I feel like for something like this you'd have to be a player and have a dm run it. You obviously wouldn't know the box was dangerous or that the building was unoccupied, but then again that's pretty standard. I'd imagine some of the places you'd explore would need some variance as to how occupied they are, if something is in there every time you always go in guns blazing, if there never is you'll just waltz in and start looting.
Yeah, the provided tables have a large chance of someone being home; I rolled that there wasn't. I went into this assuming it'd be a Fallout 3+ adventure about shooting and looting but it didn't work out that way. For this trap-based gameplay, as a GM, I figure I'd make sure to describe interesting things in every room that might or might not be traps. "You see a big crate..." And then decide whether any trap is set off based on players' specific actions and a skill roll. With that crate it was said there was a grenade trap rigged to the lid, so players who narrated checking for that would get a good roll or auto-success to detect it. So yes, probably this type of adventure would work better with a real GM.
@@AceneDean If that's addressed to me: I'm familiar, and have other videos about it. With this particular scenario I wasn't sure what to do about the traps, since (1) I rolled that they were the only threat here and (2) one would logically be something the PC had no reason to interact with, and the other two were "notice this or die". I got some suggestions that rely on noticing the trap and then figuring out how to avoid/disarm it. If the scenario were "encounter some raiders" I could've handled that... although, especially in AWN as opposed to the writer's other games, *any* fight at level 1 will likely end in death. A likely outcome if there'd been anybody home would have been "Arin runs away and accomplishes nothing" or "they're not too hostile and he joins them".
@@krisschnee3151 I was addressing the original post saying that you'd need to be a player with a GM. That is never a "necessary" thing. I only play solo and I've never run into anything across dozens of different systems that made me wish I had a GM.
I have to say, if I were to GM this game and players wanted to play mutants, I'd tell them "Don't get attached to your stat block until you're done and have given it a name, it's completely fine to leave a broken character to the wolves" If your "face" character with deft hands suited to fixing things and picking pockets is saddled with mutations leaving them incapable of talking and manipulating fine objects, consign them to a life of menial labour and play their less unfortunate cousin, instead.
Seems reasonable. I should add, I think the mutation stuff was inspired by the game "Gamma World" in which wacky unpredictable characters were part of the intent. Some players probably like that. I tried rolling up two random mutations with AWN and got tough hide (natural armor) and a mental stun ability. I'd consider that playable.
I feel like for something like this you'd have to be a player and have a dm run it. You obviously wouldn't know the box was dangerous or that the building was unoccupied, but then again that's pretty standard. I'd imagine some of the places you'd explore would need some variance as to how occupied they are, if something is in there every time you always go in guns blazing, if there never is you'll just waltz in and start looting.
Yeah, the provided tables have a large chance of someone being home; I rolled that there wasn't. I went into this assuming it'd be a Fallout 3+ adventure about shooting and looting but it didn't work out that way. For this trap-based gameplay, as a GM, I figure I'd make sure to describe interesting things in every room that might or might not be traps. "You see a big crate..." And then decide whether any trap is set off based on players' specific actions and a skill roll. With that crate it was said there was a grenade trap rigged to the lid, so players who narrated checking for that would get a good roll or auto-success to detect it. So yes, probably this type of adventure would work better with a real GM.
Are you not familiar with solo RPG'ing or is there something about this game in particular that makes it stand out as unsuitable for solo to you?
@@AceneDean If that's addressed to me: I'm familiar, and have other videos about it. With this particular scenario I wasn't sure what to do about the traps, since (1) I rolled that they were the only threat here and (2) one would logically be something the PC had no reason to interact with, and the other two were "notice this or die".
I got some suggestions that rely on noticing the trap and then figuring out how to avoid/disarm it.
If the scenario were "encounter some raiders" I could've handled that... although, especially in AWN as opposed to the writer's other games, *any* fight at level 1 will likely end in death. A likely outcome if there'd been anybody home would have been "Arin runs away and accomplishes nothing" or "they're not too hostile and he joins them".
@@krisschnee3151 I was addressing the original post saying that you'd need to be a player with a GM. That is never a "necessary" thing. I only play solo and I've never run into anything across dozens of different systems that made me wish I had a GM.
I have to say, if I were to GM this game and players wanted to play mutants, I'd tell them "Don't get attached to your stat block until you're done and have given it a name, it's completely fine to leave a broken character to the wolves"
If your "face" character with deft hands suited to fixing things and picking pockets is saddled with mutations leaving them incapable of talking and manipulating fine objects, consign them to a life of menial labour and play their less unfortunate cousin, instead.
Seems reasonable. I should add, I think the mutation stuff was inspired by the game "Gamma World" in which wacky unpredictable characters were part of the intent. Some players probably like that.
I tried rolling up two random mutations with AWN and got tough hide (natural armor) and a mental stun ability. I'd consider that playable.