirk and there was something concerning about her brow and eyes. Gilikak didn't know what this was all about but he got the sinking feeling there were rough seas ahead of him.
Putting on his most professional, academic aires, and straightening his shoulders, Gilikak replied, "It's a star system here in the Outet Rim Territories, probably a one or more away from Gardine depending on yout Hyperdrive. It has one habitable planet, an ocean world If memory serves, with nothing particularly remarkable about it that I can recall. It got a Class 1 Survey back in the Old Republic days."




























