As promised, a more serious offering for Kirt Dankmeyr, based on his request of a "A small oracle for solo OSR play oriented toward simulating party members and not the GM. Tho bonus points for a GM replacement oracle that dovetails with the first one".
The Methodical Oracle!
The point of this small oracle is to aid the solo GM in "in-character" decision making.
Create a Profile
for each player character in the party by assigning one of the five Methods to
each slot:
Profile
types:
Balanced |
Focused |
Hyperfocused |
Method slots |
2-3 |
2 |
2 |
Rare |
4-5 |
3-5 |
3-4 |
Secondary |
6-8 |
6-8 |
5-9 |
Main |
9-10 |
9-11 |
10-11 |
Secondary |
11-12 |
12 |
12 |
Rare |
The five Methods:
Violence |
Direct confrontation,
brute-forcing |
Diplomacy |
Smooth-talking,
bartering, calling in other parties (e.g. NPCs) |
Knowledge |
Monster lore, survivalism,
arts & crafts, history & politics |
Trickery |
Exploitation of the
space, devices, creative use of objects, falsehoods |
Magic |
Spell-slinging, prayer
to higher forces, decipherment of arcane clues, activation of weird objects |
The Procedure:
At any
decision point, pick or randomize a lead character. Then roll 2d6 and consult
the character’s Profile to see which Method they offer.
To make
things more interesting, pick or randomize a second character and cross-check
their Method using the same roll result as the lead’s (so if you rolled 6 for
the lead, check what’s a 6 on the second character’s Profile). Describe the
conflict or the synthesis of their Methods. You can use a standard Reaction
roll to see whether the other character likes or dislikes the alternative
proposal.
Example
Profiles:
Bubba the
Wizard
Hyperfocused |
Method |
2 |
Violence |
3-4 |
Knowledge |
5-9 |
Magic |
10-11 |
Trickery |
12 |
Diplomacy |
Morax the Duelist
Focused |
Method |
2 |
Knowledge |
3-5 |
Trickery |
6-8 |
Diplomacy |
9-11 |
Violence |
12 |
Magic |
Example Decisions:
Situation 1.
The party enters
a cave, the lair of a dozen goblins. The goblins are surprised. Bubba the
Wizard takes the lead, and, after some deliberations (2d6: 11 = Trickery),
offers to sneak by them. Morax the Duelist (11 = Violence) might offer to take advantage
of the situation and charge the unaware goblins.
Situation 2.
The party
is looking for their patron’s stolen ring in the big city. Morax the Duelist
takes the lead and comes up with the ingenious plan (2d6: 5 = Trickery) to
create a fake ring. Bubba the Wizard (5 = Magic, Reaction roll: 9 = Positive)
agrees and checks his books for an illusion spell to help with the plan.