I’ve been having a blast solo-roleplaying a grim (but not grimdark) fantasy mercenary company campaign, and I figured I’d do a little write-up to talk about the systems and tools I’m using.

The main inspiration is The Black Company by Glen Cook – a book series I greatly enjoyed. I play as the commander of a mercenary company, with the company’s senior staff being the main characters of the cast.

Speaking of solo roleplaying, I am also still working on DANGER CLOSE, my tactical military skirmish TTRPG which has its free core rules in version 0.9 and amazing final cover art!

I’m trying out a new campaign-keeping tool for this; in the past, I used Kanka.io, but for this I’m giving LegendKeeper a spin. I love its modern interface and map features, which include navigation pathfinding and other neat tricks!

I initially started with a barebones story; the company (named the Blackjays) fled a battlefield turned apocalyptic after magic-users on both sides led their spells fly, and now the mercenaries are stranded in the wilderness, having to survive the winter.

For this, I used an empty hexmap which got explored over time, and I kept track of time, rations, morale and troops.

With the discovery of refugees and a nearby village, the Blackjays turned into impromptu nobles, with a deal of safety and protection in exchange for food.

Gameplay

For most gameplay, I used Silver Nightingale’s Ultimate One Page Solo RPG Toolkit. For combat (which was rare), I used a somewhat-homebrewed version of Luke Gearing’s Violence. I did not use my own, beloved Block, Dodge, Parry because I believe in picking the right tool for the job; this game isn’t about fatigue and inventory management, but about occasional quick brutal swordfights.

I made a small addition to Violence., in the form of stances:

Mapping

As this story developed, I fleshed out a simple world map (initially in Excalidraw) and placed the company somewhere in this world.

I later used Inkarnate to turn this into a full map; its high resolution export function paired really well with LegendKeeper’s map options, meaning I imported a relatively barren landscape-only map and could fill in the details about the world on the fly.

I also used Inkarnate to make some combat maps for particularly important battles. LegendKeeper’s canvas option doubled as impromptu tabletop, allowing me to place tokens as images, make notes and move things around.

Bigger Battles

I used a reworked version of my previous Mass Combat system, but I kinda missed a step of granularity between “abstract narrative mechanics for big battles” and “personal duels”, so I tinkered together a system based on Delta’s Book of War, that also ties nicely into the ‘level of training’ property I use on the individual scale in my Violence. rules.

This works quite nicely; I might add ‘Armor Piercing’ if I feel like it fits – and there we go, we’ve reinvented the wargame.

The Story So Far

In case you’re curious, here’s a summary of what happened so far:

Continuing The Story

I’ve now played two “Books”; the story of the Blackjays surviving winter, and the first big contract after that (seeing a lost heir restored to the title of Duchess).

For the next chapter, I’m thinking of doing a big thing with a number of duchies (and the baronies within them) at odds with each other.

For this, I’ve been working on a simplified faction system, based on Worlds Without Number by Kevin Crawford, but simplified. I haven’t tested it yet, but here it is, as a freebie:


Anyway, that’s all I have for now – I hope it can help inspire your own solo TTRPG adventures!

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