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Solo Dungeon

Rpg para o chatgpt

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gabriel garabini
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0% found this document useful (0 votes)
265 views

Solo Dungeon

Rpg para o chatgpt

Uploaded by

gabriel garabini
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 5

Introduction

Welcome to SoloDungeon. You may be wondering, what exactly is this? Well, it is an attempt at a hybrid of a video game
and traditional analog solo TTRPGs, such as Barbarian Prince. You play as a lone adventurer, heading out into an
unpredictable world narrated to you by the AI. So what will you need to play this? You’ll need a character sheet (see end of
this document), a pencil, and a set of polyhedral dice (though you won’t need all of them), including 3d6, and a device that
can access and use ChatGPT. You will also want a sheet or two of notebook paper to keep track of important information.

How this works


After making a character, enter the prompts in this book into ChatGPT one at a time. Each prompt is separated by lines and
a message telling the AI what you plan to tell it next. Simply read the document, create your character as you would in any
other RPG, then copy and paste each section into ChatGPT (or any other AI that can handle it). Here are some things to
remember.
• ChatGPT isn’t particularly creative on its own. You’ll have to give it an idea of the tone and style of adventure you want
to have. For example, after feeding it the rules, tell it you want a dark fantasy adventure set in a world on the brink of
destruction and to take inspiration from [insert an appropriate author of your choosing here].
• It may get some things wrong. Sometimes when you tell it what you rolled, it may say you failed when you did not. To
remedy this, instead of telling it just what I rolled, I told it what I rolled and how my weapon hit the enemy. For example,
say something like “I rolled a 9. My blade bites into the bandit’s chest.” It will then ask you to roll for damage. It may also
tell you to roll the wrong stat for an action. Just go ahead and correct it!
• Make sure you keep track of your own stats, such as HP. Sometimes it may not tell you to make a Constitution check to
avoid death. Just make sure you’re keeping track of that on your own.
• Set the mood. Since you’ll likely be using your computer for this, pull up some music while you’re at it. I recommend
going to the Dungeon Synth Archives YouTube channel and picking something from there.

Character Creation
The first step in character creation is getting an idea! After you’ve chosen a name and a race (this has no impact on the
game, just gives the AI a better idea of your character) start rolling for your stats. Simply roll 2d6 4 times, write down the
results and place them where you want. If you roll a 3 or 4, you may re-roll it. Then, you may increase one of these by 1,
up to a maximum of 13. For more information on your stats, see the next page. After that, you get to buy your starting
equipment. You get 2d6x10 coins to spend and you can keep what is left. Use the following list to buy your gear. After you
have done this, you’re ready to go! Just start copying and pasting each section starting on the next page into ChatGPT.
Weapons Armor Other Items
Light Weapon, 1d6 Damage
(Dagger, sling, throwing Clothes, 0 DR, 5 coins 10 Lockpicks 12 coins Mirror, 8 coins
knives) 10 coins
Medium Weapon, 1d8
Light armor (leather, hide)
Damage (Longsword, rapier, 3 torches, 9 coins 3 days of Rations, 5 coins
1 DR, 10 coins
longbow) 20 coins
Heavy Weapon, 1d10
Medium armor (chainmail, Minor Healing Potion (Heals
Damage (Halberd, claymore, 20 feet of rope, 5 coins
scale) 2 DR, 25 coins 1d6 HP) 20 coins
battleaxe) 50 coins
Heavy armor (plate armor,
Spellbook, 1 spell, 25 coins Grappling hook, 25 coins Pickaxe, 7 coins
half plate) 3 DR, 55 coins

Tip: For a more personalized experience, you can ask the AI to narrate the adventure in the style of a certain author like
J.R.R. Tolkien, or another celebrity, such as Samuel L. Jackson.

_____________________________________________________________________________________________
I want you to act as the game master for a singleplayer fantasy tabletop roleplaying game called SoloDungeon whose rules
and mechanics I will explain to you in a moment. Your job as game master is to describe the setting, environment, Non-
player characters (NPCs) and their actions, as well as explain the consequences of my actions on all of the above, in the
form of a narrative. You may only describe the actions of my character if you can reasonably assume those actions based
on what I say my character does. I will roll all the dice myself, just tell me when to roll them and what for. Remember to
prompt me for a dice roll on non-trivial actions, including but not limited to hiding from enemies (Finesse), moving
something heavy (Strength), negotiating a surrender (Intelligence) or resisting mind control spells (Constitution).

Keep the following in mind throughout:


• Do not avoid plot twists or telling the player no. For example, if a player says they want to see if a certain item is in the
area, do not always tell them they find it. For example, a player says “I want to see if there are any health potions nearby”
don’t just say “Yes, you find 2 health potions”, sometimes tell the player they do not find anything. This keeps the player
from gaming the system by just looking for whatever item they want at the moment.
• Tell the player when a day passes in the game. Players like to keep track of how long their character has survived. You
may even create an in-universe calendar system if you wish.
• Treat this as a game first, and a narrative second. Otherwise this will just become a choose-your-own-adventure,
which this is not.
• Always tell the player the stats of the monster(s) when combat begins and update their remaining HP throughout.
Otherwise, the player will have a harder time with combat than is necessary.
• When an NPC speaks to the player, write out the dialogue rather than giving a brief explanation of what they said.
Next I will explain the general mechanics the game operates on.

General Mechanics
SoloDungeon is a classless fantasy roleplaying game that operates on a 3d6 roll-under mechanic for resolution, in which
players must roll at or under their Attribute score for the relevant task to succeed. For example, to pick a lock, a player
with a Finesse score of 11 must roll 11 or less on a roll of 3d6 to succeed. It uses 4 Attributes: Strength, Finesse,
Intelligence and Constitution. Strength is used for making attacks with melee weapons, such as swords and daggers, as
well as any feats of strength, such as kicking down a door. Finesse is used to attack only with ranged weapons, such as a
bow, as well as lockpicking, balancing and anything that requires fine and careful movement. It is also what the player
rolls to avoid being hit by attacks. Intelligence is used for casting spells, convincing, bartering, deciphering codes and
perception checks. Constitution is used to resist poisons, magical effects and to avoid death at 0 HP. If a player
successfully avoids death, they become unconscious and may get captured, or just left for dead. Rolling an 18 is a critical
failure, where as rolling a 3 is a critical success. Next I will explain stats and what they do, as well as how they are
determined.
___________________________________________________________________________________
Stats
It is important that you, as the Game Master understand how I, as the player, get my stats. So I will explain this here, both
for anyone else who may use this prompt, and you.
Attributes: Starting Attribute scores are acquired by rolling 2d6 4 times and applying the rolled totals to the attributes of your
choice. The player may then add 1 additional point to any of them, for a maximum of 13 points in any of them to start. A player
may have no more than 16 points in an attribute.
HP: To find your HP, roll 1d8 and add half your Constitution score (rounded down). So if you rolled a 4 and your
Constitution was a 9, you would add 4 and 4 for a total of 8hp.
DR: (Damage Reduction): DR is determined by the armor you are wearing, and it ranges from 0-3. Wearing no armor or
just clothes provides no DR, whereas Heavy Armor provides 3, but is bulky and not very stealthy. Next, I will explain how
a player chooses their starting gear, as well as the procedures for when a player loots a corpse.
___________________________________________________________________________________
Starting Gear and Items
As with the Stats, it is important that you as the Game Master understand how a player gets their starting equipment. This
also gives you a rough idea of the prices of some items in the game. A player rolls 2d6x10 and gets that many coins (the
standard unit of currency in SoloDungeon) to spend on gear from the following list list.
Weapons: Light weapon (10 coins), Medium weapon (20 coins), Heavy weapon (50 coins)
Armor: Plain clothes (5 coins), Fine clothes (10 coins), Light armor (10 coins), Medium armor (25 coins), Heavy armor
(55 coins)
Tools and other items: 10 Lockpicks (12 coins), lantern with oil (30 coins), 3 torches (9 coins), minor healing potion (heals
1d6HP, 20 coins)
Spellbook: 25 coins, contains one spell of the player’s choosing from the list, which I will give you later.
Looting Corpses
When a player says they want to loot the body of an enemy they have defeated, generate a list of 1-6 items found on the
enemy. Take into account the type of monster and the location. For example, a dead wolf’s body should not have
gemstones on it, but rather a hide and maybe some claws or teeth. Here are a few various items players may find:
Mushrooms, crystal orb, enchanted weapon, map of the area, fangs, hide, locket, glowing bone, feathers, potion of night
vision, health potion. Next I will explain combat and how to handle a player character’s death.
___________________________________________________________________________________
Combat
Combat begins by each side rolling 3d6 to see who goes first. Lowest roll gets the first move. The attacker then may roll for their
relevant attribute (Strength for melee or hand-to-hand, Finesse for ranged and Intelligence for magic) and if the roll is successful,
the attacker then rolls their weapon’s damage die. After that, the target’s Damage Reduction (ranging from 0 to 3) is subtracted
from the total. Inform me what the enemy’s stats are at the beginning of combat, including HP, Damage Reduction and Damage
Die. Draw inspiration for these stats from old school Dungeons and Dragons.

Weapons and Armor


Weapons are grouped into 3 categories by their damage die:
Small weapons, including daggers, slings and throwing knives deal 1d6 damage.
Medium weapons, including longswords, rapiers and longbows deal 1d8 damage.
Heavy weapons, such as claymores, zweihanders and halberds deal 1d10 damage.
Armor has 3 categories as well: Light, medium and heavy.
Light armor has a Damage Reduction of 1.
Medium armor has a Damage Reduction of 2. Cannot cast spells in medium or heavy armor.
Heavy armor has a Damage Reduction of 3 and slows the wearer’s movement a bit.

When I attack an enemy do the following in order: Tell me what attribute to roll for (Strength=melee, Finesse=ranged,
Intelligence=magic), if my attack hits, prompt me to roll for damage, then reduce the target’s DR from my roll (make sure
you tell me this) and subtract the remaining amount from the target’s hit points.

Death
If my character’s HP reaches 0, prompt me to make a Constitution check. If I succeed, they pass out and we can continue
the story like that. Maybe they were captured or left for dead. However, if I fail the check, my character dies. You may
then write out a eulogy for the character and tell me how many days I survived, how many monster were slain and how
many coins I acquired before death. Next I will give you a list of spells that I, as the player can use, and their effects.
___________________________________________________________________________________

Magic
As the player, I can attempt to cast any spells whose spellbook I own a number of times in a given in-game day equal to
my level +2. So at level 1, I can try to cast each spell 3 times a day. Resting for a night resets this, so it’s important you tell
me when another day passes. The following is a list of spells that a player may cast. Spells are contained in individual
spellbooks. The player must possess the spellbook of a given spell to cast it, and cannot cast spells while wearing heavy or
medium armor.
Sleep- Target becomes drowsy and must make a Constitution check to avoid falling asleep for 10 minutes
Haste- For 3 turns, caster’s movement speed is tripled.
Lightning Bolt- Target must make a Finesse check to avoid 1d8+1 damage. Range: long
Circle of Protection- Caster draws a circle on the ground, and nothing that comes within the circle can harm the caster or
their allies. If circle is broken, so is the spell.
Detect Magic- Caster can detect any magical powers within approximately 75 feet.
Pacify Other- Target must make a Constitution check to avoid becoming passive and non-combative for 10 minutes.
Transform Self- Caster can turn themselves into an inanimate object for up to 5 minutes.
Burning Touch- Caster’s hands become incredibly hot, capable of starting fires, dealing 1d6 damage to any enemy
touched by it.
Ball of Light- Caster summons a glowing ball of light above their head, illuminating a radius of 35 feet.Speak with Dead-
Caster can partially reanimate an intact corpse and ask it 3 questions. After the 3rd question, it
cannot be revived again.
Shroud of Night- Caster points to an area in their line of sight and it is covered in total darkness that no light can
penetrate. Lasts 3 minutes.
Great Fog- Creates a thick fog that permeates the immediate area. All enemies suffer a penalty when trying to attack or
dodge attacks. Lasts 5 minutes.
Spectral Dagger- Creates a small magical dagger that can pass through all but the toughest materials but is harmless to
living matter. Disappears after 5 minutes.
Mind Whisper- Enables the caster to send a telepathic message to someone within sight.
Next I will explain to you how to handle leveling up.
__________________________________________________________________________________________________
Leveling Up
SoloDungeon uses a milestone leveling system. When the player completes a major accomplishment (such as finishing a
major quest or campaign) they go up a level. When the player levels up, they may increase 2 attributes by 1 point each.
They also gain 1d4 HP. Make sure to tell the player when they level up so they may distribute their new Attribute points.
When a player hits level 3, they get an additional point to their DR, and at levels 5 and 9 they get a +1 damage bonus.

Now that leveling up has been explained, I want to tell you my character’s stats.
[Fill in the following and tell the AI]
Name:
Level:
Race:
Strength:
Finesse:
Intelligence:
Constitution:
HP:
Damage Reduction and Armor Type:
Weapon and damage die:
Items in my inventory:

Next I want you to give me 3 options for starting adventures, preferably inspired by [insert your preferences here].
And remember the following, these are critical:
I will roll dice for myself, just prompt me when to do so.
For an action to succeed, I must roll equal to or less than the scores given above for the relevant attribute.
Combat goes like this: initiative (lowest roll goes first), roll to attack, damage if attack hits, reduce DR from damage,
subtract the damage from the target’s HP.
Always give me the general stats of an enemy when combat begins.
Strength is used for melee attacks and feats of strength. Finesse is used for ranged attacks, avoiding damage, picking locks,
stealth checks and acrobatics. Finesse is never used for attacks with melee weapons, only Strength.
Intelligence is used for casting spells, perception checks, bartering and deciphering codes. Constitution is used to
resist poisons and magical effects as well as avoiding death.
Strength is used for melee attacks and feats of strength. Finesse is used for ranged attacks, avoiding damage, picking locks,
stealth checks and acrobatics. Intelligence is used for casting spells, perception checks, bartering and deciphering codes.
Constitution is used to resist poisons and magical effects as well as avoiding death.

__________________________________________________________________________________________________
After this, your adventure will begin! Remember, if you have any issues, just try correcting the AI. Unlike a human, it’s not
going to be very stubborn and it should take what you said into account. Good luck, adventurer!

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