The Oracle
Solo & co-op play tools — verbatim from Legend in the Mist CORE2 (pp.238-255). Every roll below feeds the shared dice log (3D dice / Roll20 bridge included).
How to Play Solo
LITM-CORE2· p.238The Oracle
SOLO AND CO-OP PLAY
The Oracle is a set of tools that help
you imagine what happens next in
your story. It allows you to play
Legend in the Mist in solo mode (on your
own) or in co-op mode (with others) without
a single player acting as the Narrator.
When you play the game in solo or co-op mode,
your story still has the Narrator – you. You (and
everyone in the group, in co-op) alternate between
the Hero and Narrator voices. To use the Oracle,
you will need to be familiar with the rules of the
game explained under How To Play (Vol I, page
142) and Narrating A Session (page 16).
Interpreting The Oracle
The Oracle presented over the next pages can
provide random answers that help create new
situations, but it is just another tool at your
disposal. The Oracle does not generate complete
answers to your questions. Instead, it relies on
your creative interpretations of the results, in the
context of your story.
For example, let's say you venture into the
Witchwood and use the Conflict Oracle to discover
the next scene. The Oracle says the terrain itself as
a Challenge in this scene; you imagine that maybe
it is about your Hero struggling through the
evergreen thicket.
Or, if you are in a scene with a furious cook and the Action Oracle tells you
they attack, perhaps they give a fearsome shout that rattles you to your
core, or perhaps they throw a cleaver at you – the interpretation is up to you.
LET YOUR CREATIVITY LEAD YOU
You don't have to use the Oracle. Whenever you are faced with
a choice or with the need to come up with new details (a scene, a
Challenge, a development), you can always use your imagination,
creativity, storytelling flair, reasoning, and so on, in order to decide
how the story unfolds.
LET THE STORY LEAD YOU
You're not limited by the outcomes of the oracle. If the fiction already
sparks some ideas in your mind about what's coming, or if the Oracle's
answer doesn't quite fit your current situations, go with your own vision
of the narrative.
Keeping a Journal
Using a journal (or other written record) can help you keep track of all
that has happened in your story, especially over long solo journeys.
Whenever something moves the story along, write a sentence or two in
your journal. You can highlight or underline tags and statuses to make
them easier to track.
There is no right or wrong way to keep an adventure journal. You
can write it in the voice of your Hero, the Narrator, or even another
character in the story witnessing your Hero's actions. Your journal can
contain more than just words; sketch, draw maps, or do anything else
that brings your story to life.
You can incorporate your journal into your actions. Whenever your
Hero acts, write a description of the action in your journal in a sentence
or two. When counting Power, tags and statuses only count if you
include them in the description of your action.
The Individual Oracles
The Oracle consists of seven parts:
• The Question Oracle, used to receive a yes/no answer or a conceptual
answer
• The Conflict Oracle, used to discover the details of the next scene,
adventure, or series
• The Premade Profile Oracle, used to pick at random a Challenge
Profile from this book
• The Profile Builder, used to generate a custom Challenge Profile on
the fly
• The Challenge Action Oracle, used to discover a Challenge's next action
• The Consequence Oracle, used to discover Consequences to the
Hero's action
• The Revelations Oracle, used when playing a Mountain-style series
(page 54)
It's For Classic
Narrators, Too!
A Narrator guiding a classic
roleplaying group can use the
Oracle to help make decisions
at the table, such as what
scene to play next or what
actions Challenges take.
Duo Mode
Many players like to go on an
adventure in pairs! You can
use the Oracle to play a co-op
adventure for two Heroes,
or you can have one player
be the Hero and the other
be the Narrator, where the
Narrator may or may not
control their own Hero, or
a companion NPC. If there
is only one Hero, consider
giving them a Companion
story theme (page 42).
Rolling and
Some tables call for a single
number between 1 and 6,
which is achieved by rolling
a single six-sided die or a
Legend in the Mist die. This
is annotated as rolling a .
Other tables call for a two-
digit number where each digit
is between 1 and 6. This is
known as rolling a . Roll
two six-sided dice or two
Legend in the Mist dice.
Treat one die as the tens digit
and the other as the ones
digit, and put them together
to get the result: 1 and 2 is
12, 6 and 3 is 63, and so on.
---
How to Play Solo
or Co-Op with Oracles
1. Set up your game
• Choose the setting and genre
• Create your Hero(es)
• If you have two or more
Heroes, create your Fellowship
3. Discover your first adventure
ADVENTURE CHALLENGE
Use the Conflict Oracle (page
245) and interpret the results
as a problem or situation that
cannot be resolved in one scene.
4. Discover the next scene
Use the Conflict Oracle (page 245) to reveal the
central Challenge in the scene, how it gets in your
Hero's way, where it takes place, how it unfolds,
and what other Challenges are present.
BEFORE THE STORY BEGINS
SETTING UP A SCENE
2. Discover the Series Challenge
2. Discover the Series Challenge (Optional)
In a series where the main villain or problem is known at the start,
use the Conflict Oracle (page 245) to discover who or what it is.
Interpret the results on a large scale (region, kingdom, or entire
aspect of life).
In a series where it is not known at the start, you will create it during
the game. See Playing a Solo or Co-Op Mountain Series (page 71).
ADVENTURE STAKES
Note why your Hero embarks on
this adventure and which of their
Quests are at stake.
What drives your Hero to set out
on a journey or face adversity?
5. Choose or create a
Challenge Profile
The scene's main and secondary Challenges need a
Challenge Profile. You can:
• Use the Premade Profile Oracle (page 248) to
pick or roll a premade profile in this book.
• Use the Profile Builder (page 250) to quickly
create one on the fly.
ADVENTURE HOOKS
Is your Hero aware of the
Adventure Challenge? If yes,
how did they learn about it? If
not, what sets them on a path
toward it?
6. Play the scene using the Game Loop:
6. Play the scene using the Game Loop: (page 20)
Establish
DESCRIBE THE SCENE
Use the details from the
Conflict Oracle (step 4) to
paint a picture of the situation.
Use the Question Oracles
(page 242) to answer any
unclear details.
Action
Consequences
FROM CHALLENGES
Use the Challenge Profile (step 5) or the
Challenge Action Oracle (page 251).
Randomizing: If there is more than one
Consequence listed, assign a number to
each and roll a to choose between them
(reroll if you get an unassinged number).
Repeat the Game Loop (Establish, Action, Consequence) until the Challenges are overcome and/or the
scene stakes have been won, lost, or deferred, marking the end of the scene.
7. Wrap up the scene (and adventure)
• Tie up loose ends (denouement)
• Consider scene (and adventure) Consequences
• Give out scene (and adventure) rewards
Return to step 4 to discover the next scene (or step 3 for the next
adventure) and describe what leads your Hero from the current
scene (or adventure) to the next.
Or, take a break and use Camp and Sojourn rules (Vol I,page 179).
PLAYING A SCENE
SET THE SCENE
STAKES
Connect the greater
stakes of the adventure
with the stakes of the
scene. Why does this
moment matter?
Take a Hero action (Vol. I, page 149), responding to the situation, and resolve it normally.
Allow your Hero to react (Vol I, page 162), if appropriate.
FROM THE
HERO'S ACTION
(usually on a 7-9 roll)
Use the Consequences
Oracle (page 254).
INTRODUCE CHALLENGES
& MAKE THREATS
Introduce the main or secondary
Challenges of the scene (Step 4 and 5).
Pick a Threat from their Challenge Profile
(step 5) or use the Challenge Action
Oracle (page 251). Describe it to yourself.
FROM HERO'S
WEAKNESS TAGS
Choose a weakness tag
to invoke. Pick an apt
Consequence or use the
Consequences Oracle
(page 254).
REVELATIONS
In a Mountain-style series (page
54), whenever the Hero(es)
discovers something important
about the "Great Danger" and its
minions (the Series Challenge
in step 2), use the Revelation
Oracle (page 255).