Horrendous Gaming’s Solo Tabletop Adventures System
How these came about
How they work
Current releases and ongoing schedule as of August 2026
There’s an increased focus on bystanders, where they are now uncovered from the markers like the adversaries. They are now often under threat, making it more important that they leave the table, but your team can now encourage them to leave or decide to defend them.
After a scenario you will now determine specific injuries to your characters and use experience points for gaining skills, and there are now details for continuing a successful team onto another Arc.
I am also adding the option to fight a scenario with a single character when they were not available for the main incident, each with ten short scenarios.
HG01 - Space Station Edition - Call Security!
Imagine a huge tin can, spinning in space, where some people actually live, but many more are just passing through. Like any frontier town there is a need for some level of order to be maintained or it will dissolve into chaos.
The people who run the station, The Authorities, are willing to fund a small team to maintain the peace, if not tranquility, of the place, knowing full well that the very survival of its economy depends on people content to live and work there. So they appoint a Security Chief, and recruit a Security team, to keep watch and deal with any trouble before it gets out of hand. These are their stories.
HG02 - Post Apocalypse Edition - Protect and Survive
Imagine a world where a combination of environmental effects forced the major nations into a war that just made things worse, and that everyone now refers to as The Calamity. A world where the human population has been hugely depleted, there are no governments, no cities, no power stations, and just small enclaves of people trying to fend off the ever encroaching threat of others who are just out to take whatever they can get.
Not just people either, the animals seemed to have fared better in the aftermath of The Calamity than humans have as the sudden eradication of their soft, sheltered lives happens so suddenly. Packs of wild beasts run rampant from an explosion of breeding of escaped animals or sudden mutations of the natural wildlife, and there’s worse out there too now the most dangerous predators, man, are picking on each other instead.
Now picture one of these groups of survivours that don’t want to devolve into beasts themselves, they come together and look out for one another as they start to try and rebuild what they call The Community.
They know that they need protection though, from the beasts around them, no matter how many legs they walk on. So some of them pick up a weapon and vow to keep the other safe. The Community appoints a Leader and calls them the Response Team. These are their stories.
HG03 - Swashbuckling Pirates Edition - Plunder and Fighting!
Imagine a time when colonisation and trade was a boon for some but not for all. When rogues would take to the high seas believing they could just take whatever they wanted, while the local authorities seemed unable to keep them in check, and a Pirate ship appearing on the horizon was something to be rightfully feared.
Now picture the wreckage of such a ship and four poor souls pitching up on a small island. One assumes the mantle of Captain and when a Merchantman moors too close leads a desperate but successful raid to take it over. Now they have a ship again and are ready to return to a life of plundering and fighting. These are their stories.
HG04 - Wild West Edition - Join the Posse!
Imagine a time when frontier towns were changing from lawless places into more civilised communities, but there were still plenty of threats to their peace and tranquility. A time when the peace between the incoming settlers and the indigenous peoples was unsettled at best. A time where bands of outlaws still prowled around the towns picking off unwary travellers.
Now think about those few willing to stand up for law and order. Who put on a tin star and made themselves a target. Or even those who had just had enough of the lawlessness and were willing to help out when needed. These are their stories.
HG05 - High Fantasy Edition - The Guild of Adventurers
Imagine a fantasy land full of heroes, villains, monsters, and magic. Any fantasy land you want, populated by whatever races you want.
Now picture one inhabitant of that world out to make a name for themselves. A capable fighter maybe, or good with a bow, maybe a dashing rogue, or a wielder of magics. They are not sure where to start but have heard of a network of places where likeminded individuals tend to congregate and where those in need of such people go to recruit them.
Our hero arrives, picks an opportunity they deem worthy of their attention, and then gathers some followers to them before setting off. The party are now on a quest, backed by the famous Guild of Adventurers and these are their stories.
HG06 - SF Edition - We need your best squad
Imagine a future without conflict of any sort, seems unlikely doesn’t it? Indeed it is so much easier to imagine the opposite, with conflicts, and good guys versus bad guys, in multiple settings.
Now imagine one small group of combatants, hand picked for a particular purpose, well armed and ready to go. There are multiple different stories that span a wide range of science fiction settings, but no matter what they will face, they are your best squad, and these are their stories.
HG08 - Time Travel Edition - The Wardens of History
Imagine a world where there are a very limited number of people that can travel back in time to try and preserve the historical timeline of Earth. They have what is known as the “translocation gene”. Then it seems logical that an organisation has been created to train and then transport these people through time to deal with anomalies that a very large group of archivists spend their time looking for.
The problem could be a purely historical one where trouble is brewing but the team are still within the known history of Earth, or it could be that a previous problem has disrupted Earth’s known history and leads them to somewhat weirder battles in what is known as a Broken Timeline.
Most of the time they will be facing the locals of the period, hired by whichever nefarious force is trying to mess with history, and these hirelings often don’t actually realise what is going on. There will also be other locals around who definitely won’t have any idea what is going on and will need convincing that things are ‘normal’ to avoid breaking the timeline, or indeed to fix it again if you already broke it. Of course eventually they will run into those nefarious forces behind the trouble head on and have to deal with them.
The very special leaders of the small groups of people that go through time to troubleshoot these anomalies are known as Wardens, there are only a handful of them, and they are the key to keeping the Earth safe. Each Warden forms their own team from the best people available and these are their stories.
HG11 - Superhero Edition - With great power…
Imagine a world where a small percentage of the population have started to develop extraordinary powers. There is no single cause, but it does seem to be on the rise. In such a world the rest of the population might well view such individuals with distrust, never sure what they might use those powers for.
Now think about a few of these individuals who feel like they ought to be doing something “useful” with their new found abilities, but know they are not powerful to the point where they can take on all comers on their own. They see the dangers around them and are determined to help those unable to defend themselves, but know they can’t do it alone so some of them get together and start to patrol their local neighbourhood, they protect the innocent bystanders while they deal with the troublemakers, even when it starts to feel like maybe they are getting out of their depth. These are their stories.
HG12 - Urban Fantasy Edition - Department U
Imagine that about five years before your story starts, law enforcement officials started to get reports of some very strange happenings, and the various police forces and intelligence agencies across the world started keeping their own very secret records, but of course secrets get attention and it wasn’t long before they all knew what the others knew. In an unprecedented move, this even got governments talking to each other and an uneasy understanding of the global need to guard against these “threats of the unknown” was born.
Now imagine that ever since, and no matter who is currently at war with whom, sometimes with official government backing but often as a completely clandestine operation, every major power on Earth has a unit that works for the Department of the Unknown Threats, or Department U.
This is not a military organisation, although military personnel are often moved there, usually under the warranted cover of dishonourable discharge. This is not a cross-border police or intelligence organisation, although the most capable and out-of-the-box thinking investigators often end up there. Indeed there are as many criminals as law abiding citizens in Department U, well probably more in fact if the rest of them had been caught. It’s just Department U and very few people who are not in it even know it exists.
When the brown stuff hits the spinning thing, the bodies start piling up, and normal law enforcement can’t wrap their heads around it, certain phone calls are made, and a team from Department U are assigned. They will be whispered about in the corridors of power and people will sleep easier in their beds, knowing a team of Fixers are on the case.
You now run one of these teams, and these are their stories.










Great looking games keen to give your rules a try.
ReplyDeleteDrop an email to hg.wargames@gmail.com and let me know what genres you like to play.
ReplyDeleteThe tray used for the town area in the pirate game actually looks good.
ReplyDeleteThanks! It’s actually just some printed fabric wrapped around a sheet of polystyrene packing material to get it to the same height as the harbour.
Delete