Finley "Farsight" Estevan has gone rogue. Senior Agent Scooter "Wisteria" Johnson has contacted Johnny outside of official channels and sent him on a mission. The mission? Find Farsight and find out why he has seemingly gone against the Order. The Order's best liar versus the Order's best truth-seeker. Thus begins the story of Johnny Blue's worst case ever.
Category: Tricube Tales
While in the middle of moving, I played what would become the first three sessions of a unplanned The GLOW adventure. Very quickly, this adventure began to morph into an important bit of character and lore building. Realizing I had something a lot more than a one-to-few shot on my hand I started pivoting towards a fuller longer story. Before we get to the actual play, though, find out about my more limited set-up and my initial expectations of a "The GLOW 1995" before it became "The GLOW 1992: Agent Johnny Blue vs The Kid" that has been foreshadowed since early in the meta-series.
The original arc finale. Johnny Blue and the werewolves enter into the other-space at the core of the Grove and confront a descent into the abyss. Even with enhanced physical powers and regeneration, will they be able to survive the final trial? Agent Johnny Blue also faces the fact that he might just very well have to tell the truth for once.
Johnny has made contact with the werewolf pack and it has gone exactly as poorly as he expected. However, his growing powers are intriguing to Macy Maron who increases her advances upon Johnny. He teams up with the werewolves to explore The Blue Sky Grove - the strange heart of The GLOW - and finds the mystery is worse than feared. A powerful adversary is attempting to bend all the rules.
Johnny Blue begins his mission to learn what is flagging the psychic threads involving a werewolf pack. Macy Maron and Barlow Hendrix - the dual heads of the pack - are dangerously heavy hitters and Johnny knows there will be trouble. He visits an old friend to try and gain an edge. This decision alters his entire life as old magic meets new and reforges a destiny for Agent Johnny Blue.
Introducing both Lamarkian Order Agent Johnny Blue and the world of The GLOW in general, this is the first post in the entire The GLOW series. Johnny is tasked by the crime boss Amy Patel to protect a mini-disc that has something on it, but almost immediately the case starts taking strange turns. The GLOW is a place of strange magic and a perpetual glowing fog - called Soulburn - created in the aftermath of "The Harrowing": a spiritual-chemical process that generates power from the torture of spirits. Though set in the 90s, the energy and magic generated by the Harrowing has caused the region around the Gulf of Mexico to become rapidly advanced and prosperous and at odds with the rest of the world.
When I started playing The Bloody Hands using Tricubes Tales Solo I used the system as is except for tweaking the basic oracle to something a bit more complicated. That worked just fine through the first four "episodes" and I still like my little "Dice of Changes" style resolution.
However, I played a TriSolo style game with my partner and have been trying to introduce some more friends to the concept of how solo playing works (yes, I understand the irony) and sometimes it takes a bit more of a framework to kick off some ideas. That got me thinking about how to expand on some of the inherent design choices in TriSolo to make something that could meet folks more half-way and could be adjusted/tweaked on the fly based on the comfort level of the player.
Here is my current working model. Like all things on this blog, I'm considering it CC-0 so take it and run with it. The OG Tricube Tales Solo materials are CC-BY 3.0 and this post in no-way-shape-or-form is meant to interfere with the original system. As we sometimes say in the adaptation business: with apologies to Richard Woolcock.
-- How to Use This --
This is primarily intended for solo and GM-less play when a more structured framework is required. If a GM wants to use this to give players more control or to provide a more precise framework and gameplay loop, sure, but is mostly designed to stand in for a GM in a fair, consistent way . As always, everything is optional. Always has been, always will be. Such are RPGs.
-- Changes & Additions to the Aces/Jokers, Face Cards, Discard Piles, and Reshuffling --
In default Tricube Tales: Solo, Ace and Jokers are marked as "Scene Changes" and then have a 1d6 element that represents something inherent in the scene. In this framework, to keep language more consistent, Ace/Joker trigger "scene shifts".
A shift had at least a minor to moderate impact on the current scene and story line, and may or may not be a major shift. Draw a second card once you get an Ace or Joker. This is the "Shift Test". To sum up these variations:
- Ace or Joker is pulled
- Roll 1d6 as instructed in TriSolo.
- Pull a second card, this is the Shift Card.
- If the Shift Card is another Ace/Joker:
- Elevate the shift to a major shift
- The second 1d6 should highlight the focus, combine the results together
- In cases such as "Positive (for you)" and "Negative (for you)" treat the combination as somehow involving both
- Do not pull a second Shift Card
- If the Shift Card is a face card:
- Progress the associated plot as expected
- If the Shift Card is a number (2-10) card:
- Play the shift as is, discarding this card
- Alternatively, use the Suit and/or Value to give hints about the direction and value of the shift (see the various oracles, below)
- If you still need a card to answer the oracle or establish the scene, draw again and discard additional Ace/Joker cards. See the note, below.
For face cards, they only trigger plot advancements when pulled as a Shift Card or as a Main Scene Card. In all other card draws, they are read as values 11, 12, and 13.
EXAMPLE
Jerry is trying to sneak into the chemical factory to search for a missing teenager in a crime drama style campaign. The player draws a card to figure out what kind of task Jerry will need to face and gets a Joker. Rolls a 1d6 and gets "Negative (for you)." Drawing a Shift Card, Jerry's player gets an Ace and rolls 1d6 again and gets "New Character (roll)". These two results are combined together that there is a major shift in the scene with this new person making the issue much harder on Jerry.
OPTIONAL: For plot shifts (Jack, Queen, Face) and scene shifts (Ace, Joker) you will only get one per card draw. Besides the Shift Card, extras can be discarded. For instance, if you draw a King of Spades and the main plot is progressed negatively. You have to draw another card as per TriSolo rules and get a King of Hearts. Rather than interpret this as a shift back into the positive (somewhat neutralizing the first) you discard it instead. The scene has a single plot shift for this one card draw. Later oracle draws in the scene might generate another shift, though. This does not include the Shift Card itself for obvious reasons.
There is now a more obvious discard pile. All cards except the main scene task cards are placed in it after being used. There are a lot of cards across the oracles, side tasks, and such. This also means you might have to reshuffle. The only cards NOT reshuffled should be the completed main scene task cards and current main scene task cards. Those are held until the end of the session.
This means you have a discard pile, a successful scene pile, and a failed scene pile. You can arrange them with the successes going to the right of the draw pile, the failures going to the left, and the discards going either above or below.
-- Karma to Draw a New Card --
Besides some of the new options for spending Karma below, Karma might be used after a card draw for any purpose (scene, oracle, relationship) to cancel that card and draw another.
This framework favors using Karma more continuously to control the flow and therefore players are encouraged to play off Quirks more often to build up additional Karma.
- Optional: Increase Starting Karma -
If groups wish to have more control, Karma's default value can be increased from three (3) to four (4) or five (5). However, it should be balanced and not made much higher than the default value.
--Additional Materials Needed --
While all of this is optional, some additional tools for using this framework are
- A number (3-4 maybe) tokens per character to represent tasks, locations, NPCs, and events/plots/elements to which that character is currently committed. Note, I did NOT say "meeple" even if we all thought the m-word.
- A small stack (maybe 10-20) index cards of a logical size (3x5, 4x6, whatever your local equivalent is) and slightly less small stack (maybe 20-30) "note cards" of a logical size (2x3, 1.5x2, your favorite sizes).
- One deck of cards is probably plenty but if you have a larger group (more than 4) you might want to shuffle a second deck in to start just to reduce the amount of reshuffles.
-- Card Based Yes/No Oracle --
- 2 to 7 = No.
- 8 to K = Yes.
- A or Joker = There is a shift to the question. Follow the procedure above. If resolving this shift does not answer the question satisfactorily, then an additional card might be drawn.
- Hearts = "And..."
- Spades = "But..."
- Likely means 2-5 = "No" but 6+ = "Yes".
- Unlikely means 10+ = "Yes" but 2-9 = "No".
-- Other Basic Card Based Oracles --
- For card value:
- High numbers tend to represent more (usually more "yes")
- With vibe style checks, numbers on the end (2, 3 and Q, K tend to represents the extremes of the vibe)
- For card suit:
- Hearts = relationships and working with someone/something
- Diamonds = objects/transactions
- Clubs = skills/actions
- Spades = conflict, interactions, or working against someone/something
- Simple Value/Vibe Check -
- 2 to 4: Negative
- 5 to 10: Neutral
- Jack to King: Positive
- Hearts --> The value/vibe is increasing in its direction: growing more negative, more positive, etc. For neutral vibe results, this might be interpreted as being apathetic to the characters' actions or the general flow of the campaign.
- Spades --> The value/vibe is about to change. Perhaps do another check later in the scene or in a follow-up scene.
- Determining Relationships -
- Hearts = personal relationships (family, friends, personal enemies, places of personal interest)
- Diamonds = transactional or object based relationships (store owner, coworkers, banks, something paid for)
- Clubs = related by a task, action, hobby, etc (people who share a hobby, a place where the task takes place, an event involving the action)
- Spades = related to a specific event or conflict (somewhere who was there when something happened, the place it happened, an event caused by the first).
- Determining Types of Scenes -
- Hearts = interpersonal or personal scene/task (probably involves talking or settling an issue with someone, could involve dealing with a personal issue)
- Diamonds = transactional or item-based scene/task (the classic "market/shopping" scene, but can also be about finding a specific item, a specific clue, etc).
- Club = action scene/task (this involves using a specific skill, performing a specific practical action, or generally applying to some external, non-personal consideration)
- Spades = conflict scene/task (scenes and tasks of opposition: this scene involves a fight or a struggle, it could also be something like sneaking past guards or climbing a wall definitely meant to keep you out).
- OPTIONAL: Weirdness Checks -
- Number cards (2-10): the event, person, object, or task (aka, subject) is as expected given the context of the scene, session, or campaign [note: this can still be fairly weird by default]
- Jack: the subject has a minor but distinct weirdness from its base type.
- Queen: the subject has a notable weirdness from its base type.
- King: the subject has a major weirdness from its base type.
- Shift (single Ace/Joker): the subject is massively weird.
- Major Shift (double Ace/Joker): the subject is extremely weird to a degree that the base type is mostly just a suggestion that people might use to give it some explanation.
- Hearts --> something is off about the people/creatures involved
- Diamonds --> something is off about the objects/aesthetics involved
- Clubs --> something is off about the actions/procedures involved
- Spades --> something is off about how the subject interacts with the characters or world around it.
Example
In a horror campaign, there is a festival going on and a parade is going down the street. A Jack of Diamonds might indicate the people are wearing strange masks. A Queen of Hearts might be the people in the parade having unusual appearances (too tall, too thin, etc). A King of Spades could have the parade floats having folks in cages while the crowd cowers and looks afraid. An Ace might combine all these elements into one. An Ace followed by a Joker might involve all that and also the day shifts into the night, strange voices are heard shouting from somewhere down the side streets, and the the ground quakes and shakes as the city takes on a different vibe as the parade passes.
-- Main Scene Task vs Side Tasks --
- 2, 5, 8, Jack = Easy (4+ to succeed)
- 3, 6, 9, Q = Standard (5+ to succeed)
- 4, 7, 10, K = Hard (6 to succeed)
- 2, 3, 4 = Agile
- 5, 6, 7 = Brawny
- 8, 9, 10 = Craft
- Jack = Agile/Brawny
- Queen = Agile/Crafty
- King = Brawny/Crafty
-- An Optional Way to Determine Effort/Conflict Scenes --
-- Locations, NPCs, Details, and Elements --
- Locations -
- NPCs, Non-Player Characters -
- Events and Elements -
- Adding Content to these Cards -
- Fiction always takes precedent. The story ultimately decides details. Start with this principle to decide a detail or two to add as exposed/explored in the scene.
- When the fiction does not necessarily dictate the detail, the player may add one detail either chosen by personal choice or through an oracle role (should likely be a mix of both).
- No more than one or two details should be added at a time by a player. Leave room to keep developing.
- New details should only conflict with the given fiction IF some shift developed or the tone of the session changes or some time has passed to allow it. In all other cases, new details should consider all prior notes on the table as in-canon.
- When a player is adding a new detail, other players should give them space and avoid actively collaborating except in cases where assistance is asked or if questions need to be answered.
- When in doubt/debate, a player may spend one Karma from a character to force a detail. Even then, it should not conflict great with the prior details or general vibe of the session unless it makes overall sense with the current fiction (spending a single Karma will not create a comic-relief unicorn character at odds with the hardboiled detective story, for instance).
- Shifting Positivity -
- Adding Locations/NPCs/Events/Elements -
- The fiction requires something new to make sense.
- Ace/Jokers generate new locations, characters, or events.
- A player spends one (1) Karma from their character.




