The Last City 1 - A really open sand box

I've run this campaign two times and I'm currently running it a third time. My goal from the beginning was to make it as free of a sand box as possible and I'm happy with the results so far.

The premise of this setting is to make it a sandbox where the player's choices shape the story. Each time, it would evolve into a different story and experience. To that end I choose the following characteristics:

- The campaign starts in the last surviving city after a magical apocalypse.
- There are multiple factions some in opposition of each other.
- The PC's are new to the city so they don't know what to expect.

Freedom in character creation
The choice in making it post world destruction, without necessarily saying which world allows characters to pick where they came from—any world or campaign setting—as long as they still follow the character creation rules for the campaign. Since there was a magical apocalypse, having people transported from other realms is no problem, or justifying magical mutations, or other ways the characters can just be different or unique.

I would add that I have a small restriction for the tone of the campaign: No divine casters. Players may choose to play divine casters, but I prefer they don't. Still the general premises work without this restriction.

Freedom to choose
Of course, there has to be a framework for a campaign to work, or else it would be just pure improvisation, which I think is possible but not optimal.

So, freedom to choose what?

Well, any class or species in general as part of character creation. Although, I would advise players to have similar alignments to avoid creating conflict.

Freedom to choose allies and enemies.

The factions that rule the different districts have their motivations, needs, hates, and personalities. So, as a basic premise, there are some that are practically irreconcilable. That means that befriending one will necessarily make you an enemy of one or more other factions. For example, there is a faction known as the cannibal brutes, who are enemies of a faction of enchanters. If you befriend one, the other will most likely become your enemy. There are others with territorial disputes and so on. Other options, like fighting or befriending certain monsters, will also affect how other factions see you.

Freedom of movement
There is complete freedom of movement, but with a caveat. To justify "Difficulty Progression" the starting district, Agarpe, is protected by an aura created by a mysterious character. So, monsters closer to Agarpe are weaker than those farther away. Outside the city, there are only epic-level threats. However, characters can still go wherever they want.

Freedom for the GM to create and adapt
Due to the nature of the catastrophe, everything under the city is magically scrambled, so I can easily add dungeons or almost anything else and wherever you deem necessary.

I’ll dive deeper into the origins of the apocalypse in a future article.

My Tarod Card system for solo roleplaying

Introduction


Welcome to the Tarot Card System for solo role-playing, a unique and immersive way to enhance storytelling and gameplay in your tabletop RPG sessions. This system uses a standard deck of Tarot cards to determine the outcomes of various actions, combat scenarios, and tests. Each character in your party is assigned a specific suit based on their class or type, and a Major Arcana card that represents their core attributes and powers. By drawing cards during gameplay, you can resolve situations with a blend of fate and strategy, creating a dynamic and engaging narrative experience.

The suits—Cups, Staffs, Swords, and Pentacles—correspond to different character roles such as healer, caster, tank, and rogue. The Major Arcana adds an extra layer of depth, with each character’s Major Arcana card providing opportunities for critical successes and unique interactions. Whether you’re facing formidable foes or navigating complex challenges, the Tarot Card System brings an element of mysticism and unpredictability, ensuring that no two sessions are ever the same.

Card Suits and Affiliations

Character Types and Assigned Suits:

Cups: Healer
Staffs: Caster
Swords: Tank or Fighter
Pentacles: Expert or Rogue

Character Examples and Major Arcana Assignments:

Brangus Red, the minotaur tank: The Emperor
Valencia Vertex, the half-demon witch: Justice
Zakk Gibs, the humanoid tiger cleric: The Devil
Wila, the elf rogue: Death

Suit Order:

Card Draw Outcomes

Suit Draws:

Own Suit (Success): Drawing a card of the character’s own suit (e.g., Brangus drawing a Swords card) results in a success.
Next Suit Counterclockwise (Success with Mild Bad Consequence): Drawing a card of the next suit in counterclockwise order results in a success with a mild bad consequence.
Previous Suit Clockwise (Fail with Mild Good Consequence): Drawing a card of the previous suit in clockwise order results in a failure with some mild good consequence.
Opposite Suit (Fail): Drawing a card of the opposite suit results in a failure.
Card numbers determine how good or bad the outcome.


Major Arcana:


Any Major Arcana (Success): Drawing any Major Arcana card results in a success.
Own Major Arcana (Critical Success): Drawing the character’s own Major Arcana results in a critical success related to the character’s Major Arcana power.
Inverse of Own Major Arcana (Super Failure): Drawing the inverse of the character’s own Major Arcana results in a super failure.

Inverse Major Arcana (Fail): Drawing any Major Arcana card in its inverse position results in a failure.

Combat and Tests

Combat and Long Tests:

Characters are considered defeated if they take three attacks or wounds.

If they draw their inverse Major Arcana, it means something horrible has happened, possibly even death.
Combat and significant challenges may involve multiple rounds of card draws, with each round representing an attack or action.

Short Tests and Unimportant Combat:

Short tests or unimportant combat encounters are resolved with a single card draw.
Success or failure is determined based on the card draw according to the rules above.

Extended Tests:

At the DM’s discretion, certain tests may require more than one successful card draw to complete.

Example Combat: Party vs. Ogre (Single Card Draw)

Setup:

Party: Brangus Red (Swords), Valencia Vertex (Staffs), Zakk Gibs (Cups), and Wila (Pentacles).

Each character draws a card to determine their overall impact on the combat.

Draw Results:

Brangus Red: 7 of Swords (Success)
Valencia Vertex: 4 of Pentacles (Fail)
Zakk Gibs: Page of Swords (Fail)
Wila: Ace of Pentacles (Success)

Example combat Narrative:

As the ogre roars and charges at the party, Brangus Red steps forward, his sword gleaming in the dim light. With a powerful swing, he strikes the ogre with precision, leaving a deep, bleeding wound. The ogre staggers back but remains on its feet, enraged and ready to fight.

Valencia Vertex begins to weave her hands, calling upon her arcane powers. However, her concentration falters, and the spell dissipates before it can reach the ogre, leaving her momentarily frustrated and vulnerable.

Zakk Gibs, determined to support his allies, attempts to channel divine energy to weaken the ogre. Unfortunately, his spellcasting is interrupted, and the ogre remains unaffected by his efforts.

Meanwhile, Wila uses the chaos of the battle to her advantage. With agile movements, she slips behind the ogre and targets a vulnerable spot with her dagger. Her strike is true, and the ogre howls in pain as the blade finds its mark.

Despite the failures of Valencia and Zakk, the combined efforts of Brangus and Wila prove to be decisive. The ogre, now severely wounded and weakened, can no longer withstand the onslaught. With one final groan, it collapses to the ground, defeated.

The party stands victorious, having overcome the ogre through a blend of brute strength and cunning. They take a moment to catch their breath and tend to their wounds, ready to continue their journey with a renewed sense of camaraderie and accomplishment.