Sunday, March 22, 2020

Solo RPG Adventures

And suddenly, the whole world joined me in the retired lifestyle.

Put on your daytime pajamas, sit a spell, and let your pal Falstaffe tell you a story. Since we're all getting cozy, let me tell you about role-playing games that built their fanbases on solo RPG play. But hold up--these aren't some "ghosts of gaming past." These systems are still alive and kicking today in new and refreshed editions, and from their original creators, no less! Listen a spell, check out my links, grab some dice, and you, too, can be playing a solo RPG (or, at least as soon as it takes for the Amazon Prime truck to deliver.)


First off: Mea Culpa--I am definitely biased, and this isn't an exhaustive examination of all the solo systems out there. Feel free to tell me about your favorites in the comments. And yes, both of the systems covered here contributed to the FAST RPG in one way or another. 


Bias noted, forge on!

First, a few words on solo play for the uninitiated. These adventures are very similar to "Choose Your Own Adventure" novels where the story is broken up and scattered throughout the pages of the book. Players make decisions at key points in the story that guide them through a flowchart-like narrative. 

"Your path takes you to a chasm. A thin tree trunk spans the gap. Do you walk across (go to page 5) or attempt to jump the distance (go to page 23)?"


Solo RPG's follow this model, adding RPG rules to the experience, which allows for more variety in the outcomes of things like traps, combat, or the after-effects of drinking deadly poison. Solo RPG's also differ from "Choose Your Own" books in that players create an adventuring hero who can embark on multiple book-adventures, creating the feeling of a campaign. It's not tabletop, but a close approximation.

Solo RPG's were wildly popular back in the early days of gaming when most people had no idea what an RPG was, or how to find other players. Dave Arneson and the "Blackmoor Bunch" who created the hobby went to great creative lengths to find potential players. For example, they found books in the library related to wargaming and called up the people whose names were written on the sign-out cards! (That's how we stalked people back in the olden day, kids!)


But this style of play is far less common today for some obvious reasons. The hobby has many more players, GM's, and systems. It's far easier to connect with other players thanks to Social media sites, YouTube, game stores and conventions. The result being that the hobby has become so pervasive that people who would never consider themselves "gamers" still thrill to computer and console RPG's, or who binge-watch movies and TV shows ripped straight from TSR modules. (Looking at you, Witcher!) 


Sure, there's a nostalgia factor at work here, looking at solo RPG's that use real books, paper, and dice, but don't discount them altogether. Many find Solo RPG's to be a rewarding, creative, (and right now a relevant) experience. 

So, to paraphrase Freddie Mercury of the band Queen, "You had your time, you had the power. You've yet to have your finest hour. Solo RPG's--someone still loves you!"

Game on!

Now let's begin at the beginning (almost.)

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