USR Wednesdays: Solitaire Role Playing ― Part 3

Way back in the early 2000s, when D&D 3.0 variants ruled the hobby shop shelves, there was a tabletop version of the computer game Rune. The PCs were slaughter-happy Viking types, pretty standard for D&D. But what made the game stand out what that you could score points for playing a role playing game.

Scoring points in a tabletop RPG isn’t new; I think the early tournament modules for D&D were similar, or at least rewarded you for getting farther than other groups before dying in a dungeon designed to kill characters. But Rune had an entire scoring system.

Roll to win.
Definitely a competitive GM.

Competitive Role Playing

Players and a game master who are comfortable with one another’s style and okay with the idea of inter-party conflict may want to try competitive gaming. Each character gains 1 Victory Point each time he or she accomplishes one of the following tasks. The character or characters with the most Victory Points at the end of the game session wins. If a character is killed, the player loses all the Victory Points earned by that character.

Note that the characters still must accomplish the goals of the adventure as a group, and no character receives Victory Points for something that the entire party does together (like discover a treasure). Characters also earn no Victory Points for attacking, stealing from, or otherwise harming one another.

Optionally, a game master can complete too, earning 2 Victory Points per task marked with an asterisk (*) that the enemies of the adventure accomplish; the other tasks are PC-only. Use the list below to create other tasks worth Victory Points.

  • Be the character who makes the action that defeats 2 opponents that are weaker than the characters in a single combat encounter (every 2 opponents defeated equals 1 Victory Point)
  • Be the character who makes the action that defeats a single opponent with a power level equivalent to the characters (a more powerful opponent may be worth 2 or more Victory Points) *
  • Cause maximum possible damage on a dice roll, not counting “open ended” dice rolled again *
  • Do something appropriate to the character’s personality that greatly helps the party
  • Do something appropriate to the character’s personality that greatly hinders the party
  • Do something that makes the GM and/or players laugh out loud *
  • Roll a critical failure or critical miss *
  • Roll a critical success or critical hit *
  • Survive attacks by 2 or more opponents in the same turn without suffering any damage *
  • Use a power or ability intended for combat to accomplish a non-combat activity
  • Use a power or ability not intended for combat to make a successful attack