I have been having a great time using ChatGPT to run solo sessions, recently testing out a few different settings and styles of game. I am having a splendid time, even if I have encountered what I can only call 'gatekeeping'. I have heard the whole range of "That's dumb", 'what a loser', to 'man, you must have no friends', and 'that is not roleplaying!' Frankly, it is a little tiring, and I do not really care what others think, I am enjoying the game and that is all that matter. Moving along...
I played The Keep on the Borderlands as a kid way back in the 80s and despite my love of it, I never returned. I was itching for a simple, pop in, pop out fantasy game that I could run on ChatGPT. I have played off and on this last week, each day playing a different game whenever I had time. Five minutes here/ Ten on break. Ten minutes in bed. Five when I first wake up. etc etc. It has been wonderful. So I figured, why not TKoB? Just throw it in ChatGPT and let it run the game for me with the module as the basis? Sounded pretty good and I thought others might be interested in how it goes.
Some might ask why I did not use White Box FMAG, B/X, or Shadowdark and the simple answer is I have been having great success with this lite system I have been using. Additionally, I find the way it handles failure as a seed for a creative resolution to be a great thing for solo to be refreshing. For example: "Not only did m character fail to strike the monster, but it also resulted in this also happening." It is creative, adds a lot to the game, and well, I like it.
I am copying the text below directly from ChatGPT and italicizing and coloring red my questions and decisions for clarity for anyone interested in how I am playing this.
Without further adieu...
Aldric Voss, The Wandering Sellsword
Race: Human
Class: Fighter
Alignment: Neutral Good
Age: 23
Background: Former Blacksmith’s Apprentice
Starting Experience: Has participated in a few skirmishes, but is still learning the ways of true adventuring.
Backstory
Aldric Voss was born the son of a blacksmith in a bustling town known for its trade routes. From a young age, he learned the craft of metalworking, but his heart longed for something beyond the forge. The stories of travelers, knights, and mercenaries who passed through town filled his mind with dreams of adventure. His father, a pragmatic man, always insisted that wielding a blade was far more dangerous than forging one.
One day, fate forced Aldric to pick up a sword—his village was raided by brigands, and when the local militia fell short, he and a few desperate townsfolk stood their ground. Though he barely survived the battle, the experience changed him. Aldric realized that he had a knack for fighting, and more importantly, that he wanted to carve his own destiny.
With some coin earned from smithing and a handful of belongings, he set off. He has worked as a caravan guard, a sellsword, and even delved into a few ruins with fellow adventurers, but he still considers himself a newcomer to the true dangers of the world.
Personal Goal
Aldric seeks a legendary weapon, a blade forged by the ancients. He believes that wielding such a weapon would prove he was meant for something greater than the simple life of a blacksmith. Along the way, he hopes to master his own skills and prove himself worthy of wielding such a legendary relic.
Starting Gear
- Weapons:
- Longsword (A reliable, well-maintained weapon)
- Dagger (A last resort, also used for utility)
- Armor:
- Chain Shirt (Provides decent protection without hindering mobility)
- Sturdy Leather Boots and Gloves
- Equipment:
- Adventurer’s Pack (Bedroll, rope, flint & steel, small rations)
- Whetstone (To keep his sword sharp)
- Small Bag of Coins (Leftover savings from his blacksmith work)
- Lock of His Mother’s Hair in a Leather Pouch (A reminder of home)
Personality and Traits
- Ideal: “A man’s worth is measured by the deeds he accomplishes, not the title he holds.”
- Bond: He writes letters back home to his younger sister, promising her that he will return with wealth and glory.
- Flaw: Overestimates his own abilities at times, believing that sheer willpower can overcome any obstacle.
- Quirk: Runs his thumb along the edge of his sword absentmindedly when thinking.
Aldric Voss is ready to take his first true steps into the world of adventuring. While he has seen some danger, he still has much to learn—and much to prove. Would you like to adjust anything or add details to his story?
You said:
Why did Aldric come to this particular place? Does he know anyone already here?
ChatGPT said:
Aldric Voss arrived in this particular region for two reasons—a rumor and a promise.
Why He Came Here
-
The Rumor of a Lost Blade
While resting at a roadside tavern weeks ago, Aldric overheard an old mercenary speak of a legendary sword hidden in ancient ruins beneath the land. The warrior, drunk and weary, claimed he once glimpsed it—an ancient blade of masterwork quality, unlike anything crafted in modern times. Aldric, always drawn to tales of legendary weapons, took the tale to heart. He set out to find these ruins, believing that if there was even a shred of truth to the story, it was worth chasing.
-
A Promise to an Old Friend
Before setting out on his journey, Aldric met an older adventurer, Dain Harlow, a grizzled veteran who had once mentored him in swordplay. Dain had long since retired, but he spoke of a friend in this region—an ex-adventurer named Calla Veyne. She supposedly ran an old trading post or safe haven for wanderers. Dain urged Aldric to seek her out, saying she could offer guidance or, at the very least, a warm meal and a place to rest.
Does He Know Anyone Here?
-
Calla Veyne (Potential Ally/Contact): A retired adventurer who now operates a trading post or a small inn. If Aldric finds her, she may offer information, supplies, or a lead on the rumored blade. Whether she welcomes him or treats him with indifference remains to be seen.
-
Possible Connection from the Past: Given that Aldric has worked as a caravan guard and a sellsword, it’s possible he recognizes a face or two—perhaps a merchant, another mercenary, or even a former traveling companion. Whether they are friend or foe will depend on his past interactions with them.
Would you like to define Calla further or add other potential connections?
You said:
Given that Alric has worked as a caravan guard and likely spoken to many, what has he learned from others about the keep?
ChatGPT said:
Given Aldric’s time as a caravan guard and his habit of listening to rumors and stories, he has picked up a fair bit of information about the keep and its surrounding lands. Most of it comes from merchants, mercenaries, and travelers passing through, so some details may be exaggerated or incomplete. Here’s what he knows:
What Aldric Has Heard About the Keep
-
A Last Bastion of Civilization
- The keep is one of the last safe outposts before the wild frontier. It serves as a fortified trade hub and a defensive stronghold against the dangers that lurk beyond.
- It’s ruled by a Castellan, a military commander appointed to maintain order. The name of the current Castellan is unclear, but Aldric has heard that he is a stern but fair leader.
- Law within the keep is strict—no weapons drawn, no brawls, no lawlessness. Adventurers who cause trouble tend to be thrown in the dungeons or exiled into the wilds.
-
A Gathering Place for Adventurers
- Many fortune seekers and sellswords pass through the keep on their way to explore the nearby ruins, caves, and forgotten places. Some return wealthy, but many never return at all.
- The local tavern, The One-Eyed Cat Tavern, is a hotspot for adventurers and sellswords looking to form parties. It’s also where rumors and contracts circulate.
-
The Wilds Beyond are Dangerous
- To the north and east, the land grows wilder, with deep forests, rugged hills, and ancient ruins.
- Bandits prowl the roads, preying on merchants who don’t travel with guards. Some say the bandits are growing bolder, possibly organized under a mysterious leader.
- Goblins and other creatures lurk in the caves and tunnels of the hills. Aldric has heard stories of entire merchant caravans vanishing when traveling too far off the beaten path.
- There are whispers of something worse stirring in the ruins—ancient evils, dark cults, or things best left undisturbed.
-
A Hidden Treasure or Lost Vault
- More than one traveler has spoken of a hidden vault or lost chamber beneath the keep or in the ruins beyond. Some say it holds a forgotten treasure of an old empire. Others claim a cursed relic or a tomb best left sealed.
-
The Keep’s Mysterious Hermit
- Some say a strange hermit or sage lives just outside the keep’s walls, a man or woman who knows secrets of the land.
- The stories vary—some say they’re a former adventurer, others claim they are a sorcerer or oracle.
Aldric’s Conclusion
From what he’s heard, the keep is both an opportunity and a challenge—a place where an adventurer can make a name for themselves, but also where many disappear chasing riches and glory.
His first goal is to find Calla Veyne and see if she knows anything about the rumored blade. Beyond that, he’ll need to find work, allies, and a way to prepare for the dangers beyond the keep’s walls.
Next time, we will enter the keep...
No comments:
Post a Comment