Full confession - I'm fascinated by solo play RPGs. Not so much solo adventures, but the ability to take an OSR ruleset and embrace solo play. It's not that I lack friends or a group to play with, but gaming on demand does have its appeal.
Flint: A Cairn 2e Solo Handbook is currently $6.29 in PDF, normally $8.99. I'll have to check this out :)
FYI, I just ordered Flint and the Cairn Player's and GM's books in PRINT (free in PDF) - there will be a review later this summer.
This supplement for Cairn: Second Edition invites you into a symbolic, character-driven experience that preserves the unique narrative-based progression mechanics of Cairn and marries them seamlessly with a new quest-based advancement system that will make you rush home from work just to keep playing.
With a tarot deck as your compass, you’ll uncover quests, endure trials, and interpret the shifting winds of fate as you wander the vast lands of Vald. Whether you’re forging mythic skill paths or wrestling with fateful omens scrivened from the Major Arcana, every choice deepens your story. There are no rails here—only echoes, intuition, and the quiet weight of consequence.
This is not a game. It’s a guide to a solo campaign of Cairn 2e (free). No AI oracle or random table will tell you what happens next—you will. With nothing more than a tarot deck and the core rules of Cairn 2e, you’ll generate your own campaign, character arc, and fate.
Inside you’ll find:
- A tarot-based quest system that powers advancement through emergent story
- Four attribute-aligned skill trees, each with five tiers and tons of new upgrades, tactics, and abilities
- Two simultaneous oracle systems; one that paints detail into every nook & cranny and another that forges narrative turning points—both wondrous and grim
- Support tables for generating NPCs, locations, traps, encounters, and treasures from each of the 78 tarot cards.
- A formidable overview of the Arcana including the basics and history of Tarot as well as universal interpretations of each.
- Over 80 quest prompts matched to the numbered and court cards of the four tarot suits
- Designed for solo play—but modular enough to use in cooperative or GM-less modes
- Balanced for Cairn but easily adaptable into any of Cairn's cousins (Into the Odd, Knave, Maze Rats) or OSR systems
Since you've made it all the way down here, that must mean you're into this kind of thing, so just between me and you...
What if we assumed for a moment that what happens in a game is not a game. That it is real. That the lands you can discover are being terraformed as we speak. That the treasures are hiding themselves away, the monsters are readying themselves to strike, the swords are sharpening themselves against flint ready to be drawn and plunged into that which deserves them.
This is the premise of Flint. It's all real. And you can discover it all on your own.
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