Welcome to what I hope will be a short list of erratas for the first edition of Solipsist.
- Shadow Tokens, p72-73
- Remove paragraphs 3,4 and 5 on p72 and the 1st paragraph on p73
- Replace with
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During the game the GM uses the Shadow Tokens to power un-changes, to twist overshoots (see page ), to increase difficulty on changes (see page ) and to create Threads. Also when the Solipsists attack the Shadow, resist un-changes, embrace the shadow or make deals with it some tokens will be destroyed. When no more tokens remain the Shadow is destroyed and it's incursion is over.
The most important use of Shadow Tokens is the creation of Threads. When a Thread enters the game the GM will take some tokens out of the general pool and assign them to the Thread. Until all Threads have been dealt with by the Solipsists the rest of the Shadow cannot be destroyed. Thus the Threads must be followed and repaired to deal with the incursion. If you are using beads or something similar to represent Shadow Tokens write the name of the Thread on a bit of paper and put the assigned Tokens on top, to clearly separate it from the general pool.
The Shadow Tokens assigned to a Thread can only be spent by the GM when the players are interacting with the Thread. For example you can only spend Thread tokens to raise difficulty, or to launch an un-change, when the Thread itself is the subject of the change. In general this means that Thread tokens are only spent when the players attempt to resolve the Thread. However it is fine to use a particular Thread as a monster using it's tokens as the strength of an un-change it attempts on the Solipsists.
Shadow Tokens not assigned to a Thread can be used to raise difficulty, make attacks and twist overshoots regardless of where the change takes place, but the GM may never spend the final Shadow Token in a pool, regardless of whether it is a Thread pool or the general one.
- Threads, p73, final paragraph
- (from the pool set aside at the start)
- Remove
- Expanding on Threads, p74
- After 2nd paragraph add
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When dealing with threads you should remember that they are the things that lead you to the heart of the Shadow. Threads are the routes you follow, and the themes of the story as well. When you resolve a thread you always run the risk of cutting off that route and leaving you with no clear idea of where to go next, but it's easy to avoid the danger by making sure that the Change you make to resolve the Thread also points the way to go next. Here's how to do that.
Tie threads together
If you have more than one thread in play (and that's normally the case by the time you start resolving them) then you should make sure that resolving one thread gives you a clue to resolving another one, and so on. In that way resolving the first thread can legitimately count as a scene spent investigating the second, which makes it easier to resolve in turn.
For example
You have two threads in play, one about understanding a mysterious black substance, the second about finding out why a given person gave some strange orders. When you reach the person's chamber you find them imprisoned in the black substance. You can make a change to resolve the first thread by working out how to destroy the black substance, and then say that in return the person is so grateful that they agree to tell you why they gave the orders. That counts as a scene towards the second thread.
Make a new Thread
If you don't have another Thread in play, or you can't see a way to tie what you have together, you can make a new Thread as you resolve the old one. You probably won't be able to say much about the thread beyond how it appears, but that is still better than having nowhere to go.
For example
You are resolving the second thread mentioned above, Changing reality so that the troublesome orders are reversed and the minions will go back to their normal jobs ... what next? As part of the Change you also say that when the order is given a symbol appears in red on the wall. What does the symbol mean? Clearly it's a Thread.
- Un-Changes, p77
- If the Un-change is not resisted then the Solipsist is dragged further into the Shadow's realm. Each of their Obsessions gains an Un-tick, and each Solipsist involved loses 2 Infestation (or 1 if that is all they have left).
- Replace with
- If the Un-change is not resisted then the Solipsist is dragged further into the Shadow's realm. Each of their Obsessions, and any targeted Limitation, gains an Un-tick, and each Solipsist involved loses 2 Infestation (or 1 if that is all they have left).
- Shadow Taint Obsession, p78
- This Obsession constantly urges the Solipsist to create chaos and disorder, to demolish structure and abandon narrative. Once a Solipsist has this Obsession it will apply to their Changes whether they want it to or not, if their intended Change has any of these elements. This may cause the Solipsist to make uncontrolled Changes and eventually result in them gaining Tears.
- Replace with
- The Shadow Taint is recorded as an Obsession, but it will act as both an Obsession and a Limitation in play depending on what furthers the Shadow's aims most effectively at the time. It acts as a Limitation (raising the difficulty) whenever the Solipsist wishes to defeat the Shadow, resist an Un-Change or resolve a Thread. Conversely it acts as an Obsession whenever a change would further the Shadow's aims, causing chaos and disorder, demolishing structure and abandoning narrative. Where possible the Trait will also cause the Solipsist to Overshoot. The Trait will not cause overshoots when the Shadow is not active, though it will lead the Solipsist to create chaos.
- Character Sheet
- Remove the line suggesting that Obsessions are ticked on a perfect change. p35 correctly states that Obsessions are only ticked on an overshoot.