Hands-Free RPG
A downloadable game
Hands-Free RPG is a game you play entirely in your head. You can play while in the shower, mowing the lawn, or lying in bed. Not recommended while skydiving.
Currently in active development. Any feedback welcome!
System features:
- Play all in your head
- Genre-agnostic
- Word stroke die emulator
- 10%-90% probability setting
- And/But/Fault
- Inspirational word generator
- Random events
- Mnemonic lookup tables
- Procedural lookup tables
- Fast "codenames" to jump start your game
Status | In development |
Category | Physical game |
Rating | Rated 4.7 out of 5 stars (7 total ratings) |
Author | scriptorum |
Genre | Role Playing |
Tags | GM-Less, hands-free, Singleplayer |
Average session | About an hour |
Download
Development log
- Hands-Free updated to v0.16Sep 10, 2024
- Hands-Free updated to v0.15Aug 30, 2024
- Hands-Free updated to v0.14Aug 20, 2024
- Uploaded MarkdownJul 25, 2024
- Uploaded printer-friendly versionJul 14, 2024
Comments
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I never got around to detailing my actual thoughts about this game in my other comment, and I'm very sorry for that. Sorry it's taken me so long to get back to it, but I wanted to be sure I had enough experience with it before reviewing it.
The mechanics are wonderfully designed. I found them easy to pick up and use, and found they gave actual structure to my theater of the mind experience, which has been a long-term struggle for me (I'm even bad at daydreaming). I love the inclusion of generation acronyms at the end and I've had a lot of fun creating a game solely using them and going from there. The idea of using an acronym is so clever, and I spent a week or so with flash cards of them to make sure I had them down for good, and now I don't have to reference anything physical to play from scratch. That's opened up an entire new medium of gaming for me, and gotten me invested in creating hands-free versions of my own games; more or less custom settings using your rules here, with some tweaks depending on the game. I had already wanted to create disability-friendly versions of my games and this gave me great direction use for them. Sometimes I use mechanics from Die Dream or make my own, but I always find I'm on the line of what's too much for the average player to remember, whereas I simply can't find a fault in your game - the balance is just right. I especially love your effectiveness rating system; how well you perform or to what degree you fail at an action. It helps detail my storytelling without needing any tables, which has also been a long-term struggle for me.
I'm someone who loves crunchy games, but due to chronic illness, my mental fortitude for them drains quickly. Somehow, I find this game satisfies my desire for crunch, and given I don't have to do anything physically to play it, it's great even on a bad day.
I would argue your real talent here is in how you explain the rules. You've explained what is essentially the basics to most RPGs in a way that I've never seen before, in a way that reworked the way I view games and write my own games. It's given me a deeper understanding of why RPGs are the way they are, and how they work on the most fundamental level. That's much harder to do than most people might think. I've played a fair number of games at this point, but I've never seen any explain the core of it like you do. Maybe it's because making a thought-only game requires boiling it down to the absolute essentials, but I've seen similar games that don't pull this off like you do. Personally I think anyone getting into RPG design should give these rules a read. I have a drive full of RPGs, all in giant folders of genres. Your game, and Die Dream, are the only ones that get their own folders. It's the core of my game philosophy. Your ability to explain and teach is extremely impressive, and works even for my broken brain. And, as you can tell, you are much better at being concise than I am, hahah. I've taken a note from your design to reduce the length of my own rules.
If there is anything I could think of to add, it would be suggestions for helping difficulties with attention and focus. It's not really your responsibility to do that, though, and I'm sure those who have difficulties have their own resources. Admittedly I did find myself struggling a little at first, given my own neurospicy traits. But maybe a little addendum with ideas on how to get used to this mode of play would be good? It feels like a complete game even without it, though. Maybe other methods of memorization would also be helpful, such as color coding? You could group certain ideas under types of colors, like hot and cold, or red, yellow, blue, maybe black and white. Though I still find your methods very useful and well designed.
As for what I've tried to do with it for my own games. I've been testing out different ways to have a very, very simple stat or attribute system. Personally that isn't hard for me to memorize, but I understand it might not work for everyone. Right now I use a simple system, the attributes are Power, Skill and Mind, with character builds involving one being a negative, one neutral, and one positive. (Usually adding or subtracting 3 to the roll). Stats like health or stamina are harder, and to be honest, at this point I usually use a wound system instead; kind of common sense vibes on when a character should or shouldn't be able to do something. And maps. Map generation... is rough, but currently my biggest goal. One idea was to use my palm as a map. But this is Hands-Free RPG, not just paper free. Another thought was to have a small map on a mental grid, with labeled squares (A1, A2, B1, B2, and so on), and just review it at the start and end of every session to be sure it's memorized. I also find mental color coding of it helps me (the desert tile is yellow, the jungle is green, etc). But I'm not sure how well other people would like that. I'm also pretty lost on how to handle dungeon maps - right now I don't map them at all, but go by a series of events taking place in them to remember important points in it instead. Do you have any thoughts or advice on that? I'd love to have a discussion with you about all of it.
Again I'm very sorry if my previous comment came off as overly negative (it wasn't at all my intention, but I can see how it would come off that way), I kept it to only what I needed to ask right away because I wanted to be a little more collected on my opinion before posting. And time just kind of got away from me. Sorry for the word wall.
I would really love if you added the option for PWYW. I can tell you've worked very hard on this, and I appreciate it. Or I can pay in art if you'd like (I'm an artist).
Wow, some very nice words, thank you.
I'm intending to put together an actual play that shows the tools in use. I know what you mean about mental fatigue; I'd say more about it but I haven't solved that myself, yet. Basically if I end a session on a good note, I'm ready to play again very soon. And if it's mediocre, I find it hard to get back into it. But I think that's true about any solo RPG.
Regarding memorization and mental grids, this is a big subject. I've studied techniques like the Method of Loci, and the Major System. While worthwhile to learn, and a fun party trick to recite 100 digits of pi,it's overkill to learn them JUST FOR HANDS-FREE. If I could come up with a simplified version...
As for PWYW, I intend to put up a donation box after Hands-Free settles a bit more. I keep making lots of changes. I'm glad you learned the acronyms, but you know know I'm actively considering changing some of them. I think "BEGINS" needs some more work. I've also been toying with a better genre randomizer.
This is fantastic, but on the last page, what does this mean? "See TIMERS in a section that comes later" Does that mean an update is coming, or am I confused? Also, as good as it is you did some detail work on the AI art instead of just using it straight, and I understand you probably needed art quickly, I think most people would rather there be no art at all than seeing someone use AI.
The TIMERS thing means I'm terrible at editing. It will be fixed in the next version. As for AI, I thought if I was completely above board on what parts of AI art I did use that people would accept it, but I completely underestimated how much the RPG community hates AI art. I want focus to be on the game and not AI, so when I have the time I'll excise the offending elements. Thanks for your feedback.
the use of the script to generate numbers is SO CLEVER!!!
I also love the inclusion of the Event Oracle and I’d definitely like to see that expanded upon. I love DieDreamer but it makes me sorta sad that random events aren’t really touched in terms of coming up with them.
I’d love to see Advanced Ecents expanded upon just a little more.
The game itself is good. I was initially bristly on the reddit, but the game itself is very, very good. It's innovative and full of fun ideas, and the system itself obviously took immense creativity and effort. I am however highly, hightly critical of the AI ""art"". I would honest to God take RISUS stick figures over that. Please hire an actual artist who puts real effort into their actual human art, use public domain non-AI artwork(there's plenty), or learn to draw. I'm learning to draw. It's doable for anyone with hands and eyes. Yes it's difficult, but it's doable. Seriously, please support actual human creativity, it's all we have left.
I have to agree! I really love the Oracle but I wish there wasn’t any AI art 😔 I’d even be willing to draw something myself
This is absolutely brilliant! It actually scratches an itch I’d didn’t know I had. I think a big part of playing solo is getting so immersed in ideas and thoughts about the game, even when you’re not playing. For example, you played an inspiring session the night before and engine is still running, tank full of gas, inside your head. Can’t really break out the dice and go into solo mode at work right? Now I have rules to continue the game at anytime. Just switch from my tabletop solo engine to my brain solo engine (every solo player plays with multiple engines and rules anyway). This is going in the Essential Folder. Thanks!
From the tiny bit I've managed to parce from the PDF I think this is going to be awesome. I love seeing the story someone else has ctreated with this. I'm always looking for things like this to do when out and about especially because I am blind. That said, I wound like to pretty please request a Word Doc or Google Doc version of this? I think there are tables in here that would not translate to epub orp lain text files well. I ask because the PDF does not read well at all my with screen reader. I can't OCR it to pull the text either, it is fairly jumbled and unfortunately I have no one who would be able to read it or shorthand it all to me in a more accessible format. I love what you have planned here and want to be able to share it with others. Thanks for your consideration!
I saw your request over at /r/Solo_RolePlaying. Making the document screen-readable sounds like a great idea for a system like this. A Doc version is a bit hard to do because it's all in Homebrewery Markup, but the markup is a text file and in itself might be interpretable by a screen reader. I'll upload it here.
hello there! I really enjoy your game, its very easy to play. I've been looking for a game that's solo, gmless, diceless, and unpredictable (to an extent), and it looks like I've found it! I'd recommend it to anyone who wants to play in their own solo game world that keeps growing, where things don't always go as you'd expect! (thanks goodness for Events!)
The rules are only 10 pages long and it says at the bottom that you don't have to learn all the rules at once, which is a good message for people like me.
The only thing I changed for my game is that I use Odd for nO and Even for yEs, cause that's easier to remember (for me, at least). I've only played one session (day) and I already love it!
In short, I love it, and if you want to see my adventure so far, you can reply and I'll write it here. Thank you for making this game, scriptorum!
I would LOVE to hear what you've done with it!
Sure! This is gonna be a VERY long comment btw, but if you wanna hear it here it is!
So I'm a Wizcoon, a wizard raccoon. The starting situation is that i'm in a forest, and I got a LITTLE TOO RECKLESS with my magic and accidentally turned a bobcat into a human. And now it's MAD, so I try to pet it!.... Buut I 'roll' over the %, so I call for reinforcements! I roll a 1, and not only get my own band of fellow raccoons, but the Bard lulled the bobcat-turned-human to sleep. Then we (the Lab rats who have human smarts = Brio the bard, Mason the medic, Wick the wizard, and there's also Berry Eir, the strong gal who's just a regular raccoon) vamoose!
We arrive at our home base in a trench coat, which is, according to the 'roll', a overgrown mansion that people party in on weekends! The people there do not know that we are 4 raccoons in a trench coat, and they call us the mailman. BUT, I thought to myself, 2 of our band members are girls (Berry and Brio)! Will Brio (the only girl capable of understanding English) leap out of the coat and blow our cover?? I 'roll' a 6, and she keeps quiet. But why, unless it's important to be SEEN as the mailman!
Small plot twist; we are not actually employed by the Postal Office! Instead, we steal the beer from the mailman who's delivering it to the mansion, and carry it the rest of the way, so we can make social connections under a ALIBI! BUT THEN... Someone bumps into us at the doorway. We turn around and it appears to be... THE OG MAILMAN!
"I'm here to deliver my message." He says, and a party goer responds "Who are you?" I try to intimidate him into silence using 'Tall' as my roll (because he looks shorter than me), and.... I 'roll' a dupe. Plot twist!.... since it only LOOKS like I'm taller, maybe he's in a disguise?? A MAGIC DISGUISE?! So he pulls me off to the side and says to me, "Now that we're alone, I'll show you my true form, ye Raccoons!" and then he turns into a towering humanoid made of sticks and stones! "I'm here to tell you to STOP BEING RECKLESS WITH MAGIC! jeez, you lot never learn, do ya?" but then we tell him that we didn't know any other magic creatures even EXISTED! And then he's like,"oh man, I must've delivered this message to the wrong raccoons. well, consider this a warning then." and leaps off into the woods.
We follow him because we needed to wear a mask to interact with people, and we might not have to do that with magic folk! Then I'm like, wait a minute i should probably 'roll' to see if we're being followed. And guess what?
One of the party members is looking for us, or at least our alibi! They only see a bunch of raccoons though, so they're like, "hmm I wonder where the trench coat guy is?" so i use my magic to speak and be like, 'Hey I'm Over Here!' but in English and also in the other direction. they follow it long enough for us to get the trench coat on, and then we go talk to them to be like, "hey, so I'm going to be gone for a while, there's gonna be this replacement Mailman that'll come here every weekend, so goodbye." and then we walk off and look for the messenger's trail.
We find it, and it leads to a cave! and then I'm like, I should probably 'roll' to see if this is a magic portal. And it is! So we go in, and we find a bunch of mushroom dogs! For some odd reason, they understand Raccoon, and since Berry speaks Raccoon the best (being a native and all) , she tells them that we mean no harm and only want a safe place to rest. And then they lead us....
Somewhere. I still haven't decided exactly where, but I figure that since that speak Raccoon but there's no raccoons nearby, they probably ran away from the raccoons that used to own them because they grew delicious fungus mushroom tails and the raccoons wanted to eat them!
So yeah, if you'd like to add to this part (cause i can't come up with anything rn), feel free!
That's awesome!
Zoltar is a great way to ask for more information without yes/no. Instead of asking "Is there a magic portal?" you could ask, "What do I discover?" In one shot, the resulting word could lead you to a magic portal or a dwarf in a tree or just an eerie silence.
good point! I guess I just had a LOT of ideas for where they would take us, but no ideas on what would happen afterward. I was thinking about it as a STORY, not a game, and that was my issue. I'll try it out! Thank you!