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(+1)

Hi there! I love this project and the possibilities and the setting and the vibes, great work!

I need advice tho, I am very bad at playing solo, I immediatelly got stumped at the first "Time Passes" roll... so... any help in how to define what happens?

I really want to play solo but this is the the point that always stop me, being unable to define what happens next

Any help is appreciated, and again, this is a great game, great setting, I will be looking closely for any update on this project

(+2)

Hi there! Thank you for the lovely comment~ 😊

Solo role-playing can be hard, so don't feel bad! I would be delighted to help you. 🌷🌼🌻

First, context for anyone reading this answer in the future: Time Passes is the move that is triggered any time your character loses track of time, usually as part of a weak hit or a miss on an action roll. This move calls for you to 'envision how your character loses track of time'.

Now, one of the coolest things about solo role-playing is that you can be as detailed or as brief as you want, you are ultimately the boss and as long as you're having fun then you're doing it right. That being said, I've seen two kinds of approaches to dealing with Time Passes, some players like a macro approach while others prefer a micro one.

  • The macro approach: if you think something dramatic should cause you to lose track of time or prefer lots of drama in your stories, when you lose track of time either (a) envision something bad/dramatic to get in the way or (b) roll on an oracle to get inspiration; preferably action+theme. This approach is very involved and considerably slows down game-play, but players who love twists at every turn swear by it.
  • The micro approach: treat losing track of time as a transition between scenes in a movie, the camera fades to black... and then it's hours later in the narrative. Players who like the micro approach don't worry a lot about the little things that happened in between. They only 'zoom in' on moments like these when they think they are important. Otherwise they just accept they lost track of time and move on to the next story beat or action.

As you can see, there's a lot of flexibility here! Personally I use them both. I like to really think about the consequences of a big roll, but when it comes to small things I skip right past 'em. In here lies the power of solo role-playing: you have the freedom to decide how much detail you want.

I hope this comment helps! Please don't hesitate to reach out if you have more questions~

PS: Remember that if you are ever at a loss, there are a lot of oracle tables at the end of the book filled with ideas just a dice-roll away~