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| Source: Vinh Sino: Chess Vectors-Vecteezy |
If you’ve spent any time on the Solo Roleplaying message boards, you’ve
seen, or perhaps even posted, a question like this:
How do you start solo roleplaying? The specific question might
vary, but the impetus behind most of them is, “How does one go about
playing what is typically considered a social, multi-player game by
themselves?”
Foolishly, I used to try to answer this question. I say foolishly, because there are so many different aspects to the
hobby and ways to play that it’s impossible to give an adequate answer
in a single post. It’s
like asking how do I know the Bible is true? There is no single simple answer. I had to read or listen to many
different discussions covering a multitude of topics – history,
archaeology, science, literary criticism, medicine, psychology, and so
on – before I arrived at a comfortable, confident solution. And even
now, I’m always learning more.
The same is true for Solo Roleplaying. There is no single simple answer. Each game has its own style. Each player has their own method and uses different systems and tools.
And the more you play, the more you learn.
So, I gave up long ago
trying to answer such general questions.
What I can do, however, is try and break the question down, and help
players, both new and old, focus on what they are looking for in the
hobby and help them find tools to facilitate their game. That is what I
hope to accomplish with this and following “Starting Solo”
articles. I am going to
start by focusing on game style. Not all games are the same, of course, and what aspects of tabletop
roleplaying appeal to a player will help them determine what experience
they are hoping to find and what style of game will best recreate
that.
This first type of game I would consider rather niche. Being that solo
roleplaying is niche in general, that might make mapping games the
nichest of the niche.
When you are with your roleplaying group, if you are the one who is always keeping the map up to date, or exploration of the world your characters inhabit is as exciting as the story itself, then map-making games might be something that you would find rather interesting.
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| The Quiet Year - Source: Wyjdzie W Graniu |
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| Delve - Source: BlackwellWriter Games |
A journaling game is pretty much what it sounds like. Within the game’s
them, the player creates a story based on prompts generated using common
items such as a deck of playing cards or dice. Alone Among the Stars might be the most basic form of journaling game. To be fair, it is little more than a creative writing exercise.
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| Thousand Year Old Vampire - Source: Tim Hutchings |
One of my favorite types of journaling game are Wretched & Alone games, named after the original The Wretched. A W&A games starts by dropping you in a situation and presenting specific goals, such as you are a lone survivor on a derelict spacecraft and you must survive long enough to be rescued, but adds various systems (diminishing tokens, a block tower, dice rolls, special cards, etc.) that present obstacles and ramps up the danger. The result is very much a game-like experience that increases the tension so that, as the game lasts longer and longer, every journal entry could very well end of the game in failure.
Another aspect of journaling games enjoyed by many players is the
opportunities for creativity beyond the story. How the player decides
to record the game adds to the fun. While the term “journal” is often associated with a pen and notebook, a
player may choose to record their entries using audio logs or video
clips. Additionally, how each
of these entries are formatted can add color to the game. I’ve written journals in the form of a
dating show contestant’s interviews, to radio communications between
Santa his elves on Christmas Eve. Once, I even
spilled blood.
DUNGEON CRAWLS
Up to this point, we’re just exploring and writing story. What about battling monsters and finding treasure? Isn’t that the main
reason to play tabletop roleplaying games? Well, maybe. Maybe not.
Regardless, Dungeon Crawl-style games focus primarily on the task of
searching a dungeon in search of treasure while killing monsters along the
way. Popular games of this
type are
FourAgainst Darkness and
D100 Dungeon.
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| Four Against Darkness - Source: Rob Standifer |
These games tend to be big on mechanics and short on story. Each dungeon might be themed and have an immediate goal – there’s always a long-lost ancient sword that need to be retrieved so the true king can rule – but don’t look for some epic plot or deep NPC interactions in which your character may become entangled. While you can always invent this story on your own, it is not an inherent aspect of the game. For that, you would want to consider one of the next two game styles.
STAND ALONE SOLO RPGS
The previous styles have each focused primarily on one specific aspect of
roleplaying: exploration, story, combat. However, I suspect that most
players exploring this hobby are looking for a combination of all of these.
Ideally, they’re wanting to create a solo experience similar to the group
experiences they have with their friends. These last two styles attempt to do that.
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| Source: Joshua Meehan |
The first style I will refer to as the Stand-Alone Solo Tabletop Roleplaying Game. These games provide everything needed to play through an epic adventure alone, except for perhaps dice and paper. These are games like Ironsworn, Starforged, Riftbreakers, and Plight. Each title contains rules for character creation, gameplay, and combat. Additionally, tools and tables are included to simulate a game master’s input.
It's this last item, game master simulation, that is unique to Solo
roleplaying and the thing that can be the most confusing or difficult for
someone getting started in this hobby to grasp. In a traditional game, only the game master knows all that is going on and
how a player’s actions to cause it to evolve. In a solo game, however, how does the player accomplish this without
knowing everything that is going to happen?
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| Source: Blackoath Entertainment |
The most basic mechanic for this is random generation. Almost anything that can chosen from a list can be generated randomly. What
can be generated randomly will differ from game to game, but some such items
might be the characteristics of non-player characters, room descriptions,
types of quests, and monsters that attack the party.
Many times, however, choosing an item from a list is not sufficient. Your game will often require more complex descriptions or explanations to
move the story along. It’s the
tools that provide these complex answers and descriptions that really make
the game interesting. For
instance, let’s say your character hears a loud noise coming from behind a
door. In a traditional game,
You would enter the room and the game master would tell you what
happens. In a solo game,
however, the tool, often referred to as an oracle, will generate a phrase,
concept, or series of words from which you must extract the details of the
situation. Again, using the
loud noise example, the oracle might generate the words “aggression” and
“damage”. This might be
interpreted as a fight between two opponents where one has stabbed the
other. Or it could be the room
has been ransacked, an open window suggesting the vandal had escaped just
prior to the characters entering the room. Or anything else that those words might suggest and fits into the story.
I realize this might sound confusing or overwhelming, especially if you are
unfamiliar with solo play. The
beauty of stand-alone games is that the rules often take the time to explain
ways to use the tools and provide pointers on how to interpret the results.
But once you get the hang of it, these prompts will often provide unexpected
events in the story and surprising twists you may never have dreamed of
otherwise. I will discuss
oracles more and offer some additional advice in the next article in the
Starting Solo series, so keep your eyes open for that post.
TRADITIONAL TABLETOP ROLEPLAYING GAMES
Stand-alone games are a great place to start if you are new to solo gaming,
or roleplaying in general. However, if you already have a favorite game,
such as Dungeons & Dragons, Call of Cthulu, the Star Wars Roleplaying
Game, or Mörk Borg, you can still enjoy great solo experiences using those
rulesets. The method to do so is basically the same as a stand-alone game,
with the biggest difference being that you have to assemble all the tools
and aids yourself. And there
are a lot of choices to be made . . . so many, in fact, that I will
reserve that for the next article.
Regardless of how long you have enjoyed solo roleplay, I hope you find this introduction to these various styles helpful. If you are just getting started, I hope I’ve assisted you in navigating the many choices that are out there. If you are a veteran, then possibly I have sparked your interest in a style of gameplay you’ve never thought of before. Either way, this hobby has a lot to offer. I invite you discover more by reading my adventures here on Tev’s Next Idea, and be sure to read the next Starting Solo article about Traditional Roleplaying Games, where I will focus on turning any TTRPG into a solo experience.
Ecclesiastes 3: 1-8
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