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 M  I  N  O  R  .  R  E  P  O  R  T
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2026-04-22

A note on the Solo RPG system being used.

For the past six years I've created many different systems for my Solo games.
The system evolved from many versions using 2d6, 2d10, tarot or a deck of playing cards.
I've experimented using stats, no stats, skills, no skills, class, classless...

I mostly go back and forth between two particular gaming systems I've created.
A 2d6 classless system and a super streamlined scene resolution system I've called ACT.
A narrative system using a deck of cards and a bonds system that evolved from ACT, I'm calling it JQK.

ACT:
    Character has no stats, only a back story, some notes about personality and a few items.
    Saves are done using 2d6 against a target of 8+ or 10+.
    Since there are no stats or skills, instead of roll modifiers, adjust the difficulty level accordingly.
    A risky situation or something unlikely to happen should Save 10+.
    Whenever an adequate situation requires, specially Stress scenes, create a complication in the scene.
    Keep track only of Characters (including NPCs) and Plots.
    The system is minimal and creates no cognitive load on the player.
    The game is played in the following Scene sequence: Setup, Action, Resolution.
    Setup: recap the previous scene and roll for a new objective or conflict, think how this conflict plays out.
    Action: determines if the mission goes as you expected with Saves.
    Resolution: describes how the scene ends and the mission continues in the next scene.

JQK:
    Using a deck of cards and a Blackjack system for the Saves.
    Court cards (JQK) and suits have a special meaning representing archetypes.
    Instead of Jack, Queen and King, I call them Joker, Queen and Knight and they represent three characters classes.
    To create a new character draw two cards, one court card and one number card.
    The suit of the court card represents the character 'Persona', and the face represents a class.
    The suit of the number card represents the character 'Agenda', and the number meaning vary depending on game genre.
    Both Persona and Agenda gives the character a direction on it's behaviour and desires in general situations.
    The Agenda also tracks a level starting at 40%.
    If Agenda reach 100%, the character MIGHT leave the party, either retiring or becoming a villain or ally.
    If Agenda reach 0%, the character is usually dead or wounded, and also might retire, become a villain or ally.
    The Save works using a static BlackJack system. There is no Dealer for solo play, instead there are "targets".
    Those are 17+, 19+ and 21, in any case less than 17 or greater than 21 is a failure.
    However, it's the player choice to fail lightly (stand on 16 or less) or try a success risking to fail harder (>21).
    The rest inherits the ACT system, with the Setup, Action, Resolution scene system and the usual book keeping.
    Jokers (Jacks) represents characteristics of wits, deceive, politics, charisma. Think of Thieves, Bards, Hackers...
    Queens represents characteristics of wisdom, education, occult and nobility. Think of Sorcerers, Doctors, Lawyers...
    Knights (Kings) represents characteristics of honour, courage, strength. Paladins, Detectives, Marines...
    Persona: ♠ Pious    ♥ Honor     ♦ Wild      ♣ Heretic
    Agenda:  ♠ Secret	♥ Loyalty   ♦ Politics  ♣ Hatred
    E.g.K♣7♥ Pharis, Knight, Spear
        Heretic: don't pity the weak
        Loyalty: loyal to Lord Hastur, 40%
    This "character sheet" tell me everything about the character, from his behaviour, mission and decisions to take.
    Every time an in-game situation drives this character closer or farther than his agendas, he receives % modifier.
    It means that different characters' Persona and Agenda might clash, opening opportunities to roleplay and hooks.
    There are no skills but it should be easy to know what a Thief, Paladin, Doctor or Investigator would be capable of,
    so I can quickly use the character class itself to determine if a Save should have a difficult target modifier.
    A different game loop is defined for each different genre I'm playing.
    Some genres offer specific random tables or a single character class ability.
    This is a summary of the game mechanics.


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