TEXT: © 2014 Zach Best 
   
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  CONJECTURE GAMES PRESENTS: 
  TOSS 
  tales of significant situations 
  a miniature solo roleplaying framework by Zach Best 
   
  What is TOSS? 
  TOSS is a miniature framework for quick stories based on momentary events for a character in a roleplaying 
  game (RPG). TOSS can work with any conventional tabletop RPG, but it shines in RPG’s that use skill checks for 
  various actions. 
  TOSS was designed for use in places where conventional roleplaying is generally not feasible – at the bus stop, 
  at a lunch break, or while watching commercials. It’s a way to create impromptu short stories on the fly. It can be 
  used in a conventional tabletop setting, but is aimed for a solo player looking to add further stories to a favorite RPG 
  or setting when there isn’t time for a whole session. 
   
  Elements of TOSS 
   
  Character. The actor of the story is normally a 
  player character (PC), but it can be any character or a 
  group of characters. The most important aspect is that 
  the character(s) must be able to act in the situation. 
   
  Situation. The situation is a moment in the life of the 
  character that is worth exploring. Usually the 
  situation is suited for something lasting only a few 
  scenes in a roleplaying game. However, a protracted 
  situation is feasible. 
  Good situations for TOSS are ones that are rarely 
  explored in a group setting, such as, gaining supplies, 
  healing wounds, creating a weapon, advancing 
  abilities, or meeting a contact. The situation can also 
  be randomly rolled using a situation creator. 
  Suggested situation creators are: Conjecture 
  Game’s BOLD, Rory’s Story Cubes, and Zero Dice, 
  as well as any setting situations found in your 
  favorite roleplaying game books. Examples of these 
  can be found at conjecturegames.com 
   
  Actions. The actions in TOSS are the conceivable 
  actions that the character could take in the situation. 
  They may be proactive or reactive, and it is best 
  when they can be mechanically driven by the RPG 
  system. Each of the chosen actions does not 
  necessarily occur, but each action could occur in the 
  narrative of the situation.  
   
  Obstacle. The trouble that results from at least one of 
  the actions is the fulcrum to TOSS. This obstacle is 
  caused by a narratively “dramatic failure” of one of 
  the actions.  Of all the actions that were described 
  and could occur, one fails and does occur. This 
  failure leads to the prime substance of the narrative. 
  A “dramatic failure” is not just failing an action, 
  it is a repercussion by the universe for not 
  succeeding. If a lock isn’t picked, the police arrive. If 
  a car thief isn’t caught, a gang war erupts. If a spell 
  isn’t cast properly, a butterfly effect of magical 
  consequence reverses back on the spellcaster. It is as 
  if karma turns around and punishes the character for 
  even trying the action. Of course, this isn’t 
  punishment; this is story! 
   
  Overcome. Once the situation, possible actions, and the obstacle are put in place it is time to overcome the obstacle. 
  This is your chance to be creative and let the character shine while answering the question of “how is the obstacle 
  resolved?” This should lead to some conclusion, even if there are cliffhangers and unanswered questions. This final 
  portion is the essence of TOSS, and it is the part where your imagination goes wild coming up with more actions, 
  obstacles, and characters to tell the tale of how the character overcame the obstacle. There are no mechanical 
  restrictions for the overcome portion of TOSS. 
   
  
  © 2014 Zach Best 
   
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  Creating Tales of Significant Situations 
   
  Step 1: Choose a character. 
  Step 2: Place the character in a situation where a conflict could arise. Write 3-5 notes about the situation 
  to provide some context for the following actions. 
  Step 3: Write down three actions the character could take in the situation.  
  Step 4: Roll the actions to determine their success. Assume an increased difficulty if possible. If all three 
  actions succeed, randomly determine one that fails or use the roll that succeeded the least.  
  Step 5: Determine from the failed action(s) what significant obstacle occurs to get in the character’s way 
  (i.e., a dramatic failure).  
  Step 6: Creatively narrate how the character overcomes the obstacle. 
   
  Significant Situations Example 
  Step 1. I choose a Werewolf: the Apocalypse character named Haytham “Endless Ink” Anas.  Haytham is 
  a Silent Strider Ragabash werewolf (Egyptian-wandering “stealth” class), and he is loosely based on Liam 
  Neeson’s Ottway in the movie The Grey… if Ottway hunted vampires… in Cairo. 
   
  Step 2. Haytham is traversing through vampire-controlled territory in Cairo. Speed is of the essence, 
  unfortunately, so Haytham can’t really take his time. Given the war between the werefolk and vampires in 
  Cairo, the streets are fairly well watched. Haytham’s inky wolf form has become very well-known with 
  the vampires. 
   
  Step 3. He would use stealth to get by some of the vampires watching the streets. Haytham would use the 
  Gift Open Seal to get by a locked gate. He would use the Gift Sense Wyrm to mark any “Wyrm-tainted” 
  vampires. 
   
  Step 4. I roll a stealth roll at difficulty 8 (vampire territory) to get 2 successes. For Open Seal, I get 3 
  successes. For Sense Wyrm, I roll at difficulty 8 for using this Gift while running through the streets to 
  get 1 success. The Sense Wyrm roll gains the dramatic failure since it had the least successes. (I could 
  have decided to roll a dice to randomly determine which successful skill check failed as well.) 
   
  Step 5. The dramatic failure to Sense Wyrm means Haytham runs right into an elder vampire. 
   
  Step 6. The two are so surprised at each other’s close proximity that they both act entirely on instinct. 
  Haytham acts first as his favored prey is vampire, whereas vampires can become pretty worried around 
  werewolves. Haytham slashes the vampire’s cheek with his klaive. Normally, the elder would laugh off 
  this attack, but in this case Haytham’s klaive (a D’Siah) deals aggravated damage to the vampire. The 
  vampire realizes the insult (or danger), and rears up to full power. Haytham recognizes he is in over his 
  head and flees. Using all of his Gifts, Haytham barely makes it out of vampire territory. The elder stops at 
  some boundary between vampire territory and beyond not wishing to risk itself to chase Haytham. 
   
   
  Acknowledgements: Special thanks to John Fiore’s The 9Q’s and The Creativity Hub’s The Extraordinaires for bushwhacking the jungle path 
  towards designing TOSS. Very special thanks to Chris Stieha for help in editing and general commentary. And, yes the name of this supplement 
  is tongue-in-cheek. 
  
SOURCE: textdata/thevault/Collections/Solo/2. GM Emulators & Generic Solo Rules/TOSS a bus stop RPG framework.pdf