Welcome to Beyond the Waves, an actual-play journal of my solo Fabula Ultima campaign. Let's dive straight in.
What I Used
Fabula Ultima: The RPG system that’s heavily inspired by various JRPGs, alongside its Atlases, Playtest, Bonus Contents, and Quick Assembly method.
Mythic Gamemaster Emulator 2e: The oracle and the framework for solo play.
Deconstructing Prepared Adventure from Mythic Magazine #50: A method to turn a prepared adventure book into thematic or inspirational oracle. For the first adventure, I used Season of Ghosts: The Summer That Never Was for Pathfinder 2e.
Let's Talk: A standalone system to handle NPC dialogues.
My Fabula Ultima Rules Adjustment for Solo Play
Fabula Points can be spent to Alter the Story by choosing an oracle result outright (no roll needed).
When creating a NPC profile, all Affinities are left as unknown. By default, a Player can only ask the oracle about an Affinity after dealing the corresponding damage type. However, the Study action can reveal or hint at Affinities based on the result:
7+: One Affinity is hinted (the Player gets a hint, but it must still be confirmed by the oracle later).
10+: One Affinity is revealed (the player may ask the oracle about it immediately).
13+: Two Affinities are revealed.
16+: Three Affinities are revealed.
Revealed Affinity: The player may immediately ask the oracle to confirm the Affinity as part of the Study action.
Hinted Affinity: The Player must still deal damage to confirm (as default), but the odds of the hint being correct are higher (than default).
World Creation
I prefer to start my solo games with the character creation and the immediate details of the world around them, leaving the rest to be discovered during play.
You can navigate through the actual-play here: